233 lines
7.7 KiB
C
233 lines
7.7 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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* Author:
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* Emmanuele Bassi <ebassi@linux.intel.com>
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*/
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/**
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* SECTION:clutter-effect
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* @short_description: Base class for actor effects
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*
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* The #ClutterEffect class provides a default type and API for creating
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* effects for generic actors.
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*
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* Effects are a #ClutterActorMeta sub-class that modify the way an actor
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* is painted in a way that is not part of the actor's implementation.
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*
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* Effects should be the preferred way to affect the paint sequence of an
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* actor without sub-classing the actor itself and overriding the
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* #ClutterActor::paint virtual function.
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*
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* <refsect2 id="ClutterEffect-implementation">
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* <title>Implementing a ClutterEffect</title>
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* <para>Creating a sub-class of #ClutterEffect requires the implementation
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* of three virtual functions:</para>
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* <itemizedlist>
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* <listitem><simpara><function>prepare()</function>, which is called when
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* attaching the #ClutterEffect to a #ClutterActor through the
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* clutter_actor_add_effect() function or when the actor is being
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* painted;</simpara></listitem>
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* <listitem><simpara><function>pre_paint()</function>, which is called
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* before painting the #ClutterActor.</simpara></listitem>
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* <listitem><simpara><function>post_paint()</function>, which is called
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* after painting the #ClutterActor.</simpara></listitem>
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* </itemizedlist>
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* <para>The <function>prepare()</function> function receives the
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* #ClutterActor to which the effect has been attached to, and it should be
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* used to set up the initial state of the effect, for instance depending on
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* the actor that has been passed. The function returns a boolean value,
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* which is used to determine whether the #ClutterEffect has been prepared or
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* not. An unprepared shader will be asked to prepare itself again during the
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* actor's paint sequence, and if it fails again it will be ignored.</para>
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* <para>The <function>pre_paint()</function> function should be used to set
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* up the #ClutterEffect right before the #ClutterActor's paint
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* sequence. This function, like <function>prepare()</function> can fail, and
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* return %FALSE; in that case, no <function>post_paint()</function>
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* invocation will follow.</para>
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* <para>The <function>post_paint()</function> function is called after the
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* #ClutterActor's paint sequence.</para>
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* <para>The <function>pre_paint()</function> phase could be seen as a custom
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* handler to the #ClutterActor::paint signal, while the
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* <function>post_paint()</function> phase could be seen as a custom handler
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* to the #ClutterActor::paint signal connected using
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* g_signal_connect_after().</para>
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* <example id="ClutterEffect-example">
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* <title>A simple ClutterEffect implementation</title>
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* <para>The example below creates two rectangles: one will be painted
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* "behind" the actor, while another will be painted "on top" of the actor.
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* The <function>prepare()</function> phase will create the two materials
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* used for the two different rectangles; the
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* <function>pre_paint()</function> function will paint the first material
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* using cogl_rectangle(), while the <function>post_paint()</function>
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* phase will paint the second material.</para>
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* <programlisting>
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* typedef struct {
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* ClutterEffect parent_instance;
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*
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* CoglHandle rect_1;
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* CoglHandle rect_2;
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* } MyEffect;
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*
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* typedef struct _ClutterEffectClass MyEffectClass;
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*
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* G_DEFINE_TYPE (MyEffect, my_effect, CLUTTER_TYPE_EFFECT);
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*
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* static void
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* my_effect_set_actor (ClutterActorMeta *meta,
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* ClutterActor *actor)
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* {
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* MyEffect *self = MY_EFFECT (meta);
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*
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* /* Clear the previous state */
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* if (self->rect_1)
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* {
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* cogl_handle_unref (self->rect_1);
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* self->rect_1 = NULL;
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* }
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*
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* if (self->rect_2)
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* {
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* cogl_handle_unref (self->rect_2);
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* self->rect_2 = NULL;
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* }
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*
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* /* Maintain a pointer to the actor *
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* self->actor = actor;
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*
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* /* If we've been detached by the actor then we should
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* * just bail out here
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* */
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* if (self->actor == NULL)
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* return;
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*
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* /* Create a red material */
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* self->rect_1 = cogl_material_new ();
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* cogl_material_set_color4f (self->rect_1, 1.0, 0.0, 0.0, 1.0);
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*
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* /* Create a green material */
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* self->rect_2 = cogl_material_new ();
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* cogl_material_set_color4f (self->rect_2, 0.0, 1.0, 0.0, 1.0);
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* }
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*
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* static gboolean
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* my_effect_pre_paint (ClutterEffect *effect)
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* {
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* MyEffect *self = MY_EFFECT (effect);
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* gfloat width, height;
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*
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* /* If we were disabled we don't need to paint anything */
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* if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
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* return FALSE;
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*
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* clutter_actor_get_size (self->actor, &width, &height);
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*
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* /* Paint the first rectangle in the upper left quadrant */
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* cogl_set_source (self->rect_1);
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* cogl_rectangle (0, 0, width / 2, height / 2);
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*
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* return TRUE;
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* }
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*
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* static void
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* my_effect_post_paint (ClutterEffect *effect)
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* {
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* MyEffect *self = MY_EFFECT (effect);
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* gfloat width, height;
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*
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* clutter_actor_get_size (self->actor, &width, &height);
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*
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* /* Paint the second rectangle in the lower right quadrant */
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* cogl_set_source (self->rect_2);
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* cogl_rectangle (width / 2, height / 2, width, height);
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* }
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*
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* static void
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* my_effect_class_init (MyEffectClass *klass)
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* {
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* ClutterActorMetaClas *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
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*
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* meta_class->set_actor = my_effect_set_actor;
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*
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* klass->pre_paint = my_effect_pre_paint;
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* klass->post_paint = my_effect_post_paint;
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* }
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* </programlisting>
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* </example>
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* </refsect2>
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*
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* #ClutterEffect is available since Clutter 1.4
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-effect.h"
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#include "clutter-actor-meta-private.h"
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#include "clutter-debug.h"
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#include "clutter-enum-types.h"
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#include "clutter-marshal.h"
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#include "clutter-private.h"
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G_DEFINE_ABSTRACT_TYPE (ClutterEffect,
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clutter_effect,
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CLUTTER_TYPE_ACTOR_META);
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static gboolean
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clutter_effect_real_pre_paint (ClutterEffect *effect)
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{
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return TRUE;
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}
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static void
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clutter_effect_real_post_paint (ClutterEffect *effect)
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{
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}
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static void
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clutter_effect_class_init (ClutterEffectClass *klass)
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{
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klass->pre_paint = clutter_effect_real_pre_paint;
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klass->post_paint = clutter_effect_real_post_paint;
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}
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static void
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clutter_effect_init (ClutterEffect *self)
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{
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}
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gboolean
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_clutter_effect_pre_paint (ClutterEffect *effect)
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{
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g_return_val_if_fail (CLUTTER_IS_EFFECT (effect), FALSE);
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return CLUTTER_EFFECT_GET_CLASS (effect)->pre_paint (effect);
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}
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void
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_clutter_effect_post_paint (ClutterEffect *effect)
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{
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g_return_if_fail (CLUTTER_IS_EFFECT (effect));
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CLUTTER_EFFECT_GET_CLASS (effect)->post_paint (effect);
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}
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