mutter/clutter/deprecated/clutter-actor-deprecated.c

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#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <glib-object.h>
#define CLUTTER_DISABLE_DEPRECATION_WARNINGS
#include "deprecated/clutter-actor.h"
#include "clutter-actor-private.h"
#include "clutter-private.h"
#include "clutter-shader.h"
typedef struct _ShaderData ShaderData;
struct _ShaderData
{
ClutterShader *shader;
/* back pointer to the actor */
ClutterActor *actor;
/* list of values that should be set on the shader
* before each paint cycle
*/
GHashTable *value_hash;
};
static void
shader_value_free (gpointer data)
{
GValue *var = data;
g_value_unset (var);
g_slice_free (GValue, var);
}
static void
destroy_shader_data (gpointer data)
{
ShaderData *shader_data = data;
if (shader_data == NULL)
return;
if (shader_data->shader != NULL)
{
g_object_unref (shader_data->shader);
shader_data->shader = NULL;
}
if (shader_data->value_hash != NULL)
{
g_hash_table_destroy (shader_data->value_hash);
shader_data->value_hash = NULL;
}
g_slice_free (ShaderData, shader_data);
}
/**
* clutter_actor_get_shader:
* @self: a #ClutterActor
*
* Queries the currently set #ClutterShader on @self.
*
* Return value: (transfer none): The currently set #ClutterShader
* or %NULL if no shader is set.
*
*
*
* Deprecated: 1.8: Use clutter_actor_get_effect() instead.
*/
ClutterShader *
clutter_actor_get_shader (ClutterActor *self)
{
ShaderData *shader_data;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
shader_data = g_object_get_data (G_OBJECT (self), "-clutter-actor-shader-data");
if (shader_data != NULL)
return shader_data->shader;
return NULL;
}
/**
* clutter_actor_set_shader:
* @self: a #ClutterActor
* @shader: (allow-none): a #ClutterShader or %NULL to unset the shader.
*
* Sets the #ClutterShader to be used when rendering @self.
*
* If @shader is %NULL this function will unset any currently set shader
* for the actor.
*
* <note>Any #ClutterEffect applied to @self will take the precedence
* over the #ClutterShader set using this function.</note>
*
* Return value: %TRUE if the shader was successfully applied
* or removed
*
*
*
* Deprecated: 1.8: Use #ClutterShaderEffect and
* clutter_actor_add_effect() instead.
*/
gboolean
clutter_actor_set_shader (ClutterActor *self,
ClutterShader *shader)
{
ShaderData *shader_data;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
g_return_val_if_fail (shader == NULL || CLUTTER_IS_SHADER (shader), FALSE);
if (shader != NULL)
g_object_ref (shader);
else
{
/* if shader passed in is NULL we destroy the shader */
g_object_set_data (G_OBJECT (self), "-clutter-actor-shader-data", NULL);
return TRUE;
}
shader_data = g_object_get_data (G_OBJECT (self), "-clutter-actor-shader-data");
if (shader_data == NULL)
{
shader_data = g_slice_new (ShaderData);
shader_data->actor = self;
shader_data->shader = NULL;
shader_data->value_hash =
g_hash_table_new_full (g_str_hash, g_str_equal,
g_free,
shader_value_free);
g_object_set_data_full (G_OBJECT (self), "-clutter-actor-shader-data",
shader_data,
destroy_shader_data);
}
if (shader_data->shader != NULL)
g_object_unref (shader_data->shader);
shader_data->shader = shader;
clutter_actor_queue_redraw (self);
return TRUE;
}
static void
set_each_param (gpointer key,
gpointer value,
gpointer user_data)
{
ClutterShader *shader = user_data;
const gchar *uniform = key;
GValue *var = value;
clutter_shader_set_uniform (shader, uniform, var);
}
void
_clutter_actor_shader_pre_paint (ClutterActor *actor,
gboolean repeat)
{
ShaderData *shader_data;
ClutterShader *shader;
shader_data = g_object_get_data (G_OBJECT (actor), "-clutter-actor-shader-data");
if (shader_data == NULL)
return;
shader = shader_data->shader;
if (shader != NULL)
{
clutter_shader_set_is_enabled (shader, TRUE);
g_hash_table_foreach (shader_data->value_hash, set_each_param, shader);
if (!repeat)
_clutter_context_push_shader_stack (actor);
}
}
void
_clutter_actor_shader_post_paint (ClutterActor *actor)
{
ShaderData *shader_data;
ClutterShader *shader;
shader_data = g_object_get_data (G_OBJECT (actor), "-clutter-actor-shader-data");
if (G_LIKELY (shader_data == NULL))
return;
shader = shader_data->shader;
if (shader != NULL)
{
ClutterActor *head;
clutter_shader_set_is_enabled (shader, FALSE);
/* remove the actor from the shaders stack; if there is another
* actor inside it, then call pre-paint again to set its shader
* but this time with the second argument being TRUE, indicating
* that we are re-applying an existing shader and thus should it
* not be prepended to the stack
*/
head = _clutter_context_pop_shader_stack (actor);
if (head != NULL)
_clutter_actor_shader_pre_paint (head, TRUE);
}
}
static inline void
clutter_actor_set_shader_param_internal (ClutterActor *self,
const gchar *param,
const GValue *value)
{
ShaderData *shader_data;
GValue *var;
shader_data = g_object_get_data (G_OBJECT (self), "-clutter-actor-shader-data");
if (shader_data == NULL)
return;
var = g_slice_new0 (GValue);
g_value_init (var, G_VALUE_TYPE (value));
g_value_copy (value, var);
g_hash_table_insert (shader_data->value_hash, g_strdup (param), var);
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_set_shader_param:
* @self: a #ClutterActor
* @param: the name of the parameter
* @value: the value of the parameter
*
* Sets the value for a named parameter of the shader applied
* to @actor.
