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Basic Canvas Architecture
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<div class="SECT1">
<h1 class="SECT1">
<a name="Z174">Basic Canvas Architecture</a>
</h1>
<p>
This section introduces the architecture of the canvas,
including the arrangement of items into hierarchical
groups, and the many coordinate systems involved in using
the canvas.
</p>
<div class="SECT2">
<h2 class="SECT2">
<a name="Z175"><span class="STRUCTNAME">
GnomeCanvasGroup</span></a>
</h2>
<p>
Canvas items are arranged in a tree structure. You can
group items together, to be moved as a unit; canvas
architect Federico Mena Quintero likes to use a circuit
diagram editor as an example. You might group together
the shapes representing each logic gate, so you could
manipulate the logic gate as a unit. You could also
collect several logic gates into a single component; that
is, groups can contain subgroups. Within each group, the
canvas maintains a stacking order; objects higher in the
stacking order obscure objects lower in the stacking
order.
</p>
<p>
To implement this, the canvas comes with a special kind
of canvas item called <span class="STRUCTNAME">
GnomeCanvasGroup</span>. As the name suggests, a canvas
group groups a number canvas items together so you can
manipulate the child items as a single item. A <span
class="STRUCTNAME">GnomeCanvasGroup</span> is invisible;
to render itself, it simply recurses its children,
rendering each of them in turn. When you create a new
<span class="STRUCTNAME">GnomeCanvas</span>, a default
group called the "root" is created for you. All canvas
items are added somewhere below the root group. The
canvas widget only deals with the root canvas item
directly; all other canvas items are managed by their
parent group.
</p>
<p>
An accessor function is provided to access the root
canvas group, shown in <a href="z174.html#FL-CANVASROOT">
Figure 1</a>.
</p>
<div class="FIGURE">
<a name="FL-CANVASROOT"></a>
<div class="FUNCSYNOPSIS">
<a name="FL-CANVASROOT.SYNOPSIS"></a>
<table border="0" bgcolor="#E0E0E0" width="100%">
<tr>
<td>
<pre class="FUNCSYNOPSISINFO">
#include <libgnomeui/gnome-canvas.h>
</pre>
</td>
</tr>
</table>
<p>
<code><code class="FUNCDEF">GnomeCanvasGroup* <tt
class="FUNCTION">
gnome_canvas_root</tt></code>(GnomeCanvas* <tt class=
"PARAMETER"><i>canvas</i></tt>);</code>
</p>
</div>
<p>
<b>Figure 1. Root Group Accessor</b>
</p>
</div>
<p>
Items must always be part of a group; there is no such
thing as an "orphan" canvas item. When you create an
item, you must specify its canvas group. It is also
possible to reparent items after creation. However, items
are permanently bound to the <tt class="CLASSNAME">
GnomeCanvas</tt> they were created on; it is not
permitted to reparent an item to a group on a different
canvas.
</p>
</div>
<div class="SECT2">
<h2 class="SECT2">
<a name="Z176">Coordinates</a>
</h2>
<p>
Many of the features of the canvas are implemented via
translations between different coordinate systems. Canvas
items can be moved, rotated, or scaled via <i class=
"FIRSTTERM">affine transformations</i>, described in more
detail below. (Short version: an affine transformation is
a way to convert from one coordinate system to another.)
Here are the important coordinate systems which come up
when using the canvas and writing custom canvas items:
</p>
<ul>
<li>
<p>
<i class="FIRSTTERM">World coordinates</i> are an
absolute coordinate system; i.e., the same world
coordinate refers to the same place on the canvas in
all cases. World coordinates are conceptually
infinite and are represented by a <span class=
"STRUCTNAME">double</span>. World coordinates are the
real, toplevel, untransformed, canonical coordinate
system. Consistent with the X Window System and GDK,
Y coordinates increase as they move <i class=
"EMPHASIS">downward</i>, so lower Y coordinates are
toward the top of the canvas.
