Introduce ClutterEffectNode

ClutterEffectNode is a private ClutterPaintNode implementation
that does effectively nothing, but helps organizing the paint
node tree. It also helps debugging, since it can output the
effect class and name to the JSON debugging routines.

https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1340
This commit is contained in:
Georges Basile Stavracas Neto 2020-07-03 17:55:25 -03:00 committed by Robert Mader
parent 963df6f61c
commit 19bf3751eb
2 changed files with 104 additions and 0 deletions

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@ -141,6 +141,26 @@ ClutterPaintNode * clutter_paint_node_get_last_child (Clutter
G_GNUC_INTERNAL
ClutterPaintNode * clutter_paint_node_get_parent (ClutterPaintNode *node);
#define CLUTTER_TYPE_EFFECT_NODE (clutter_effect_node_get_type ())
#define CLUTTER_EFFECT_NODE(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_EFFECT_NODE, ClutterEffectNode))
#define CLUTTER_IS_EFFECT_NODE(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_EFFECT_NODE))
/**
* ClutterEffectNode:
*
* The #ClutterEffectNode structure is an opaque
* type whose members cannot be directly accessed.
*/
typedef struct _ClutterEffectNode ClutterEffectNode;
typedef struct _ClutterEffectNode ClutterEffectNodeClass;
CLUTTER_EXPORT
GType clutter_effect_node_get_type (void) G_GNUC_CONST;
CLUTTER_EXPORT
ClutterPaintNode * clutter_effect_node_new (ClutterEffect *actor);
G_END_DECLS
#endif /* __CLUTTER_PAINT_NODE_PRIVATE_H__ */

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@ -1216,6 +1216,90 @@ clutter_actor_node_new (ClutterActor *actor)
}
/*
* ClutterEffectNode
*/
struct _ClutterEffectNode
{
ClutterPaintNode parent_instance;
ClutterEffect *effect;
};
struct _ClutterEffectNodeClass
{
ClutterPaintNodeClass parent_class;
};
G_DEFINE_TYPE (ClutterEffectNode, clutter_effect_node, CLUTTER_TYPE_PAINT_NODE)
static JsonNode *
clutter_effect_node_serialize (ClutterPaintNode *node)
{
ClutterEffectNode *effect_node = CLUTTER_EFFECT_NODE (node);
ClutterActorMeta *effect_meta = CLUTTER_ACTOR_META (effect_node->effect);
g_autoptr (JsonBuilder) builder = NULL;
g_autoptr (GString) string = NULL;
const char *meta_name;
meta_name = clutter_actor_meta_get_name (effect_meta);
string = g_string_new (NULL);
g_string_append (string, G_OBJECT_TYPE_NAME (effect_node->effect));
g_string_append (string, " (");
if (meta_name)
g_string_append_printf (string, "\"%s\"", meta_name);
else
g_string_append (string, "unnamed");
g_string_append (string, ")");
builder = json_builder_new ();
json_builder_begin_object (builder);
json_builder_set_member_name (builder, "effect");
json_builder_add_string_value (builder, string->str);
json_builder_end_object (builder);
return json_builder_get_root (builder);
}
static void
clutter_effect_node_class_init (ClutterEffectNodeClass *klass)
{
ClutterPaintNodeClass *node_class;
node_class = CLUTTER_PAINT_NODE_CLASS (klass);
node_class->serialize = clutter_effect_node_serialize;
}
static void
clutter_effect_node_init (ClutterEffectNode *self)
{
}
/*
* clutter_effect_node_new:
* @actor: the actor to paint
*
* Creates a new #ClutterEffectNode.
*
* Return value: (transfer full): the newly created #ClutterEffectNode.
* Use clutter_paint_node_unref() when done.
*/
ClutterPaintNode *
clutter_effect_node_new (ClutterEffect *effect)
{
ClutterEffectNode *res;
g_assert (effect != NULL);
res = _clutter_paint_node_create (CLUTTER_TYPE_EFFECT_NODE);
res->effect = effect;
return (ClutterPaintNode *) res;
}
/*
* ClutterLayerNode
*/