c3aa4d24bf
This adds a new virtual to ClutterEffect which is intended to be a more flexible replacement for the pre and post_paint functions. The implementation of a run virtual would look something like this: void effect_run (ClutterEffect *effect, ClutterEffectRunFlags flags) { /* Set up state */ /* ... */ /* Chain to the next item in the paint sequence */ clutter_actor_continue_paint (priv->actor); /* Clean up state */ /* ... */ } ClutterActor now just calls this virtual instead of the pre_paint and post_paint functions. It keeps track of the next effect in the list so that it knows what to do when clutter_actor_continue_paint is called. clutter_actor_continue_paint is a new function added just for implementing effects. The default implementation of the run virtual just calls pre_paint and post_paint so that existing effects will continue to work. An effect is allowed to conditionally skip calling clutter_actor_continue_paint(). This is useful to implement effects that cache the image of an actor. The flags parameter can be used to determine if the actor is dirty since the last paint. ClutterActor sets this flag whenever propagated_one_redraw is TRUE which means that a redraw for this actor or one of its children was queued.
319 lines
10 KiB
C
319 lines
10 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>
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* Creating a sub-class of #ClutterEffect requires overriding the
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* ‘run’ method. The implementation of the function should look
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* something like this:
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* </para>
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* <programlisting>
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* void effect_run (ClutterEffect *effect, ClutterEffectRunFlags flags)
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* {
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* /* Set up initialisation of the paint such as binding a
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* CoglOffscreen or other operations */
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*
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* /* Chain to the next item in the paint sequence. This will either call
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* ‘run’ on the next effect or just paint the actor if this is
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* the last effect. */
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* ClutterActor *actor =
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* clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
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* clutter_actor_continue_paint (actor);
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*
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* /* perform any cleanup of state, such as popping the
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* CoglOffscreen */
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* }
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* </programlisting>
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* <para>
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* The effect can optionally avoid calling
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* clutter_actor_continue_paint() to skip any further stages of
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* the paint sequence. This is useful for example if the effect
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* contains a cached image of the actor. In that case it can
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* optimise painting by avoiding the actor paint and instead
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* painting the cached image. The %CLUTTER_EFFECT_RUN_ACTOR_DIRTY
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* flag is useful in this case. Clutter will set this flag when a
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* redraw has been queued on the actor since it was last
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* painted. The effect can use this information to decide if the
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* cached image is still valid.
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* </para>
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* <para>
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* The ‘run’ virtual was added in Clutter 1.8. Prior to that there
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* were two separate functions as follows.
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* </para>
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* <itemizedlist>
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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>pre_paint()</function> function was used to set
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* up the #ClutterEffect right before the #ClutterActor's paint
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* sequence. This function can fail, and return %FALSE; in that case, no
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* <function>post_paint()</function> invocation will follow.</para>
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* <para>The <function>post_paint()</function> function was called after the
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* #ClutterActor's paint sequence.</para>
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* <para>
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* With these two functions it is not possible to skip the rest of
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* the paint sequence. The default implementation of the ‘run’
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* virtual calls pre_paint(), clutter_actor_continue_paint() and
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* then post_paint() so that existing actors that aren't using the
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* run virtual will continue to work. New actors using the run
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* virtual do not need to implement pre or post paint.
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* </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
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* painted "behind" the actor, while another will be painted "on
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* top" of the actor. The <function>set_actor()</function>
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* implementation will create the two materials used for the two
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* different rectangles; the <function>run()</function> function
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* will paint the first material using cogl_rectangle(), before
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* continuing and then it will paint paint the second material
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* after.</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_run (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 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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* /* Continue to the rest of the paint sequence */
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* clutter_actor_continue_paint (self->actor);
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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->run = my_effect_run;
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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-effect-private.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 gboolean
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clutter_effect_real_get_paint_volume (ClutterEffect *effect,
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ClutterPaintVolume *volume)
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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_run (ClutterEffect *effect,
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ClutterEffectRunFlags flags)
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{
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ClutterActorMeta *actor_meta = CLUTTER_ACTOR_META (effect);
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ClutterActor *actor;
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gboolean pre_paint_succeeded;
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/* The default implementation provides a compatibility wrapper for
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effects that haven't migrated to use the 'run' virtual yet. This
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just calls the old pre and post virtuals before chaining on */
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pre_paint_succeeded = _clutter_effect_pre_paint (effect);
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actor = clutter_actor_meta_get_actor (actor_meta);
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clutter_actor_continue_paint (actor);
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if (pre_paint_succeeded)
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_clutter_effect_post_paint (effect);
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}
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static void
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clutter_effect_notify (GObject *gobject,
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GParamSpec *pspec)
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{
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if (strcmp (pspec->name, "enabled") == 0)
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{
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ClutterActorMeta *meta = CLUTTER_ACTOR_META (gobject);
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ClutterActor *actor = clutter_actor_meta_get_actor (meta);
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if (actor != NULL)
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clutter_actor_queue_redraw (actor);
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}
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if (G_OBJECT_CLASS (clutter_effect_parent_class)->notify != NULL)
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G_OBJECT_CLASS (clutter_effect_parent_class)->notify (gobject, pspec);
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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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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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gobject_class->notify = clutter_effect_notify;
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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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klass->get_paint_volume = clutter_effect_real_get_paint_volume;
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klass->run = clutter_effect_real_run;
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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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void
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_clutter_effect_run (ClutterEffect *effect,
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ClutterEffectRunFlags flags)
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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)->run (effect, flags);
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}
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gboolean
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_clutter_effect_get_paint_volume (ClutterEffect *effect,
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ClutterPaintVolume *volume)
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{
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g_return_val_if_fail (CLUTTER_IS_EFFECT (effect), FALSE);
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g_return_val_if_fail (volume != NULL, FALSE);
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return CLUTTER_EFFECT_GET_CLASS (effect)->get_paint_volume (effect, volume);
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}
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