gnome-shell/src/st/st-shadow.c

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/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
/*
* st-shadow.c: Boxed type holding for -st-shadow attributes
*
* Copyright 2009, 2010 Florian Müllner
*
* This program 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 2.1 of
* the License, or (at your option) any later version.
*
* This program is distributed in the hope 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 program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "config.h"
#include "st-shadow.h"
#include "st-private.h"
G_DEFINE_BOXED_TYPE (StShadow, st_shadow, st_shadow_ref, st_shadow_unref)
G_DEFINE_BOXED_TYPE (StShadowHelper, st_shadow_helper, st_shadow_helper_copy, st_shadow_helper_free)
/**
* SECTION: st-shadow
* @short_description: Boxed type for -st-shadow attributes
*
* #StShadow is a boxed type for storing attributes of the -st-shadow
* property, modelled liberally after the CSS3 box-shadow property.
* See http://www.css3.info/preview/box-shadow/
*
*/
/**
* st_shadow_new:
* @color: shadow's color
* @xoffset: horizontal offset
* @yoffset: vertical offset
* @blur: blur radius
* @spread: spread radius
* @inset: whether the shadow should be inset
*
* Creates a new #StShadow
*
* Returns: the newly allocated shadow. Use st_shadow_free() when done
*/
StShadow *
st_shadow_new (ClutterColor *color,
gdouble xoffset,
gdouble yoffset,
gdouble blur,
gdouble spread,
gboolean inset)
{
StShadow *shadow;
shadow = g_slice_new (StShadow);
shadow->color = *color;
shadow->xoffset = xoffset;
shadow->yoffset = yoffset;
shadow->blur = blur;
shadow->spread = spread;
shadow->inset = inset;
shadow->ref_count = 1;
return shadow;
}
/**
* st_shadow_ref:
* @shadow: a #StShadow
*
* Atomically increments the reference count of @shadow by one.
*
* Returns: the passed in #StShadow.
*/
StShadow *
st_shadow_ref (StShadow *shadow)
{
g_return_val_if_fail (shadow != NULL, NULL);
g_return_val_if_fail (shadow->ref_count > 0, shadow);
g_atomic_int_inc (&shadow->ref_count);
return shadow;
}
/**
* st_shadow_unref:
* @shadow: a #StShadow
*
* Atomically decrements the reference count of @shadow by one.
* If the reference count drops to 0, all memory allocated by the
* #StShadow is released.
*/
void
st_shadow_unref (StShadow *shadow)
{
g_return_if_fail (shadow != NULL);
g_return_if_fail (shadow->ref_count > 0);
if (g_atomic_int_dec_and_test (&shadow->ref_count))
g_slice_free (StShadow, shadow);
}
/**
* st_shadow_equal:
* @shadow: a #StShadow
* @other: a different #StShadow
*
* Check if two shadow objects are identical. Note that two shadows may
* compare non-identically if they differ only by floating point rounding
* errors.
*
* Return value: %TRUE if the two shadows are identical
*/
gboolean
st_shadow_equal (StShadow *shadow,
StShadow *other)
{
g_return_val_if_fail (shadow != NULL, FALSE);
g_return_val_if_fail (other != NULL, FALSE);
/* We use strict equality to compare double quantities; this means
* that, for example, a shadow offset of 0.25in does not necessarily
* compare equal to a shadow offset of 18pt in this test. Assume
* that a few false negatives are mostly harmless.
*/
return (clutter_color_equal (&shadow->color, &other->color) &&
shadow->xoffset == other->xoffset &&
shadow->yoffset == other->yoffset &&
shadow->blur == other->blur &&
shadow->spread == other->spread &&
shadow->inset == other->inset);
}
/**
* st_shadow_get_box:
* @shadow: a #StShadow
* @actor_box: the box allocated to a #ClutterAlctor
* @shadow_box: computed box occupied by @shadow
*
* Gets the box used to paint @shadow, which will be partly
* outside of @actor_box
*/
void
st_shadow_get_box (StShadow *shadow,
const ClutterActorBox *actor_box,
ClutterActorBox *shadow_box)
{
g_return_if_fail (shadow != NULL);
g_return_if_fail (actor_box != NULL);
g_return_if_fail (shadow_box != NULL);
/* Inset shadows are drawn below the border, so returning
* the original box is not actually correct; still, it's
* good enough for the purpose of determing additional space
* required outside the actor box.