</p>
</li>
<li>
<p>
<i class="FIRSTTERM">Item coordinates</i> are the
coordinates used by a particular canvas item. Item
coordinates exist because each canvas item has an
affine transformation associated with it. In the case
of <span class="STRUCTNAME">GnomeCanvasGroup</span>,
this transformation is applied to the group's
children. To convert from world coordinates to item
coordinates for some particular item, you apply the
transform for each canvas group in the item's
ancestry, starting with the root canvas group; then
you apply the item's own transform. (Don't worry,
Gnome comes with a function to do this for you.) Like
world coordinates, item coordinates are conceptually
infinite.
</p>
</li>
<li>
<p>
<i class="FIRSTTERM">Canvas coordinates</i> are pixel
coordinates. While item and world coordinates are
floating-point numbers, canvas pixel coordinates are
integers. To use the canvas, you must specify a
"scroll region," which is the rectangle in world
coordinate space you want the user to be able to see.
Canvas pixel coordinates are relative to this
rectangle. Canvas pixel coordinates also take into
account a scaling factor representing the number of
pixels per world coordinate unit. To convert from
world coordinates to canvas coordinates, the canvas
subtracts the X and Y coordinates of the scroll
region, multiplies by the scaling factor, and then
rounds to an integer. Thus, <tt class="APPLICATION">
(0,0)</tt> in canvas coordinates will be the top left
corner of the scroll region.
</p>
</li>
<li>
<p>
<i class="FIRSTTERM">Buffer coordinates</i> are
canvas coordinates modified by some offset. Item
implementations use these during rendering. The
canvas passes the item implementation a buffer (which
is either a <span class="STRUCTNAME">
GdkDrawable</span> or an RGB buffer, depending on the
canvas mode). The canvas tells the item
implementation which region of the screen the buffer
represents---the buffer region is defined by an X
offset, Y offset, width and height. The X and Y
offsets are in canvas coordinates, and are equivalent
to <tt class="APPLICATION">(0,0)</tt> in buffer
coordinates. To convert from canvas coordinates to
buffer coordinates, simply subtract the offset.
Buffer coordinates are only valid from <tt class=
"APPLICATION">(0,0)</tt> to the maximum width and
height of the buffer.
</p>
</li>
<li>
<p>
<i class="FIRSTTERM">Window coordinates</i> are
rarely used. The canvas eventually copies each
temporary buffer to a <span class="STRUCTNAME">
GdkWindow</span> (to be precise,it copies them to
<span class="STRUCTNAME">
GTK_LAYOUT(canvas)->bin_window</span>). Window
coordinates are relative to this <span class=
"STRUCTNAME">GdkWindow</span>. In some rare cases you
might want to draw to the window directly rather than
using a canvas item, or you might want to respond to
an event on the window (such as a drag-and-drop).
Then you need to convert from window coordinates to
one of the other coordinate systems.
</p>
</li>
</ul>
<p>
When using preexisting canvas items, you will mostly be
interested in world and item coordinates. When writing
your own items, you will also need to use canvas and
buffer coordinates.
</p>
<p>
There are two ways to convert between the various
coordinate systems; one way is to obtain and use affines
directly---this is described in the next section. The
easy way is to use one of the convenience functions
provided for the purpose, shown in <a href=
"z174.html#FL-COORDCONVERT">Figure 2</a>. Conversion
between canvas and item coordinates requires you to
convert to world coordinates first as an intermediate
step. There is no function to convert to or from buffer
coordinates, because this is a simple matter of
subtracting the buffer offsets from the canvas
coordinates (canvas to buffer), or adding the buffer
offsets to the buffer coordinates (buffer to canvas).
