docs: Add recipe about implementing a ClutterEffect
Add a recipe showing how to implement two simple effects, based on ClutterEffect: an always gray background, and a border with configurable width and color. Also explains the necessity to queue a redraw on the associated actor if the effect's properties change, and shows how to implement that. The example gives the GObject code for both effects, as well as an example application showing how to use them. The example also demonstrates how to disable/enable an effect, making the border round an actor togglable.
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@ -37,6 +37,8 @@ HTML_FILES = $(top_builddir)/doc/cookbook/html/*.html
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CSS_FILES = $(top_builddir)/doc/cookbook/html/*.css
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IMAGE_FILES = \
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$(srcdir)/images/clutter-logo.png \
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$(srcdir)/images/effects-basic.png \
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$(srcdir)/images/effects-basic-background.png \
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$(srcdir)/images/effects-built-in.png \
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$(srcdir)/images/effects-custom-deform.png \
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$(srcdir)/images/effects-custom-deform-back-material.png \
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@ -245,6 +245,543 @@ clutter_actor_add_effect (texture, effect);
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</section>
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<section id="effects-basic">
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<title>Changing an actor's paint sequence using
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<type>ClutterEffect</type></title>
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<section>
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<title>Problem</title>
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<para>You want to paint on top of or under an actor in a generic
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way, without editing the actor's <function>paint()</function>
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implementation. Example use cases are:</para>
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<itemizedlist>
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<listitem>
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<para>Adding a border on top of an actor.</para>
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</listitem>
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<listitem>
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<para>Drawing a background for an actor.</para>
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</listitem>
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</itemizedlist>
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<para>A quick way to achieve the same thing (though not
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readily portable between actors) is to connect a callback
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before or after an actor's <emphasis>paint</emphasis> signal.
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See <link linkend="actors-paint-wrappers">this recipe</link> for
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more details. However, using a <type>ClutterEffect</type>
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implementation, as explained in this recipe, is the preferred
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approach.</para>
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</section>
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<section>
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<title>Solution</title>
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<para>Create a subclass of the <type>ClutterEffect</type> abstract
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class; then implement the <function>pre_paint()</function> and/or
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<function>post_paint()</function> virtual functions. When the
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effect is applied to an actor, these functions will paint
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before and after the actor's own <function>paint()</function>
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implementation.</para>
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<note>
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<para>For this solution, we implement a simple
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<type>CbBackgroundEffect</type> which draws a gray rectangle
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under an actor. The full source is in
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<link linkend="effects-basic-example-cbbackgroundeffect">this
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section</link>. To keep it simple, the effect has no properties
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and isn't configurable (the background is always gray); see the
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<link linkend="effects-basic-example-cbbordereffect">border
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effect</link> for a more detailed implementation with GObject
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trimmings.</para>
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</note>
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<para>First, create a <type>ClutterEffect</type> subclass. This
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requires the trappings of a GObject class; in particular,
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it needs a private struct to hold the effect's state. This
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should include any <type>CoglMaterials</type>,
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<type>CoglColors</type> or other private member variables
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you intend to use to draw the effect.</para>
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<para>In the case of the background effect, we have a background
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<type>CoglMaterial</type> and a <type>CoglColor</type> for that
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material:</para>
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<informalexample>
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<programlisting>
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struct _CbBackgroundEffectPrivate
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{
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CoglMaterial *background;
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CoglColor *color;
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};
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</programlisting>
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</informalexample>
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<para>In the <function>init()</function> function for objects of
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your class, create any Cogl resources which you need to draw the
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effect. In the case of the background effect,
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we need to create the <type>CoglMaterial</type> and
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<type>CoglColor</type> for the private struct:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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static void
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cb_background_effect_init (CbBackgroundEffect *self)
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{
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/* get the private struct for the object
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CbBackgroundEffectPrivate *priv;
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priv = self->priv = CB_BACKGROUND_EFFECT_GET_PRIVATE (self);
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/* create the background material */
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priv->background = cogl_material_new ();
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/* gray color for filling the background material */
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priv->color = cogl_color_new ();
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cogl_color_init_from_4ub (priv->color, 122, 122, 122, 255);
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/* set the color on the material; NB this isn't configurable
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* for this effect, and is always gray
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*/
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cogl_material_set_color (priv->background, priv->color);
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}
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]]>
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</programlisting>
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</informalexample>
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<para>Optionally, you can create GObject properties for
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the class, if you want a configurable effect: see
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<link linkend="effects-basic-discussion-properties">this
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section</link> for details.</para>
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<para>The <function>dispose()</function> function for your effect
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should clean up any Cogl resources:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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static void
