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<html><head><meta http-equiv="Content-Type" content="text/html; charset=utf-8"><title>3. Binding the size of one actor to the size of another</title><link rel="stylesheet" type="text/css" href="style.css"><meta name="generator" content="DocBook XSL Stylesheets V1.78.1"><link rel="home" href="index.html" title="The Clutter Cookbook"><link rel="up" href="layouts.html" title="Chapter 7. Layout management"><link rel="prev" href="layouts-stacking.html" title="2. Stacking actors on top of each other"><link rel="next" href="layouts-box.html" title="4. Arranging actors in a single row or column"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">3. Binding the size of one actor to the size of another</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="layouts-stacking.html">Prev</a> </td><th width="60%" align="center">Chapter 7. Layout management</th><td width="20%" align="right"> <a accesskey="n" href="layouts-box.html">Next</a></td></tr></table><hr></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="layouts-bind-constraint"></a>3. Binding the size of one actor to the size of another</h2></div></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp61946624"></a>3.1. Problem</h3></div></div></div><p>You want one actor (the "target") to automatically change
      its width or height (or both) when the size of another
      actor (the "source") changes.</p><p>Example use cases:</p><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem"><p>Making an actor adjust itself to the size of the stage
          (particularly when the stage is resizable).</p></li><li class="listitem"><p>Putting one actor on top of another and keeping their
          sizes in sync.</p></li></ul></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp61950960"></a>3.2. Solution</h3></div></div></div><p>Create a <span class="type">ClutterBindConstraint</span> bound to the
      width and/or height of one actor (the "source"). Add that constraint
      to an actor (the "target") whose size should follow the
      size of the source.</p><p>This short example shows how to create and add a constraint;
      <code class="varname">source</code> and <code class="varname">target</code> can
      be any two <span class="type">ClutterActors</span>:</p><div class="informalexample"><pre class="programlisting"><span class="emphasis"><em>ClutterConstraint *width_constraint;</em></span>

/* create a constraint which binds a target actor's width to 100px less than
 * the width of the source actor (use CLUTTER_BIND_HEIGHT to create a
 * constraint based on an actor's height)
 *
 * the third argument is a positive or negative offset from the actor's
 * dimension, in pixels; this is added to the height or width of the source
 * actor before the constraint is applied to the target actor
 */
<span class="emphasis"><em>width_constraint = clutter_bind_constraint_new (source, CLUTTER_BIND_WIDTH, -100);</em></span>

/* add the constraint to an actor */
<span class="emphasis"><em>clutter_actor_add_constraint (target, width_constraint);</em></span></pre></div><p>Below is a full example, showing how to incorporate a
      constraint into a Clutter application.</p><div class="example"><a name="layouts-bind-constraint-example-1"></a><p class="title"><b>Example 7.3. Constraining the size of a texture to
        the size of the stage using <span class="type">ClutterBindConstraint</span></b></p><div class="example-contents"><pre class="programlisting">#include &lt;stdlib.h&gt;
#include &lt;clutter/clutter.h&gt;

static const ClutterColor stage_color = { 0x33, 0x33, 0x55, 0xff };
static const ClutterColor rectangle_color = { 0xaa, 0x99, 0x00, 0xff };

int
main (int argc, char *argv[])
{
  /* the stage is the "source" for constraints on the texture */
  ClutterActor *stage;

  /* the "target" actor which will be bound by the constraints */
  ClutterActor *texture;

  ClutterConstraint *width_binding;
  ClutterConstraint *height_binding;

  if (clutter_init (&amp;argc, &amp;argv) != CLUTTER_INIT_SUCCESS)
    return 1;

  stage = clutter_stage_new ();
  clutter_actor_set_size (stage, 400, 400);
  clutter_stage_set_color (CLUTTER_STAGE (stage), &amp;stage_color);
  g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);

  /* make the stage resizable */
  clutter_stage_set_user_resizable (CLUTTER_STAGE (stage), TRUE);

  texture = clutter_texture_new ();
  clutter_actor_set_opacity (texture, 50);
  clutter_texture_set_repeat (CLUTTER_TEXTURE (texture), TRUE, TRUE);
  clutter_texture_set_from_file (CLUTTER_TEXTURE (texture), "smiley.png", NULL);

  /* the texture's width will be 100px less than the stage's */
  width_binding = clutter_bind_constraint_new (stage, CLUTTER_BIND_WIDTH, -100);

  /* the texture's height will be 100px less than the stage's */
  height_binding = clutter_bind_constraint_new (stage, CLUTTER_BIND_HEIGHT, -100);

  /* add the constraints to the texture */
  clutter_actor_add_constraint (texture, width_binding);
  clutter_actor_add_constraint (texture, height_binding);

