mutter/clutter/clutter-clone-texture.c
Emmanuele Bassi 10fbfb1659 2006-12-12 Emmanuele Bassi <ebassi@openedhand.com>
Rework part of the show/hide machinery.  Allow groups sub-classes
	and composite actors to override show_all/hide_all in order to
	decide which children they wish to show/hide.  This means that
	if an actor overrides the default show/hide virtual methods, it'll
	have to chain up to the parent class show/hide.  While we're at it,
	provide the fully recursive clutter_actor_show_all() and
	clutter_actor_hide_all() methods.

	* clutter/clutter-behaviour-path.c: Add apidoc for the ClutterKnot
	functions; add pathological equality case for clutter_knot_equal().

	* clutter/clutter-event.h:
	* clutter/clutter-feature.h:
	* clutter/clutter-behaviour.c:
	* clutter/clutter-behaviour-scale.c:Fix parameters name so that
	gtk-doc doesn't complain.

	* clutter/clutter-actor.c:
	* clutter/clutter-event.c: Add apidoc

	* clutter/clutter-actor.h:
	* clutter/clutter-actor.c: Add a clutter_actor_show_all() and a
	clutter_actor_hide_all() functions; provide a mechanism for
	groups and composited actors to programmatically select what to
	show/hide when clutter_actor_show_all() and clutter_actor_hide_all()
	are called.  If you are overriding the ClutterActor::show or
	the ClutterActor::hide virtual methods you should chain up with
	the parent class.

	* clutter/clutter-group.c: Override show_all and hide_all and
	recursively show/hide every child inside the group;
	clutter_group_show_all() and clutter_group_hide_all() remain as non
	recursive versions of clutter_actor_show_all() and
	clutter_actor_hide_all() (maybe we should rename them in order
	to avoid name clashes with the bindings).

	* clutter/clutter-stage.c:
	* clutter/clutter-texture.c: Chain up with parent class show
	and hide vfuncs.

	* clutter/clutter-clone-texture.h:
	* clutter/clutter-clone-texture.c: Provide API for changing the
	parent texture of a clone texture actor.

	* examples/behave.c:
	* examples/super-oh.c:
	* examples/test.c: Use clutter_actor_show_all() instead of
	clutter_group_show_all().
2006-12-12 20:20:04 +00:00

