cogl-texture: List texture subclass types rather than hardcoding them

Instead of having a hardcoded series of if-statements in
cogl_is_texture to determine which types should appear as texture
subclasses, they are now stored in a GSList attached to the Cogl
context. The list is amended to using a new cogl_texture_register_type
function. There is a convenience macro called COGL_TEXTURE_DEFINE
which uses COGL_HANDLE_DEFINE_WITH_CODE to register the texture type
when the _get_type() function is first called.
This commit is contained in:
Neil Roberts
2010-06-11 13:50:36 +01:00
parent 2f286446af
commit ebb05bcb64
8 changed files with 40 additions and 8 deletions

View File

@ -59,18 +59,31 @@
* abstract class manually.
*/
void
_cogl_texture_register_texture_type (GQuark type)
{
_COGL_GET_CONTEXT (ctxt, NO_RETVAL);
ctxt->texture_types = g_slist_prepend (ctxt->texture_types,
GINT_TO_POINTER (type));
}
gboolean
cogl_is_texture (CoglHandle handle)
{
CoglHandleObject *obj = (CoglHandleObject *)handle;
GSList *l;
_COGL_GET_CONTEXT (ctxt, FALSE);
if (handle == COGL_INVALID_HANDLE)
return FALSE;
return (obj->klass->type == _cogl_handle_texture_2d_get_type () ||
obj->klass->type == _cogl_handle_atlas_texture_get_type () ||
obj->klass->type == _cogl_handle_texture_2d_sliced_get_type () ||
obj->klass->type == _cogl_handle_sub_texture_get_type ());
for (l = ctxt->texture_types; l; l = l->next)
if (GPOINTER_TO_INT (l->data) == obj->klass->type)
return TRUE;
return FALSE;
}
CoglHandle