/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ /* * st-private.h: Private declarations and functions * * Copyright 2009, 2010 Red Hat, Inc. * Copyright 2010 Florian Müllner * Copyright 2010 Intel Corporation * Copyright 2010 Giovanni Campagna * * This program is free software; you can redistribute it and/or modify it * under the terms and conditions of the GNU Lesser General Public License, * version 2.1, as published by the Free Software Foundation. * * 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 . */ #include #include #include "st-private.h" /** * _st_actor_get_preferred_width: * @actor: a #ClutterActor * @for_height: as with clutter_actor_get_preferred_width() * @y_fill: %TRUE if @actor will fill its allocation vertically * @min_width_p: as with clutter_actor_get_preferred_width() * @natural_width_p: as with clutter_actor_get_preferred_width() * * Like clutter_actor_get_preferred_width(), but if @y_fill is %FALSE, * then it will compute a width request based on the assumption that * @actor will be given an allocation no taller than its natural * height. */ void _st_actor_get_preferred_width (ClutterActor *actor, gfloat for_height, gboolean y_fill, gfloat *min_width_p, gfloat *natural_width_p) { if (!y_fill && for_height != -1) { ClutterRequestMode mode; gfloat natural_height; mode = clutter_actor_get_request_mode (actor); if (mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT) { clutter_actor_get_preferred_height (actor, -1, NULL, &natural_height); if (for_height > natural_height) for_height = natural_height; } } clutter_actor_get_preferred_width (actor, for_height, min_width_p, natural_width_p); } /** * _st_actor_get_preferred_height: * @actor: a #ClutterActor * @for_width: as with clutter_actor_get_preferred_height() * @x_fill: %TRUE if @actor will fill its allocation horizontally * @min_height_p: as with clutter_actor_get_preferred_height() * @natural_height_p: as with clutter_actor_get_preferred_height() * * Like clutter_actor_get_preferred_height(), but if @x_fill is * %FALSE, then it will compute a height request based on the * assumption that @actor will be given an allocation no wider than * its natural width. */ void _st_actor_get_preferred_height (ClutterActor *actor, gfloat for_width, gboolean x_fill, gfloat *min_height_p, gfloat *natural_height_p) { if (!x_fill && for_width != -1) { ClutterRequestMode mode; gfloat natural_width; mode = clutter_actor_get_request_mode (actor); if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH) { clutter_actor_get_preferred_width (actor, -1, NULL, &natural_width); if (for_width > natural_width) for_width = natural_width; } } clutter_actor_get_preferred_height (actor, for_width, min_height_p, natural_height_p); } /** * _st_set_text_from_style: * @text: Target #ClutterText * @theme_node: Source #StThemeNode * * Set various GObject properties of the @text object using * CSS information from @theme_node. */ void _st_set_text_from_style (ClutterText *text, StThemeNode *theme_node) { ClutterColor color; StTextDecoration decoration; PangoAttrList *attribs = NULL; const PangoFontDescription *font; StTextAlign align; gdouble spacing; gchar *font_features; st_theme_node_get_foreground_color (theme_node, &color); clutter_text_set_color (text, &color); font = st_theme_node_get_font (theme_node); clutter_text_set_font_description (text, (PangoFontDescription *) font); attribs = pango_attr_list_new (); decoration = st_theme_node_get_text_decoration (theme_node); if (decoration) { if (decoration & ST_TEXT_DECORATION_UNDERLINE) { PangoAttribute *underline = pango_attr_underline_new (PANGO_UNDERLINE_SINGLE); pango_attr_list_insert (attribs, underline); } if (decoration & ST_TEXT_DECORATION_LINE_THROUGH) { PangoAttribute *strikethrough = pango_attr_strikethrough_new (TRUE); pango_attr_list_insert (attribs, strikethrough); } /* Pango doesn't have an equivalent attribute for _OVERLINE, and we deliberately * skip BLINK (for now...) */ } spacing = st_theme_node_get_letter_spacing (theme_node); if (spacing) { PangoAttribute *letter_spacing = pango_attr_letter_spacing_new ((int)(.5 + spacing) * PANGO_SCALE); pango_attr_list_insert (attribs, letter_spacing); } font_features = st_theme_node_get_font_features (theme_node); if (font_features) { pango_attr_list_insert (attribs, pango_attr_font_features_new (font_features)); g_free (font_features); } clutter_text_set_attributes (text, attribs); if (attribs) pango_attr_list_unref (attribs); align = st_theme_node_get_text_align (theme_node); if (align == ST_TEXT_ALIGN_JUSTIFY) { clutter_text_set_justify (text, TRUE); clutter_text_set_line_alignment (text, PANGO_ALIGN_LEFT); } else { clutter_text_set_justify (text, FALSE); clutter_text_set_line_alignment (text, (PangoAlignment) align); } } /** * _st_create_texture_pipeline: * @src_texture: The CoglTexture for the pipeline * * Creates a simple pipeline which contains the given texture as a * single layer. */ CoglPipeline * _st_create_texture_pipeline (CoglTexture *src_texture) { static CoglPipeline *texture_pipeline_template = NULL; CoglPipeline *pipeline; g_return_val_if_fail (src_texture != NULL, NULL); /* The only state used in the pipeline that would affect the shader generation is the texture type on the layer. Therefore we create a template pipeline which sets this state and all texture pipelines are created as a copy of this. That way Cogl can find the shader state for the pipeline more quickly by looking at the pipeline ancestry instead of resorting to the shader cache. */ if (G_UNLIKELY (texture_pipeline_template == NULL)) { CoglContext *ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ()); texture_pipeline_template = cogl_pipeline_new (ctx); cogl_pipeline_set_layer_null_texture (texture_pipeline_template, 0, /* layer */ COGL_TEXTURE_TYPE_2D); } pipeline = cogl_pipeline_copy (texture_pipeline_template); if (src_texture != NULL) cogl_pipeline_set_layer_texture (pipeline, 0, src_texture); return pipeline; } /***** * Shadows *****/ static gdouble * calculate_gaussian_kernel (gdouble sigma, guint n_values) { gdouble *ret, sum; gdouble exp_divisor; int half, i; g_return_val_if_fail (sigma > 0, NULL); half = n_values / 2; ret = g_malloc (n_values * sizeof (gdouble)); sum = 0.0; exp_divisor = 2 * sigma * sigma; /* n_values of 1D Gauss function */ for (i = 0; i < (int)n_values; i++) { ret[i] = exp (-(i - half) * (i - half) / exp_divisor); sum += ret[i]; } /* normalize */ for (i = 0; i < (int)n_values; i++) ret[i] /= sum; return ret; } static guchar * blur_pixels (guchar *pixels_in, gint width_in, gint height_in, gint rowstride_in, gdouble blur, gint *width_out, gint *height_out, gint *rowstride_out) { guchar *pixels_out; gdouble sigma; /* The CSS specification defines (or will define) the blur radius as twice * the Gaussian standard deviation. See: * * http://lists.w3.org/Archives/Public/www-style/2010Sep/0002.html */ sigma = blur / 2.; if ((guint) blur == 0) { *width_out = width_in; *height_out = height_in; *rowstride_out = rowstride_in; pixels_out = g_memdup (pixels_in, *rowstride_out * *height_out); } else { gdouble *kernel; guchar *line; gint n_values, half; gint x_in, y_in, x_out, y_out, i; n_values = (gint) 5 * sigma; half = n_values / 2; *width_out = width_in + 2 * half; *height_out = height_in + 2 * half; *rowstride_out = (*width_out + 3) & ~3; pixels_out = g_malloc0 (*rowstride_out * *height_out); line = g_malloc0 (*rowstride_out); kernel = calculate_gaussian_kernel (sigma, n_values); /* vertical blur */ for (x_in = 0; x_in < width_in; x_in++) for (y_out = 0; y_out < *height_out; y_out++) { guchar *pixel_in, *pixel_out; gint i0, i1; y_in = y_out - half; /* We read from the source at 'y = y_in + i - half'; clamp the * full i range [0, n_values) so that y is in [0, height_in). */ i0 = MAX (half - y_in, 0); i1 = MIN (height_in + half - y_in, n_values); pixel_in = pixels_in + (y_in + i0 - half) * rowstride_in + x_in; pixel_out = pixels_out + y_out * *rowstride_out + (x_in + half); for (i = i0; i < i1; i++) { *pixel_out += *pixel_in * kernel[i]; pixel_in += rowstride_in; } } /* horizontal blur */ for (y_out = 0; y_out < *height_out; y_out++) { memcpy (line, pixels_out + y_out * *rowstride_out, *rowstride_out); for (x_out = 0; x_out < *width_out; x_out++) { gint i0, i1; guchar *pixel_out, *pixel_in; /* We read from the source at 'x = x_out + i - half'; clamp the * full i range [0, n_values) so that x is in [0, width_out). */ i0 = MAX (half - x_out, 0); i1 = MIN (*width_out + half - x_out, n_values); pixel_in = line + x_out + i0 - half; pixel_out = pixels_out + *rowstride_out * y_out + x_out; *pixel_out = 0; for (i = i0; i < i1; i++) { *pixel_out += *pixel_in * kernel[i]; pixel_in++; } } } g_free (kernel); g_free (line); } return pixels_out; } CoglPipeline * _st_create_shadow_pipeline (StShadow *shadow_spec, CoglTexture *src_texture) { ClutterBackend *backend = clutter_get_default_backend (); CoglContext *ctx = clutter_backend_get_cogl_context (backend); CoglError *error = NULL; static CoglPipeline *shadow_pipeline_template = NULL; CoglPipeline *pipeline; CoglTexture *texture; guchar *pixels_in, *pixels_out; gint width_in, height_in, rowstride_in; gint width_out, height_out, rowstride_out; g_return_val_if_fail (shadow_spec != NULL, NULL); g_return_val_if_fail (src_texture != NULL, NULL); width_in = cogl_texture_get_width (src_texture); height_in = cogl_texture_get_height (src_texture); rowstride_in = (width_in + 3) & ~3; pixels_in = g_malloc0 (rowstride_in * height_in); cogl_texture_get_data (src_texture, COGL_PIXEL_FORMAT_A_8, rowstride_in, pixels_in); pixels_out = blur_pixels (pixels_in, width_in, height_in, rowstride_in, shadow_spec->blur, &width_out, &height_out, &rowstride_out); g_free (pixels_in); texture = COGL_TEXTURE (cogl_texture_2d_new_from_data (ctx, width_out, height_out, COGL_PIXEL_FORMAT_A_8, rowstride_out, pixels_out, &error)); if (error) { g_warning ("Failed to allocate texture: %s", error->message); cogl_error_free (error); } g_free (pixels_out); if (G_UNLIKELY (shadow_pipeline_template == NULL)) { shadow_pipeline_template = cogl_pipeline_new (ctx); /* We set up the pipeline to blend the shadow texture with the combine * constant, but defer setting the latter until painting, so that we can * take the actor's overall opacity into account. */ cogl_pipeline_set_layer_combine (shadow_pipeline_template, 0, "RGBA = MODULATE (CONSTANT, TEXTURE[A])", NULL); } pipeline = cogl_pipeline_copy (shadow_pipeline_template); cogl_pipeline_set_layer_texture (pipeline, 0, texture); if (texture) cogl_object_unref (texture); return pipeline; } CoglPipeline * _st_create_shadow_pipeline_from_actor (StShadow *shadow_spec, ClutterActor *actor) { ClutterContent *image = NULL; CoglPipeline *shadow_pipeline = NULL; float resource_scale; float width, height; g_return_val_if_fail (clutter_actor_has_allocation (actor), NULL); clutter_actor_get_size (actor, &width, &height); if (width == 0 || height == 0) return NULL; if (!clutter_actor_get_resource_scale (actor, &resource_scale)) return