gnome-shell/src/st/st-scroll-view-fade.c
Florian Müllner 15d74c9cd4 st: Fix generated GLSL dependency
StScrollViewFade depends on st-scroll-view-fade-generated.c, but
that dependency isn't expressed to the build system; we just hope
that the custom target runs before compiling the effect.

Instead, add the generated source to the st target so the dependency
is expressed properly.

(The change from .c to .h is to prevent the file from being both
included and compiled, resulting in a duplicated symbol)

https://bugzilla.gnome.org/show_bug.cgi?id=789937
2019-12-20 21:02:45 +01:00

428 lines
14 KiB
C

/* -*- 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 <http://www.gnu.org/licenses/>.
*/
#include "st-private.h"
#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 <clutter/clutter.h>
#include <cogl/cogl.h>
#define DEFAULT_FADE_OFFSET 68.0f
#include "st-scroll-view-fade-generated.h"
struct _StScrollViewFade
{
ClutterShaderEffect parent_instance;
/* a back pointer to our actor, so that we can query it */
ClutterActor *actor;
StAdjustment *vadjustment;
StAdjustment *hadjustment;
guint fade_edges : 1;
float vfade_offset;
float hfade_offset;
};
G_DEFINE_TYPE (StScrollViewFade,
st_scroll_view_fade,
CLUTTER_TYPE_SHADER_EFFECT);
enum {
PROP_0,
PROP_VFADE_OFFSET,
PROP_HFADE_OFFSET,
PROP_FADE_EDGES,
N_PROPS
};
static GParamSpec *props[N_PROPS] = { NULL, };
static CoglTexture *
st_scroll_view_fade_create_texture (ClutterOffscreenEffect *effect,
gfloat min_width,
gfloat min_height)
{
CoglContext *ctx =
clutter_backend_get_cogl_context (clutter_get_default_backend ());
return COGL_TEXTURE (cogl_texture_2d_new_with_size (ctx, min_width, min_height));
}
static char *
st_scroll_view_fade_get_static_shader_source (ClutterShaderEffect *effect)
{
return g_strdup (st_scroll_view_fade_glsl);
}
static void
st_scroll_view_fade_paint_target (ClutterOffscreenEffect *effect,
ClutterPaintContext *paint_context)
{
StScrollViewFade *self = ST_SCROLL_VIEW_FADE (effect);
ClutterShaderEffect *shader = CLUTTER_SHADER_EFFECT (effect);
ClutterOffscreenEffectClass *parent;
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;
float fade_area_topleft[2];
float fade_area_bottomright[2];
graphene_point3d_t verts[4];
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_topleft[0] = content_box.x1 + (verts[0].x - paint_box.x1);
fade_area_topleft[1] = content_box.y1 + (verts[0].y - paint_box.y1);
fade_area_bottomright[0] = content_box.x2 + (verts[3].x - paint_box.x2) + 1;
fade_area_bottomright[1] = content_box.y2 + (verts[3].y - paint_box.y2) + 1;
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_topleft[0] += clutter_actor_get_width (vscroll);
fade_area_bottomright[0] -= clutter_actor_get_width (vscroll);
}
if (h_scroll_visible)
fade_area_bottomright[1] -= clutter_actor_get_height (hscroll);
st_adjustment_get_values (self->vadjustment, &value, &lower, &upper, NULL, NULL, &page_size);
value = (value - lower) / (upper - page_size - lower);
clutter_shader_effect_set_uniform (shader, "fade_edges_top", G_TYPE_INT, 1, self->fade_edges ? value >= 0.0 : value > 0.0);
clutter_shader_effect_set_uniform (shader, "fade_edges_bottom", G_TYPE_INT, 1, self->fade_edges ? value <= 1.0 : value < 1.0);
st_adjustment_get_values (self->hadjustment, &value, &lower, &upper, NULL, NULL, &page_size);
value = (value - lower) / (upper - page_size - lower);
clutter_shader_effect_set_uniform (shader, "fade_edges_left", G_TYPE_INT, 1, self->fade_edges ? value >= 0.0 : value > 0.0);
clutter_shader_effect_set_uniform (shader, "fade_edges_right", G_TYPE_INT, 1, self->fade_edges ? value <= 1.0 : value < 1.0);
clutter_shader_effect_set_uniform (shader, "vfade_offset", G_TYPE_FLOAT, 1, self->vfade_offset);
clutter_shader_effect_set_uniform (shader, "hfade_offset", G_TYPE_FLOAT, 1, self->hfade_offset);
clutter_shader_effect_set_uniform (shader, "tex", G_TYPE_INT, 1, 0);
clutter_shader_effect_set_uniform (shader, "height", G_TYPE_FLOAT, 1, clutter_actor_get_height (self->actor));
clutter_shader_effect_set_uniform (shader, "width", G_TYPE_FLOAT, 1, clutter_actor_get_width (self->actor));
clutter_shader_effect_set_uniform (shader, "fade_area_topleft", CLUTTER_TYPE_SHADER_FLOAT, 2, fade_area_topleft);
clutter_shader_effect_set_uniform (shader, "fade_area_bottomright", CLUTTER_TYPE_SHADER_FLOAT, 2, fade_area_bottomright);
parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (st_scroll_view_fade_parent_class);
parent->paint_target (effect, paint_context);
}
static void
on_adjustment_changed (StAdjustment *adjustment,
ClutterEffect *effect)
{
gdouble value, lower, upper, page_size;
gboolean needs_fade;
StScrollViewFade *self = ST_SCROLL_VIEW_FADE (effect);
st_adjustment_get_values (self->vadjustment, &value, &lower, &upper, NULL, NULL, &page_size);
