Add PaintNode, an element on the render object tree
Now that we have a proper scene graph API, we should split out the
rendering part from the logical and event handling part.
ClutterPaintNode is a lightweight fundamental type that encodes only the
paint operations: pipeline state and geometry. At its most simple, is a
way to structure setting up the programmable pipeline using a
CoglPipeline, and submitting Cogl primitives. The important take away
from this API is that you are not allowed to call Cogl API like
cogl_set_source() or cogl_primitive_draw() directly.
The interesting approach to this is that, in the future, we should be
able to move to a purely retained mode: we will decide which actors need
to be painted, they will update their own branch of the render graph,
and we'll take the render graph and build all the rendering commands
from that.
For the 1.x API, we will have to maintain invariants and the existing
behaviour, but as soon as we can break API, the old paint signal will
just go away, and Actors will only be allowed to manipulate the render
tree.
2012-02-01 15:51:27 +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) 2011 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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#if !defined(__CLUTTER_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
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#error "Only <clutter/clutter.h> can be included directly."
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#endif
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#ifndef __CLUTTER_PAINT_NODES_H__
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#define __CLUTTER_PAINT_NODES_H__
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#include <cogl/cogl.h>
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#include <clutter/clutter-types.h>
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G_BEGIN_DECLS
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#define CLUTTER_TYPE_COLOR_NODE (clutter_color_node_get_type ())
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#define CLUTTER_COLOR_NODE(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_COLOR_NODE, ClutterColorNode))
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#define CLUTTER_IS_COLOR_NODE(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_COLOR_NODE))
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/**
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* ClutterColorNode:
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*
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* The <structname>ClutterTextNode</structname> structure is an opaque
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* type whose members cannot be directly accessed.
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*
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* Since: 1.10
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*/
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typedef struct _ClutterColorNode ClutterColorNode;
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typedef struct _ClutterColorNodeClass ClutterColorNodeClass;
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2012-03-16 17:30:26 +00:00
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CLUTTER_AVAILABLE_IN_1_10
|
Add PaintNode, an element on the render object tree
Now that we have a proper scene graph API, we should split out the
rendering part from the logical and event handling part.
ClutterPaintNode is a lightweight fundamental type that encodes only the
paint operations: pipeline state and geometry. At its most simple, is a
way to structure setting up the programmable pipeline using a
CoglPipeline, and submitting Cogl primitives. The important take away
from this API is that you are not allowed to call Cogl API like
cogl_set_source() or cogl_primitive_draw() directly.
The interesting approach to this is that, in the future, we should be
able to move to a purely retained mode: we will decide which actors need
to be painted, they will update their own branch of the render graph,
and we'll take the render graph and build all the rendering commands
from that.
For the 1.x API, we will have to maintain invariants and the existing
behaviour, but as soon as we can break API, the old paint signal will
just go away, and Actors will only be allowed to manipulate the render
tree.
2012-02-01 15:51:27 +00:00
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GType clutter_color_node_get_type (void) G_GNUC_CONST;
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2012-03-16 17:30:26 +00:00
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|
CLUTTER_AVAILABLE_IN_1_10
|
Add PaintNode, an element on the render object tree
Now that we have a proper scene graph API, we should split out the
rendering part from the logical and event handling part.
ClutterPaintNode is a lightweight fundamental type that encodes only the
paint operations: pipeline state and geometry. At its most simple, is a
way to structure setting up the programmable pipeline using a
CoglPipeline, and submitting Cogl primitives. The important take away
from this API is that you are not allowed to call Cogl API like
cogl_set_source() or cogl_primitive_draw() directly.
The interesting approach to this is that, in the future, we should be
able to move to a purely retained mode: we will decide which actors need
to be painted, they will update their own branch of the render graph,
and we'll take the render graph and build all the rendering commands
from that.
For the 1.x API, we will have to maintain invariants and the existing
behaviour, but as soon as we can break API, the old paint signal will
just go away, and Actors will only be allowed to manipulate the render
tree.
2012-02-01 15:51:27 +00:00
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ClutterPaintNode * clutter_color_node_new (const ClutterColor *color);
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#define CLUTTER_TYPE_TEXTURE_NODE (clutter_texture_node_get_type ())
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#define CLUTTER_TEXTURE_NODE(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_TEXTURE_NODE, ClutterTextureNode))
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#define CLUTTER_IS_TEXTURE_NODE(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_TEXTURE_NODE))
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/**
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* ClutterTextureNode:
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*
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* The <structname>ClutterTextNode</structname> structure is an opaque
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* type whose members cannot be directly accessed.
