gnome-shell/src/st/st-subtexture.c
Owen W. Taylor e91e8e993d Add emacs mode-lines to ST sources
To each .c and .h file, add:

 /* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */

'gnu' is the default anyways for Emacs, but indent-tabs-mode is not,
so this sets things up to correspond to the policy of no-tabs.

http://bugzilla.moblin.org/show_bug.cgi?id=6467
2009-10-01 14:41:18 -04:00

577 lines
15 KiB
C

/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
/*
* st-subtexture.h: Class to wrap a texture and "subframe" it.
* based on
* st-texture-frame.c: Expandible texture actor
*
* Copyright 2007 OpenedHand
* Copyright 2009 Intel Corporation.
*
* 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, write to the Free Software Foundation,
* Inc., 51 Franklin St - Fifth Floor, Boston, MA 02110-1301 USA.
* Boston, MA 02111-1307, USA.
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <cogl/cogl.h>
#include <clutter/clutter.h>
#include "st-subtexture.h"
enum
{
PROP_0,
PROP_PARENT_TEXTURE,
PROP_TOP,
PROP_LEFT,
PROP_WIDTH,
PROP_HEIGHT
};
G_DEFINE_TYPE (StSubtexture, st_subtexture, CLUTTER_TYPE_ACTOR);
#define ST_SUBTEXTURE_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj), ST_TYPE_SUBTEXTURE, StSubtexturePrivate))
struct _StSubtexturePrivate
{
ClutterTexture *parent_texture;
int left;
int top;
int width;
int height;
CoglHandle material;
};
static void
st_subtexture_get_preferred_width (ClutterActor *self,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p)
{
StSubtexturePrivate *priv = ST_SUBTEXTURE (self)->priv;
if (G_UNLIKELY (priv->parent_texture == NULL))
{
if (min_width_p)
*min_width_p = 0;
if (natural_width_p)
*natural_width_p = 0;
}
else
{
if (min_width_p)
*min_width_p = priv->width;
if (natural_width_p)
*natural_width_p = priv->width;
}
}
static void
st_subtexture_get_preferred_height (ClutterActor *self,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p)
{
StSubtexturePrivate *priv = ST_SUBTEXTURE (self)->priv;
if (G_UNLIKELY (priv->parent_texture == NULL))
{
if (min_height_p)
*min_height_p = 0;
if (natural_height_p)
*natural_height_p = 0;
}
else
{
if (min_height_p)
*min_height_p = priv->height;
if (natural_height_p)
*natural_height_p = priv->height;
}
}
static void
st_subtexture_realize (ClutterActor *self)
{
StSubtexturePrivate *priv = ST_SUBTEXTURE (self)->priv;
if (priv->material != COGL_INVALID_HANDLE)
return;
priv->material = cogl_material_new ();
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
}
static void
st_subtexture_unrealize (ClutterActor *self)
{
StSubtexturePrivate *priv = ST_SUBTEXTURE (self)->priv;
if (priv->material == COGL_INVALID_HANDLE)
return;
cogl_material_unref (priv->material);
priv->material = COGL_INVALID_HANDLE;
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
}
static void
st_subtexture_paint (ClutterActor *self)
{
StSubtexturePrivate *priv = ST_SUBTEXTURE (self)->priv;
CoglHandle cogl_texture = COGL_INVALID_HANDLE;
ClutterActorBox box = { 0, 0, 0, 0 };
gfloat tx1, ty1, tx2, ty2, tex_width, tex_height, width, height;
guint8 opacity;
/* no need to paint stuff if we don't have a texture */
if (G_UNLIKELY (priv->parent_texture == NULL))
return;
/* parent texture may have been hidden, so need to make sure it gets
* realized
*/
if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent_texture))
clutter_actor_realize (CLUTTER_ACTOR (priv->parent_texture));
cogl_texture = clutter_texture_get_cogl_texture (priv->parent_texture);
if (cogl_texture == COGL_INVALID_HANDLE)
return;
tex_width = cogl_texture_get_width (cogl_texture);
tex_height = cogl_texture_get_height (cogl_texture);
clutter_actor_get_allocation_box (self, &box);
width = box.x2 - box.x1;
height = box.y2 - box.y1;
tx1 = 1.0 * priv->left / tex_width;
ty1 = 1.0 * priv->top / tex_height;
