/* -*- 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 .
*/
#define ST_SCROLL_VIEW_FADE_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), ST_TYPE_SCROLL_VIEW_FADE, StScrollViewFadeClass))
#define ST_IS_SCROLL_VIEW_FADE_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), ST_TYPE_SCROLL_VIEW_FADE))
#define ST_SCROLL_VIEW_FADE_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), ST_TYPE_SCROLL_VIEW_FADE, StScrollViewFadeClass))
#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
typedef struct _StScrollViewFadeClass StScrollViewFadeClass;
#define DEFAULT_FADE_OFFSET 68.0f
static const gchar *fade_glsl_shader =
"uniform sampler2D tex;\n"
"uniform float height;\n"
"uniform float width;\n"
"uniform float offset_bottom;\n"
"uniform float offset_top;\n"
/*
* Used to pass the fade area to the shader
*
* [0][0] = x1
* [0][1] = y1
* [1][0] = x2
* [1][1] = y2
*
*/
"uniform mat2 fade_area;\n"
"\n"
"void main ()\n"
"{\n"
" vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord_in[0].xy));\n"
" float y = height * cogl_tex_coord_in[0].y;\n"
" float x = width * cogl_tex_coord_in[0].x;\n"
" float ratio = 1.0;\n"
" float fade_bottom_start = fade_area[1][1] - offset_bottom;\n"
" float ratio_top = y / offset_top;\n"
" float ratio_bottom = (fade_area[1][1] - y)/(fade_area[1][1] - fade_bottom_start);\n"
" bool in_scroll_area = fade_area[0][0] <= x && fade_area[1][0] >= x;\n"
" bool fade_top = y < offset_top && in_scroll_area && (y >= fade_area[0][1]);\n"
" bool fade_bottom = y > fade_bottom_start && in_scroll_area && (y <= fade_area[1][1]);\n"
"\n"
" if (fade_top) {\n"
" ratio *= ratio_top;\n"
" }\n"
"\n"
" if (fade_bottom) {\n"
" ratio *= ratio_bottom;\n"
" }\n"
"\n"
" cogl_color_out = color * ratio;\n"
"}";
struct _StScrollViewFade
{
ClutterOffscreenEffect parent_instance;
/* a back pointer to our actor, so that we can query it */
ClutterActor *actor;
CoglHandle shader;
CoglHandle program;
gint tex_uniform;
gint height_uniform;
gint width_uniform;
gint fade_area_uniform;
gint offset_top_uniform;
gint offset_bottom_uniform;
StAdjustment *vadjustment;
guint is_attached : 1;
float fade_offset;
};
struct _StScrollViewFadeClass
{
ClutterOffscreenEffectClass parent_class;
};
G_DEFINE_TYPE (StScrollViewFade,
st_scroll_view_fade,
CLUTTER_TYPE_OFFSCREEN_EFFECT);
enum {
PROP_0,
PROP_FADE_OFFSET,
};
static gboolean
st_scroll_view_fade_pre_paint (ClutterEffect *effect)
{
StScrollViewFade *self = ST_SCROLL_VIEW_FADE (effect);
ClutterEffectClass *parent_class;
if (self->shader == COGL_INVALID_HANDLE)
return FALSE;
if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
return FALSE;
if (self->actor == NULL)
return FALSE;
if (self->program == COGL_INVALID_HANDLE)
self->program = cogl_create_program ();
if (!self->is_attached)
{
g_assert (self->shader != COGL_INVALID_HANDLE);
g_assert (self->program != COGL_INVALID_HANDLE);
cogl_program_attach_shader (self->program, self->shader);
cogl_program_link (self->program);
cogl_handle_unref (self->shader);
self->is_attached = TRUE;
self->tex_uniform =
cogl_program_get_uniform_location (self->program, "tex");
self->height_uniform =
cogl_program_get_uniform_location (self->program, "height");
self->width_uniform =
cogl_program_get_uniform_location (self->program, "width");
self->fade_area_uniform =
cogl_program_get_uniform_location (self->program, "fade_area");
self->offset_top_uniform =
cogl_program_get_uniform_location (self->program, "offset_top");
self->offset_bottom_uniform =
cogl_program_get_uniform_location (self->program, "offset_bottom");
}
parent_class = CLUTTER_EFFECT_CLASS (st_scroll_view_fade_parent_class);
return parent_class->pre_paint (effect);
}
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 void
st_scroll_view_fade_paint_target (ClutterOffscreenEffect *effect)
{
StScrollViewFade *self = ST_SCROLL_VIEW_FADE (effect);
ClutterOffscreenEffectClass *parent;
CoglHandle material;
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;
/*
* Used to pass the fade area to the shader
*
* [0][0] = x1
* [0][1] = y1
* [1][0] = x2
* [1][1] = y2
*
*/
float fade_area[2][2];
ClutterVertex verts[4];
if (self->program == COGL_INVALID_HANDLE)
goto out;
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[0][0] = content_box.x1 + (verts[0].x - paint_box.x1);
fade_area[0][1] = content_box.y1 + (verts[0].y - paint_box.y1);
fade_area[1][0] = content_box.x2 + (verts[3].x - paint_box.x2);
fade_area[1][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 (st_widget_get_direction (ST_WIDGET (self->actor)) == ST_TEXT_DIRECTION_RTL)
fade_area[0][0] += clutter_actor_get_width (vscroll);
fade_area[1][0] -= clutter_actor_get_width (vscroll);
}
if (h_scroll_visible)
fade_area[1][1] -= clutter_actor_get_height (hscroll);
