24ad59ea37
The very similar clutter_actor_allocate_align_fill is close enough that this is just needless duplication. Additionally, allocate_fill already inverts the align if the text direction is RTL, so we don't need to do that here. https://bugzilla.gnome.org/show_bug.cgi?id=670034
694 lines
22 KiB
C
694 lines
22 KiB
C
/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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/*
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* st-private.h: Private declarations and functions
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*
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* Copyright 2009, 2010 Red Hat, Inc.
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* Copyright 2010 Florian Müllner
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* Copyright 2010 Intel Corporation
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* Copyright 2010 Giovanni Campagna
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms and conditions of the GNU Lesser General Public License,
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* version 2.1, as published by the Free Software Foundation.
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*
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* This program is distributed in the hope it will be useful, but WITHOUT ANY
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* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for
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* more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <math.h>
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#include <string.h>
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#include "st-private.h"
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/**
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* _st_actor_get_preferred_width:
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* @actor: a #ClutterActor
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* @for_height: as with clutter_actor_get_preferred_width()
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* @y_fill: %TRUE if @actor will fill its allocation vertically
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* @min_width_p: as with clutter_actor_get_preferred_width()
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* @natural_width_p: as with clutter_actor_get_preferred_width()
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*
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* Like clutter_actor_get_preferred_width(), but if @y_fill is %FALSE,
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* then it will compute a width request based on the assumption that
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* @actor will be given an allocation no taller than its natural
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* height.
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*/
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void
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_st_actor_get_preferred_width (ClutterActor *actor,
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gfloat for_height,
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gboolean y_fill,
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gfloat *min_width_p,
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gfloat *natural_width_p)
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{
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if (!y_fill && for_height != -1)
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{
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ClutterRequestMode mode;
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gfloat natural_height;
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mode = clutter_actor_get_request_mode (actor);
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if (mode == CLUTTER_REQUEST_WIDTH_FOR_HEIGHT)
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{
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clutter_actor_get_preferred_height (actor, -1, NULL, &natural_height);
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if (for_height > natural_height)
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for_height = natural_height;
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}
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}
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clutter_actor_get_preferred_width (actor, for_height, min_width_p, natural_width_p);
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}
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/**
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* _st_actor_get_preferred_height:
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* @actor: a #ClutterActor
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* @for_width: as with clutter_actor_get_preferred_height()
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* @x_fill: %TRUE if @actor will fill its allocation horizontally
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* @min_height_p: as with clutter_actor_get_preferred_height()
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* @natural_height_p: as with clutter_actor_get_preferred_height()
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*
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* Like clutter_actor_get_preferred_height(), but if @x_fill is
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* %FALSE, then it will compute a height request based on the
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* assumption that @actor will be given an allocation no wider than
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* its natural width.
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*/
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void
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_st_actor_get_preferred_height (ClutterActor *actor,
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gfloat for_width,
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gboolean x_fill,
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gfloat *min_height_p,
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gfloat *natural_height_p)
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{
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if (!x_fill && for_width != -1)
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{
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ClutterRequestMode mode;
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gfloat natural_width;
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mode = clutter_actor_get_request_mode (actor);
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if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
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{
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clutter_actor_get_preferred_width (actor, -1, NULL, &natural_width);
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if (for_width > natural_width)
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for_width = natural_width;
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}
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}
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clutter_actor_get_preferred_height (actor, for_width, min_height_p, natural_height_p);
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}
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/**
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* _st_get_align_factors:
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* @x_align: an #StAlign
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* @y_align: an #StAlign
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* @x_align_out: (out) (allow-none): @x_align as a #gdouble
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* @y_align_out: (out) (allow-none): @y_align as a #gdouble
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*
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* Converts @x_align and @y_align to #gdouble values.
