Merge branch 'master' into async-textures

This commit is contained in:
Emmanuele Bassi 2009-01-12 14:43:53 +00:00
commit 946c075a2a
30 changed files with 913 additions and 590 deletions

View File

@ -1013,7 +1013,8 @@ clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
ClutterVertex *vertex)
{
ClutterFixed v[4];
ClutterFixed x, y, z, w;
ClutterUnit x, y, z, w;
fixed_vertex_t tmp;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
@ -1026,8 +1027,7 @@ clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
w = COGL_FIXED_1;
/* First we tranform the point using the OpenGL modelview matrix */
clutter_actor_transform_point_relative (self, ancestor,
&x, &y, &z, &w);
clutter_actor_transform_point_relative (self, ancestor, &x, &y, &z, &w);
cogl_get_viewport (v);
@ -1035,12 +1035,12 @@ clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
* The w[3] parameter should always be 1.0 here, so we ignore it; otherwise
* we would have to divide the original verts with it.
*/
vertex->x =
CLUTTER_UNITS_FROM_FIXED (COGL_FIXED_MUL ((x + COGL_FIXED_0_5), v[2]));
vertex->y =
CLUTTER_UNITS_FROM_FIXED (COGL_FIXED_MUL ((COGL_FIXED_0_5 - y), v[3]));
vertex->z =
CLUTTER_UNITS_FROM_FIXED (COGL_FIXED_MUL ((z + COGL_FIXED_0_5), v[2]));
tmp.x = COGL_FIXED_MUL (CLUTTER_UNITS_TO_FIXED (x) + COGL_FIXED_0_5, v[2]);
tmp.y = COGL_FIXED_MUL (COGL_FIXED_0_5 - CLUTTER_UNITS_TO_FIXED (y), v[3]);
tmp.z = COGL_FIXED_MUL (CLUTTER_UNITS_TO_FIXED (z) + COGL_FIXED_0_5, v[2]);
tmp.w = 0;
fixed_vertex_to_units (&tmp, vertex);
}
/**
@ -1060,6 +1060,7 @@ clutter_actor_apply_transform_to_point (ClutterActor *self,
const ClutterVertex *point,
ClutterVertex *vertex)
{
ClutterUnit x, y, z, w;
ClutterFixed mtx_p[16];
ClutterFixed v[4];
fixed_vertex_t tmp = { 0, };
@ -1068,13 +1069,18 @@ clutter_actor_apply_transform_to_point (ClutterActor *self,
g_return_if_fail (point != NULL);
g_return_if_fail (vertex != NULL);
tmp.x = CLUTTER_UNITS_TO_FIXED (vertex->x);
tmp.y = CLUTTER_UNITS_TO_FIXED (vertex->y);
tmp.z = CLUTTER_UNITS_TO_FIXED (vertex->z);
tmp.w = COGL_FIXED_1;
x = point->x;
y = point->y;
z = point->z;
w = CLUTTER_UNITS_FROM_INT (1);
/* First we tranform the point using the OpenGL modelview matrix */
clutter_actor_transform_point (self, &tmp.x, &tmp.y, &tmp.z, &tmp.w);
clutter_actor_transform_point (self, &x, &y, &z, &w);
tmp.x = CLUTTER_UNITS_TO_FIXED (x);
tmp.y = CLUTTER_UNITS_TO_FIXED (y);
tmp.z = CLUTTER_UNITS_TO_FIXED (z);
tmp.w = CLUTTER_UNITS_TO_FIXED (w);
cogl_get_projection_matrix (mtx_p);
cogl_get_viewport (v);
@ -3244,8 +3250,9 @@ clutter_actor_get_preferred_width (ClutterActor *self,
if (natural_width < min_width)
{
g_warning ("Actor of type %s reported a natural width of %d (%d px) "
"lower than min width %d (%d px)",
g_warning ("Actor of type %s reported a natural width "
"of %" CLUTTER_UNITS_FORMAT " (%d px) lower "
"than min width %" CLUTTER_UNITS_FORMAT " (%d px)",
G_OBJECT_TYPE_NAME (self),
natural_width, CLUTTER_UNITS_TO_DEVICE (natural_width),
min_width, CLUTTER_UNITS_TO_DEVICE (min_width));
@ -3314,8 +3321,9 @@ clutter_actor_get_preferred_height (ClutterActor *self,
if (natural_height < min_height)
{
g_warning ("Actor of type %s reported a natural height of %d "
"(%d px) lower than min height %d (%d px)",
g_warning ("Actor of type %s reported a natural height "
"of %" CLUTTER_UNITS_FORMAT " (%d px) lower than "
"min height %" CLUTTER_UNITS_FORMAT " (%d px)",
G_OBJECT_TYPE_NAME (self),
natural_height, CLUTTER_UNITS_TO_DEVICE (natural_height),
min_height, CLUTTER_UNITS_TO_DEVICE (min_height));