tx2 = 1.0 * (priv->left + priv->width) / tex_width;
ty2 = 1.0 * (priv->top + priv->height) / tex_height;
opacity = clutter_actor_get_paint_opacity (self);
g_assert (priv->material != COGL_INVALID_HANDLE);
/* set the source material using the parent texture's COGL handle */
cogl_material_set_color4ub (priv->material, 255, 255, 255, opacity);
cogl_material_set_layer (priv->material, 0, cogl_texture);
cogl_set_source (priv->material);
cogl_rectangle_with_texture_coords (0,0, (float) width, (float) height,
tx1, ty1, tx2, ty2);
}
static inline void
st_subtexture_set_frame_internal (StSubtexture *frame,
int left,
int top,
int width,
int height)
{
StSubtexturePrivate *priv = frame->priv;
GObject *gobject = G_OBJECT (frame);
gboolean changed = FALSE;
g_object_freeze_notify (gobject);
if (priv->top != top)
{
priv->top = top;
g_object_notify (gobject, "top");
changed = TRUE;
}
if (priv->left != left)
{
priv->left = left;
g_object_notify (gobject, "left");
changed = TRUE;
}
if (priv->width != width)
{
priv->width = width;
g_object_notify (gobject, "width");
changed = TRUE;
}
if (priv->height != height)
{
priv->height = height;
g_object_notify (gobject, "height");
changed = TRUE;
}
if (changed && CLUTTER_ACTOR_IS_VISIBLE (frame))
clutter_actor_queue_redraw (CLUTTER_ACTOR (frame));
g_object_thaw_notify (gobject);
}
static void
st_subtexture_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
StSubtexture *frame = ST_SUBTEXTURE (gobject);
StSubtexturePrivate *priv = frame->priv;
switch (prop_id)
{
case PROP_PARENT_TEXTURE:
st_subtexture_set_parent_texture (frame,
g_value_get_object (value));
break;
case PROP_TOP:
st_subtexture_set_frame_internal (frame,
priv->left,
g_value_get_int (value),
priv->width,
priv->height);
break;
case PROP_LEFT:
st_subtexture_set_frame_internal (frame,
g_value_get_int (value),
priv->top,
priv->width,
priv->height);
break;
case PROP_WIDTH:
st_subtexture_set_frame_internal (frame,
priv->left,
priv->top,
g_value_get_int (value),
priv->height);
break;
case PROP_HEIGHT:
st_subtexture_set_frame_internal (frame,
priv->left,
priv->top,
priv->width,
g_value_get_int (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
st_subtexture_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
StSubtexturePrivate *priv = ST_SUBTEXTURE (gobject)->priv;
switch (prop_id)
{
case PROP_PARENT_TEXTURE:
g_value_set_object (value, priv->parent_texture);
break;
case PROP_LEFT:
g_value_set_int (value, priv->left);
break;
case PROP_TOP:
g_value_set_int (value, priv->top);
break;
case PROP_WIDTH:
g_value_set_int (value, priv->width);
break;
case PROP_HEIGHT:
g_value_set_int (value, priv->height);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
st_subtexture_dispose (GObject *gobject)
{
StSubtexturePrivate *priv = ST_SUBTEXTURE (gobject)->priv;
if (priv->parent_texture)
{
g_object_unref (priv->parent_texture);
priv->parent_texture = NULL;
}
if (priv->material)
{
cogl_material_unref (priv->material);
priv->material = COGL_INVALID_HANDLE;
}
G_OBJECT_CLASS (st_subtexture_parent_class)->dispose (gobject);
}
static void
st_subtexture_class_init (StSubtextureClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
GParamSpec *pspec;
g_type_class_add_private (gobject_class, sizeof (StSubtexturePrivate));
actor_class->get_preferred_width =
st_subtexture_get_preferred_width;
actor_class->get_preferred_height =
st_subtexture_get_preferred_height;
actor_class->realize = st_subtexture_realize;
actor_class->unrealize = st_subtexture_unrealize;
actor_class->paint = st_subtexture_paint;
gobject_class->set_property = st_subtexture_set_property;
gobject_class->get_property = st_subtexture_get_property;
gobject_class->dispose = st_subtexture_dispose;
pspec = g_param_spec_object ("parent-texture",
"Parent Texture",
"The parent ClutterTexture",
CLUTTER_TYPE_TEXTURE,