needs_fade = (value > lower + 0.1) || (value < upper - page_size - 0.1);
if (!needs_fade)
{
st_adjustment_get_values (self->hadjustment, &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 (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
{
/* if we don't have support for GLSL shaders then we
* forcibly disable the ActorMeta
*/
clutter_actor_meta_set_enabled (meta, FALSE);
return;
}
if (self->vadjustment)
{
g_signal_handlers_disconnect_by_func (self->vadjustment,
(gpointer)on_adjustment_changed,
self);
self->vadjustment = NULL;
}
if (self->hadjustment)
{
g_signal_handlers_disconnect_by_func (self->hadjustment,
(gpointer)on_adjustment_changed,
self);
self->hadjustment = NULL;
}
if (actor)
{
StScrollView *scroll_view = ST_SCROLL_VIEW (actor);
StScrollBar *vscroll = ST_SCROLL_BAR (st_scroll_view_get_vscroll_bar (scroll_view));
StScrollBar *hscroll = ST_SCROLL_BAR (st_scroll_view_get_hscroll_bar (scroll_view));
self->vadjustment = ST_ADJUSTMENT (st_scroll_bar_get_adjustment (vscroll));
self->hadjustment = ST_ADJUSTMENT (st_scroll_bar_get_adjustment (hscroll));
g_signal_connect (self->vadjustment, "changed",
G_CALLBACK (on_adjustment_changed),
self);
g_signal_connect (self->hadjustment, "changed",
G_CALLBACK (on_adjustment_changed),
self);
on_adjustment_changed (NULL, 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->vadjustment)
{
g_signal_handlers_disconnect_by_func (self->vadjustment,
(gpointer)on_adjustment_changed,
self);
self->vadjustment = NULL;
}
if (self->hadjustment)
{
g_signal_handlers_disconnect_by_func (self->hadjustment,
(gpointer)on_adjustment_changed,
self);
self->hadjustment = NULL;
}
self->actor = NULL;
G_OBJECT_CLASS (st_scroll_view_fade_parent_class)->dispose (gobject);
}
static void
st_scroll_view_vfade_set_offset (StScrollViewFade *self,
float fade_offset)
{
if (self->vfade_offset == fade_offset)
return;
g_object_freeze_notify (G_OBJECT (self));
self->vfade_offset = fade_offset;
if (self->actor != NULL)
clutter_actor_queue_redraw (self->actor);
g_object_notify_by_pspec (G_OBJECT (self), props[PROP_VFADE_OFFSET]);
g_object_thaw_notify (G_OBJECT (self));
}
static void
st_scroll_view_hfade_set_offset (StScrollViewFade *self,
float fade_offset)
{
if (self->hfade_offset == fade_offset)
return;
g_object_freeze_notify (G_OBJECT (self));
self->hfade_offset = fade_offset;
if (self->actor != NULL)
clutter_actor_queue_redraw (self->actor);
g_object_notify_by_pspec (G_OBJECT (self), props[PROP_HFADE_OFFSET]);
g_object_thaw_notify (G_OBJECT (self));
}
static void
st_scroll_view_fade_set_fade_edges (StScrollViewFade *self,
gboolean fade_edges)
{
if (self->fade_edges == fade_edges)
return;
g_object_freeze_notify (G_OBJECT (self));
self->fade_edges = fade_edges;
if (self->actor != NULL)
clutter_actor_queue_redraw (self->actor);
g_object_notify_by_pspec (G_OBJECT (self), props[PROP_FADE_EDGES]);
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_VFADE_OFFSET:
st_scroll_view_vfade_set_offset (self, g_value_get_float (value));
break;
case PROP_HFADE_OFFSET:
st_scroll_view_hfade_set_offset (self, g_value_get_float (value));
break;
case PROP_FADE_EDGES:
st_scroll_view_fade_set_fade_edges (self, g_value_get_boolean (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_HFADE_OFFSET:
g_value_set_float (value, self->hfade_offset);
break;
case PROP_VFADE_OFFSET:
g_value_set_float (value, self->vfade_offset);
break;
case PROP_FADE_EDGES:
g_value_set_boolean (value, self->fade_edges);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
st_scroll_view_fade_class_init (StScrollViewFadeClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterShaderEffectClass *shader_class;
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;
shader_class = CLUTTER_SHADER_EFFECT_CLASS (klass);
shader_class->get_static_shader_source = st_scroll_view_fade_get_static_shader_source;
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;
props[PROP_VFADE_OFFSET] =
g_param_spec_float ("vfade-offset",
"Vertical Fade Offset",
"The height of the area which is faded at the edge",
0.f, G_MAXFLOAT, DEFAULT_FADE_OFFSET,
ST_PARAM_READWRITE);
props[PROP_HFADE_OFFSET] =
g_param_spec_float ("hfade-offset",
"Horizontal Fade Offset",
"The width of the area which is faded at the edge",
0.f, G_MAXFLOAT, DEFAULT_FADE_OFFSET,
ST_PARAM_READWRITE);
props[PROP_FADE_EDGES] =
g_param_spec_boolean ("fade-edges",
"Fade Edges",
"Whether the faded area should extend to the edges",
FALSE,
ST_PARAM_READWRITE);
g_object_class_install_properties (gobject_class, N_PROPS, props);
}
static void
st_scroll_view_fade_init (StScrollViewFade *self)
{
self->vfade_offset = DEFAULT_FADE_OFFSET;
self->hfade_offset = DEFAULT_FADE_OFFSET;
}
ClutterEffect *
st_scroll_view_fade_new (void)
{
return g_object_new (ST_TYPE_SCROLL_VIEW_FADE, NULL);
}