View File

@ -251,9 +251,6 @@ _clutter_backend_ensure_context (ClutterBackend *backend,
* potential issue of GL calls with no context)
*/
current_context_stage = stage;
if (stage)
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
}
else
CLUTTER_NOTE (MULTISTAGE, "Stage is the same");

View File

@ -49,6 +49,13 @@ typedef struct _ClutterCairoTexture ClutterCairoTexture;
typedef struct _ClutterCairoTextureClass ClutterCairoTextureClass;
typedef struct _ClutterCairoTexturePrivate ClutterCairoTexturePrivate;
/**
* ClutterCairoTexture:
*
* The #ClutterCairoTexture struct contains only private data.
*
* Since: 1.0
*/
struct _ClutterCairoTexture
{
/*< private >*/
@ -57,6 +64,13 @@ struct _ClutterCairoTexture
ClutterCairoTexturePrivate *priv;
};
/**
* ClutterCairoTextureClass:
*
* The #ClutterCairoTextureClass struct contains only private data.
*
* Since: 1.0
*/
struct _ClutterCairoTextureClass
{
/*< private >*/

View File

@ -115,6 +115,8 @@ enum
UNFULLSCREEN,
ACTIVATE,
DEACTIVATE,
QUEUE_REDRAW,
LAST_SIGNAL
};
@ -335,6 +337,42 @@ clutter_stage_real_fullscreen (ClutterStage *stage)
clutter_actor_allocate (CLUTTER_ACTOR (stage), &box, FALSE);
}
static gboolean
redraw_update_idle (gpointer user_data)
{
ClutterStage *stage = user_data;
ClutterStagePrivate *priv = stage->priv;
if (priv->update_idle)
{
g_source_remove (priv->update_idle);
priv->update_idle = 0;
}
CLUTTER_NOTE (MULTISTAGE, "redrawing via idle for stage:%p", stage);
clutter_redraw (stage);
return FALSE;
}
static void
clutter_stage_real_queue_redraw (ClutterStage *stage)
{
ClutterStagePrivate *priv = stage->priv;
if (priv->update_idle == 0)
{
CLUTTER_TIMESTAMP (SCHEDULER, "Adding idle source for stage: %p", stage);
/* FIXME: weak_ref self in case we dissapear before paint? */
priv->update_idle =
clutter_threads_add_idle_full (CLUTTER_PRIORITY_REDRAW,
redraw_update_idle,
stage,
NULL);
}
}
static void
clutter_stage_set_property (GObject *object,
guint prop_id,
@ -687,8 +725,58 @@ clutter_stage_class_init (ClutterStageClass *klass)
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterStage::queue-redraw:
* @stage: the stage which was queued for redraw
*
* The ::queue-redraw signal is emitted each time a #ClutterStage
* has been queued for a redraw. You can use this signal to know
* when clutter_stage_queue_redraw() has been called.
*
* Toolkits embedding a #ClutterStage which require a redraw and
* relayout cycle can stop the emission of this signal using the
* GSignal API, redraw the UI and then call clutter_redraw()
* themselves, like:
*
* |[
* static void
* on_redraw_complete (void)
* {
* /&ast; execute the Clutter drawing pipeline &ast;/
* clutter_redraw ();
* }
*
* static void
* on_stage_queue_redraw (ClutterStage *stage)
* {
* /&ast; this prevents the default handler to run &ast;/
* g_signal_stop_emission_by_name (stage, "queue-redraw");
*
* /&ast; queue a redraw with the host toolkit and call
* &ast; a function when the redraw has been completed