st_adjustment_get_values (self->vadjustment, &value, &lower, &upper, NULL, NULL, &page_size);
if (self->offset_top_uniform > -1) {
if (value > lower + 0.1)
cogl_program_set_uniform_1f (self->program, self->offset_top_uniform, self->fade_offset);
else
cogl_program_set_uniform_1f (self->program, self->offset_top_uniform, 0.0f);
}
if (self->offset_bottom_uniform > -1) {
if (value < upper - page_size - 0.1)
cogl_program_set_uniform_1f (self->program, self->offset_bottom_uniform, self->fade_offset);
else
cogl_program_set_uniform_1f (self->program, self->offset_bottom_uniform, 0.0f);
}
if (self->tex_uniform > -1)
cogl_program_set_uniform_1i (self->program, self->tex_uniform, 0);
if (self->height_uniform > -1)
cogl_program_set_uniform_1f (self->program, self->height_uniform, clutter_actor_get_height (self->actor));
if (self->width_uniform > -1)
cogl_program_set_uniform_1f (self->program, self->width_uniform, clutter_actor_get_width (self->actor));
if (self->fade_area_uniform > -1)
cogl_program_set_uniform_matrix (self->program, self->fade_area_uniform, 2, 1, FALSE, (const float *)fade_area);
material = clutter_offscreen_effect_get_target (effect);
cogl_material_set_user_program (material, self->program);
out:
parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (st_scroll_view_fade_parent_class);
parent->paint_target (effect);
}
static void
on_vadjustment_changed (StAdjustment *adjustment,
ClutterEffect *effect)
{
gdouble value, lower, upper, page_size;
gboolean needs_fade;
st_adjustment_get_values (adjustment, &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 (self->shader == COGL_INVALID_HANDLE)
{
clutter_actor_meta_set_enabled (meta, FALSE);
return;
}
if (self->vadjustment)
{
g_signal_handlers_disconnect_by_func (self->vadjustment,
(gpointer)on_vadjustment_changed,
self);
self->vadjustment = NULL;
}
if (actor)
{
StScrollView *scroll_view = ST_SCROLL_VIEW (actor);
StScrollBar *vscroll = ST_SCROLL_BAR (st_scroll_view_get_vscroll_bar (scroll_view));
self->vadjustment = ST_ADJUSTMENT (st_scroll_bar_get_adjustment (vscroll));
g_signal_connect (self->vadjustment, "changed",
G_CALLBACK (on_vadjustment_changed),
self);
on_vadjustment_changed (self->vadjustment, 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->program != COGL_INVALID_HANDLE)
{
cogl_handle_unref (self->program);
self->program = COGL_INVALID_HANDLE;
self->shader = COGL_INVALID_HANDLE;
}
if (self->vadjustment)
{
g_signal_handlers_disconnect_by_func (self->vadjustment,
(gpointer)on_vadjustment_changed,
self);
self->vadjustment = NULL;
}
self->actor = NULL;
G_OBJECT_CLASS (st_scroll_view_fade_parent_class)->dispose (gobject);
}
static void
st_scroll_view_fade_set_offset (StScrollViewFade *self,
float fade_offset)
{
if (self->fade_offset == fade_offset)
return;
g_object_freeze_notify (G_OBJECT (self));
self->fade_offset = fade_offset;
if (self->actor != NULL)
clutter_actor_queue_redraw (self->actor);
g_object_notify (G_OBJECT (self), "fade-offset");
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_FADE_OFFSET:
st_scroll_view_fade_set_offset (self, g_value_get_float (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_FADE_OFFSET:
g_value_set_float (value, self->fade_offset);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
st_scroll_view_fade_class_init (StScrollViewFadeClass *klass)
{
ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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;
effect_class->pre_paint = st_scroll_view_fade_pre_paint;
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_FADE_OFFSET,
g_param_spec_float ("fade-offset",
"Fade Offset",
"The height of the area which is faded at the edge",
0.f, G_MAXFLOAT, DEFAULT_FADE_OFFSET,
G_PARAM_READWRITE));
}
static void
st_scroll_view_fade_init (StScrollViewFade *self)
{
static CoglHandle shader = COGL_INVALID_HANDLE;
if (shader == COGL_INVALID_HANDLE)
{
if (clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
{
shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
cogl_shader_source (shader, fade_glsl_shader);
cogl_shader_compile (shader);
if (!cogl_shader_is_compiled (shader))
{
gchar *log_buf = cogl_shader_get_info_log (shader);
g_warning (G_STRLOC ": Unable to compile the fade shader: %s",
log_buf);
g_free (log_buf);
cogl_handle_unref (shader);
shader = COGL_INVALID_HANDLE;
}
}
}
self->shader = shader;
self->is_attached = FALSE;
self->tex_uniform = -1;
self->height_uniform = -1;
self->width_uniform = -1;
self->fade_area_uniform = -1;
self->offset_top_uniform = -1;
self->offset_bottom_uniform = -1;
self->fade_offset = DEFAULT_FADE_OFFSET;
if (shader != COGL_INVALID_HANDLE)
cogl_handle_ref (self->shader);
}
ClutterEffect *
st_scroll_view_fade_new (void)
{
return g_object_new (ST_TYPE_SCROLL_VIEW_FADE, NULL);
}