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*
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* Since: 1.10
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*/
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typedef struct _ClutterTextureNode ClutterTextureNode;
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typedef struct _ClutterTextureNodeClass ClutterTextureNodeClass;
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2012-03-16 17:30:26 +00:00
|
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|
CLUTTER_AVAILABLE_IN_1_10
|
Add PaintNode, an element on the render object tree
Now that we have a proper scene graph API, we should split out the
rendering part from the logical and event handling part.
ClutterPaintNode is a lightweight fundamental type that encodes only the
paint operations: pipeline state and geometry. At its most simple, is a
way to structure setting up the programmable pipeline using a
CoglPipeline, and submitting Cogl primitives. The important take away
from this API is that you are not allowed to call Cogl API like
cogl_set_source() or cogl_primitive_draw() directly.
The interesting approach to this is that, in the future, we should be
able to move to a purely retained mode: we will decide which actors need
to be painted, they will update their own branch of the render graph,
and we'll take the render graph and build all the rendering commands
from that.
For the 1.x API, we will have to maintain invariants and the existing
behaviour, but as soon as we can break API, the old paint signal will
just go away, and Actors will only be allowed to manipulate the render
tree.
2012-02-01 15:51:27 +00:00
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GType clutter_texture_node_get_type (void) G_GNUC_CONST;
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2012-03-16 17:30:26 +00:00
|
|
|
CLUTTER_AVAILABLE_IN_1_10
|
Add PaintNode, an element on the render object tree
Now that we have a proper scene graph API, we should split out the
rendering part from the logical and event handling part.
ClutterPaintNode is a lightweight fundamental type that encodes only the
paint operations: pipeline state and geometry. At its most simple, is a
way to structure setting up the programmable pipeline using a
CoglPipeline, and submitting Cogl primitives. The important take away
from this API is that you are not allowed to call Cogl API like
cogl_set_source() or cogl_primitive_draw() directly.
The interesting approach to this is that, in the future, we should be
able to move to a purely retained mode: we will decide which actors need
to be painted, they will update their own branch of the render graph,
and we'll take the render graph and build all the rendering commands
from that.
For the 1.x API, we will have to maintain invariants and the existing
behaviour, but as soon as we can break API, the old paint signal will
just go away, and Actors will only be allowed to manipulate the render
tree.
2012-02-01 15:51:27 +00:00
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ClutterPaintNode * clutter_texture_node_new (CoglTexture *texture,
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2012-03-08 17:19:12 +00:00
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const ClutterColor *color,
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ClutterScalingFilter min_filter,
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ClutterScalingFilter mag_filter);
|
Add PaintNode, an element on the render object tree
Now that we have a proper scene graph API, we should split out the
rendering part from the logical and event handling part.
ClutterPaintNode is a lightweight fundamental type that encodes only the
paint operations: pipeline state and geometry. At its most simple, is a
way to structure setting up the programmable pipeline using a
CoglPipeline, and submitting Cogl primitives. The important take away
from this API is that you are not allowed to call Cogl API like
cogl_set_source() or cogl_primitive_draw() directly.
The interesting approach to this is that, in the future, we should be
able to move to a purely retained mode: we will decide which actors need
to be painted, they will update their own branch of the render graph,
and we'll take the render graph and build all the rendering commands
from that.
For the 1.x API, we will have to maintain invariants and the existing
behaviour, but as soon as we can break API, the old paint signal will
just go away, and Actors will only be allowed to manipulate the render
tree.
2012-02-01 15:51:27 +00:00
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#define CLUTTER_TYPE_CLIP_NODE (clutter_clip_node_get_type ())
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#define CLUTTER_CLIP_NODE(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_CLIP_NODE, ClutterClipNode))
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#define CLUTTER_IS_CLIP_NODE(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_CLIP_NODE))
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/**
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* ClutterClipNode:
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*
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* The <structname>ClutterTextNode</structname> structure is an opaque
|
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* type whose members cannot be directly accessed.
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*
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* Since: 1.10
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*/
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typedef struct _ClutterClipNode ClutterClipNode;
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typedef struct _ClutterClipNodeClass ClutterClipNodeClass;
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2012-03-16 17:30:26 +00:00
|
|
|
CLUTTER_AVAILABLE_IN_1_10
|
Add PaintNode, an element on the render object tree
Now that we have a proper scene graph API, we should split out the
rendering part from the logical and event handling part.
