[StLabel] Implement text-shadow property

Use the existing shadow code to add a drop shadow to the underlying
ClutterText actor if the text-shadow property is specified.

https://bugzilla.gnome.org/show_bug.cgi?id=624384
This commit is contained in:
Florian Müllner 2010-07-25 01:05:43 +02:00
parent ba1da9deb9
commit a243ba6693

View File

@ -59,6 +59,10 @@ enum
struct _StLabelPrivate
{
ClutterActor *label;
CoglHandle text_shadow_material;
float shadow_width;
float shadow_height;
};
G_DEFINE_TYPE (StLabel, st_label, ST_TYPE_WIDGET);
@ -112,6 +116,12 @@ st_label_style_changed (StWidget *self)
{
StLabelPrivate *priv = ST_LABEL(self)->priv;
if (priv->text_shadow_material != COGL_INVALID_HANDLE)
{
cogl_handle_unref (priv->text_shadow_material);
priv->text_shadow_material = COGL_INVALID_HANDLE;
}
_st_set_text_from_style ((ClutterText *)priv->label, st_widget_get_theme_node (self));
ST_WIDGET_CLASS (st_label_parent_class)->style_changed (self);
@ -182,6 +192,12 @@ st_label_dispose (GObject *object)
priv->label = NULL;
}
if (priv->text_shadow_material != COGL_INVALID_HANDLE)
{
cogl_handle_unref (priv->text_shadow_material);
priv->text_shadow_material = COGL_INVALID_HANDLE;
}
G_OBJECT_CLASS (st_label_parent_class)->dispose (object);
}
@ -190,10 +206,47 @@ st_label_paint (ClutterActor *actor)
{
StLabelPrivate *priv = ST_LABEL (actor)->priv;
ClutterActorClass *parent_class;
StThemeNode *theme_node = st_widget_get_theme_node (ST_WIDGET (actor));
StShadow *shadow_spec = st_theme_node_get_text_shadow (theme_node);
parent_class = CLUTTER_ACTOR_CLASS (st_label_parent_class);
parent_class->paint (actor);
if (shadow_spec)
{
ClutterActorBox allocation;
float width, height;
clutter_actor_get_allocation_box (priv->label, &allocation);
clutter_actor_box_get_size (&allocation, &width, &height);
allocation.x1 = allocation.y1 = 0;
allocation.x2 = width;
allocation.y2 = height;
if (priv->text_shadow_material == COGL_INVALID_HANDLE ||
width != priv->shadow_width ||
height != priv->shadow_height)
{
CoglHandle material;
if (priv->text_shadow_material != COGL_INVALID_HANDLE)
cogl_handle_unref (priv->text_shadow_material);
material = _st_create_shadow_material_from_actor (shadow_spec,
priv->label);
priv->shadow_width = width;
priv->shadow_height = height;
priv->text_shadow_material = material;
}
_st_paint_shadow_with_opacity (shadow_spec,
priv->text_shadow_material,
&allocation,
clutter_actor_get_paint_opacity (priv->label));
}
clutter_actor_paint (priv->label);
}
@ -265,6 +318,9 @@ st_label_init (StLabel *label)
label->priv->label = g_object_new (CLUTTER_TYPE_TEXT,
"ellipsize", PANGO_ELLIPSIZE_END,
NULL);
label->priv->text_shadow_material = COGL_INVALID_HANDLE;
label->priv->shadow_width = -1.;
label->priv->shadow_height = -1.;
clutter_actor_set_parent (priv->label, CLUTTER_ACTOR (label));
}
@ -322,6 +378,12 @@ st_label_set_text (StLabel *label,
priv = label->priv;
if (priv->text_shadow_material != COGL_INVALID_HANDLE)
{
cogl_handle_unref (priv->text_shadow_material);
priv->text_shadow_material = COGL_INVALID_HANDLE;
}
clutter_text_set_text (CLUTTER_TEXT (priv->label), text);
g_object_notify (G_OBJECT (label), "text");