2010-04-13 23:40:24 +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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* Author:
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* Emmanuele Bassi <ebassi@linux.intel.com>
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*/
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/**
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2010-06-03 13:34:41 +00:00
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* SECTION:clutter-colorize-effect
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* @short_description: A colorization effect
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2010-04-13 23:40:24 +00:00
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* @see_also: #ClutterEffect, #ClutterOffscreenEffect
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*
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* #ClutterColorizeEffect is a sub-class of #ClutterEffect that
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* colorizes an actor with the given tint.
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*
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* #ClutterColorizeEffect uses the programmable pipeline of the GPU
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* so it is only available on graphics hardware that supports this
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* feature.
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*
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* #ClutterColorizeEffect is available since Clutter 1.4
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*/
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#define CLUTTER_COLORIZE_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_COLORIZE_EFFECT, ClutterColorizeEffectClass))
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#define CLUTTER_IS_COLORIZE_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_COLORIZE_EFFECT))
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#define CLUTTER_COLORIZE_EFFECT_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_COLORIZE_EFFECT, ClutterColorizeEffectClass))
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-colorize-effect.h"
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#include "cogl/cogl.h"
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#include "clutter-debug.h"
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#include "clutter-enum-types.h"
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#include "clutter-private.h"
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#include "clutter-shader-effect.h"
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typedef struct _ClutterColorizeEffectClass ClutterColorizeEffectClass;
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struct _ClutterColorizeEffect
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{
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ClutterShaderEffect parent_instance;
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/* a back pointer to our actor, so that we can query it */
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ClutterActor *actor;
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/* the tint of the colorization */
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ClutterColor tint;
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};
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struct _ClutterColorizeEffectClass
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{
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ClutterShaderEffectClass parent_class;
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};
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/* the magic gray vec3 has been taken from the NTSC conversion weights
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* as defined by:
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*
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* "OpenGL Superbible, 4th Edition"
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* -- Richard S. Wright Jr, Benjamin Lipchak, Nicholas Haemel
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* Addison-Wesley
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*/
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static const gchar *colorize_glsl_shader =
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"uniform sampler2D tex;\n"
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"uniform vec3 tint;\n"
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"\n"
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"void main ()\n"
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"{\n"
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" vec4 color = gl_Color * texture2D (tex, vec2 (gl_TexCoord[0].xy));\n"
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" float gray = dot (color.rgb, vec3 (0.299, 0.587, 0.114));\n"
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" gl_FragColor = vec4 (gray * tint, color.a);\n"
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"}\n";
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/* a lame sepia */
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static const ClutterColor default_tint = { 255, 204, 153, 255 };
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enum
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{
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PROP_0,
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PROP_TINT
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};
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G_DEFINE_TYPE (ClutterColorizeEffect,
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clutter_colorize_effect,
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CLUTTER_TYPE_SHADER_EFFECT);
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static gboolean
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clutter_colorize_effect_pre_paint (ClutterEffect *effect)
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{
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ClutterColorizeEffect *self = CLUTTER_COLORIZE_EFFECT (effect);
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ClutterShaderEffect *shader_effect;
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ClutterEffectClass *parent_class;
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float tint_r, tint_g, tint_b;
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2010-05-17 11:55:46 +00:00
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if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
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return FALSE;
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2010-04-13 23:40:24 +00:00
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2010-05-17 11:55:46 +00:00
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shader_effect = CLUTTER_SHADER_EFFECT (effect);
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2010-04-13 23:40:24 +00:00
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2010-05-17 11:55:46 +00:00
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clutter_shader_effect_set_shader_source (shader_effect, colorize_glsl_shader);
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2010-04-13 23:40:24 +00:00
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/* we want normalized values here */
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tint_r = self->tint.red / 255.0f;
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tint_g = self->tint.green / 255.0f;
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tint_b = self->tint.blue / 255.0f;
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/* bind the uniforms to the factor property */
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clutter_shader_effect_set_uniform (shader_effect,
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"tex",
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G_TYPE_INT, 1,
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0);
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clutter_shader_effect_set_uniform (shader_effect,
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"tint",
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G_TYPE_FLOAT, 3,
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tint_r,
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tint_g,