ClutterPaintNode is a lightweight fundamental type that encodes only the
paint operations: pipeline state and geometry. At its most simple, is a
way to structure setting up the programmable pipeline using a
CoglPipeline, and submitting Cogl primitives. The important take away
from this API is that you are not allowed to call Cogl API like
cogl_set_source() or cogl_primitive_draw() directly.
The interesting approach to this is that, in the future, we should be
able to move to a purely retained mode: we will decide which actors need
to be painted, they will update their own branch of the render graph,
and we'll take the render graph and build all the rendering commands
from that.
For the 1.x API, we will have to maintain invariants and the existing
behaviour, but as soon as we can break API, the old paint signal will
just go away, and Actors will only be allowed to manipulate the render
tree.
2012-02-01 15:51:27 +00:00
|
|
|
GType clutter_clip_node_get_type (void) G_GNUC_CONST;
|
|
|
|
|
2012-03-16 17:30:26 +00:00
|
|
|
CLUTTER_AVAILABLE_IN_1_10
|
Add PaintNode, an element on the render object tree
Now that we have a proper scene graph API, we should split out the
rendering part from the logical and event handling part.
ClutterPaintNode is a lightweight fundamental type that encodes only the
paint operations: pipeline state and geometry. At its most simple, is a
way to structure setting up the programmable pipeline using a
CoglPipeline, and submitting Cogl primitives. The important take away
from this API is that you are not allowed to call Cogl API like
cogl_set_source() or cogl_primitive_draw() directly.
The interesting approach to this is that, in the future, we should be
able to move to a purely retained mode: we will decide which actors need
to be painted, they will update their own branch of the render graph,
and we'll take the render graph and build all the rendering commands
from that.
For the 1.x API, we will have to maintain invariants and the existing
behaviour, but as soon as we can break API, the old paint signal will
just go away, and Actors will only be allowed to manipulate the render
tree.
2012-02-01 15:51:27 +00:00
|
|
|
ClutterPaintNode * clutter_clip_node_new (void);
|
|
|
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|
#define CLUTTER_TYPE_PIPELINE_NODE (clutter_pipeline_node_get_type ())
|
|
|
|
#define CLUTTER_PIPELINE_NODE(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_PIPELINE_NODE, ClutterPipelineNode))
|
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|
|
#define CLUTTER_IS_PIPELINE_NODE(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_PIPELINE_NODE))
|
|
|
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|
|
|
|
/**
|
|
|
|
* ClutterPipelineNode:
|
|
|
|
*
|
|
|
|
* The <structname>ClutterTextNode</structname> structure is an opaque
|
|
|
|
* type whose members cannot be directly accessed.
|
|
|
|
*
|
|
|
|
* Since: 1.10
|
|
|
|
*/
|
|
|
|
typedef struct _ClutterPipelineNode ClutterPipelineNode;
|
|
|
|
typedef struct _ClutterPipelineNodeClass ClutterPipelineNodeClass;
|
|
|
|
|
2012-03-16 17:30:26 +00:00
|
|
|
CLUTTER_AVAILABLE_IN_1_10
|
Add PaintNode, an element on the render object tree
Now that we have a proper scene graph API, we should split out the
rendering part from the logical and event handling part.
ClutterPaintNode is a lightweight fundamental type that encodes only the
paint operations: pipeline state and geometry. At its most simple, is a
way to structure setting up the programmable pipeline using a
CoglPipeline, and submitting Cogl primitives. The important take away
from this API is that you are not allowed to call Cogl API like
cogl_set_source() or cogl_primitive_draw() directly.
The interesting approach to this is that, in the future, we should be
able to move to a purely retained mode: we will decide which actors need
to be painted, they will update their own branch of the render graph,
and we'll take the render graph and build all the rendering commands
from that.
For the 1.x API, we will have to maintain invariants and the existing
behaviour, but as soon as we can break API, the old paint signal will
just go away, and Actors will only be allowed to manipulate the render
tree.
2012-02-01 15:51:27 +00:00
|
|
|
GType clutter_pipeline_node_get_type (void) G_GNUC_CONST;
|
|
|
|
|
|
|
|
#if defined(COGL_ENABLE_EXPERIMENTAL_2_0_API) && defined(CLUTTER_ENABLE_EXPERIMENTAL_API)
|
2012-03-16 17:30:26 +00:00
|
|
|
CLUTTER_AVAILABLE_IN_1_10
|
Add PaintNode, an element on the render object tree
Now that we have a proper scene graph API, we should split out the
rendering part from the logical and event handling part.
