/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Copyright (C) 2011 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that 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 library. If not, see . * * Author: * Emmanuele Bassi */ /** * SECTION:clutter-content * @Title: ClutterContent * @Short_Description: Delegate for painting the content of an actor * * #ClutterContent is an interface to implement types responsible for * painting the content of a #ClutterActor. * * Multiple actors can use the same #ClutterContent instance, in order * to share the resources associated with painting the same content. * * #ClutterContent is available since Clutter 1.10. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "clutter-content-private.h" #include "clutter-debug.h" #include "clutter-marshal.h" #include "clutter-private.h" typedef struct _ClutterContentIface ClutterContentInterface; enum { ATTACHED, DETACHED, LAST_SIGNAL }; static GQuark quark_content_actors = 0; static guint content_signals[LAST_SIGNAL] = { 0, }; G_DEFINE_INTERFACE (ClutterContent, clutter_content, G_TYPE_OBJECT) static gboolean clutter_content_real_get_preferred_size (ClutterContent *content, gfloat *width, gfloat *height) { if (width != NULL) *width = 0.f; if (height != NULL) *height = 0.f; return FALSE; } static void clutter_content_real_attached (ClutterContent *content, ClutterActor *actor) { } static void clutter_content_real_detached (ClutterContent *content, ClutterActor *actor) { } static void clutter_content_real_invalidate (ClutterContent *content) { } static void clutter_content_real_paint_content (ClutterContent *content, ClutterActor *actor, ClutterPaintNode *context) { } static void clutter_content_default_init (ClutterContentInterface *iface) { quark_content_actors = g_quark_from_static_string ("-clutter-content-actors"); iface->get_preferred_size = clutter_content_real_get_preferred_size; iface->paint_content = clutter_content_real_paint_content; iface->attached = clutter_content_real_attached; iface->detached = clutter_content_real_detached; iface->invalidate = clutter_content_real_invalidate; /** * ClutterContent::attached: * @content: the object that emitted the signal * @actor: a #ClutterActor * * This signal is emitted each time a #ClutterContent implementation is * assigned to a #ClutterActor. * * Since: 1.10 */ content_signals[ATTACHED] = g_signal_new (I_("attached"), G_TYPE_FROM_INTERFACE (iface), G_SIGNAL_RUN_FIRST, G_STRUCT_OFFSET (ClutterContentIface, attached), NULL, NULL, _clutter_marshal_VOID__OBJECT, G_TYPE_NONE, 1, CLUTTER_TYPE_ACTOR); /** * ClutterContent::detached: * @content: the object that emitted the signal * @actor: a #ClutterActor * * This signal is emitted each time a #ClutterContent implementation is * removed from a #ClutterActor. * * Since: 1.10 */ content_signals[DETACHED] = g_signal_new (I_("detached"), G_TYPE_FROM_INTERFACE (iface), G_SIGNAL_RUN_FIRST, G_STRUCT_OFFSET (ClutterContentIface, detached), NULL, NULL, _clutter_marshal_VOID__OBJECT, G_TYPE_NONE, 1, CLUTTER_TYPE_ACTOR); } /** * clutter_content_invalidate: * @content: a #ClutterContent * * Invalidates a #ClutterContent. * * This function should be called by #ClutterContent implementations when * they change the way a the content should be painted regardless of the * actor state. * * Since: 1.10 */ void clutter_content_invalidate (ClutterContent *content) { GHashTable *actors; GHashTableIter iter; gpointer key_p, value_p; g_return_if_fail (CLUTTER_IS_CONTENT (content)); actors = g_object_get_qdata (G_OBJECT (content), quark_content_actors); if (actors == NULL) return; g_hash_table_iter_init (&iter, actors); while (g_hash_table_iter_next (&iter, &key_p, &value_p)) { ClutterActor *actor = key_p; g_assert (actor != NULL); clutter_actor_queue_redraw (actor); } CLUTTER_CONTENT_GET_IFACE (content)->invalidate (content); } /*< private > * _clutter_content_attached: * @content: a #ClutterContent * @actor: a #ClutterActor * * Attaches @actor to the @content. * * This function should be used internally every time a #ClutterActor * is associated to a #ClutterContent, to set up a backpointer from * the @content to the @actor. * * This function will invoke the #ClutterContentIface.attached() virtual * function. */ void _clutter_content_attached (ClutterContent *content, ClutterActor *actor) { GObject *obj = G_OBJECT (content); GHashTable *actors; actors = g_object_get_qdata (obj, quark_content_actors); if (actors == NULL) { actors = g_hash_table_new (NULL, NULL); g_object_set_qdata_full (obj, quark_content_actors, actors, (GDestroyNotify) g_hash_table_unref); } g_hash_table_insert (actors, actor, actor); g_signal_emit (content, content_signals[ATTACHED], 0, actor); } /*< private > * _clutter_content_detached: * @content: a #ClutterContent * @actor: a #ClutterActor * * Detaches @actor from @content. * * This function should be used internally every time a #ClutterActor * removes the association with a #ClutterContent. * * This function will invoke the #ClutterContentIface.detached() virtual * function. */ void _clutter_content_detached (ClutterContent *content, ClutterActor *actor) { GObject *obj = G_OBJECT (content); GHashTable *actors; actors = g_object_get_qdata (obj, quark_content_actors); g_assert (actors != NULL); g_hash_table_remove (actors, actor); if (g_hash_table_size (actors) == 0) g_object_set_qdata (obj, quark_content_actors, NULL); g_signal_emit (content, content_signals[DETACHED], 0, actor); } /*< private > * _clutter_content_paint_content: * @content: a #ClutterContent * @actor: a #ClutterActor * @context: a #ClutterPaintNode * * Creates the render tree for the @content and @actor. * * This function will invoke the #ClutterContentIface.paint_content() * virtual function. */ void _clutter_content_paint_content (ClutterContent *content, ClutterActor *actor, ClutterPaintNode *node) { CLUTTER_CONTENT_GET_IFACE (content)->paint_content (content, actor, node); } /*< private > * _clutter_content_get_preferred_size: * @content: a #ClutterContent * @width: (out): return location for the natural width of the content * @height: (out): return location for the natural height of the content * * Retrieves the natural size of the @content, if any. * * The natural size of a #ClutterContent is defined as the size the content * would have regardless of the allocation of the actor that is painting it, * for instance the size of an image data. * * Return value: %TRUE if the content has a preferred size, and %FALSE * otherwise */ gboolean _clutter_content_get_preferred_size (ClutterContent *content, gfloat *width, gfloat *height) { return CLUTTER_CONTENT_GET_IFACE (content)->get_preferred_size (content, width, height); }