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cb_background_effect_dispose (GObject *gobject)
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{
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CbBackgroundEffectPrivate *priv = CB_BACKGROUND_EFFECT (gobject)->priv;
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if (priv->background != COGL_INVALID_HANDLE)
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{
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cogl_handle_unref (priv->background);
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priv->background = COGL_INVALID_HANDLE;
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}
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if (priv->color != NULL)
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{
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cogl_color_free (priv->color);
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priv->color = NULL;
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}
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G_OBJECT_CLASS (cb_background_effect_parent_class)->dispose (gobject);
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}
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]]>
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</programlisting>
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</informalexample>
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<para>Now, the important part: implement <function>pre_paint()</function>
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and/or <function>post_paint()</function>, using Cogl to draw on the
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material(s) set up for the effect. In these functions, you should also
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check whether the effect is enabled before drawing.</para>
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<para>For the background effect, we implement <function>pre_paint()</function>,
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to draw a gray rectangle under the actor:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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/* note that if pre_paint() returns FALSE
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* any post_paint() defined for the effect will not be called
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*/
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static gboolean
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cb_background_effect_pre_paint (ClutterEffect *self)
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{
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ClutterActor *actor;
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gfloat width;
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gfloat height;
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CbBackgroundEffectPrivate *priv;
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ClutterActorMeta *meta = CLUTTER_ACTOR_META (self);
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/* check that the effect is enabled before applying it */
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if (!clutter_actor_meta_get_enabled (meta))
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return TRUE;
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priv = CB_BACKGROUND_EFFECT (self)->priv;
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/* get the associated actor's dimensions */
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actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (self));
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clutter_actor_get_size (actor, &width, &height);
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/* draw a Cogl rectangle in the background using the default color */
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cogl_set_source (priv->background);
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/* the rectangle has the same dimensions as the actor */
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cogl_rectangle (0, 0, width, height);
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return TRUE;
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}
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]]>
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</programlisting>
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</informalexample>
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<para>Now, in the <function>init()</function> function for the
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effect <emphasis>class</emphasis>, assign your implementations to the
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virtual methods of the <type>ClutterEffect</type> abstract class:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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static void
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cb_background_effect_class_init (CbBackgroundEffectClass *klass)
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{
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ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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effect_class->pre_paint = cb_background_effect_pre_paint;
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gobject_class->dispose = cb_background_effect_dispose;
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g_type_class_add_private (klass, sizeof (CbBackgroundEffectPrivate));
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}
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]]>
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</programlisting>
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</informalexample>
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<para>If you intend to make your effect reusable, provide
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a public constructor (as is done for the example effects in this
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recipe):</para>
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<informalexample>
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<programlisting>
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ClutterEffect *
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cb_background_effect_new ()
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{
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return g_object_new (CB_TYPE_BACKGROUND_EFFECT,
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NULL);
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}
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</programlisting>
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</informalexample>
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<para>The effect is now ready to be used. The application code
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for applying your effect to an actor is the same as for any
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other effect:</para>
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<informalexample>
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<programlisting>
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ClutterActor *texture;
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ClutterEffect *background_effect;
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/* ...initialize texture, load image file etc... */
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/* create a gray background effect */
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background_effect = cb_background_effect_new ();
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/* apply the effect to the actor */
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clutter_actor_add_effect (texture, background_effect);
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</programlisting>
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</informalexample>
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<para>Below is an example of applying this effect to a texture loaded
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with an image; the image has a transparent background, so the
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background is visible through it. The screenshot is from
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the <link linkend="effects-basic-example-5">example
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application</link>:</para>
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<screenshot>
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<mediaobject>
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<imageobject>
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<imagedata format="PNG"
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fileref="images/effects-basic-background.png" />
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</imageobject>
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<alt>
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<para>Applying <type>CbBackgroundEffect</type>
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to a texture loaded with an image that has a transparent
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background</para>
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</alt>
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</mediaobject>
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</screenshot>
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</section>
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<section>
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<title>Discussion</title>
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<para>A basic <type>ClutterEffect</type> is particularly useful for
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amending the appearance of an actor on the fly: for example,
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to highlight an actor in response to a button presses. This
