/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ /* * st-scroll-view-fade.h: Edge fade effect for StScrollView * * Copyright 2010 Intel Corporation. * Copyright 2011 Adel Gadllah * * 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 "st-scroll-view-fade.h" #include "st-scroll-view.h" #include "st-widget.h" #include "st-theme-node.h" #include "st-scroll-bar.h" #include "st-scrollable.h" #include #include #define DEFAULT_FADE_OFFSET 68.0f #include "st-scroll-view-fade-generated.c" struct _StScrollViewFade { ClutterShaderEffect parent_instance; /* a back pointer to our actor, so that we can query it */ ClutterActor *actor; StAdjustment *vadjustment; StAdjustment *hadjustment; guint fade_edges : 1; float vfade_offset; float hfade_offset; }; G_DEFINE_TYPE (StScrollViewFade, st_scroll_view_fade, CLUTTER_TYPE_SHADER_EFFECT); enum { PROP_0, PROP_VFADE_OFFSET, PROP_HFADE_OFFSET, PROP_FADE_EDGES }; static CoglHandle st_scroll_view_fade_create_texture (ClutterOffscreenEffect *effect, gfloat min_width, gfloat min_height) { return cogl_texture_new_with_size (min_width, min_height, COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_RGBA_8888_PRE); } static char * st_scroll_view_fade_get_static_shader_source (ClutterShaderEffect *effect) { return g_strdup (st_scroll_view_fade_glsl); } static void st_scroll_view_fade_paint_target (ClutterOffscreenEffect *effect) { StScrollViewFade *self = ST_SCROLL_VIEW_FADE (effect); ClutterShaderEffect *shader = CLUTTER_SHADER_EFFECT (effect); ClutterOffscreenEffectClass *parent; gdouble value, lower, upper, page_size; ClutterActor *vscroll = st_scroll_view_get_vscroll_bar (ST_SCROLL_VIEW (self->actor)); ClutterActor *hscroll = st_scroll_view_get_hscroll_bar (ST_SCROLL_VIEW (self->actor)); gboolean h_scroll_visible, v_scroll_visible; ClutterActorBox allocation, content_box, paint_box; float fade_area_topleft[2]; float fade_area_bottomright[2]; ClutterVertex verts[4]; clutter_actor_get_paint_box (self->actor, &paint_box); clutter_actor_get_abs_allocation_vertices (self->actor, verts); clutter_actor_get_allocation_box (self->actor, &allocation); st_theme_node_get_content_box (st_widget_get_theme_node (ST_WIDGET (self->actor)), (const ClutterActorBox *)&allocation, &content_box); /* * The FBO is based on the paint_volume's size which can be larger then the actual * allocation, so we have to account for that when passing the positions */ fade_area_topleft[0] = content_box.x1 + (verts[0].x - paint_box.x1); fade_area_topleft[1] = content_box.y1 + (verts[0].y - paint_box.y1); fade_area_bottomright[0] = content_box.x2 + (verts[3].x - paint_box.x2); fade_area_bottomright[1] = content_box.y2 + (verts[3].y - paint_box.y2); g_object_get (ST_SCROLL_VIEW (self->actor), "hscrollbar-visible", &h_scroll_visible, "vscrollbar-visible", &v_scroll_visible, NULL); if (v_scroll_visible) { if (clutter_actor_get_text_direction (self->actor) == CLUTTER_TEXT_DIRECTION_RTL) fade_area_topleft[0] += clutter_actor_get_width (vscroll); fade_area_bottomright[0] -= clutter_actor_get_width (vscroll); } if (h_scroll_visible) fade_area_bottomright[1] -= clutter_actor_get_height (hscroll); st_adjustment_get_values (self->vadjustment, &value, &lower, &upper, NULL, NULL, &page_size); value = (value - lower) / (upper - page_size - lower); clutter_shader_effect_set_uniform (shader, "fade_edges_top", G_TYPE_INT, 1, self->fade_edges ? value >= 0.0 : value > 0.0); clutter_shader_effect_set_uniform (shader, "fade_edges_bottom", G_TYPE_INT, 1, self->fade_edges ? value <= 1.0 : value < 1.0); st_adjustment_get_values (self->hadjustment, &value, &lower, &upper, NULL, NULL, &page_size); value = (value - lower) / (upper - page_size - lower); clutter_shader_effect_set_uniform (shader, "fade_edges_left", G_TYPE_INT, 1, self->fade_edges ? value >= 0.0 : value > 0.0); clutter_shader_effect_set_uniform (shader, "fade_edges_right", G_TYPE_INT, 1, self->fade_edges ? value <= 1.0 : value < 1.0); clutter_shader_effect_set_uniform (shader, "vfade_offset", G_TYPE_FLOAT, 1, self->vfade_offset); clutter_shader_effect_set_uniform (shader, "hfade_offset", G_TYPE_FLOAT, 1, self->hfade_offset); clutter_shader_effect_set_uniform (shader, "tex", G_TYPE_INT, 1, 0); clutter_shader_effect_set_uniform (shader, "height", G_TYPE_FLOAT, 1, clutter_actor_get_height (self->actor)); clutter_shader_effect_set_uniform (shader, "width", G_TYPE_FLOAT, 1, clutter_actor_get_width (self->actor)); clutter_shader_effect_set_uniform (shader, "fade_area_topleft", CLUTTER_TYPE_SHADER_FLOAT, 2, fade_area_topleft); clutter_shader_effect_set_uniform (shader, "fade_area_bottomright", CLUTTER_TYPE_SHADER_FLOAT, 2, fade_area_bottomright); parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (st_scroll_view_fade_parent_class); parent->paint_target(effect); } static void on_adjustment_changed (StAdjustment *adjustment, ClutterEffect *effect) { gdouble value, lower, upper, page_size; gboolean needs_fade; StScrollViewFade *self = ST_SCROLL_VIEW_FADE (effect); st_adjustment_get_values (self->vadjustment, &value, &lower, &upper, NULL, NULL, &page_size); needs_fade = (value > lower + 0.1) || (value < upper - page_size - 0.1); if (!needs_fade) { st_adjustment_get_values (self->hadjustment, &value, &lower, &upper, NULL, NULL, &page_size); needs_fade = (value > lower + 0.1) || (value < upper - page_size - 0.1); } clutter_actor_meta_set_enabled (CLUTTER_ACTOR_META (effect), needs_fade); } static void st_scroll_view_fade_set_actor (ClutterActorMeta *meta, ClutterActor *actor) { StScrollViewFade *self = ST_SCROLL_VIEW_FADE (meta); ClutterActorMetaClass *parent; g_return_if_fail (actor == NULL || ST_IS_SCROLL_VIEW (actor)); if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL)) { /* if we don't have support for GLSL shaders then we * forcibly disable the ActorMeta */ clutter_actor_meta_set_enabled (meta, FALSE); return; } if (self->vadjustment) { g_signal_handlers_disconnect_by_func (self->vadjustment, (gpointer)on_adjustment_changed, self); self->vadjustment = NULL; } if (self->hadjustment) { g_signal_handlers_disconnect_by_func (self->hadjustment, (gpointer)on_adjustment_changed, self); self->hadjustment = NULL; } if (actor) { StScrollView *scroll_view = ST_SCROLL_VIEW (actor); StScrollBar *vscroll = ST_SCROLL_BAR (st_scroll_view_get_vscroll_bar (scroll_view)); StScrollBar *hscroll = ST_SCROLL_BAR (st_scroll_view_get_hscroll_bar (scroll_view)); self->vadjustment = ST_ADJUSTMENT (st_scroll_bar_get_adjustment (vscroll)); self->hadjustment = ST_ADJUSTMENT (st_scroll_bar_get_adjustment (hscroll)); g_signal_connect (self->vadjustment, "changed", G_CALLBACK (on_adjustment_changed), self); g_signal_connect (self->hadjustment, "changed", G_CALLBACK (on_adjustment_changed), self); on_adjustment_changed (NULL, CLUTTER_EFFECT (self)); } parent = CLUTTER_ACTOR_META_CLASS (st_scroll_view_fade_parent_class); parent->set_actor (meta, actor); /* we keep a back pointer here, to avoid going through the ActorMeta */ self->actor = clutter_actor_meta_get_actor (meta); } static void st_scroll_view_fade_dispose (GObject *gobject) { StScrollViewFade *self = ST_SCROLL_VIEW_FADE (gobject); if (self->vadjustment) { g_signal_handlers_disconnect_by_func (self->vadjustment, (gpointer)on_adjustment_changed, self); self->vadjustment = NULL; } if (self->hadjustment) { g_signal_handlers_disconnect_by_func (self->hadjustment, (gpointer)on_adjustment_changed, self); self->hadjustment = NULL; } self->actor = NULL; G_OBJECT_CLASS (st_scroll_view_fade_parent_class)->dispose (gobject); } static void st_scroll_view_vfade_set_offset (StScrollViewFade *self, float