  /* add some alignment constraints */
  clutter_actor_add_constraint (texture, clutter_align_constraint_new (stage, CLUTTER_ALIGN_X_AXIS, 0.5));
  clutter_actor_add_constraint (texture, clutter_align_constraint_new (stage, CLUTTER_ALIGN_Y_AXIS, 0.5));

  clutter_container_add_actor (CLUTTER_CONTAINER (stage), texture);

  clutter_actor_show (stage);

  clutter_main ();

  return EXIT_SUCCESS;
}
</pre></div></div><br class="example-break"><p>The texture in this example is 100px smaller than the stage,
      leaving a border of visible stage around the texture; and the texture
      has a tiled image on it. The tiling changes as the texture changes
      size. Also note that two <span class="type">ClutterAlignConstraints</span> are
      added to center the actor on the stage.</p><p>The result looks like this:</p><div class="screenshot"><div class="mediaobject"><img src="images/layouts-bind-constraint-stage.png" alt="A texture bound to the height and width of the stage using ClutterBindConstraint"></div></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp61968464"></a>3.3. Discussion</h3></div></div></div><p>Sizing constraints are a good solution in these cases:</p><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem"><p>Where you can't use a layout manager. For
          example, you can't apply a layout manager to the stage
          directly; so if you want to control the size of an actor
          based on the size of the stage (as in
          <a class="link" href="layouts-bind-constraint.html#layouts-bind-constraint-example-1" title="Example 7.3. Constraining the size of a texture to the size of the stage using ClutterBindConstraint">the example
          above</a>), constraints are a good substitute for a layout
          manager .</p></li><li class="listitem"><p>Where the layout of a UI is fairly simple (perhaps
          up to half a dozen actors) and fairly static. An example
          might be something like a text editor, where the arrangement
          of the UI (menu bar, toolbar, editing panel, footer) changes
          infrequently. Of course, it is possible to arrange top-level
          components using constraints, but still use layout
          managers inside individual components (e.g. a flow layout
          manager to manage buttons in the toolbar).</p></li><li class="listitem"><p>Where you have an actor whose size can change erratically,
          but you still want to be able to track its size to control
          another actor's size. An example might be an application like
          a drawing program, where a user can create their own actors:
          you might want the user to be able to describe loose, custom
          constraints between actors like "keep these actors at the
          same width", then allow those actors to be moved around and
          resized in a free-form way as a group. In this situation, a
          layout manager is too rigid and not appropriate;
          but adding <span class="type">ClutterConstraints</span> to actors
          in response to user actions could work well.</p><p>The <a class="link" href="layouts-bind-constraint.html#layouts-bind-constraint-example-2" title="Example 7.4. Creating an automatically-resizing overlay for a texture using ClutterBindConstraint">sample
          code in the appendix</a> is the kind of thing you might include
          in a drawing program: you can resize a texture with a key press
          (<code class="code">+</code> to increase size, <code class="code">-</code> to decrease), and
          click on the actor to select/deselect it (a semi-transparent overlay is
          toggled on the texture). The size of the overlay is bound and
          aligned to the texture, so that it covers and slightly overlaps the
          texture regardless of its size.</p></li></ul></div><div class="note" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Note</h3><p>You can bind an actor to a single dimension (just height or
        depth) of another actor: you don't have to bind both height
        and width. Also, you don't have to bind both dimensions of the
        target to the same source: for example, you could bind the target's
        height to one source (actor A) and its width to another source
        (actor B).</p><p>A <span class="type">ClutterBindConstraint</span> can also be used to
        constrain a target actor's position on the <code class="code">x</code> and
        <code class="code">y</code> axes to the position of a source actor. This is
        covered in another recipe.</p></div><div class="section"><div class="titlepage"><div><div><h4 class="title"><a name="idp61980864"></a>3.3.1. Another way to bind actors' sizes together</h4></div></div></div><p>There is another way to control the size of a target
        actor, based on the size of a source: you can create a handler
        for the <code class="code">allocation-changed</code> signal
        of the source, emitted when its size and/or position
        changes. This signal includes all the data
        about the source's new allocation (height, width, x and y
        coordindates), which the handler function can then use to
        resize the target.</p><p>Alternatively, if you're only interested in
        a change to width or height, you can create a handler
        for the <code class="code">notify::width</code> or
        <code class="code">notify::height</code> signal (respectively), and modify
        the target's width/height in the handler.</p><p>This approach may be useful if you need a type of
        control over alignment and size which is not possible using
        constraints alone (e.g. one actor's size should be
        a proportion of another's). See
        <a class="link" href="layouts-bind-constraint.html#layouts-bind-constraint-example-3" title="Example 7.5. Using the allocation-changed signal of one actor to trigger proportional size changes in another">the code in
        this section</a> for an example where the size
        of one actor is dynamically set to 10% more than the
        size of another.</p><div class="note" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Note</h3><p><a class="link" href="actors-allocation-notify.html" title="3. Knowing when an actor's position or size changes">This recipe</a>
          explains more about monitoring changes to an actor's size.</p></div></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp61987632"></a>3.4. Full examples</h3></div></div></div><div class="example"><a name="layouts-bind-constraint-example-2"></a><p class="title"><b>Example 7.4. Creating an automatically-resizing overlay for a
        texture using <span class="type">ClutterBindConstraint</span></b></p><div class="example-contents"><pre class="programlisting">#include &lt;stdlib.h&gt;
#include &lt;clutter/clutter.h&gt;