ClutterPaintNode is a lightweight fundamental type that encodes only the
paint operations: pipeline state and geometry. At its most simple, is a
way to structure setting up the programmable pipeline using a
CoglPipeline, and submitting Cogl primitives. The important take away
from this API is that you are not allowed to call Cogl API like
cogl_set_source() or cogl_primitive_draw() directly.
The interesting approach to this is that, in the future, we should be
able to move to a purely retained mode: we will decide which actors need
to be painted, they will update their own branch of the render graph,
and we'll take the render graph and build all the rendering commands
from that.
For the 1.x API, we will have to maintain invariants and the existing
behaviour, but as soon as we can break API, the old paint signal will
just go away, and Actors will only be allowed to manipulate the render
tree.
2012-02-01 15:51:27 +00:00
|
|
|
ClutterPaintNode * clutter_pipeline_node_new (CoglPipeline *pipeline);
|
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|
|
#endif /* COGL_ENABLE_EXPERIMENTAL_2_0_API && CLUTTER_ENABLE_EXPERIMENTAL_API */
|
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|
#define CLUTTER_TYPE_TEXT_NODE (clutter_text_node_get_type ())
|
|
|
|
#define CLUTTER_TEXT_NODE(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_TEXT_NODE, ClutterTextNode))
|
|
|
|
#define CLUTTER_IS_TEXT_NODE(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_TEXT_NODE))
|
|
|
|
|
|
|
|
/**
|
|
|
|
* ClutterTextNode:
|
|
|
|
*
|
|
|
|
* The <structname>ClutterTextNode</structname> structure is an opaque
|
|
|
|
* type whose members cannot be directly accessed.
|
|
|
|
*
|
|
|
|
* Since: 1.10
|
|
|
|
*/
|
|
|
|
typedef struct _ClutterTextNode ClutterTextNode;
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|
|
typedef struct _ClutterTextNodeClass ClutterTextNodeClass;
|
|
|
|
|
2012-03-16 17:30:26 +00:00
|
|
|
CLUTTER_AVAILABLE_IN_1_10
|
Add PaintNode, an element on the render object tree
Now that we have a proper scene graph API, we should split out the
rendering part from the logical and event handling part.
ClutterPaintNode is a lightweight fundamental type that encodes only the
paint operations: pipeline state and geometry. At its most simple, is a
way to structure setting up the programmable pipeline using a
CoglPipeline, and submitting Cogl primitives. The important take away
from this API is that you are not allowed to call Cogl API like
cogl_set_source() or cogl_primitive_draw() directly.
The interesting approach to this is that, in the future, we should be
able to move to a purely retained mode: we will decide which actors need
to be painted, they will update their own branch of the render graph,
and we'll take the render graph and build all the rendering commands
from that.
For the 1.x API, we will have to maintain invariants and the existing
behaviour, but as soon as we can break API, the old paint signal will
just go away, and Actors will only be allowed to manipulate the render
tree.
2012-02-01 15:51:27 +00:00
|
|
|
GType clutter_text_node_get_type (void) G_GNUC_CONST;
|
|
|
|
|
2012-03-16 17:30:26 +00:00
|
|
|
CLUTTER_AVAILABLE_IN_1_10
|
Add PaintNode, an element on the render object tree
Now that we have a proper scene graph API, we should split out the
rendering part from the logical and event handling part.
ClutterPaintNode is a lightweight fundamental type that encodes only the
paint operations: pipeline state and geometry. At its most simple, is a
way to structure setting up the programmable pipeline using a
CoglPipeline, and submitting Cogl primitives. The important take away
from this API is that you are not allowed to call Cogl API like
cogl_set_source() or cogl_primitive_draw() directly.
The interesting approach to this is that, in the future, we should be
able to move to a purely retained mode: we will decide which actors need
to be painted, they will update their own branch of the render graph,
and we'll take the render graph and build all the rendering commands
from that.
For the 1.x API, we will have to maintain invariants and the existing
behaviour, but as soon as we can break API, the old paint signal will
just go away, and Actors will only be allowed to manipulate the render
tree.
2012-02-01 15:51:27 +00:00
|
|
|
ClutterPaintNode * clutter_text_node_new (PangoLayout *layout,
|
|
|
|
const ClutterColor *color);
|
|
|
|
|
|
|
|
G_END_DECLS
|
|
|
|
|
|
|
|
#endif /* __CLUTTER_PAINT_NODES_H__ */
|