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tint_b);
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parent_class = CLUTTER_EFFECT_CLASS (clutter_colorize_effect_parent_class);
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return parent_class->pre_paint (effect);
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}
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static void
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clutter_colorize_effect_finalize (GObject *gobject)
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{
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G_OBJECT_CLASS (clutter_colorize_effect_parent_class)->finalize (gobject);
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}
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static void
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clutter_colorize_effect_set_property (GObject *gobject,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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ClutterColorizeEffect *effect = CLUTTER_COLORIZE_EFFECT (gobject);
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switch (prop_id)
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{
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case PROP_TINT:
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clutter_colorize_effect_set_tint (effect,
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clutter_value_get_color (value));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_colorize_effect_get_property (GObject *gobject,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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ClutterColorizeEffect *effect = CLUTTER_COLORIZE_EFFECT (gobject);
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switch (prop_id)
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{
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case PROP_TINT:
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clutter_value_set_color (value, &effect->tint);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_colorize_effect_class_init (ClutterColorizeEffectClass *klass)
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{
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ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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GParamSpec *pspec;
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effect_class->pre_paint = clutter_colorize_effect_pre_paint;
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gobject_class->set_property = clutter_colorize_effect_set_property;
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gobject_class->get_property = clutter_colorize_effect_get_property;
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gobject_class->finalize = clutter_colorize_effect_finalize;
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/**
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* ClutterColorizeEffect:tint:
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*
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* The tint to apply to the actor
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*
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* Since: 1.4
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*/
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pspec = clutter_param_spec_color ("tint",
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"Tint",
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"The tint to apply",
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&default_tint,
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CLUTTER_PARAM_READWRITE);
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g_object_class_install_property (gobject_class, PROP_TINT, pspec);
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}
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static void
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clutter_colorize_effect_init (ClutterColorizeEffect *self)
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{
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self->tint = default_tint;
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}
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/**
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* clutter_colorize_effect_new:
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* @tint: the color to be used
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*
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* Creates a new #ClutterColorizeEffect to be used with
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* clutter_actor_set_effect()
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*
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* Return value: the newly created #ClutterColorizeEffect or %NULL
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*
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* Since: 1.4
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*/
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ClutterEffect *
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clutter_colorize_effect_new (const ClutterColor *tint)
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{
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return g_object_new (CLUTTER_TYPE_COLORIZE_EFFECT,
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"tint", tint,
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NULL);
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}
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/**
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* clutter_colorize_effect_set_tint:
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* @effect: a #ClutterColorizeEffect
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* @tint: the color to be used
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*
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* Sets the tint to be used when colorizing
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*
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* Since: 1.4
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*/
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void
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clutter_colorize_effect_set_tint (ClutterColorizeEffect *effect,
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const ClutterColor *tint)
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{
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g_return_if_fail (CLUTTER_IS_COLORIZE_EFFECT (effect));
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effect->tint = *tint;
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if (effect->actor != NULL)
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clutter_actor_queue_redraw (effect->actor);
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g_object_notify (G_OBJECT (effect), "tint");
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}
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/**
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* clutter_colorize_effect_get_tint:
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* @effect: a #ClutterColorizeEffect
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* @tint: (out): return location for the color used
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*
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* Retrieves the tint used by @effect
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*
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* Since: 1.4
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*/
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void
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clutter_colorize_effect_get_tint (ClutterColorizeEffect *effect,
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ClutterColor *tint)
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{
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g_return_if_fail (CLUTTER_IS_COLORIZE_EFFECT (effect));
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g_return_if_fail (tint != NULL);
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*tint = effect->tint;
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}
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