#define STAGE_SIDE 400
#define RECTANGLE_SIDE STAGE_SIDE * 0.5
#define TEXTURE_SIZE_MAX STAGE_SIDE * 0.9
#define TEXTURE_SIZE_MIN STAGE_SIDE * 0.1
#define TEXTURE_SIZE_STEP 0.2
#define OVERLAY_OPACITY_OFF 0
#define OVERLAY_OPACITY_ON 100

static const ClutterColor stage_color = { 0x33, 0x33, 0x55, 0xff };
static const ClutterColor overlay_color = { 0xaa, 0x99, 0x00, 0xff };

/* change the texture size with +/- */
static gboolean
key_press_cb (ClutterActor *actor,
              ClutterEvent *event,
              gpointer      user_data)
{
  ClutterActor *texture;
  gfloat texture_width, texture_height;
  guint key_pressed;

  texture = CLUTTER_ACTOR (user_data);
  clutter_actor_get_size (texture, &amp;texture_width, &amp;texture_height);

  key_pressed = clutter_event_get_key_symbol (event);

  if (key_pressed == CLUTTER_KEY_plus)
    {
      texture_width *= 1.0 + TEXTURE_SIZE_STEP;
      texture_height *= 1.0 + TEXTURE_SIZE_STEP;
    }
  else if (key_pressed == CLUTTER_KEY_minus)
    {
      texture_width *= 1.0 - TEXTURE_SIZE_STEP;
      texture_height *= 1.0 - TEXTURE_SIZE_STEP;
    }

  if (texture_width &lt;= TEXTURE_SIZE_MAX &amp;&amp; texture_width &gt;= TEXTURE_SIZE_MIN)
    clutter_actor_animate (texture, CLUTTER_EASE_OUT_CUBIC, 500,
                           "width", texture_width,
                           "height", texture_height,
                           NULL);

  return TRUE;
}

/* turn overlay opacity on/off */
static void
click_cb (ClutterClickAction *action,
          ClutterActor       *actor,
          gpointer            user_data)
{
  ClutterActor *overlay = CLUTTER_ACTOR (user_data);
  guint8 opacity = clutter_actor_get_opacity (overlay);

  if (opacity &lt; OVERLAY_OPACITY_ON)
    opacity = OVERLAY_OPACITY_ON;
  else
    opacity = OVERLAY_OPACITY_OFF;

  clutter_actor_set_opacity (overlay, opacity);
}

int
main (int argc, char *argv[])
{
  ClutterActor *stage;
  ClutterActor *texture;
  ClutterActor *overlay;
  ClutterAction *click;
  GError *error = NULL;

  const gchar *filename = "redhand.png";

  if (argc &gt; 1)
    filename = argv[1];

  if (clutter_init (&amp;argc, &amp;argv) != CLUTTER_INIT_SUCCESS)
    return 1;

  stage = clutter_stage_new ();
  clutter_actor_set_size (stage, STAGE_SIDE, STAGE_SIDE);
  clutter_stage_set_color (CLUTTER_STAGE (stage), &amp;stage_color);
  g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);

  texture = clutter_texture_new ();
  clutter_texture_set_keep_aspect_ratio (CLUTTER_TEXTURE (texture), TRUE);
  clutter_actor_set_reactive (texture, TRUE);
  clutter_actor_set_size (texture, RECTANGLE_SIDE, RECTANGLE_SIDE);
  clutter_actor_add_constraint (texture, clutter_align_constraint_new (stage, CLUTTER_ALIGN_X_AXIS, 0.5));
  clutter_actor_add_constraint (texture, clutter_align_constraint_new (stage, CLUTTER_ALIGN_Y_AXIS, 0.5));

  clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
                                 filename,
                                 &amp;error);

  if (error != NULL)
    {
      g_warning ("Error loading %s\n%s", filename, error-&gt;message);
      g_error_free (error);
      exit (EXIT_FAILURE);
    }