* &ast;/
* queue_a_redraw (G_CALLBACK (on_redraw_complete));
* }
* ]|
*
* <note><para>This signal is emitted before the Clutter paint
* pipeline is run. If you want to know when the pipeline has been
* completed you should connect to the ::paint signal on the Stage
* with g_signal_connect_after().</para></note>
*
* Since: 1.0
*/
stage_signals[QUEUE_REDRAW] =
g_signal_new (I_("queue-redraw"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_FIRST,
G_STRUCT_OFFSET (ClutterStageClass, queue_redraw),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
klass->fullscreen = clutter_stage_real_fullscreen;
klass->queue_redraw = clutter_stage_real_queue_redraw;
g_type_class_add_private (gobject_class, sizeof (ClutterStagePrivate));
}
@ -1801,22 +1889,29 @@ clutter_stage_ensure_current (ClutterStage *stage)
_clutter_backend_ensure_context (ctx->backend, stage);
}
static gboolean
redraw_update_idle (gpointer user_data)
/**
* clutter_stage_ensure_viewport:
* @stage: a #ClutterStage
*
* Ensures that the GL viewport is updated with the current
* stage window size.
*
* This function will queue a redraw of @stage.
*
* This function should not be called by applications; it is used
* when embedding a #ClutterStage into a toolkit with another
* windowing system, like GTK+.
*
* Since: 1.0
*/
void
clutter_stage_ensure_viewport (ClutterStage *stage)
{
ClutterStage *stage = user_data;
ClutterStagePrivate *priv = stage->priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
if (priv->update_idle)
{
g_source_remove (priv->update_idle);
priv->update_idle = 0;
}
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
CLUTTER_NOTE (MULTISTAGE, "redrawing via idle for stage:%p", stage);
clutter_redraw (stage);
return FALSE;
clutter_stage_queue_redraw (stage);
}
/**
@ -1835,17 +1930,7 @@ clutter_stage_queue_redraw (ClutterStage *stage)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
if (!stage->priv->update_idle)
{
CLUTTER_TIMESTAMP (SCHEDULER, "Adding idle source for stage: %p", stage);
/* FIXME: weak_ref self in case we dissapear before paint? */
stage->priv->update_idle =
clutter_threads_add_idle_full (CLUTTER_PRIORITY_REDRAW,
redraw_update_idle,
stage,
NULL);
}
g_signal_emit (stage, stage_signals[QUEUE_REDRAW], 0);
}
/**

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@ -106,6 +106,8 @@ struct _ClutterStageClass
void (* activate) (ClutterStage *stage);
void (* deactivate) (ClutterStage *stage);
void (* queue_redraw) (ClutterStage *stage);
/*< private >*/
/* padding for future expansion */
gpointer _padding_dummy[32];
@ -229,6 +231,7 @@ ClutterActor * clutter_stage_get_key_focus (ClutterStage *stage);
void clutter_stage_ensure_current (ClutterStage *stage);
void clutter_stage_queue_redraw (ClutterStage *stage);
gboolean clutter_stage_is_default (ClutterStage *stage);
void clutter_stage_ensure_viewport (ClutterStage *stage);
/* Commodity macro */
#define clutter_stage_add(stage,actor) G_STMT_START { \

