/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ /* * st-scroll-view-fade.h: Edge fade effect for StScrollView * * Copyright 2010 Intel Corporation. * Copyright 2011 Adel Gadllah * * This program is free software; you can redistribute it and/or modify it * under the terms and conditions of the GNU Lesser General Public License, * version 2.1, as published by the Free Software Foundation. * * This program is distributed in the hope it will be useful, but WITHOUT ANY * WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for * more details. * * You should have received a copy of the GNU Lesser General Public License * along with this program. If not, see . */ #define ST_SCROLL_VIEW_FADE_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), ST_TYPE_SCROLL_VIEW_FADE, StScrollViewFadeClass)) #define ST_IS_SCROLL_VIEW_FADE_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), ST_TYPE_SCROLL_VIEW_FADE)) #define ST_SCROLL_VIEW_FADE_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), ST_TYPE_SCROLL_VIEW_FADE, StScrollViewFadeClass)) #include "st-scroll-view-fade.h" #include "st-scroll-view.h" #include "st-widget.h" #include "st-theme-node.h" #include "st-scroll-bar.h" #include "st-scrollable.h" #include #include typedef struct _StScrollViewFadeClass StScrollViewFadeClass; #define DEFAULT_FADE_OFFSET 68.0f static const gchar *fade_glsl_shader = "uniform sampler2D tex;\n" "uniform float height;\n" "uniform float width;\n" "uniform float offset_bottom;\n" "uniform float offset_top;\n" /* * Used to pass the fade area to the shader * * [0][0] = x1 * [0][1] = y1 * [1][0] = x2 * [1][1] = y2 * */ "uniform mat2 fade_area;\n" "\n" "void main ()\n" "{\n" " vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord_in[0].xy));\n" " float y = height * cogl_tex_coord_in[0].y;\n" " float x = width * cogl_tex_coord_in[0].x;\n" " float ratio = 1.0;\n" " float fade_bottom_start = fade_area[1][1] - offset_bottom;\n" " float ratio_top = y / offset_top;\n" " float ratio_bottom = (fade_area[1][1] - y)/(fade_area[1][1] - fade_bottom_start);\n" " bool in_scroll_area = fade_area[0][0] <= x && fade_area[1][0] >= x;\n" " bool fade_top = y < offset_top && in_scroll_area && (y >= fade_area[0][1]);\n" " bool fade_bottom = y > fade_bottom_start && in_scroll_area && (y <= fade_area[1][1]);\n" "\n" " if (fade_top) {\n" " ratio *= ratio_top;\n" " }\n" "\n" " if (fade_bottom) {\n" " ratio *= ratio_bottom;\n" " }\n" "\n" " cogl_color_out = color * ratio;\n" "}"; struct _StScrollViewFade { ClutterOffscreenEffect parent_instance; /* a back pointer to our actor, so that we can query it */ ClutterActor *actor; CoglHandle shader; CoglHandle program; gint tex_uniform; gint height_uniform; gint width_uniform; gint fade_area_uniform; gint offset_top_uniform; gint offset_bottom_uniform; StAdjustment *vadjustment; guint is_attached : 1; float fade_offset; }; struct _StScrollViewFadeClass { ClutterOffscreenEffectClass parent_class; }; G_DEFINE_TYPE (StScrollViewFade, st_scroll_view_fade, CLUTTER_TYPE_OFFSCREEN_EFFECT); enum { PROP_0, PROP_FADE_OFFSET, }; static gboolean st_scroll_view_fade_pre_paint (ClutterEffect *effect) { StScrollViewFade *self = ST_SCROLL_VIEW_FADE (effect); ClutterEffectClass *parent_class; if (self->shader == COGL_INVALID_HANDLE) return FALSE; if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect))) return FALSE; if (self->actor == NULL) return FALSE; if (self->program == COGL_INVALID_HANDLE) self->program = cogl_create_program (); if (!self->is_attached) { g_assert (self->shader != COGL_INVALID_HANDLE); g_assert (self->program != COGL_INVALID_HANDLE); cogl_program_attach_shader (self->program, self->shader); cogl_program_link (self->program); cogl_handle_unref (self->shader); self->is_attached = TRUE; self->tex_uniform = cogl_program_get_uniform_location (self->program, "tex"); self->height_uniform = cogl_program_get_uniform_location (self->program, "height"); self->width_uniform = cogl_program_get_uniform_location (self->program, "width"); self->fade_area_uniform = cogl_program_get_uniform_location (self->program, "fade_area"); self->offset_top_uniform = cogl_program_get_uniform_location (self->program, "offset_top"); self->offset_bottom_uniform = cogl_program_get_uniform_location (self->program, "offset_bottom"); } parent_class = CLUTTER_EFFECT_CLASS (st_scroll_view_fade_parent_class); return parent_class->pre_paint (effect); } static CoglHandle st_scroll_view_fade_create_texture (ClutterOffscreenEffect *effect, gfloat min_width, gfloat min_height) { return cogl_texture_new_with_size (min_width, min_height, COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_RGBA_8888_PRE); } static void st_scroll_view_fade_paint_target (ClutterOffscreenEffect *effect) { StScrollViewFade *self = ST_SCROLL_VIEW_FADE (effect); ClutterOffscreenEffectClass *parent; CoglHandle material; gdouble value, lower, upper, page_size; ClutterActor *vscroll = st_scroll_view_get_vscroll_bar (ST_SCROLL_VIEW (self->actor)); ClutterActor *hscroll = st_scroll_view_get_hscroll_bar (ST_SCROLL_VIEW (self->actor)); gboolean h_scroll_visible, v_scroll_visible; ClutterActorBox allocation, content_box, paint_box; /* * Used to pass the fade area to the shader * * [0][0] = x1 * [0][1] = y1 * [1][0] = x2 * [1][1] = y2 * */ float fade_area[2][2]; ClutterVertex verts[4]; if (self->program == COGL_INVALID_HANDLE) goto out; clutter_actor_get_paint_box (self->actor, &paint_box); clutter_actor_get_abs_allocation_vertices (self->actor, verts); clutter_actor_get_allocation_box (self->actor, &allocation); st_theme_node_get_content_box (st_widget_get_theme_node (ST_WIDGET (self->actor)), (const ClutterActorBox *)&allocation, &content_box); /* * The FBO is based on the paint_volume's size which can be larger then the actual * allocation, so we have to account for that when passing the positions */ fade_area[0][0] = content_box.x1 + (verts[0].x - paint_box.x1); fade_area[0][1] = content_box.y1 + (verts[0].y - paint_box.y1); fade_area[1][0] = content_box.x2 + (verts[3].x - paint_box.x2); fade_area[1][1] = content_box.y2 + (verts[3].y - paint_box.y2); g_object_get (ST_SCROLL_VIEW (self->actor), "hscrollbar-visible", &h_scroll_visible, "vscrollbar-visible", &v_scroll_visible, NULL); if (v_scroll_visible) { if (clutter_actor_get_text_direction (self->actor) == CLUTTER_TEXT_DIRECTION_RTL) fade_area[0][0] += clutter_actor_get_width (vscroll); fade_area[1][0] -= clutter_actor_get_width (vscroll); } if (h_scroll_visible) fade_area[1][1] -= clutter_actor_get_height (hscroll); st_adjustment_get_values (self->vadjustment, &value, &lower, &upper, NULL, NULL, &page_size); if (self->offset_top_uniform > -1) { if (value > lower + 0.1) cogl_program_set_uniform_1f (self->program, self->offset_top_uniform, self->fade_offset); else cogl_program_set_uniform_1f (self->program, self->offset_top_uniform, 0.0f); } if (self->offset_bottom_uniform > -1) { if (value < upper - page_size - 0.1) cogl_program_set_uniform_1f (self->program, self->offset_bottom_uniform, self->fade_offset); else cogl_program_set_uniform_1f (self->program, self->offset_bottom_uniform, 0.0f); } if (self->tex_uniform > -1) cogl_program_set_uniform_1i (self->program, self->tex_uniform, 0); if (self->height_uniform > -1) cogl_program_set_uniform_1f (self->program, self->height_uniform, clutter_actor_get_height (self->actor)); if (self->width_uniform > -1) cogl_program_set_uniform_1f (self->program, self->width_uniform, clutter_actor_get_width (self->actor)); if (self->fade_area_uniform > -1) cogl_program_set_uniform_matrix (self->program, self->fade_area_uniform, 2, 1, FALSE, (const float *)fade_area); material = clutter_offscreen_effect_get_target (effect); cogl_material_set_user_program (material, self->program); out: parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (st_scroll_view_fade_parent_class); parent->paint_target (effect); } static void on_vadjustment_changed (StAdjustment *adjustment, ClutterEffect *effect) { gdouble value, lower, upper, page_size; gboolean needs_fade; st_adjustment_get_values (adjustment, &value, &lower, &upper, NULL, NULL, &page_size); needs_fade = (value > lower + 0.1) || (value < upper - page_size - 0.1); clutter_actor_meta_set_enabled (CLUTTER_ACTOR_META (effect), needs_fade); } static void st_scroll_view_fade_set_actor (ClutterActorMeta *meta, ClutterActor *actor) { StScrollViewFade *self = ST_SCROLL_VIEW_FADE (meta); ClutterActorMetaClass *parent; g_return_if_fail (actor == NULL || ST_IS_SCROLL_VIEW (actor)); if (self->shader == COGL_INVALID_HANDLE) { clutter_actor_meta_set_enabled (meta, FALSE); return; } if (self->vadjustment) { g_signal_handlers_disconnect_by_func (self->vadjustment, (gpointer)on_vadjustment_changed, self); self->vadjustment = NULL; } if (actor) { StScrollView *scroll_view = ST_SCROLL_VIEW (actor); StScrollBar *vscroll = ST_SCROLL_BAR (st_scroll_view_get_vscroll_bar (scroll_view)); self->vadjustment = ST_ADJUSTMENT (st_scroll_bar_get_adjustment (vscroll)); g_signal_connect (self->vadjustment, "changed", G_CALLBACK (on_vadjustment_changed), self); on_vadjustment_changed (self->vadjustment, CLUTTER_EFFECT (self)); } parent = CLUTTER_ACTOR_META_CLASS (st_scroll_view_fade_parent_class); parent->set_actor (meta, actor); /* we keep a back pointer here, to avoid going through the ActorMeta */ self->actor = clutter_actor_meta_get_actor (meta); } static void st_scroll_view_fade_dispose (GObject *gobject) { StScrollViewFade *self = ST_SCROLL_VIEW_FADE (gobject); if (self->program != COGL_INVALID_HANDLE) { cogl_handle_unref (self->program); self->program = COGL_INVALID_HANDLE; self->shader = COGL_INVALID_HANDLE; } if (self->vadjustment) { g_signal_handlers_disconnect_by_func (self->vadjustment, (gpointer)on_vadjustment_changed, self); self->vadjustment = NULL; } self->actor = NULL; G_OBJECT_CLASS (st_scroll_view_fade_parent_class)->dispose (gobject); } static void st_scroll_view_fade_set_offset (StScrollViewFade *self, float fade_offset) { if (self->fade_offset == fade_offset) return; g_object_freeze_notify (G_OBJECT (self)); self->fade_offset = fade_offset; if (self->actor != NULL) clutter_actor_queue_redraw (self->actor); g_object_notify (G_OBJECT (self), "fade-offset"); g_object_thaw_notify (G_OBJECT (self)); } static void st_scroll_view_fade_set_property (GObject *object, guint prop_id, const GValue *value, GParamSpec *pspec) { StScrollViewFade *self = ST_SCROLL_VIEW_FADE (object); switch (prop_id) { case PROP_FADE_OFFSET: st_scroll_view_fade_set_offset (self, g_value_get_float (value)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void st_scroll_view_fade_get_property (GObject *object, guint prop_id, GValue *value, GParamSpec *pspec) { StScrollViewFade *self = ST_SCROLL_VIEW_FADE (object); switch (prop_id) { case PROP_FADE_OFFSET: g_value_set_float (value, self->fade_offset); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void st_scroll_view_fade_class_init (StScrollViewFadeClass *klass) { ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass); GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterOffscreenEffectClass *offscreen_class; ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass); gobject_class->dispose = st_scroll_view_fade_dispose; gobject_class->get_property = st_scroll_view_fade_get_property; gobject_class->set_property = st_scroll_view_fade_set_property; meta_class->set_actor = st_scroll_view_fade_set_actor; effect_class->pre_paint = st_scroll_view_fade_pre_paint; offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass); offscreen_class->create_texture = st_scroll_view_fade_create_texture; offscreen_class->paint_target = st_scroll_view_fade_paint_target; g_object_class_install_property (gobject_class, PROP_FADE_OFFSET, g_param_spec_float ("fade-offset", "Fade Offset", "The height of the area which is faded at the edge", 0.f, G_MAXFLOAT, DEFAULT_FADE_OFFSET, G_PARAM_READWRITE)); } static void st_scroll_view_fade_init (StScrollViewFade *self) { static CoglHandle shader = COGL_INVALID_HANDLE; if (shader == COGL_INVALID_HANDLE) { if (clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL)) { shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT); cogl_shader_source (shader, fade_glsl_shader); cogl_shader_compile (shader); if (!cogl_shader_is_compiled (shader)) { gchar *log_buf = cogl_shader_get_info_log (shader); g_warning (G_STRLOC ": Unable to compile the fade shader: %s", log_buf); g_free (log_buf); cogl_handle_unref (shader); shader = COGL_INVALID_HANDLE; } } } self->shader = shader; self->is_attached = FALSE; self->tex_uniform = -1; self->height_uniform = -1; self->width_uniform = -1; self->fade_area_uniform = -1; self->offset_top_uniform = -1; self->offset_bottom_uniform = -1; self->fade_offset = DEFAULT_FADE_OFFSET; if (shader != COGL_INVALID_HANDLE) cogl_handle_ref (self->shader); } ClutterEffect * st_scroll_view_fade_new (void) { return g_object_new (ST_TYPE_SCROLL_VIEW_FADE, NULL); }