410 lines
11 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2006 OpenedHand
*
* 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
/**
* SECTION:clutter-clone-texture
* @short_description: Actor for cloning existing textures in an
* efficient way.
*
* #ClutterCloneTexture allows the cloning of existing #ClutterTexture based
* actors whilst saving underlying graphics resources.
*/
#include "clutter-clone-texture.h"
#include "clutter-main.h"
#include "clutter-feature.h"
#include "clutter-actor.h"
#include "clutter-util.h"
#include "clutter-enum-types.h"
#include "clutter-private.h"
#include "clutter-debug.h"
enum
{
PROP_0,
PROP_PARENT_TEXTURE
};
G_DEFINE_TYPE (ClutterCloneTexture,
clutter_clone_texture,
CLUTTER_TYPE_ACTOR);
#define CLUTTER_CLONE_TEXTURE_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_CLONE_TEXTURE, ClutterCloneTexturePrivate))
struct _ClutterCloneTexturePrivate
{
ClutterTexture *parent_texture;
};
static void
clone_texture_render_to_gl_quad (ClutterCloneTexture *ctexture,
int x1,
int y1,
int x2,
int y2)
{
gint qx1 = 0, qx2 = 0, qy1 = 0, qy2 = 0;
gint qwidth = 0, qheight = 0;
gint x, y, i =0, lastx = 0, lasty = 0;
gint n_x_tiles, n_y_tiles;
gint pwidth, pheight;
float tx, ty;
ClutterCloneTexturePrivate *priv = ctexture->priv;
ClutterActor *parent_actor = CLUTTER_ACTOR (priv->parent_texture);
priv = ctexture->priv;
qwidth = x2 - x1;
qheight = y2 - y1;
if (!CLUTTER_ACTOR_IS_REALIZED (parent_actor))
clutter_actor_realize (parent_actor);
/* Only paint if parent is in a state to do so */
if (!clutter_texture_has_generated_tiles (priv->parent_texture))
return;
clutter_texture_get_base_size (priv->parent_texture, &pwidth, &pheight);
if (!clutter_texture_is_tiled (priv->parent_texture))
{
clutter_texture_bind_tile (priv->parent_texture, 0);
/* NPOTS textures *always* used if extension available
*/
if (clutter_feature_available (CLUTTER_FEATURE_TEXTURE_RECTANGLE))
{
tx = (float) pwidth;
ty = (float) pheight;
}
else
{
tx = (float) pwidth / clutter_util_next_p2 (pwidth);
ty = (float) pheight / clutter_util_next_p2 (pheight);
}
qx1 = x1; qx2 = x2;
qy1 = y1; qy2 = y2;
glBegin (GL_QUADS);
glTexCoord2f (tx, ty); glVertex2i (qx2, qy2);
glTexCoord2f (0, ty); glVertex2i (qx1, qy2);
glTexCoord2f (0, 0); glVertex2i (qx1, qy1);
glTexCoord2f (tx, 0); glVertex2i (qx2, qy1);
glEnd ();
return;
}
clutter_texture_get_n_tiles (priv->parent_texture, &n_x_tiles, &n_y_tiles);
for (x = 0; x < n_x_tiles; x++)
{
lasty = 0;
for (y = 0; y < n_y_tiles; y++)
{
gint actual_w, actual_h;
gint xpos, ypos, xsize, ysize, ywaste, xwaste;
clutter_texture_bind_tile (priv->parent_texture, i);
clutter_texture_get_x_tile_detail (priv->parent_texture,
x, &xpos, &xsize, &xwaste);
clutter_texture_get_y_tile_detail (priv->parent_texture,
y, &ypos, &ysize, &ywaste);
actual_w = xsize - xwaste;
actual_h = ysize - ywaste;
tx = (float) actual_w / xsize;
ty = (float) actual_h / ysize;
qx1 = x1 + lastx;
qx2 = qx1 + ((qwidth * actual_w ) / pwidth );
qy1 = y1 + lasty;
qy2 = qy1 + ((qheight * actual_h) / pheight );
CLUTTER_NOTE (TEXTURE,
"rendering text tile x: %i, y: %i - %ix%i",
x, y,
actual_w, actual_h);
glBegin (GL_QUADS);
glTexCoord2f (tx, ty); glVertex2i (qx2, qy2);
glTexCoord2f (0, ty); glVertex2i (qx1, qy2);
glTexCoord2f (0, 0); glVertex2i (qx1, qy1);
glTexCoord2f (tx, 0); glVertex2i (qx2, qy1);
glEnd ();
lasty += qy2 - qy1;
i++;
}
lastx += qx2 - qx1;
}
}
static void
clutter_clone_texture_paint (ClutterActor *self)
{
ClutterCloneTexturePrivate *priv;
ClutterActor *parent_texture;
gint x1, y1, x2, y2;
GLenum target_type;
priv = CLUTTER_CLONE_TEXTURE (self)->priv;
/* no need to paint stuff if we don't have a texture to clone */
if (!priv->parent_texture)
return;
/* parent texture may have been hidden, there for need to make sure its
* realised with resources available.
*/
parent_texture = CLUTTER_ACTOR (priv->parent_texture);
if (!CLUTTER_ACTOR_IS_REALIZED (parent_texture))
clutter_actor_realize (parent_texture);
/* FIXME: figure out nicer way of getting at this info...
*/
if (clutter_feature_available (CLUTTER_FEATURE_TEXTURE_RECTANGLE) &&
clutter_texture_is_tiled (CLUTTER_TEXTURE (parent_texture)) == FALSE)
target_type = GL_TEXTURE_RECTANGLE_ARB;
else
target_type = GL_TEXTURE_2D;
glEnable (GL_BLEND);
glEnable (target_type);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ub (255, 255, 255, clutter_actor_get_opacity (self));
clutter_actor_get_coords (self, &x1, &y1, &x2, &y2);
CLUTTER_NOTE (PAINT, "paint to x1: %i, y1: %i x2: %i, y2: %i "
"opacity: %i",