G_PARAM_READWRITE |
G_PARAM_CONSTRUCT);
g_object_class_install_property (gobject_class, PROP_PARENT_TEXTURE, pspec);
pspec = g_param_spec_int ("left",
"Left",
"Left offset",
0, G_MAXINT,
0,
G_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_LEFT, pspec);
pspec = g_param_spec_int ("top",
"Top",
"Top offset",
0, G_MAXINT,
0,
G_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_TOP, pspec);
pspec = g_param_spec_int ("width",
"Width",
"Width",
0, G_MAXINT,
0,
G_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_WIDTH, pspec);
pspec = g_param_spec_int ("height",
"Height",
"Height",
0, G_MAXINT,
0,
G_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_HEIGHT, pspec);
}
static void
st_subtexture_init (StSubtexture *self)
{
StSubtexturePrivate *priv;
self->priv = priv = ST_SUBTEXTURE_GET_PRIVATE (self);
priv->material = COGL_INVALID_HANDLE;
}
/**
* st_subtexture_new:
* @texture: a #ClutterTexture or %NULL
* @left: left
* @top: top
* @width: width
* @height: height
*
* A #StSubtexture is a specialized texture that efficiently clones
* an area of the given @texture while keeping preserving portions of the
* same texture.
*
* A #StSubtexture can be used to make a rectangular texture fit a
* given size without stretching its borders.
*
* Return value: the newly created #StSubtexture
*/
ClutterActor*
st_subtexture_new (ClutterTexture *texture,
gint left,
gint top,
gint width,
gint height)
{
g_return_val_if_fail (texture == NULL || CLUTTER_IS_TEXTURE (texture), NULL);
return g_object_new (ST_TYPE_SUBTEXTURE,
"parent-texture", texture,
"top", top,
"left", left,
"width", width,
"height", height,
NULL);
}
/**
* st_subtexture_get_parent_texture:
* @frame: A #StSubtexture
*
* Return the texture used by the #StSubtexture
*
* Returns: (transfer none): a #ClutterTexture owned by the #StSubtexture
*/
ClutterTexture *
st_subtexture_get_parent_texture (StSubtexture *frame)
{
g_return_val_if_fail (ST_IS_SUBTEXTURE (frame), NULL);
return frame->priv->parent_texture;
}
/**
* st_subtexture_set_parent_texture:
* @frame: A #StSubtexture
* @texture: A #ClutterTexture
*
* Set the #ClutterTexture used by this #StSubtexture
*
*/
void
st_subtexture_set_parent_texture (StSubtexture *frame,
ClutterTexture *texture)
{
StSubtexturePrivate *priv;
gboolean was_visible;
g_return_if_fail (ST_IS_SUBTEXTURE (frame));
g_return_if_fail (texture == NULL || CLUTTER_IS_TEXTURE (texture));
priv = frame->priv;
was_visible = CLUTTER_ACTOR_IS_VISIBLE (frame);
if (priv->parent_texture == texture)
return;
if (priv->parent_texture)
{
g_object_unref (priv->parent_texture);
priv->parent_texture = NULL;
if (was_visible)
clutter_actor_hide (CLUTTER_ACTOR (frame));
}
if (texture)
{
priv->parent_texture = g_object_ref (texture);
if (was_visible && CLUTTER_ACTOR_IS_VISIBLE (priv->parent_texture))
clutter_actor_show (CLUTTER_ACTOR (frame));
}
clutter_actor_queue_relayout (CLUTTER_ACTOR (frame));
g_object_notify (G_OBJECT (frame), "parent-texture");
}
/**
* st_subtexture_set_frame:
* @frame: A #StSubtexture
* @left: left
* @top: top
* @width: width
* @height: height
*
* Set the frame of the subtexture
*
*/
void
st_subtexture_set_frame (StSubtexture *frame,
gint left,
gint top,
gint width,
gint height)
{
g_return_if_fail (ST_IS_SUBTEXTURE (frame));
st_subtexture_set_frame_internal (frame, left, top, width, height);
}
/**
* st_subtexture_get_frame:
* @frame: A #StSubtexture
* @left: left
* @top: top
* @width: width
* @height: height
*
* Retrieve the current frame.
*
*/
void
st_subtexture_get_frame (StSubtexture *frame,
gint *left,
gint *top,
gint *width,
gint *height)
{
StSubtexturePrivate *priv;
g_return_if_fail (ST_IS_SUBTEXTURE (frame));
priv = frame->priv;
if (top)
*top = priv->top;
if (left)
*left = priv->left;
if (width)
*width = priv->width;
if (height)
*height = priv->height;
}