2010-10-21 12:13:00 +00:00
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/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*/
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2010-10-21 10:59:50 +00:00
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#ifndef __CLUTTER_PAINT_VOLUME_PRIVATE_H__
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#define __CLUTTER_PAINT_VOLUME_PRIVATE_H__
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#include <clutter/clutter-types.h>
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G_BEGIN_DECLS
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struct _ClutterPaintVolume
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{
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ClutterActor *actor;
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/* cuboid for the volume:
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*
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* 4━━━━━━━┓5
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* ┏━━━━━━━━┓╱┃
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* ┃0 ┊7 1┃ ┃
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* ┃ ┄┄┄┄┄┃┄┃6
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* ┃3 2┃╱
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* ┗━━━━━━━━┛
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*
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* 0: top, left (origin) : always valid
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* 1: top, right : always valid
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* 2: bottom, right : updated lazily
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* 3: bottom, left : always valid
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*
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* 4: top, left, back : always valid
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* 5: top, right, back : updated lazily
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* 6: bottom, right, back : updated lazily
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* 7: bottom, left, back : updated lazily
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*
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* Elements 0, 1, 3 and 4 are filled in by the PaintVolume setters
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*
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* Note: the reason for this ordering is that we can simply ignore
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* elements 4, 5, 6 and 7 most of the time for 2D actors when
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* calculating the projected paint box.
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*/
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ClutterVertex vertices[8];
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/* As an optimization for internally managed PaintVolumes we allow
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* initializing ClutterPaintVolume variables allocated on the stack
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* so we can avoid hammering the slice allocator. */
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guint is_static:1;
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/* A newly initialized PaintVolume is considered empty as it is
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* degenerate on all three axis.
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*
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* We consider this carefully when we union an empty volume with
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* another so that the union simply results in a copy of the other
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* volume instead of also bounding the origin of the empty volume.
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*
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* For example this is a convenient property when calculating the
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* volume of a container as the union of the volume of its children
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* where the initial volume passed to the containers
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* ->get_paint_volume method will be empty. */
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guint is_empty:1;
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/* TRUE when we've updated the values we calculate lazily */
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guint is_complete:1;
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/* TRUE if vertices 4-7 can be ignored. (Only valid if complete is
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* TRUE) */
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guint is_2d:1;
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/* Set to TRUE initialy but cleared if the paint volume is
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* transfomed by a matrix. */
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guint is_axis_aligned:1;
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/* Note: There is a precedence to the above bitfields that should be
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* considered whenever we implement code that manipulates
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* PaintVolumes...
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*
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* Firstly if ->is_empty == TRUE then the values for ->is_complete
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* and ->is_2d are undefined, so you should typically check
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* ->is_empty as the first priority.
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*
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* XXX: document other invariables...
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*/
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};
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void _clutter_paint_volume_init_static (ClutterActor *actor,
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ClutterPaintVolume *pv);
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ClutterPaintVolume *_clutter_paint_volume_new (ClutterActor *actor);
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void _clutter_paint_volume_copy_static (const ClutterPaintVolume *src_pv,
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ClutterPaintVolume *dst_pv);
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void _clutter_paint_volume_set_from_volume (ClutterPaintVolume *pv,
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const ClutterPaintVolume *src);
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void _clutter_paint_volume_complete (ClutterPaintVolume *pv);
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void _clutter_paint_volume_transform (ClutterPaintVolume *pv,
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const CoglMatrix *matrix);
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void _clutter_paint_volume_project (ClutterPaintVolume *pv,
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const CoglMatrix *modelview,
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const CoglMatrix *projection,
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const int *viewport);
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void _clutter_paint_volume_get_bounding_box (ClutterPaintVolume *pv,
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ClutterActorBox *box);
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void _clutter_paint_volume_axis_align (ClutterPaintVolume *pv);
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void _clutter_paint_volume_set_reference_actor (ClutterPaintVolume *pv,
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ClutterActor *actor);
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G_END_DECLS
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#endif /* __CLUTTER_PAINT_VOLUME_PRIVATE_H__ */
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