10fbfb1659
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().
410 lines
11 KiB
C
410 lines
11 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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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/**
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* SECTION:clutter-clone-texture
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* @short_description: Actor for cloning existing textures in an
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* efficient way.
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*
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* #ClutterCloneTexture allows the cloning of existing #ClutterTexture based
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* actors whilst saving underlying graphics resources.
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*/
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#include "clutter-clone-texture.h"
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#include "clutter-main.h"
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#include "clutter-feature.h"
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#include "clutter-actor.h"
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#include "clutter-util.h"
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#include "clutter-enum-types.h"
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#include "clutter-private.h"
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#include "clutter-debug.h"
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enum
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{
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PROP_0,
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PROP_PARENT_TEXTURE
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};
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G_DEFINE_TYPE (ClutterCloneTexture,
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clutter_clone_texture,
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CLUTTER_TYPE_ACTOR);
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#define CLUTTER_CLONE_TEXTURE_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_CLONE_TEXTURE, ClutterCloneTexturePrivate))
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struct _ClutterCloneTexturePrivate
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{
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ClutterTexture *parent_texture;
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};
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static void
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clone_texture_render_to_gl_quad (ClutterCloneTexture *ctexture,
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int x1,
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int y1,
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int x2,
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int y2)
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{
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gint qx1 = 0, qx2 = 0, qy1 = 0, qy2 = 0;
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gint qwidth = 0, qheight = 0;
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gint x, y, i =0, lastx = 0, lasty = 0;
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gint n_x_tiles, n_y_tiles;
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gint pwidth, pheight;
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float tx, ty;
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ClutterCloneTexturePrivate *priv = ctexture->priv;
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ClutterActor *parent_actor = CLUTTER_ACTOR (priv->parent_texture);
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priv = ctexture->priv;
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qwidth = x2 - x1;
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qheight = y2 - y1;
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if (!CLUTTER_ACTOR_IS_REALIZED (parent_actor))
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clutter_actor_realize (parent_actor);
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/* Only paint if parent is in a state to do so */
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if (!clutter_texture_has_generated_tiles (priv->parent_texture))
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return;
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clutter_texture_get_base_size (priv->parent_texture, &pwidth, &pheight);
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if (!clutter_texture_is_tiled (priv->parent_texture))
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{
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clutter_texture_bind_tile (priv->parent_texture, 0);
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/* NPOTS textures *always* used if extension available
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*/
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if (clutter_feature_available (CLUTTER_FEATURE_TEXTURE_RECTANGLE))
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{
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tx = (float) pwidth;
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ty = (float) pheight;
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}
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else
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{
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tx = (float) pwidth / clutter_util_next_p2 (pwidth);
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ty = (float) pheight / clutter_util_next_p2 (pheight);
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}
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qx1 = x1; qx2 = x2;
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qy1 = y1; qy2 = y2;
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glBegin (GL_QUADS);
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glTexCoord2f (tx, ty); glVertex2i (qx2, qy2);
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glTexCoord2f (0, ty); glVertex2i (qx1, qy2);
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glTexCoord2f (0, 0); glVertex2i (qx1, qy1);
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glTexCoord2f (tx, 0); glVertex2i (qx2, qy1);
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glEnd ();
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return;
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}
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clutter_texture_get_n_tiles (priv->parent_texture, &n_x_tiles, &n_y_tiles);
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for (x = 0; x < n_x_tiles; x++)
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{
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lasty = 0;
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for (y = 0; y < n_y_tiles; y++)
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{
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gint actual_w, actual_h;
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gint xpos, ypos, xsize, ysize, ywaste, xwaste;
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clutter_texture_bind_tile (priv->parent_texture, i);
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clutter_texture_get_x_tile_detail (priv->parent_texture,
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x, &xpos, &xsize, &xwaste);
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clutter_texture_get_y_tile_detail (priv->parent_texture,
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y, &ypos, &ysize, &ywaste);
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actual_w = xsize - xwaste;
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actual_h = ysize - ywaste;
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tx = (float) actual_w / xsize;
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ty = (float) actual_h / ysize;
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qx1 = x1 + lastx;