NULL; width *= resource_scale; height *= resource_scale; image = clutter_actor_get_content (actor); if (image && CLUTTER_IS_IMAGE (image)) { CoglTexture *texture; texture = clutter_image_get_texture (CLUTTER_IMAGE (image)); if (texture && cogl_texture_get_width (texture) == width && cogl_texture_get_height (texture) == height) shadow_pipeline = _st_create_shadow_pipeline (shadow_spec, texture); } if (shadow_pipeline == NULL) { CoglTexture *buffer; CoglOffscreen *offscreen; CoglFramebuffer *fb; CoglContext *ctx; CoglColor clear_color; CoglError *catch_error = NULL; float x, y; ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ()); buffer = cogl_texture_2d_new_with_size (ctx, width, height); if (buffer == NULL) return NULL; offscreen = cogl_offscreen_new_with_texture (buffer); fb = COGL_FRAMEBUFFER (offscreen); if (!cogl_framebuffer_allocate (fb, &catch_error)) { cogl_error_free (catch_error); cogl_object_unref (offscreen); cogl_object_unref (buffer); return NULL; } cogl_color_init_from_4ub (&clear_color, 0, 0, 0, 0); clutter_actor_get_position (actor, &x, &y); /* XXX: There's no way to render a ClutterActor to an offscreen * as it uses the implicit API. */ G_GNUC_BEGIN_IGNORE_DEPRECATIONS; cogl_push_framebuffer (fb); G_GNUC_END_IGNORE_DEPRECATIONS; cogl_framebuffer_clear (fb, COGL_BUFFER_BIT_COLOR, &clear_color); cogl_framebuffer_translate (fb, -x, -y, 0); cogl_framebuffer_orthographic (fb, 0, 0, width, height, 0, 1.0); cogl_framebuffer_scale (fb, resource_scale, resource_scale, 1); clutter_actor_set_opacity_override (actor, 255); clutter_actor_paint (actor); clutter_actor_set_opacity_override (actor, -1); G_GNUC_BEGIN_IGNORE_DEPRECATIONS; cogl_pop_framebuffer (); G_GNUC_END_IGNORE_DEPRECATIONS; cogl_object_unref (fb); shadow_pipeline = _st_create_shadow_pipeline (shadow_spec, buffer); cogl_object_unref (buffer); } return shadow_pipeline; } /** * _st_create_shadow_cairo_pattern: * @shadow_spec: the definition of the shadow * @src_pattern: surface pattern for which we create the shadow * (must be a surface pattern) * * This is a utility function for creating shadows used by * st-theme-node.c; it's in this file to share the gaussian * blur implementation. The usage of this function is quite different * depending on whether shadow_spec->inset is %TRUE or not. If * shadow_spec->inset is %TRUE, the caller should pass in a @src_pattern * which is the inverse of what they want shadowed, and must take * care of the spread and offset from the shadow spec themselves. If * shadow_spec->inset is %FALSE then the caller should pass in what they * want shadowed directly, and this function takes care of the spread and * the offset. */ cairo_pattern_t * _st_create_shadow_cairo_pattern (StShadow *shadow_spec, cairo_pattern_t *src_pattern) { static cairo_user_data_key_t shadow_pattern_user_data; cairo_t *cr; cairo_surface_t *src_surface; cairo_surface_t *surface_in; cairo_surface_t *surface_out; cairo_pattern_t *dst_pattern; guchar *pixels_in, *pixels_out; gint width_in, height_in, rowstride_in; gint width_out, height_out, rowstride_out; cairo_matrix_t shadow_matrix; int i, j; g_return_val_if_fail (shadow_spec != NULL, NULL); g_return_val_if_fail (src_pattern != NULL, NULL); if (cairo_pattern_get_surface (src_pattern, &src_surface) != CAIRO_STATUS_SUCCESS) /* The most likely reason we can't get the pattern is that sizing went hairwire * and the caller tried to create a surface too big for memory, leaving us with * a pattern in an error state; we return a transparent pattern for the shadow. */ return cairo_pattern_create_rgba(1.0, 1.0, 1.0, 0.0); width_in = cairo_image_surface_get_width (src_surface); height_in = cairo_image_surface_get_height (src_surface); /* We want the output to be a color agnostic alpha mask, * so we need to strip the color channels from the input */ if (cairo_image_surface_get_format (src_surface) != CAIRO_FORMAT_A8) { surface_in = cairo_image_surface_create (CAIRO_FORMAT_A8, width_in, height_in); cr = cairo_create (surface_in); cairo_set_source_surface (cr, src_surface, 0, 0); cairo_paint (cr); cairo_destroy (cr); } else { surface_in = cairo_surface_reference (src_surface); } pixels_in = cairo_image_surface_get_data (surface_in); rowstride_in = cairo_image_surface_get_stride (surface_in); pixels_out = blur_pixels (pixels_in, width_in, height_in, rowstride_in, shadow_spec->blur, &width_out, &height_out, &rowstride_out); cairo_surface_destroy (surface_in); /* Invert pixels for inset shadows */ if (shadow_spec->inset) { for (j = 0; j < height_out; j++) { guchar *p = pixels_out + rowstride_out * j; for (i = 0; i < width_out; i++, p++) *p = ~*p; } } surface_out = cairo_image_surface_create_for_data (pixels_out, CAIRO_FORMAT_A8, width_out, height_out, rowstride_out); cairo_surface_set_user_data (surface_out, &shadow_pattern_user_data, pixels_out, (cairo_destroy_func_t) g_free); dst_pattern = cairo_pattern_create_for_surface (surface_out); cairo_surface_destroy (surface_out); cairo_pattern_get_matrix (src_pattern, &shadow_matrix); if (shadow_spec->inset) { /* For inset shadows, offsets and spread radius have already been * applied to the original pattern, so all left to do is shift the * blurred image left, so that it aligns centered under the * unblurred one */ cairo_matrix_translate (&shadow_matrix, (width_out - width_in) / 2.0, (height_out - height_in) / 2.0); cairo_pattern_set_matrix (dst_pattern, &shadow_matrix); return dst_pattern; } /* Read all the code from the cairo_pattern_set_matrix call * at the end of this function to here from bottom to top, * because each new affine transformation is applied in * front of all the previous ones */ /* 6. Invert the matrix back */ cairo_matrix_invert (&shadow_matrix); /* 5. Adjust based on specified offsets */ cairo_matrix_translate (&shadow_matrix, shadow_spec->xoffset, shadow_spec->yoffset); /* 4. Recenter the newly scaled image */ cairo_matrix_translate (&shadow_matrix, - shadow_spec->spread, - shadow_spec->spread); /* 3. Scale up the blurred image to fill the spread */ cairo_matrix_scale (&shadow_matrix, (width_in + 2.0 * shadow_spec->spread) / width_in, (height_in + 2.0 * shadow_spec->spread) / height_in); /* 2. Shift the blurred image left, so that it aligns centered * under the unblurred one */ cairo_matrix_translate (&shadow_matrix, - (width_out - width_in) / 2.0, - (height_out - height_in) / 2.0); /* 1. Invert the matrix so we can work with it in pattern space */ cairo_matrix_invert (&shadow_matrix); cairo_pattern_set_matrix (dst_pattern, &shadow_matrix); return dst_pattern; } void _st_paint_shadow_with_opacity (StShadow *shadow_spec, CoglFramebuffer *framebuffer, CoglPipeline *shadow_pipeline, ClutterActorBox *box, guint8 paint_opacity) { ClutterActorBox shadow_box; CoglColor color; g_return_if_fail (shadow_spec != NULL); g_return_if_fail (shadow_pipeline != NULL); st_shadow_get_box (shadow_spec, box, &shadow_box); cogl_color_init_from_4ub (&color, shadow_spec->color.red * paint_opacity / 255, shadow_spec->color.green * paint_opacity / 255, shadow_spec->color.blue * paint_opacity / 255, shadow_spec->color.alpha * paint_opacity / 255); cogl_color_premultiply (&color); cogl_pipeline_set_layer_combine_constant (shadow_pipeline, 0, &color); cogl_framebuffer_draw_rectangle (framebuffer, shadow_pipeline, shadow_box.x1, shadow_box.y1, shadow_box.x2, shadow_box.y2); }