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*/
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void
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_st_get_align_factors (StAlign x_align,
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StAlign y_align,
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gdouble *x_align_out,
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gdouble *y_align_out)
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{
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if (x_align_out)
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{
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switch (x_align)
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{
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case ST_ALIGN_START:
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*x_align_out = 0.0;
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break;
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case ST_ALIGN_MIDDLE:
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*x_align_out = 0.5;
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break;
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case ST_ALIGN_END:
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*x_align_out = 1.0;
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break;
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default:
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g_warn_if_reached ();
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break;
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}
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}
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if (y_align_out)
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{
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switch (y_align)
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{
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case ST_ALIGN_START:
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*y_align_out = 0.0;
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break;
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case ST_ALIGN_MIDDLE:
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*y_align_out = 0.5;
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break;
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case ST_ALIGN_END:
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*y_align_out = 1.0;
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break;
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default:
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g_warn_if_reached ();
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break;
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}
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}
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}
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/**
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* _st_set_text_from_style:
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* @text: Target #ClutterText
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* @theme_node: Source #StThemeNode
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*
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* Set various GObject properties of the @text object using
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* CSS information from @theme_node.
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*/
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void
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_st_set_text_from_style (ClutterText *text,
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StThemeNode *theme_node)
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{
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ClutterColor color;
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StTextDecoration decoration;
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PangoAttrList *attribs;
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const PangoFontDescription *font;
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gchar *font_string;
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StTextAlign align;
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st_theme_node_get_foreground_color (theme_node, &color);
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clutter_text_set_color (text, &color);
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font = st_theme_node_get_font (theme_node);
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font_string = pango_font_description_to_string (font);
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clutter_text_set_font_name (text, font_string);
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g_free (font_string);
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attribs = pango_attr_list_new ();
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decoration = st_theme_node_get_text_decoration (theme_node);
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if (decoration & ST_TEXT_DECORATION_UNDERLINE)
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{
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PangoAttribute *underline = pango_attr_underline_new (PANGO_UNDERLINE_SINGLE);
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pango_attr_list_insert (attribs, underline);
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}
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if (decoration & ST_TEXT_DECORATION_LINE_THROUGH)
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{
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PangoAttribute *strikethrough = pango_attr_strikethrough_new (TRUE);
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pango_attr_list_insert (attribs, strikethrough);
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}
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/* Pango doesn't have an equivalent attribute for _OVERLINE, and we deliberately
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* skip BLINK (for now...)
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*/
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clutter_text_set_attributes (text, attribs);
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pango_attr_list_unref (attribs);
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align = st_theme_node_get_text_align (theme_node);
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if(align == ST_TEXT_ALIGN_JUSTIFY) {
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clutter_text_set_justify (text, TRUE);
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clutter_text_set_line_alignment (text, PANGO_ALIGN_LEFT);
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} else {
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clutter_text_set_justify (text, FALSE);
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clutter_text_set_line_alignment (text, (PangoAlignment) align);
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}
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}
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/**
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* _st_create_texture_material:
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* @src_texture: The CoglTexture for the material
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*
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* Creates a simple material which contains the given texture as a
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* single layer.
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*/
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CoglHandle
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_st_create_texture_material (CoglHandle src_texture)
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{
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static CoglHandle texture_material_template = COGL_INVALID_HANDLE;
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CoglHandle material;
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g_return_val_if_fail (src_texture != COGL_INVALID_HANDLE,
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COGL_INVALID_HANDLE);
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/* We use a material that has a dummy texture as a base for all
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texture materials. The idea is that only the Cogl texture object
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would be different in the children so it is likely that Cogl will
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be able to share GL programs between all the textures. */
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if (G_UNLIKELY (texture_material_template == COGL_INVALID_HANDLE))