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qx2 = qx1 + ((qwidth * actual_w ) / pwidth );
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qy1 = y1 + lasty;
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qy2 = qy1 + ((qheight * actual_h) / pheight );
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CLUTTER_NOTE (TEXTURE,
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"rendering text tile x: %i, y: %i - %ix%i",
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x, y,
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actual_w, actual_h);
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glBegin (GL_QUADS);
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glTexCoord2f (tx, ty); glVertex2i (qx2, qy2);
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glTexCoord2f (0, ty); glVertex2i (qx1, qy2);
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glTexCoord2f (0, 0); glVertex2i (qx1, qy1);
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glTexCoord2f (tx, 0); glVertex2i (qx2, qy1);
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glEnd ();
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lasty += qy2 - qy1;
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i++;
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}
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lastx += qx2 - qx1;
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}
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}
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static void
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clutter_clone_texture_paint (ClutterActor *self)
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{
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ClutterCloneTexturePrivate *priv;
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ClutterActor *parent_texture;
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gint x1, y1, x2, y2;
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GLenum target_type;
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priv = CLUTTER_CLONE_TEXTURE (self)->priv;
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/* no need to paint stuff if we don't have a texture to clone */
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if (!priv->parent_texture)
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return;
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/* parent texture may have been hidden, there for need to make sure its
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* realised with resources available.
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*/
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parent_texture = CLUTTER_ACTOR (priv->parent_texture);
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if (!CLUTTER_ACTOR_IS_REALIZED (parent_texture))
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clutter_actor_realize (parent_texture);
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/* FIXME: figure out nicer way of getting at this info...
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*/
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if (clutter_feature_available (CLUTTER_FEATURE_TEXTURE_RECTANGLE) &&
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clutter_texture_is_tiled (CLUTTER_TEXTURE (parent_texture)) == FALSE)
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target_type = GL_TEXTURE_RECTANGLE_ARB;
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else
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target_type = GL_TEXTURE_2D;
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glEnable (GL_BLEND);
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glEnable (target_type);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor4ub (255, 255, 255, clutter_actor_get_opacity (self));
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clutter_actor_get_coords (self, &x1, &y1, &x2, &y2);
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CLUTTER_NOTE (PAINT, "paint to x1: %i, y1: %i x2: %i, y2: %i "
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"opacity: %i",
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x1, y1, x2, y2,
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clutter_actor_get_opacity (self));
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/* Parent paint translated us into position */
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clone_texture_render_to_gl_quad (CLUTTER_CLONE_TEXTURE (self),
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0, 0, x2 - x1, y2 - y1);
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glDisable (target_type);
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glDisable (GL_BLEND);
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}
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static void
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set_parent_texture (ClutterCloneTexture *ctexture,
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ClutterTexture *texture)
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{
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ClutterCloneTexturePrivate *priv = ctexture->priv;
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ClutterActor *actor = CLUTTER_ACTOR (ctexture);
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if (priv->parent_texture)
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{
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g_object_unref (priv->parent_texture);
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priv->parent_texture = NULL;
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}
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clutter_actor_hide (actor);
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if (texture)
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{
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gint width, height;
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priv->parent_texture = g_object_ref (texture);
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/* Sync up the size to parent texture base pixbuf size. */
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clutter_texture_get_base_size (texture, &width, &height);
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clutter_actor_set_size (actor, width, height);
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/* queue a redraw if the cloned texture is already visible */
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if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (priv->parent_texture)) &&
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CLUTTER_ACTOR_IS_VISIBLE (actor))
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clutter_actor_queue_redraw (actor);
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}
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}
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static void
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clutter_clone_texture_dispose (GObject *object)
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{
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ClutterCloneTexture *self = CLUTTER_CLONE_TEXTURE(object);
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ClutterCloneTexturePrivate *priv = self->priv;
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if (priv->parent_texture)
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g_object_unref (priv->parent_texture);
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priv->parent_texture = NULL;
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G_OBJECT_CLASS (clutter_clone_texture_parent_class)->dispose (object);
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}
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static void
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clutter_clone_texture_finalize (GObject *object)
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{