x1, y1, x2, y2,
clutter_actor_get_opacity (self));
/* Parent paint translated us into position */
clone_texture_render_to_gl_quad (CLUTTER_CLONE_TEXTURE (self),
0, 0, x2 - x1, y2 - y1);
glDisable (target_type);
glDisable (GL_BLEND);
}
static void
set_parent_texture (ClutterCloneTexture *ctexture,
ClutterTexture *texture)
{
ClutterCloneTexturePrivate *priv = ctexture->priv;
ClutterActor *actor = CLUTTER_ACTOR (ctexture);
if (priv->parent_texture)
{
g_object_unref (priv->parent_texture);
priv->parent_texture = NULL;
}
clutter_actor_hide (actor);
if (texture)
{
gint width, height;
priv->parent_texture = g_object_ref (texture);
/* Sync up the size to parent texture base pixbuf size. */
clutter_texture_get_base_size (texture, &width, &height);
clutter_actor_set_size (actor, width, height);
/* queue a redraw if the cloned texture is already visible */
if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (priv->parent_texture)) &&
CLUTTER_ACTOR_IS_VISIBLE (actor))
clutter_actor_queue_redraw (actor);
}
}
static void
clutter_clone_texture_dispose (GObject *object)
{
ClutterCloneTexture *self = CLUTTER_CLONE_TEXTURE(object);
ClutterCloneTexturePrivate *priv = self->priv;
if (priv->parent_texture)
g_object_unref (priv->parent_texture);
priv->parent_texture = NULL;
G_OBJECT_CLASS (clutter_clone_texture_parent_class)->dispose (object);
}
static void
clutter_clone_texture_finalize (GObject *object)
{
G_OBJECT_CLASS (clutter_clone_texture_parent_class)->finalize (object);
}
static void
clutter_clone_texture_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterCloneTexture *ctexture = CLUTTER_CLONE_TEXTURE (object);
switch (prop_id)
{
case PROP_PARENT_TEXTURE:
set_parent_texture (ctexture, g_value_get_object (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_clone_texture_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterCloneTexture *ctexture = CLUTTER_CLONE_TEXTURE (object);
switch (prop_id)
{
case PROP_PARENT_TEXTURE:
g_value_set_object (value, ctexture->priv->parent_texture);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_clone_texture_class_init (ClutterCloneTextureClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
actor_class->paint = clutter_clone_texture_paint;
gobject_class->finalize = clutter_clone_texture_finalize;
gobject_class->dispose = clutter_clone_texture_dispose;
gobject_class->set_property = clutter_clone_texture_set_property;
gobject_class->get_property = clutter_clone_texture_get_property;
g_object_class_install_property (gobject_class,
PROP_PARENT_TEXTURE,
g_param_spec_object ("parent-texture",
"Parent Texture",
"The parent texture to clone",
CLUTTER_TYPE_TEXTURE,
(G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE)));
g_type_class_add_private (gobject_class, sizeof (ClutterCloneTexturePrivate));
}
static void
clutter_clone_texture_init (ClutterCloneTexture *self)
{
ClutterCloneTexturePrivate *priv;
self->priv = priv = CLUTTER_CLONE_TEXTURE_GET_PRIVATE (self);
priv->parent_texture = NULL;
}
/**
* clutter_clone_texture_new:
* @texture: a #ClutterTexture or %NULL
*
* Creates an efficient 'clone' of a pre-existing texture if which it
* shares the underlying pixbuf data.
*
* You can use clutter_clone_texture_set_parent_texture() to change the
* parent texture to be cloned.
*
* Return value: the newly created #ClutterCloneTexture
*/
ClutterActor *
clutter_clone_texture_new (ClutterTexture *texture)
{
g_return_val_if_fail (texture == NULL || CLUTTER_IS_TEXTURE (texture), NULL);
return g_object_new (CLUTTER_TYPE_CLONE_TEXTURE,
"parent-texture", texture,
NULL);
}
/**
* clutter_clone_texture_get_parent_texture:
* @clone: a #ClutterCloneTexture
*
* Retrieves the parent #ClutterTexture used by @clone.
*
* Return value: a #ClutterTexture actor, or %NULL
*
* Since: 0.2
*/
ClutterTexture *
clutter_clone_texture_get_parent_texture (ClutterCloneTexture *clone)
{
g_return_val_if_fail (CLUTTER_IS_CLONE_TEXTURE (clone), NULL);
return clone->priv->parent_texture;
}
/**
* clutter_clone_texture_set_parent_texture:
* @clone: a #ClutterCloneTexture
* @texture a #ClutterTexture or %NULL
*
* Sets the parent texture cloned by the #ClutterCloneTexture.
*
* Since: 0.2
*/
void
clutter_clone_texture_set_parent_texture (ClutterCloneTexture *clone,
ClutterTexture *texture)
{
g_return_if_fail (CLUTTER_IS_CLONE_TEXTURE (clone));
g_return_if_fail (texture == NULL || CLUTTER_IS_TEXTURE (texture));
g_object_ref (clone);
set_parent_texture (clone, texture);
g_object_notify (G_OBJECT (clone), "parent-texture");
g_object_unref (clone);
}