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<emphasis>could</emphasis> be done by creating a custom widget
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whose appearance could be toggled. But what if you wanted to make
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an arbitrary actor's appearance "togglable"? A generic effect
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in the style of the border effect in this recipe can be applied
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to any actor, and easily toggled by enabling/disabling the
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effect.</para>
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<para><type>ClutterEffect</type> works best where
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you want to overlay or underlay the actor with Cogl paths or
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primitives, without changing the actor's geometry. If you want
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to do complicated geometry transformations, or other subtle
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manipulations of an actor's appearance, it is better to use
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a <type>ClutterEffect</type> subclass like
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<type>ClutterOffscreenEffect</type>, <type>ClutterDeformEffect</type>,
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or <type>ClutterShaderEffect</type>.</para>
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<para>In a similar vein, when a <type>ClutterEffect</type> is
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applied to an actor, the effect shouldn't paint outside the actor's
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allocation. However, if the effect provides a
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<function>get_paint_volume()</function> implementation which
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returns a volume larger than the actor's allocation, the effect
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<emphasis>can</emphasis> paint anywhere within that volume. Though
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in most cases, creating a custom paint volume is only going to be
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useful for offscreen effects, where you are changing the
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actor's geometry.</para>
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<section id="effects-basic-discussion-properties">
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<title>Effect properties</title>
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<para>If your effect has GObject properties, you should
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ensure that an actor associated with the effect is queued
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for a redraw when those properties change. (You only need to
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do this for properties which change the effect's appearance;
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but this is likely to include most of an effect's properties.)</para>
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<para>In most cases, you're likely define standard GObject
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properties for the class; for example,
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<link linkend="effects-basic-example-2"><type>CbBorderEffect</type></link>
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defines a <varname>width</varname> property like this:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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static void
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cb_border_effect_class_init (CbBorderEffectClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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GParamSpec *pspec;
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/* ...more class initialization code here... */
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pspec = g_param_spec_float ("width",
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"Width",
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"The width of the border (in pixels)",
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1.0, 100.0,
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10.0,
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G_PARAM_READWRITE);
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obj_props[PROP_WIDTH] = pspec;
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g_object_class_install_property (gobject_class, PROP_WIDTH, pspec);
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/* ...more property definitions...*/
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}
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]]>
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</programlisting>
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</informalexample>
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<para>It also defines a standard GObject
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<function>set_property()</function> function for
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<varname>width</varname>:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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static void
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cb_border_effect_set_property (GObject *gobject,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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CbBorderEffect *effect = CB_BORDER_EFFECT (gobject);
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switch (prop_id)
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{
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/* ...other cases here ... */
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case PROP_WIDTH:
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cb_border_effect_set_width (effect, g_value_get_float (value));
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break;
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/* ...default case ... */
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}
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}
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]]>
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</programlisting>
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</informalexample>
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<para>Note that this calls
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<function>cb_border_effect_set_width()</function>, which is
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also exposed in the public API. This is where the
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<varname>width</varname> member variable is actually set in
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the private struct; and also where the redraw for the actor
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associated with the effect should be queued:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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/* queues a redraw of the actor associated with the effect, if there is one */
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static void
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cb_border_effect_update (CbBorderEffect *self)
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{
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ClutterActor *actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (self));
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/* this guard is necessary as an effect's properties can be manipulated
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* before it has an actor associated with it
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*/
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if (actor != NULL)
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clutter_actor_queue_redraw (actor);
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}
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/* public setter for the width property, which calls the update function */
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void
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cb_border_effect_set_width (CbBorderEffect *self,
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gfloat width)
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{
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CbBorderEffectPrivate *priv;
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g_return_if_fail (CB_IS_BORDER_EFFECT (self));
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priv = CB_BORDER_EFFECT_GET_PRIVATE (self);
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priv->width = width;
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/* the property has been updated, so queue a redraw of the actor (if set) */
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cb_border_effect_update (self);
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}
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]]>
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</programlisting>
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</informalexample>
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<para>Any other property setters which affect the associated
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actor's appearance (i.e. color in the case of
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<type>CbBorderEffect</type>) should also call the update
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function after setting the property.</para>
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<tip>
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<para>If your effect exposes GObject properties in this way,
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it can also be animated with the Clutter animation API as usual.