</p>
<div class="FIGURE">
<a name="FL-COORDCONVERT"></a>
<div class="FUNCSYNOPSIS">
<a name="FL-COORDCONVERT.SYNOPSIS"></a>
<table border="0" bgcolor="#E0E0E0" width="100%">
<tr>
<td>
<pre class="FUNCSYNOPSISINFO">
#include <libgnomeui/gnome-canvas.h>
</pre>
</td>
</tr>
</table>
<p>
<code><code class="FUNCDEF">void <tt class=
"FUNCTION">gnome_canvas_w2c</tt></code>(GnomeCanvas*
<tt class="PARAMETER"><i>canvas</i></tt>, double <tt
class="PARAMETER"><i>wx</i></tt>, double <tt class=
"PARAMETER"><i>wy</i></tt>, int* <tt class=
"PARAMETER"><i>cx</i></tt>, int* <tt class=
"PARAMETER"><i>cy</i></tt>);</code>
</p>
<p>
<code><code class="FUNCDEF">void <tt class=
"FUNCTION">
gnome_canvas_w2c_d</tt></code>(GnomeCanvas* <tt
class="PARAMETER"><i>canvas</i></tt>, double <tt
class="PARAMETER"><i>wx</i></tt>, double <tt class=
"PARAMETER"><i>wy</i></tt>, double* <tt class=
"PARAMETER"><i>cx</i></tt>, double* <tt class=
"PARAMETER"><i>cy</i></tt>);</code>
</p>
<p>
<code><code class="FUNCDEF">void <tt class=
"FUNCTION">gnome_canvas_c2w</tt></code>(GnomeCanvas*
<tt class="PARAMETER"><i>canvas</i></tt>, int <tt
class="PARAMETER"><i>cx</i></tt>, int <tt class=
"PARAMETER"><i>cy</i></tt>, double* <tt class=
"PARAMETER"><i>wx</i></tt>, double* <tt class=
"PARAMETER"><i>wy</i></tt>);</code>
</p>
<p>
<code><code class="FUNCDEF">void <tt class=
"FUNCTION">
gnome_canvas_item_w2i</tt></code>(GnomeCanvasItem*
<tt class="PARAMETER"><i>item</i></tt>, double* <tt
class="PARAMETER"><i>x</i></tt>, double* <tt class=
"PARAMETER"><i>y</i></tt>);</code>
</p>
<p>
<code><code class="FUNCDEF">void <tt class=
"FUNCTION">
gnome_canvas_item_i2w</tt></code>(GnomeCanvasItem*
<tt class="PARAMETER"><i>item</i></tt>, double* <tt
class="PARAMETER"><i>x</i></tt>, double* <tt class=
"PARAMETER"><i>y</i></tt>);</code>
</p>
<p>
<code><code class="FUNCDEF">void <tt class=
"FUNCTION">
gnome_canvas_window_to_world</tt></code>(GnomeCanvas*
<tt class="PARAMETER"><i>canvas</i></tt>, double <tt
class="PARAMETER"><i>winx</i></tt>, double <tt class=
"PARAMETER"><i>winy</i></tt>, double* <tt class=
"PARAMETER"><i>worldx</i></tt>, double* <tt class=
"PARAMETER"><i>worldy</i></tt>);</code>
</p>
<p>
<code><code class="FUNCDEF">void <tt class=
"FUNCTION">
gnome_canvas_world_to_window</tt></code>(GnomeCanvas*
<tt class="PARAMETER"><i>canvas</i></tt>, double <tt
class="PARAMETER"><i>worldx</i></tt>, double <tt
class="PARAMETER"><i>worldy</i></tt>, double* <tt
class="PARAMETER"><i>winx</i></tt>, double* <tt
class="PARAMETER"><i>winy</i></tt>);</code>
</p>
</div>
<p>
<b>Figure 2. Coordinate Conversions</b>
</p>
</div>
</div>
<div class="SECT2">
<h2 class="SECT2">
<a name="SEC-AFFINES">Affine Transformations</a>
</h2>
<p>
An <i class="FIRSTTERM">affine</i> is a transformation
matrix made up of six real numbers that can be <i class=
"FIRSTTERM">applied</i> to an ordered pair. Depending on
the contents of the affine, the point it is applied to
can be:
</p>
<ul>
<li>
<p>
<i class="FIRSTTERM">translated</i>---shifted by an
arbitrary distance in either dimension;
</p>
</li>
<li>
<p>
<i class="FIRSTTERM">rotated</i> some number of
degrees;
</p>
</li>
<li>
<p>
<i class="FIRSTTERM">scaled</i> by some factor.
