350bb347d8
ClutterBehaviourDepth is a simple behaviour that controls the depth property of a set of actors.
221 lines
6.7 KiB
C
221 lines
6.7 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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* Authored By Matthew Allum <mallum@openedhand.com>
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* Jorn Baayen <jorn@openedhand.com>
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* Emmanuele Bassi <ebassi@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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#include "config.h"
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#include "clutter-behaviour-depth.h"
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#include "clutter-enum-types.h"
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#include "clutter-main.h"
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#include "clutter-debug.h"
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#include "clutter-private.h"
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/**
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* SECTION:clutter-behaviour-depth
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* @short_description: Behaviour controlling the depth
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*
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* #ClutterBehaviourDepth is a simple #ClutterBehaviour controlling the
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* depth of a set of actors.
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*
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* Since: 0.4
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*/
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G_DEFINE_TYPE (ClutterBehaviourDepth,
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clutter_behaviour_depth,
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CLUTTER_TYPE_BEHAVIOUR);
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struct _ClutterBehaviourDepthPrivate
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{
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gint min_depth;
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gint max_depth;
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};
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enum
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{
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PROP_0,
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PROP_MIN_DEPTH,
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PROP_MAX_DEPTH
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};
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static void
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alpha_notify_foreach (ClutterBehaviour *behaviour,
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ClutterActor *actor,
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gpointer user_data)
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{
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clutter_actor_set_depth (actor, GPOINTER_TO_INT (user_data));
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}
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static void
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clutter_behaviour_depth_alpha_notify (ClutterBehaviour *behaviour,
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guint32 alpha_value)
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{
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ClutterBehaviourDepthPrivate *priv;
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gint delta, depth;
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priv = CLUTTER_BEHAVIOUR_DEPTH (behaviour)->priv;
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if (priv->max_depth > priv->min_depth)
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delta = priv->max_depth - priv->min_depth;
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else
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delta = priv->min_depth - priv->max_depth;
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depth = alpha_value * delta / CLUTTER_ALPHA_MAX_ALPHA;
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depth += ((priv->max_depth > priv->min_depth) ? priv->max_depth
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: priv->min_depth);
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CLUTTER_NOTE (BEHAVIOUR, "alpha: %d, depth: %d", alpha_value, depth);
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clutter_behaviour_actors_foreach (behaviour,
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alpha_notify_foreach,
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GINT_TO_POINTER (depth));
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}
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static void
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clutter_behaviour_depth_set_property (GObject *gobject,
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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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ClutterBehaviourDepth *depth = CLUTTER_BEHAVIOUR_DEPTH (gobject);
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switch (prop_id)
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{
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case PROP_MIN_DEPTH:
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depth->priv->min_depth = g_value_get_int (value);
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break;
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case PROP_MAX_DEPTH:
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depth->priv->max_depth = g_value_get_int (value);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, 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_behaviour_depth_get_property (GObject *gobject,
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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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ClutterBehaviourDepth *depth = CLUTTER_BEHAVIOUR_DEPTH (gobject);
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switch (prop_id)
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{
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case PROP_MIN_DEPTH:
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g_value_set_int (value, depth->priv->min_depth);
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break;
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case PROP_MAX_DEPTH:
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g_value_set_int (value, depth->priv->max_depth);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, 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_behaviour_depth_class_init (ClutterBehaviourDepthClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterBehaviourClass *behaviour_class = CLUTTER_BEHAVIOUR_CLASS (klass);
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g_type_class_add_private (klass, sizeof (ClutterBehaviourDepthPrivate));
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gobject_class->set_property = clutter_behaviour_depth_set_property;
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gobject_class->get_property = clutter_behaviour_depth_get_property;
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behaviour_class->alpha_notify = clutter_behaviour_depth_alpha_notify;
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/**
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* ClutterBehaviourDepth:min-depth:
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*
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* Minimum depth level to apply to the actors.
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*
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* Since: 0.4
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*/
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g_object_class_install_property (gobject_class,
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PROP_MIN_DEPTH,
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g_param_spec_int ("min-depth",
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"Minimum Depth",
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"Minimum depth to apply",
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G_MININT, G_MAXINT, 0,
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CLUTTER_PARAM_READWRITE));
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/**
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* ClutterBehaviourDepth:max-depth:
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*
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* Maximum depth level to apply to the actors.
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*
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* Since: 0.4
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*/
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g_object_class_install_property (gobject_class,
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PROP_MAX_DEPTH,
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g_param_spec_int ("max-depth",
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"Maximum Depth",
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"Maximum depth to apply",
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G_MININT, G_MAXINT, 0,
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CLUTTER_PARAM_READWRITE));
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}
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static void
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clutter_behaviour_depth_init (ClutterBehaviourDepth *depth)
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{
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depth->priv = G_TYPE_INSTANCE_GET_PRIVATE (depth,
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CLUTTER_TYPE_BEHAVIOUR_DEPTH,
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ClutterBehaviourDepthPrivate);
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}
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/**
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* clutter_behaviour_depth_new:
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* @alpha: a #ClutterAlpha or %NULL
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* @min_depth: minimum depth level
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* @max_depth: maximum depth level
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*
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* Creates a new #ClutterBehaviourDepth which can be used to control
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* the ClutterActor:depth property of a set of #ClutterActor<!-- -->s.
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*
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* Return value: the newly created behaviour
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*
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* Since: 0.4
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*/
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ClutterBehaviour *
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clutter_behaviour_depth_new (ClutterAlpha *alpha,
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gint min_depth,
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gint max_depth)
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{
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g_return_val_if_fail (alpha == NULL || CLUTTER_IS_ALPHA (alpha), NULL);
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return g_object_new (CLUTTER_TYPE_BEHAVIOUR_DEPTH,
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"alpha", alpha,
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"min-depth", min_depth,
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"max-depth", max_depth,
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NULL);
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}
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