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For example, you could animate the border effect in this recipe
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so that the border gradually becomes thinner or thicker.</para>
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</tip>
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</section>
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</section>
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<section id="effects-basic-example">
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<title>Full example</title>
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<para>The example application applies two effects to a
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group of <type>ClutterTextures</type>:</para>
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<itemizedlist>
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<listitem>
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<para>A <type>CbBackgroundEffect</type> which draws a gray
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background under each actor. The effect is implemented in
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<link linkend="effects-basic-example-1">a header
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file</link> and <link linkend="effects-basic-example-2">a C
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code file</link>.</para>
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</listitem>
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<listitem>
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<para>A <type>CbBorderEffect</type> which draws a
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red border on top of an actor; this is toggled by clicking
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on the actor. The effect is implemented in
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<link linkend="effects-basic-example-3">a header
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file</link> and <link linkend="effects-basic-example-4">a C
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code file</link>.</para>
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</listitem>
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</itemizedlist>
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<para>The <link linkend="effects-basic-example-5">application</link>
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creates textures from the file paths specified
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on the command line then applies both of these effects to
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each texture. In the case of the <type>CbBorderEffect</type>,
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a 5 pixel red border is applied; this is also disabled by default,
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and enabled when a texture is clicked.</para>
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<para>Here is an example of the output when the application is loaded
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with four images:</para>
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<screenshot>
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<mediaobject>
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<imageobject>
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<imagedata format="PNG"
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fileref="images/effects-basic.png" />
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</imageobject>
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<alt>
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<para>Applying <type>CbBackgroundEffect</type>
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and a togglable <type>CbBorderEffect</type>
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to a several textures</para>
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</alt>
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</mediaobject>
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</screenshot>
|
||||
|
||||
<section id="effects-basic-example-cbbackgroundeffect">
|
||||
<title><type>CbBackgroundEffect</type></title>
|
||||
|
||||
<example id="effects-basic-example-1">
|
||||
<title><filename>cb-background-effect.h</filename> (header file)</title>
|
||||
<programlisting>
|
||||
<xi:include href="examples/cb-background-effect.h" parse="text">
|
||||
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
|
||||
</xi:include>
|
||||
</programlisting>
|
||||
</example>
|
||||
|
||||
<example id="effects-basic-example-2">
|
||||
<title><filename>cb-background-effect.c</filename> (code file)</title>
|
||||
<programlisting>
|
||||
<xi:include href="examples/cb-background-effect.c" parse="text">
|
||||
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
|
||||
</xi:include>
|
||||
</programlisting>
|
||||
</example>
|
||||
</section>
|
||||
|
||||
<section id="effects-basic-example-cbbordereffect">
|
||||
<title><type>CbBorderEffect</type></title>
|
||||
|
||||
<para>This is a more sophisticated effect with configurable
|
||||
border color and width.</para>
|
||||
|
||||
<example id="effects-basic-example-3">
|
||||
<title><filename>cb-border-effect.h</filename> (header file)</title>
|
||||
<programlisting>
|
||||
<xi:include href="examples/cb-border-effect.h" parse="text">
|
||||
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
|
||||
</xi:include>
|
||||
</programlisting>
|
||||
</example>
|
||||
|
||||
<example id="effects-basic-example-4">
|
||||
<title><filename>cb-border-effect.c</filename> (code file)</title>
|
||||
<programlisting>
|
||||
<xi:include href="examples/cb-border-effect.c" parse="text">
|
||||
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
|
||||
</xi:include>
|
||||
</programlisting>
|
||||
</example>
|
||||
</section>
|
||||
|
||||
<section id="effects-basic-example-application">
|
||||
<title>Application</title>
|
||||
|
||||
<example id="effects-basic-example-5">
|
||||
<title>Application which applies <type>CbBorderEffect</type>
|
||||
and <type>CbBackgroundEffect</type> to a group of
|
||||
<type>ClutterTextures</type>.</title>
|
||||
<programlisting>
|
||||
<xi:include href="examples/effects-basic.c" parse="text">
|
||||
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
|
||||
</xi:include>
|
||||
</programlisting>
|
||||
</example>
|
||||
</section>
|
||||
|
||||
</section>
|
||||
|
||||
</section>
|
||||
|
||||
<section id="effects-custom-deform">
|
||||
<title>Creating and animating a custom <type>ClutterDeformEffect</type></title>
|
||||
|
||||
|
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doc/cookbook/images/effects-basic.png
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doc/cookbook/images/effects-basic.png
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Reference in New Issue
Block a user