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{
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static const guint8 white_pixel[] = { 0xff, 0xff, 0xff, 0xff };
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CoglHandle dummy_texture;
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dummy_texture =
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cogl_texture_new_from_data (1, 1,
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COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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COGL_PIXEL_FORMAT_ANY,
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4, white_pixel);
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texture_material_template = cogl_material_new ();
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cogl_material_set_layer (texture_material_template, 0, dummy_texture);
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cogl_handle_unref (dummy_texture);
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}
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material = cogl_material_copy (texture_material_template);
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cogl_material_set_layer (material, 0, src_texture);
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return material;
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}
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/*****
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* Shadows
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*****/
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static gdouble *
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calculate_gaussian_kernel (gdouble sigma,
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guint n_values)
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{
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gdouble *ret, sum;
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gdouble exp_divisor;
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gint half, i;
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g_return_val_if_fail (sigma > 0, NULL);
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half = n_values / 2;
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ret = g_malloc (n_values * sizeof (gdouble));
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sum = 0.0;
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exp_divisor = 2 * sigma * sigma;
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/* n_values of 1D Gauss function */
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for (i = 0; i < n_values; i++)
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{
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ret[i] = exp (-(i - half) * (i - half) / exp_divisor);
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sum += ret[i];
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}
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/* normalize */
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for (i = 0; i < n_values; i++)
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ret[i] /= sum;
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return ret;
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}
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static guchar *
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blur_pixels (guchar *pixels_in,
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gint width_in,
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gint height_in,
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gint rowstride_in,
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gdouble blur,
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gint *width_out,
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gint *height_out,
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gint *rowstride_out)
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{
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guchar *pixels_out;
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float sigma;
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/* The CSS specification defines (or will define) the blur radius as twice
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* the Gaussian standard deviation. See:
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*
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* http://lists.w3.org/Archives/Public/www-style/2010Sep/0002.html
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*/
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sigma = blur / 2.;
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if ((guint) blur == 0)
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{
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*width_out = width_in;
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*height_out = height_in;
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*rowstride_out = rowstride_in;
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pixels_out = g_memdup (pixels_in, *rowstride_out * *height_out);
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}
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else
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{
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gdouble *kernel;
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guchar *line;
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gint n_values, half;
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gint x_in, y_in, x_out, y_out, i;
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n_values = (gint) 5 * sigma;
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half = n_values / 2;
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*width_out = width_in + 2 * half;
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*height_out = height_in + 2 * half;
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*rowstride_out = (*width_out + 3) & ~3;
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pixels_out = g_malloc0 (*rowstride_out * *height_out);
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line = g_malloc0 (*rowstride_out);
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kernel = calculate_gaussian_kernel (sigma, n_values);
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/* vertical blur */
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for (x_in = 0; x_in < width_in; x_in++)
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for (y_out = 0; y_out < *height_out; y_out++)
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{
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guchar *pixel_in, *pixel_out;
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gint i0, i1;
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y_in = y_out - half;
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/* We read from the source at 'y = y_in + i - half'; clamp the
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* full i range [0, n_values) so that y is in [0, height_in).
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*/
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i0 = MAX (half - y_in, 0);
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i1 = MIN (height_in + half - y_in, n_values);
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pixel_in = pixels_in + (y_in + i0 - half) * rowstride_in + x_in;
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pixel_out = pixels_out + y_out * *rowstride_out + (x_in + half);
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for (i = i0; i < i1; i++)
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{
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*pixel_out += *pixel_in * kernel[i];
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pixel_in += rowstride_in;
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}
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}
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/* horizontal blur */
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for (y_out = 0; y_out < *height_out; y_out++)
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{
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memcpy (line, pixels_out + y_out * *rowstride_out, *rowstride_out);
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for (x_out = 0; x_out < *width_out; x_out++)
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{
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gint i0, i1;
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guchar *pixel_out, *pixel_in;
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/* We read from the source at 'x = x_out + i - half'; clamp the
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* full i range [0, n_values) so that x is in [0, width_out).