</p>
</li>
</ul>
<p>
Conceptually, an affine defines a relationship between
points on a plane. For any point (A,B), the affine
defines a single corresponding transformed point; the
mapping is one-to-one, so given the transformed point you
can determine the original point.
</p>
<p>
Affines have interesting properties that make them useful
in computer graphics. Most importantly, they can be <i
class="FIRSTTERM">composed</i>, <i class="FIRSTTERM">
concatenated</i>, or <i class="FIRSTTERM">multiplied</i>
(the three terms are synonymous). You can compose any
number of affines to create a single affine; applying the
single affine has the same effect as applying each of the
original affines in order. Note that the order of
composition is important! Unlike multiplication, affine
composition is not commutative (which is a reason to
avoid the term "multiply" in this context).
</p>
<p>
<tt class="APPLICATION">libart_lgpl</tt> contains a
module for affine manipulation. It represents affines as
an array of six doubles. Its affine functions are shown
in <a href="z174.html#FL-AFFINES">Figure 3</a>.
</p>
<div class="FIGURE">
<a name="FL-AFFINES"></a>
<div class="FUNCSYNOPSIS">
<a name="FL-AFFINES.SYNOPSIS"></a>
<table border="0" bgcolor="#E0E0E0" width="100%">
<tr>
<td>
<pre class="FUNCSYNOPSISINFO">
#include <libart_lgpl/art_affine.h>
</pre>
</td>
</tr>
</table>
<p>
<code><code class="FUNCDEF">void <tt class=
"FUNCTION">art_affine_point</tt></code>(ArtPoint* <tt
class="PARAMETER"><i>dst</i></tt>, const ArtPoint*
<tt class="PARAMETER"><i>src</i></tt>, const double
<tt class="PARAMETER"><i>affine[6]</i></tt>);</code>
</p>
<p>
<code><code class="FUNCDEF">void <tt class=
"FUNCTION">art_affine_invert</tt></code>(double <tt
class="PARAMETER"><i>dst_affine[6]</i></tt>, const
double <tt class="PARAMETER"><i>
src_affine[6]</i></tt>);</code>
</p>
<p>
<code><code class="FUNCDEF">void <tt class=
"FUNCTION">art_affine_multiply</tt></code>(double <tt
class="PARAMETER"><i>dst[6]</i></tt>, const double
<tt class="PARAMETER"><i>src1[6]</i></tt>, const
double <tt class="PARAMETER"><i>
src2[6]</i></tt>);</code>
</p>
<p>
<code><code class="FUNCDEF">void <tt class=
"FUNCTION">art_affine_identity</tt></code>(double <tt
class="PARAMETER"><i>dst[6]</i></tt>);</code>
</p>
<p>
<code><code class="FUNCDEF">void <tt class=
"FUNCTION">art_affine_scale</tt></code>(double <tt
class="PARAMETER"><i>dst[6]</i></tt>, double <tt
class="PARAMETER"><i>sx</i></tt>, double <tt class=
"PARAMETER"><i>sy</i></tt>);</code>
</p>
<p>
<code><code class="FUNCDEF">void <tt class=
"FUNCTION">art_affine_rotate</tt></code>(double <tt
class="PARAMETER"><i>dst[6]</i></tt>, double <tt
class="PARAMETER"><i>theta</i></tt>);</code>
</p>
<p>
<code><code class="FUNCDEF">void <tt class=
"FUNCTION">art_affine_translate</tt></code>(double
<tt class="PARAMETER"><i>dst[6]</i></tt>, double <tt
class="PARAMETER"><i>tx</i></tt>, double <tt class=
"PARAMETER"><i>ty</i></tt>);</code>
</p>
<p>
<code><code class="FUNCDEF">int <tt class="FUNCTION">
art_affine_rectilinear</tt></code>(const double <tt
class="PARAMETER"><i>src[6]</i></tt>);</code>
</p>
</div>
<p>
<b>Figure 3. Affine Manipulation</b>
</p>
</div>
<p>
<tt class="FUNCTION">art_affine_point()</tt> applies an
affine to a point. The affine is applied to the second
argument (<span class="STRUCTNAME">src</span>) and the
result is copied into the first argument (<span class=
"STRUCTNAME">dst</span>). An <span class="STRUCTNAME">
ArtPoint</span> is simply:
</p>
<table border="0" bgcolor="#E0E0E0" width="100%">
<tr>
<td>
<pre class="PROGRAMLISTING">
typedef struct _ArtPoint ArtPoint;
struct _ArtPoint {
double x, y;
};
</pre>
</td>
</tr>
</table>
<p>
Affines can be <i class="FIRSTTERM">inverted</i>. If an
affine converts points in coordinate system A into points
in coordinate system B, its inverse converts points in
coordinate system B into points in coordinate system A.