fade_offset) { if (self->vfade_offset == fade_offset) return; g_object_freeze_notify (G_OBJECT (self)); self->vfade_offset = fade_offset; if (self->actor != NULL) clutter_actor_queue_redraw (self->actor); g_object_notify (G_OBJECT (self), "vfade-offset"); g_object_thaw_notify (G_OBJECT (self)); } static void st_scroll_view_hfade_set_offset (StScrollViewFade *self, float fade_offset) { if (self->hfade_offset == fade_offset) return; g_object_freeze_notify (G_OBJECT (self)); self->hfade_offset = fade_offset; if (self->actor != NULL) clutter_actor_queue_redraw (self->actor); g_object_notify (G_OBJECT (self), "hfade-offset"); g_object_thaw_notify (G_OBJECT (self)); } static void st_scroll_view_fade_set_fade_edges (StScrollViewFade *self, gboolean fade_edges) { if (self->fade_edges == fade_edges) return; g_object_freeze_notify (G_OBJECT (self)); self->fade_edges = fade_edges; if (self->actor != NULL) clutter_actor_queue_redraw (self->actor); g_object_notify (G_OBJECT (self), "fade-edges"); g_object_thaw_notify (G_OBJECT (self)); } static void st_scroll_view_fade_set_property (GObject *object, guint prop_id, const GValue *value, GParamSpec *pspec) { StScrollViewFade *self = ST_SCROLL_VIEW_FADE (object); switch (prop_id) { case PROP_VFADE_OFFSET: st_scroll_view_vfade_set_offset (self, g_value_get_float (value)); break; case PROP_HFADE_OFFSET: st_scroll_view_hfade_set_offset (self, g_value_get_float (value)); break; case PROP_FADE_EDGES: st_scroll_view_fade_set_fade_edges (self, g_value_get_boolean (value)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void st_scroll_view_fade_get_property (GObject *object, guint prop_id, GValue *value, GParamSpec *pspec) { StScrollViewFade *self = ST_SCROLL_VIEW_FADE (object); switch (prop_id) { case PROP_HFADE_OFFSET: g_value_set_float (value, self->hfade_offset); break; case PROP_VFADE_OFFSET: g_value_set_float (value, self->vfade_offset); break; case PROP_FADE_EDGES: g_value_set_boolean (value, self->fade_edges); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void st_scroll_view_fade_class_init (StScrollViewFadeClass *klass) { GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterShaderEffectClass *shader_class; ClutterOffscreenEffectClass *offscreen_class; ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass); gobject_class->dispose = st_scroll_view_fade_dispose; gobject_class->get_property = st_scroll_view_fade_get_property; gobject_class->set_property = st_scroll_view_fade_set_property; meta_class->set_actor = st_scroll_view_fade_set_actor; shader_class = CLUTTER_SHADER_EFFECT_CLASS (klass); shader_class->get_static_shader_source = st_scroll_view_fade_get_static_shader_source; offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass); offscreen_class->create_texture = st_scroll_view_fade_create_texture; offscreen_class->paint_target = st_scroll_view_fade_paint_target; g_object_class_install_property (gobject_class, PROP_VFADE_OFFSET, g_param_spec_float ("vfade-offset", "Vertical Fade Offset", "The height of the area which is faded at the edge", 0.f, G_MAXFLOAT, DEFAULT_FADE_OFFSET, G_PARAM_READWRITE)); g_object_class_install_property (gobject_class, PROP_HFADE_OFFSET, g_param_spec_float ("hfade-offset", "Horizontal Fade Offset", "The width of the area which is faded at the edge", 0.f, G_MAXFLOAT, DEFAULT_FADE_OFFSET, G_PARAM_READWRITE)); g_object_class_install_property (gobject_class, PROP_FADE_EDGES, g_param_spec_boolean ("fade-edges", "Fade Edges", "Whether the faded area should extend to the edges", FALSE, G_PARAM_READWRITE)); } static void st_scroll_view_fade_init (StScrollViewFade *self) { self->vfade_offset = DEFAULT_FADE_OFFSET; self->hfade_offset = DEFAULT_FADE_OFFSET; } ClutterEffect * st_scroll_view_fade_new (void) { return g_object_new (ST_TYPE_SCROLL_VIEW_FADE, NULL); }