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*/
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i0 = MAX (half - x_out, 0);
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i1 = MIN (*width_out + half - x_out, n_values);
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pixel_in = line + x_out + i0 - half;
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pixel_out = pixels_out + *rowstride_out * y_out + x_out;
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*pixel_out = 0;
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for (i = i0; i < i1; i++)
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{
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*pixel_out += *pixel_in * kernel[i];
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pixel_in++;
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}
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}
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}
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g_free (kernel);
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g_free (line);
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}
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return pixels_out;
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}
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CoglHandle
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_st_create_shadow_material (StShadow *shadow_spec,
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CoglHandle src_texture)
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{
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static CoglHandle shadow_material_template = COGL_INVALID_HANDLE;
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CoglHandle material;
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CoglHandle texture;
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guchar *pixels_in, *pixels_out;
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gint width_in, height_in, rowstride_in;
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gint width_out, height_out, rowstride_out;
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g_return_val_if_fail (shadow_spec != NULL, COGL_INVALID_HANDLE);
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g_return_val_if_fail (src_texture != COGL_INVALID_HANDLE,
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COGL_INVALID_HANDLE);
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width_in = cogl_texture_get_width (src_texture);
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height_in = cogl_texture_get_height (src_texture);
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rowstride_in = (width_in + 3) & ~3;
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pixels_in = g_malloc0 (rowstride_in * height_in);
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cogl_texture_get_data (src_texture, COGL_PIXEL_FORMAT_A_8,
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rowstride_in, pixels_in);
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pixels_out = blur_pixels (pixels_in, width_in, height_in, rowstride_in,
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shadow_spec->blur,
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&width_out, &height_out, &rowstride_out);
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g_free (pixels_in);
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texture = cogl_texture_new_from_data (width_out,
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height_out,
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COGL_TEXTURE_NONE,
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COGL_PIXEL_FORMAT_A_8,
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COGL_PIXEL_FORMAT_A_8,
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rowstride_out,
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pixels_out);
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g_free (pixels_out);
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if (G_UNLIKELY (shadow_material_template == COGL_INVALID_HANDLE))
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{
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shadow_material_template = cogl_material_new ();
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/* We set up the material to blend the shadow texture with the combine
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* constant, but defer setting the latter until painting, so that we can
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* take the actor's overall opacity into account. */
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cogl_material_set_layer_combine (shadow_material_template, 0,
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"RGBA = MODULATE (CONSTANT, TEXTURE[A])",
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NULL);
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}
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material = cogl_material_copy (shadow_material_template);
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cogl_material_set_layer (material, 0, texture);
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cogl_handle_unref (texture);
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return material;
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}
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CoglHandle
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_st_create_shadow_material_from_actor (StShadow *shadow_spec,
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ClutterActor *actor)
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{
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CoglHandle shadow_material = COGL_INVALID_HANDLE;
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if (CLUTTER_IS_TEXTURE (actor))
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{
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CoglHandle texture;
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texture = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (actor));
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shadow_material = _st_create_shadow_material (shadow_spec, texture);
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}
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else
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{
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CoglHandle buffer, offscreen;
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ClutterActorBox box;
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CoglColor clear_color;
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float width, height;
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clutter_actor_get_allocation_box (actor, &box);
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clutter_actor_box_get_size (&box, &width, &height);
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if (width == 0 || height == 0)
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return COGL_INVALID_HANDLE;
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buffer = cogl_texture_new_with_size (width,
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height,
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_ANY);
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if (buffer == COGL_INVALID_HANDLE)
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return COGL_INVALID_HANDLE;
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offscreen = cogl_offscreen_new_to_texture (buffer);
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if (offscreen == COGL_INVALID_HANDLE)
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{
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cogl_handle_unref (buffer);
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return COGL_INVALID_HANDLE;
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}
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cogl_color_set_from_4ub (&clear_color, 0, 0, 0, 0);
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cogl_push_framebuffer (offscreen);
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cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR);
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cogl_ortho (0, width, height, 0, 0, 1.0);
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clutter_actor_paint (actor);
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cogl_pop_framebuffer ();
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cogl_handle_unref (offscreen);
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shadow_material = _st_create_shadow_material (shadow_spec, buffer);
|
|
|
|
cogl_handle_unref (buffer);
|
|
}
|
|
|
|
return shadow_material;
|
|
}
|
|
|
|
/**
|
|
* _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 <i>inverse</i> 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);
|
|
|
|
cairo_pattern_get_surface (src_pattern, &src_surface);
|
|
|
|
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,
|
|
CoglHandle shadow_material,
|
|
ClutterActorBox *box,
|
|
guint8 paint_opacity)
|
|
{
|
|
ClutterActorBox shadow_box;
|
|
CoglColor color;
|
|
|
|
g_return_if_fail (shadow_spec != NULL);
|
|
g_return_if_fail (shadow_material != COGL_INVALID_HANDLE);
|
|
|
|
st_shadow_get_box (shadow_spec, box, &shadow_box);
|
|
|
|
cogl_color_set_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_material_set_layer_combine_constant (shadow_material, 0, &color);
|
|
|
|
cogl_set_source (shadow_material);
|
|
cogl_rectangle_with_texture_coords (shadow_box.x1, shadow_box.y1,
|
|
shadow_box.x2, shadow_box.y2,
|
|
0, 0, 1, 1);
|
|
}
|