191 lines
5.3 KiB
C
191 lines
5.3 KiB
C
/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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/*
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* st-shadow.c: Boxed type holding for -st-shadow attributes
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*
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* Copyright 2009, 2010 Florian Müllner
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as
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* published by the Free Software Foundation, either version 2.1 of
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* the License, or (at your option) any later version.
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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 "config.h"
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#include "st-shadow.h"
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/**
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* SECTION: st-shadow
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* @short_description: Boxed type for -st-shadow attributes
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*
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* #StShadow is a boxed type for storing attributes of the -st-shadow
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* property, modelled liberally after the CSS3 box-shadow property.
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* See http://www.css3.info/preview/box-shadow/
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*
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*/
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/**
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* st_shadow_new:
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* @color: shadow's color
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* @xoffset: horizontal offset
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* @yoffset: vertical offset
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* @blur: blur radius
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* @spread: spread radius
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* @inset: whether the shadow should be inset
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*
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* Creates a new #StShadow
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*
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* Returns: the newly allocated shadow. Use st_shadow_free() when done
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*/
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StShadow *
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st_shadow_new (ClutterColor *color,
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gdouble xoffset,
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gdouble yoffset,
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gdouble blur,
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gdouble spread,
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gboolean inset)
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{
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StShadow *shadow;
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shadow = g_slice_new (StShadow);
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shadow->color = *color;
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shadow->xoffset = xoffset;
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shadow->yoffset = yoffset;
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shadow->blur = blur;
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shadow->spread = spread;
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shadow->inset = inset;
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shadow->ref_count = 1;
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return shadow;
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}
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/**
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* st_shadow_ref:
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* @shadow: a #StShadow
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*
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* Atomically increments the reference count of @shadow by one.
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*
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* Returns: the passed in #StShadow.
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*/
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StShadow *
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st_shadow_ref (StShadow *shadow)
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{
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g_return_val_if_fail (shadow != NULL, NULL);
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g_return_val_if_fail (shadow->ref_count > 0, shadow);
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g_atomic_int_inc (&shadow->ref_count);
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return shadow;
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}
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/**
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* st_shadow_unref:
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* @shadow: a #StShadow
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*
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* Atomically decrements the reference count of @shadow by one.
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* If the reference count drops to 0, all memory allocated by the
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* #StShadow is released.
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*/
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void
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st_shadow_unref (StShadow *shadow)
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{
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g_return_if_fail (shadow != NULL);
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g_return_if_fail (shadow->ref_count > 0);
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if (g_atomic_int_dec_and_test (&shadow->ref_count))
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g_slice_free (StShadow, shadow);
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}
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/**
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* st_shadow_equal:
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* @shadow: a #StShadow
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* @other: a different #StShadow
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*
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* Check if two shadow objects are identical. Note that two shadows may
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* compare non-identically if they differ only by floating point rounding
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* errors.
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*
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* Return value: %TRUE if the two shadows are identical
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*/
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gboolean
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st_shadow_equal (StShadow *shadow,
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StShadow *other)
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{
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g_return_val_if_fail (shadow != NULL, FALSE);
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g_return_val_if_fail (other != NULL, FALSE);
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/* We use strict equality to compare double quantities; this means
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* that, for example, a shadow offset of 0.25in does not necessarily
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* compare equal to a shadow offset of 18pt in this test. Assume
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* that a few false negatives are mostly harmless.
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*/
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return (clutter_color_equal (&shadow->color, &other->color) &&
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shadow->xoffset == other->xoffset &&
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shadow->yoffset == other->yoffset &&
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shadow->blur == other->blur &&
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shadow->spread == other->spread &&
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shadow->inset == other->inset);
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}
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/**
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* st_shadow_get_box:
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* @shadow: a #StShadow
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* @actor_box: the box allocated to a #ClutterAlctor
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* @shadow_box: computed box occupied by @shadow
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*
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* Gets the box used to paint @shadow, which will be partly
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* outside of @actor_box
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*/
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void
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st_shadow_get_box (StShadow *shadow,
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const ClutterActorBox *actor_box,
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ClutterActorBox *shadow_box)
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{
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g_return_if_fail (shadow != NULL);
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g_return_if_fail (actor_box != NULL);
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g_return_if_fail (shadow_box != NULL);
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/* Inset shadows are drawn below the border, so returning
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* the original box is not actually correct; still, it's
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* good enough for the purpose of determing additional space
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* required outside the actor box.
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*/
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if (shadow->inset)
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{
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*shadow_box = *actor_box;
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return;
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}
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shadow_box->x1 = actor_box->x1 + shadow->xoffset
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- shadow->blur - shadow->spread;
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shadow_box->x2 = actor_box->x2 + shadow->xoffset
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+ shadow->blur + shadow->spread;
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shadow_box->y1 = actor_box->y1 + shadow->yoffset
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- shadow->blur - shadow->spread;
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shadow_box->y2 = actor_box->y2 + shadow->yoffset
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+ shadow->blur + shadow->spread;
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}
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GType
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st_shadow_get_type (void)
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{
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static GType _st_shadow_type = 0;
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if (G_UNLIKELY (_st_shadow_type == 0))
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_st_shadow_type =
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g_boxed_type_register_static ("StShadow",
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(GBoxedCopyFunc) st_shadow_ref,
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(GBoxedFreeFunc) st_shadow_unref);
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return _st_shadow_type;
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}
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