  /* overlay is 10px wider and taller than the texture, and centered on it;
   * initially, it is transparent; but it is made semi-opaque when the
   * texture is clicked
   */
  overlay = clutter_rectangle_new_with_color (&amp;overlay_color);
  clutter_actor_set_opacity (overlay, OVERLAY_OPACITY_OFF);
  clutter_actor_add_constraint (overlay, clutter_bind_constraint_new (texture, CLUTTER_BIND_WIDTH, 10));
  clutter_actor_add_constraint (overlay, clutter_bind_constraint_new (texture, CLUTTER_BIND_HEIGHT, 10));
  clutter_actor_add_constraint (overlay, clutter_align_constraint_new (texture, CLUTTER_ALIGN_X_AXIS, 0.5));
  clutter_actor_add_constraint (overlay, clutter_align_constraint_new (texture, CLUTTER_ALIGN_Y_AXIS, 0.5));

  click = clutter_click_action_new ();
  clutter_actor_add_action (texture, click);

  clutter_container_add (CLUTTER_CONTAINER (stage), texture, overlay, NULL);
  clutter_actor_raise_top (overlay);

  g_signal_connect (click, "clicked", G_CALLBACK (click_cb), overlay);

  g_signal_connect (stage,
                    "key-press-event",
                    G_CALLBACK (key_press_cb),
                    texture);

  clutter_actor_show (stage);

  clutter_main ();

  return EXIT_SUCCESS;
}
</pre></div></div><br class="example-break"><div class="example"><a name="layouts-bind-constraint-example-3"></a><p class="title"><b>Example 7.5. Using the <code class="code">allocation-changed</code>
        signal of one actor to trigger proportional size changes in
        another</b></p><div class="example-contents"><pre class="programlisting">#include &lt;stdlib.h&gt;
#include &lt;clutter/clutter.h&gt;

#define OVERLAY_FACTOR 1.1

static const ClutterColor stage_color = { 0x33, 0x33, 0x55, 0xff };

void
allocation_changed_cb (ClutterActor           *actor,
                       const ClutterActorBox  *allocation,
                       ClutterAllocationFlags  flags,
                       gpointer                user_data)
{
  ClutterActor *overlay = CLUTTER_ACTOR (user_data);

  gfloat width, height, x, y;
  clutter_actor_box_get_size (allocation, &amp;width, &amp;height);
  clutter_actor_box_get_origin (allocation, &amp;x, &amp;y);

  clutter_actor_set_size (overlay,
                          width * OVERLAY_FACTOR,
                          height * OVERLAY_FACTOR);

  clutter_actor_set_position (overlay,
                              x - ((OVERLAY_FACTOR - 1) * width * 0.5),
                              y - ((OVERLAY_FACTOR - 1) * width * 0.5));
}

int
main (int argc, char *argv[])
{
  ClutterActor *stage;
  ClutterActor *actor;
  ClutterActor *overlay;

  if (clutter_init (&amp;argc, &amp;argv) != CLUTTER_INIT_SUCCESS)
    return 1;

  stage = clutter_stage_new ();
  clutter_actor_set_size (stage, 400, 400);
  clutter_stage_set_color (CLUTTER_STAGE (stage), &amp;stage_color);
  g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);

  actor = clutter_actor_new ();
  clutter_actor_set_background_color (actor, CLUTTER_COLOR_Red);
  clutter_actor_set_size (actor, 100, 100);
  clutter_actor_set_position (actor, 150, 150);
  clutter_actor_add_child (stage, actor);

  overlay = clutter_actor_new ();
  clutter_actor_set_background_color (overlay, CLUTTER_COLOR_Blue);
  clutter_actor_set_opacity (overlay, 128);

  g_signal_connect (actor,
                    "allocation-changed",
                    G_CALLBACK (allocation_changed_cb),
                    overlay);

  clutter_actor_add_child (stage, overlay);

  clutter_actor_animate (actor, CLUTTER_LINEAR, 2000,
                         "width", 300.0,
                         "height", 300.0,
                         "x", 50.0,
                         "y", 50.0,
                         NULL);

  clutter_actor_show (stage);

  clutter_main ();

  return EXIT_SUCCESS;
}
</pre></div></div><br class="example-break"></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="layouts-stacking.html">Prev</a> </td><td width="20%" align="center"><a accesskey="u" href="layouts.html">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="layouts-box.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">2. Stacking actors on top of each other </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> 4. Arranging actors in a single row or column</td></tr></table></div></body></html>