*
*
*
* Deprecated: 1.8: Use clutter_shader_effect_set_uniform_value() instead
*/
void
clutter_actor_set_shader_param (ClutterActor *self,
const gchar *param,
const GValue *value)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (param != NULL);
g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value) ||
CLUTTER_VALUE_HOLDS_SHADER_INT (value) ||
CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value) ||
G_VALUE_HOLDS_FLOAT (value) ||
G_VALUE_HOLDS_INT (value));
clutter_actor_set_shader_param_internal (self, param, value);
}
/**
* clutter_actor_set_shader_param_float:
* @self: a #ClutterActor
* @param: the name of the parameter
* @value: the value of the parameter
*
* Sets the value for a named float parameter of the shader applied
* to @actor.
*
*
*
* Deprecated: 1.8: Use clutter_shader_effect_set_uniform() instead
*/
void
clutter_actor_set_shader_param_float (ClutterActor *self,
const gchar *param,
gfloat value)
{
GValue var = { 0, };
g_value_init (&var, G_TYPE_FLOAT);
g_value_set_float (&var, value);
clutter_actor_set_shader_param_internal (self, param, &var);
g_value_unset (&var);
}
/**
* clutter_actor_set_shader_param_int:
* @self: a #ClutterActor
* @param: the name of the parameter
* @value: the value of the parameter
*
* Sets the value for a named int parameter of the shader applied to
* @actor.
*
*
*
* Deprecated: 1.8: Use clutter_shader_effect_set_uniform() instead
*/
void
clutter_actor_set_shader_param_int (ClutterActor *self,
const gchar *param,
gint value)
{
GValue var = { 0, };
g_value_init (&var, G_TYPE_INT);
g_value_set_int (&var, value);
clutter_actor_set_shader_param_internal (self, param, &var);
g_value_unset (&var);
}
/**
* clutter_actor_set_geometry:
* @self: A #ClutterActor
* @geometry: A #ClutterGeometry
*
* Sets the actor's fixed position and forces its minimum and natural
* size, in pixels. This means the untransformed actor will have the
* given geometry. This is the same as calling clutter_actor_set_position()
* and clutter_actor_set_size().
*
* Deprecated: 1.10: Use clutter_actor_set_position() and
* clutter_actor_set_size() instead.
*/
void
clutter_actor_set_geometry (ClutterActor *self,
const ClutterGeometry *geometry)
{
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_position (self, geometry->x, geometry->y);
clutter_actor_set_size (self, geometry->width, geometry->height);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_get_geometry:
* @self: A #ClutterActor
* @geometry: (out caller-allocates): A location to store actors #ClutterGeometry
*
* Gets the size and position of an actor relative to its parent
* actor. This is the same as calling clutter_actor_get_position() and
* clutter_actor_get_size(). It tries to "do what you mean" and get the
* requested size and position if the actor's allocation is invalid.
*
* Deprecated: 1.10: Use clutter_actor_get_position() and
* clutter_actor_get_size(), or clutter_actor_get_allocation_geometry()
* instead.
*/
void
clutter_actor_get_geometry (ClutterActor *self,
ClutterGeometry *geometry)
{
gfloat x, y, width, height;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (geometry != NULL);
clutter_actor_get_position (self, &x, &y);
clutter_actor_get_size (self, &width, &height);
geometry->x = (int) x;
geometry->y = (int) y;
geometry->width = (int) width;
geometry->height = (int) height;
}
/**
* clutter_actor_get_allocation_geometry:
* @self: A #ClutterActor
* @geom: (out): allocation geometry in pixels
*
* Gets the layout box an actor has been assigned. The allocation can
* only be assumed valid inside a paint() method; anywhere else, it
* may be out-of-date.
*
* An allocation does not incorporate the actor's scale or anchor point;
* those transformations do not affect layout, only rendering.
*
* The returned rectangle is in pixels.
*
*
*
* Deprecated: 1.12: Use clutter_actor_get_allocation_box() instead.
*/
void
clutter_actor_get_allocation_geometry (ClutterActor *self,
ClutterGeometry *geom)
{
ClutterActorBox box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (geom != NULL);
clutter_actor_get_allocation_box (self, &box);
geom->x = CLUTTER_NEARBYINT (clutter_actor_box_get_x (&box));
geom->y = CLUTTER_NEARBYINT (clutter_actor_box_get_y (&box));
geom->width = CLUTTER_NEARBYINT (clutter_actor_box_get_width (&box));
geom->height = CLUTTER_NEARBYINT (clutter_actor_box_get_height (&box));
}