*/
if (shadow->inset)
{
*shadow_box = *actor_box;
return;
}
shadow_box->x1 = actor_box->x1 + shadow->xoffset
- shadow->blur - shadow->spread;
shadow_box->x2 = actor_box->x2 + shadow->xoffset
+ shadow->blur + shadow->spread;
shadow_box->y1 = actor_box->y1 + shadow->yoffset
- shadow->blur - shadow->spread;
shadow_box->y2 = actor_box->y2 + shadow->yoffset
+ shadow->blur + shadow->spread;
}
/**
* SECTION:st-shadow-helper:
*
* An helper for implementing a drop shadow on a actor.
* The actor is expected to recreate the helper whenever its contents
* or size change. Then, it would call st_shadow_helper_paint() inside
* its paint() virtual function.
*/
struct _StShadowHelper {
StShadow *shadow;
CoglMaterial *material;
gfloat width;
gfloat height;
};
/**
* st_shadow_helper_new:
* @shadow: a #StShadow representing the shadow properties
*
* Builds a #StShadowHelper that will build a drop shadow
* using @source as the mask.
*
* Returns: (transfer full): a new #StShadowHelper
*/
StShadowHelper *
st_shadow_helper_new (StShadow *shadow)
{
StShadowHelper *helper;
helper = g_slice_new0 (StShadowHelper);
helper->shadow = st_shadow_ref (shadow);
return helper;
}
void
st_shadow_helper_update (StShadowHelper *helper,
ClutterActor *source)
{
gfloat width, height;
clutter_actor_get_size (source, &width, &height);
if (helper->material == NULL ||
helper->width != width ||
helper->height != height)
{
if (helper->material)
cogl_object_unref (helper->material);
helper->material = _st_create_shadow_material_from_actor (helper->shadow, source);
helper->width = width;
helper->height = height;
}
}
/**
* st_shadow_helper_copy:
* @helper: the #StShadowHelper to copy
*
* Returns: (transfer full): a copy of @helper
*/
StShadowHelper *
st_shadow_helper_copy (StShadowHelper *helper)
{
StShadowHelper *copy;
copy = g_slice_new (StShadowHelper);
*copy = *helper;
if (copy->material)
cogl_object_ref (copy->material);
st_shadow_ref (copy->shadow);
return copy;
}
/**
* st_shadow_helper_free:
* @helper: a #StShadowHelper
*
* Free resources associated with @helper.
*/
void
st_shadow_helper_free (StShadowHelper *helper)
{
if (helper->material)
cogl_object_unref (helper->material);
st_shadow_unref (helper->shadow);
g_slice_free (StShadowHelper, helper);
}
/**
* st_shadow_helper_paint:
* @helper: a #StShadowHelper
* @actor_box: the bounding box of the shadow
* @paint_opacity: the opacity at which the shadow is painted
*
* Paints the shadow associated with @helper This must only
* be called from the implementation of ClutterActor::paint().
*/
void
st_shadow_helper_paint (StShadowHelper *helper,
ClutterActorBox *actor_box,
guint8 paint_opacity)
{
ClutterActorBox allocation;
float width, height;
clutter_actor_box_get_size (actor_box, &width, &height);
allocation.x1 = (width - helper->width) / 2;
allocation.y1 = (height - helper->height) / 2;
allocation.x2 = allocation.x1 + helper->width;
allocation.y2 = allocation.y1 + helper->height;
_st_paint_shadow_with_opacity (helper->shadow,
helper->material,
&allocation,
paint_opacity);
}