<tt class="FUNCTION">art_affine_invert()</tt> fills its
first argument with the inverse of its second.
</p>
<p>
<tt class="FUNCTION">art_affine_multiply()</tt> composes
two affines as described earlier in this section, placing
the result in its first argument.
</p>
<p>
Four functions are provided to create affines with
particular properties.
</p>
<ul>
<li>
<p>
<tt class="FUNCTION">art_affine_identity()</tt>
creates the identity affine. Applying the identity
affine to a point has no effect.
</p>
</li>
<li>
<p>
<tt class="FUNCTION">art_affine_rotate()</tt> gives
an affine that rotates points by <span class=
"STRUCTNAME">theta</span> degrees.
</p>
</li>
<li>
<p>
<tt class="FUNCTION">art_affine_translate()</tt>
gives an affine that translates points <span class=
"STRUCTNAME">tx</span> in the X dimension and <span
class="STRUCTNAME">ty</span> in the Y dimension.
</p>
</li>
<li>
<p>
<tt class="FUNCTION">art_affine_scale()</tt> gives an
affine which scales the plane by the given factors (a
factor of 1.0 does no scaling, less than 1.0 shrinks,
greater than 1.0 expands).
</p>
</li>
</ul>
<p>
<tt class="FUNCTION">art_affine_rectilinear()</tt>
returns <span class="STRUCTNAME">TRUE</span> if the
affine rotates rectangles aligned to the axes in such a
way that they remain aligned to the axes. That is, it
returns <span class="STRUCTNAME">TRUE</span> if the
rotation is 0, 90, 180, or 270 degrees.
</p>
<p>
You can ask the canvas widget to compute affines which
convert between its various coordinate systems. These
functions are shown in <a href=
"z174.html#FL-CANVAS-AFFINES">Figure 4</a>; each of them
fills an array you pass in with the affine being
requested.
</p>
<div class="FIGURE">
<a name="FL-CANVAS-AFFINES"></a>
<div class="FUNCSYNOPSIS">
<a name="FL-CANVAS-AFFINES.SYNOPSIS"></a>
<table border="0" bgcolor="#E0E0E0" width="100%">
<tr>
<td>
<pre class="FUNCSYNOPSISINFO">
#include <libgnomeui/gnome-canvas.h>
</pre>
</td>
</tr>
</table>
<p>
<code><code class="FUNCDEF">void <tt class=
"FUNCTION">
gnome_canvas_item_i2w_affine</tt></code>(GnomeCanvasItem*
<tt class="PARAMETER"><i>item</i></tt>, double <tt
class="PARAMETER"><i>affine[6]</i></tt>);</code>
</p>
<p>
<code><code class="FUNCDEF">void <tt class=
"FUNCTION">
gnome_canvas_item_i2c_affine</tt></code>(GnomeCanvasItem*
<tt class="PARAMETER"><i>item</i></tt>, double <tt
class="PARAMETER"><i>affine[6]</i></tt>);</code>
</p>
<p>
<code><code class="FUNCDEF">void <tt class=
"FUNCTION">
gnome_canvas_w2c_affine</tt></code>(GnomeCanvas* <tt
class="PARAMETER"><i>canvas</i></tt>, double <tt
class="PARAMETER"><i>affine[6]</i></tt>);</code>
</p>
</div>
<p>
<b>Figure 4. Canvas Affines</b>
</p>
</div>
</div>
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