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G_OBJECT_CLASS (clutter_clone_texture_parent_class)->finalize (object);
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}
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static void
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clutter_clone_texture_set_property (GObject *object,
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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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ClutterCloneTexture *ctexture = CLUTTER_CLONE_TEXTURE (object);
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switch (prop_id)
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{
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case PROP_PARENT_TEXTURE:
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set_parent_texture (ctexture, g_value_get_object (value));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_clone_texture_get_property (GObject *object,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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ClutterCloneTexture *ctexture = CLUTTER_CLONE_TEXTURE (object);
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switch (prop_id)
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{
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case PROP_PARENT_TEXTURE:
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g_value_set_object (value, ctexture->priv->parent_texture);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_clone_texture_class_init (ClutterCloneTextureClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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actor_class->paint = clutter_clone_texture_paint;
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gobject_class->finalize = clutter_clone_texture_finalize;
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gobject_class->dispose = clutter_clone_texture_dispose;
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gobject_class->set_property = clutter_clone_texture_set_property;
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gobject_class->get_property = clutter_clone_texture_get_property;
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g_object_class_install_property (gobject_class,
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PROP_PARENT_TEXTURE,
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g_param_spec_object ("parent-texture",
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"Parent Texture",
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"The parent texture to clone",
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CLUTTER_TYPE_TEXTURE,
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(G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE)));
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g_type_class_add_private (gobject_class, sizeof (ClutterCloneTexturePrivate));
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}
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static void
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clutter_clone_texture_init (ClutterCloneTexture *self)
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{
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ClutterCloneTexturePrivate *priv;
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self->priv = priv = CLUTTER_CLONE_TEXTURE_GET_PRIVATE (self);
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priv->parent_texture = NULL;
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}
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/**
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* clutter_clone_texture_new:
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* @texture: a #ClutterTexture or %NULL
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*
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* Creates an efficient 'clone' of a pre-existing texture if which it
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* shares the underlying pixbuf data.
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*
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* You can use clutter_clone_texture_set_parent_texture() to change the
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* parent texture to be cloned.
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*
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* Return value: the newly created #ClutterCloneTexture
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*/
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ClutterActor *
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clutter_clone_texture_new (ClutterTexture *texture)
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{
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g_return_val_if_fail (texture == NULL || CLUTTER_IS_TEXTURE (texture), NULL);
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return g_object_new (CLUTTER_TYPE_CLONE_TEXTURE,
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"parent-texture", texture,
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NULL);
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}
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/**
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* clutter_clone_texture_get_parent_texture:
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* @clone: a #ClutterCloneTexture
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*
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* Retrieves the parent #ClutterTexture used by @clone.
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*
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* Return value: a #ClutterTexture actor, or %NULL
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*
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* Since: 0.2
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*/
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ClutterTexture *
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clutter_clone_texture_get_parent_texture (ClutterCloneTexture *clone)
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{
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g_return_val_if_fail (CLUTTER_IS_CLONE_TEXTURE (clone), NULL);
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return clone->priv->parent_texture;
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}
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/**
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* clutter_clone_texture_set_parent_texture:
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* @clone: a #ClutterCloneTexture
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* @texture a #ClutterTexture or %NULL
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*
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* Sets the parent texture cloned by the #ClutterCloneTexture.
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*
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* Since: 0.2
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*/
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void
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clutter_clone_texture_set_parent_texture (ClutterCloneTexture *clone,
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ClutterTexture *texture)
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{
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g_return_if_fail (CLUTTER_IS_CLONE_TEXTURE (clone));
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g_return_if_fail (texture == NULL || CLUTTER_IS_TEXTURE (texture));
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g_object_ref (clone);
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set_parent_texture (clone, texture);
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g_object_notify (G_OBJECT (clone), "parent-texture");
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g_object_unref (clone);
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}
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