mutter/clutter/clutter-actor-clone.c

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/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2008 Intel Corporation.
*
* Authored By: Robert Bragg <robert@linux.intel.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* SECTION:clutter-actor-clone
* @short_description: An actor that displays a scaled clone of another
* actor.
*
* #ClutterActorClone is a #ClutterActor which draws with the paint
* function of another actor, scaled to fit its own allocation.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-color.h"
#include "clutter-debug.h"
#include "clutter-main.h"
#include "clutter-private.h"
#include "clutter-actor-clone.h"
#include "cogl/cogl.h"
G_DEFINE_TYPE (ClutterActorClone, clutter_actor_clone, CLUTTER_TYPE_ACTOR);
enum
{
PROP_0,
PROP_CLONE_SOURCE
};
#define CLUTTER_ACTOR_CLONE_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
CLUTTER_TYPE_ACTOR_CLONE, \
ClutterActorClonePrivate))
struct _ClutterActorClonePrivate
{
ClutterActor *clone_source;
};
static void
clutter_actor_clone_get_preferred_width (ClutterActor *self,
ClutterUnit for_height,
ClutterUnit *min_width_p,
ClutterUnit *natural_width_p)
{
ClutterActorClonePrivate *priv = CLUTTER_ACTOR_CLONE (self)->priv;
ClutterActor *clone_source = priv->clone_source;
clutter_actor_get_preferred_width (clone_source,
for_height,
min_width_p,
natural_width_p);
}
static void
clutter_actor_clone_get_preferred_height (ClutterActor *self,
ClutterUnit for_width,
ClutterUnit *min_height_p,
ClutterUnit *natural_height_p)
{
ClutterActorClonePrivate *priv = CLUTTER_ACTOR_CLONE (self)->priv;
ClutterActor *clone_source = priv->clone_source;
clutter_actor_get_preferred_height (clone_source,
for_width,
min_height_p,
natural_height_p);
}
static void
clutter_actor_clone_paint (ClutterActor *self)
{
ClutterActorClone *clone = CLUTTER_ACTOR_CLONE (self);
ClutterActorClonePrivate *priv = clone->priv;
ClutterGeometry geom;
ClutterGeometry clone_source_geom;
float x_scale;
float y_scale;
ClutterActor *stage;
ClutterPerspective perspective;
guint stage_width;
guint stage_height;
CLUTTER_NOTE (PAINT,
"painting clone actor '%s'",
clutter_actor_get_name (self) ? clutter_actor_get_name (self)
: "unknown");
clutter_actor_get_allocation_geometry (self, &geom);
clutter_actor_get_allocation_geometry (priv->clone_source,
&clone_source_geom);
/* We need to scale what the clone-source actor paints to fill our own
* allocation... */
x_scale = geom.width / clone_source_geom.width;
y_scale = geom.height / clone_source_geom.height;
/* Once we have calculated the scale factors it's a case of pushing
* the scale factors to the bottom of the current model view stack...
*/
if (x_scale != 1.0 || y_scale != 1.0)
{
/*
* FIXME - this is quite expensive, it would be good it clutter kept
* the model view matrix changes made by cogl_setup_viewport seperate
* from those made while painting actors so we could simply replace the
* later by multiplying it with the scale avoiding the call to
* _clutter_actor_apply_modelview_transform_recursive.
*/
stage = clutter_actor_get_stage (self);
if (!stage)
return;
clutter_actor_get_size (stage, &stage_width, &stage_height);
clutter_stage_get_perspectivex (CLUTTER_STAGE (stage), &perspective);
cogl_setup_viewport (stage_width, stage_height,
perspective.fovy,
perspective.aspect,
perspective.z_near,
perspective.z_far);
cogl_scale (COGL_FIXED_FROM_FLOAT (x_scale),
COGL_FIXED_FROM_FLOAT (y_scale));
_clutter_actor_apply_modelview_transform_recursive (self, NULL);
}
/* The final bits of magic:
* - We need to make sure that when the clone-source actor's paint method
* calls clutter_actor_get_paint_opacity, it traverses our parent not it's
* real parent.
* - We need to stop clutter_actor_paint applying the model view matrix of
* the clone source actor.
*/
_clutter_actor_set_opacity_parent (priv->clone_source,
clutter_actor_get_parent (self));
_clutter_actor_set_enable_model_view_transform (priv->clone_source, FALSE);
clutter_actor_paint (priv->clone_source);
_clutter_actor_set_enable_model_view_transform (priv->clone_source, TRUE);
_clutter_actor_set_opacity_parent (priv->clone_source, NULL);
}
static void
clutter_actor_clone_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterActorClone *clone = CLUTTER_ACTOR_CLONE(object);
switch (prop_id)
{
case PROP_CLONE_SOURCE:
clone->priv->clone_source = g_value_get_object (value);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_actor_clone_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterActorClonePrivate *priv = CLUTTER_ACTOR_CLONE(object)->priv;
switch (prop_id)
{
case PROP_CLONE_SOURCE:
g_value_set_object (value, priv->clone_source);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_actor_clone_finalize (GObject *object)
{
G_OBJECT_CLASS (clutter_actor_clone_parent_class)->finalize (object);
}
static void
clutter_actor_clone_dispose (GObject *object)
{
G_OBJECT_CLASS (clutter_actor_clone_parent_class)->dispose (object);
}
static void
clutter_actor_clone_class_init (ClutterActorCloneClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
actor_class->paint = clutter_actor_clone_paint;
actor_class->get_preferred_width =
clutter_actor_clone_get_preferred_width;
actor_class->get_preferred_height =
clutter_actor_clone_get_preferred_height;
gobject_class->finalize = clutter_actor_clone_finalize;
gobject_class->dispose = clutter_actor_clone_dispose;
gobject_class->set_property = clutter_actor_clone_set_property;
gobject_class->get_property = clutter_actor_clone_get_property;
/**
* ClutterActorClone:clone-source
*
* This specifies the source actor being cloned
*
* Since: 1.0
*/
g_object_class_install_property
(gobject_class,
PROP_CLONE_SOURCE,
g_param_spec_object ("clone-source",
"Clone Source",
"Specifies the actor to be cloned",
CLUTTER_TYPE_ACTOR,
G_PARAM_CONSTRUCT_ONLY
|G_PARAM_WRITABLE
|G_PARAM_READABLE));
g_type_class_add_private (gobject_class, sizeof (ClutterActorClonePrivate));
}
static void
clutter_actor_clone_init (ClutterActorClone *self)
{
ClutterActorClonePrivate *priv;
self->priv = priv = CLUTTER_ACTOR_CLONE_GET_PRIVATE (self);
priv->clone_source = NULL;
}
/**
* clutter_actor_clone_new:
*
* Creates a new #ClutterActor which clones clone_source.
*
* Return value: a new #ClutterActor
*
* Since: 1.0
*/
ClutterActor *
clutter_actor_clone_new (ClutterActor *clone_source)
{
return g_object_new (CLUTTER_TYPE_ACTOR_CLONE,
"clone-source", clone_source,
NULL);
}
/**
* clutter_actor_clone_get_clone_source:
*
* @clone: a #ClutterActorClone
*
* Retrieves the source #ClutterActor being clone by @clone
*
* Return value: the actor source for the clone
*
* Since: 1.0
*/
ClutterActor *
clutter_actor_clone_get_clone_source (ClutterActorClone *clone)
{
ClutterActorClonePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_ACTOR_CLONE (clone), NULL);
priv = clone->priv;
return priv->clone_source;
}