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@ -688,11 +688,11 @@ clutter_text_get_property (GObject *gobject,
break;
case PROP_POSITION:
g_value_set_int (value, CLUTTER_FIXED_TO_FLOAT (priv->position));
g_value_set_int (value, priv->position);
break;
case PROP_SELECTION_BOUND:
g_value_set_int (value, CLUTTER_FIXED_TO_FLOAT (priv->selection_bound));
g_value_set_int (value, priv->selection_bound);
break;
case PROP_EDITABLE:
@ -719,6 +719,30 @@ clutter_text_get_property (GObject *gobject,
g_value_set_boolean (value, priv->single_line_mode);
break;
case PROP_ELLIPSIZE:
g_value_set_enum (value, priv->ellipsize);
break;
case PROP_LINE_WRAP:
g_value_set_boolean (value, priv->wrap);
break;
case PROP_LINE_WRAP_MODE:
g_value_set_enum (value, priv->wrap_mode);
break;
case PROP_ALIGNMENT:
g_value_set_enum (value, priv->alignment);
break;
case PROP_JUSTIFY:
g_value_set_boolean (value, priv->justify);
break;
case PROP_ATTRIBUTES:
g_value_set_boxed (value, priv->attrs);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
}
@ -826,7 +850,7 @@ cursor_paint (ClutterText *self)
gint n_ranges;
gint *ranges;
gint i;
gint index;
gint index_;
gint maxindex;
ClutterUnit y, height;
@ -838,10 +862,10 @@ cursor_paint (ClutterText *self)
pango_layout_line_get_x_ranges (line, start_index, end_index,
&ranges,
&n_ranges);
pango_layout_line_x_to_index (line, 0, &index, NULL);
pango_layout_line_x_to_index (line, 0, &index_, NULL);
clutter_text_position_to_coords (self,
bytes_to_offset (utf8, index),
bytes_to_offset (utf8, index_),
NULL, &y, &height);
for (i = 0; i < n_ranges; i++)

View File

@ -59,6 +59,8 @@ typedef gint32 ClutterUnit;
#define CLUTTER_UNITS_FROM_FIXED(x) (x)
#define CLUTTER_UNITS_TO_FIXED(x) (x)
#define CLUTTER_UNITS_FORMAT "d"
/**
* CLUTTER_UNITS_FROM_DEVICE:
* @x: value in pixels

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@ -427,6 +427,29 @@ CoglBitmap * cogl_bitmap_new_from_file (const gchar *filename,
*/
void cogl_bitmap_free (CoglBitmap *bmp);
/**
* cogl_texture_multiple_rectangles:
* @handle: a @CoglHandle.
* @verts: an array of vertices
* @n_rects: number of rectangles to draw
*
* Draws a series of rectangles in the same way that
* cogl_texture_rectangle() does. In some situations it can give a
* significant performance boost to use this function rather than
* calling cogl_texture_rectangle() separately for each rectangle.
*
* @verts should point to an array of #CoglFixed<!-- -->s with
* @n_rects * 8 elements. Each group of 8 values corresponds to the
* parameters x1, y1, x2, y2, tx1, ty1, tx2 and ty2 and have the same
* meaning as in cogl_texture_rectangle().
*
* Since: 1.0
*/
void cogl_texture_multiple_rectangles
(CoglHandle handle,
const CoglFixed *verts,
guint n_rects);
G_END_DECLS
#endif /* __COGL_TEXTURE_H__ */

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@ -93,27 +93,29 @@ typedef struct _CoglTextureVertex CoglTextureVertex;
/**
* CoglPixelFormat:
* @COGL_PIXEL_FORMAT_ANY:
* @COGL_PIXEL_FORMAT_A_8:
* @COGL_PIXEL_FORMAT_RGB_888:
* @COGL_PIXEL_FORMAT_BGR_888:
* @COGL_PIXEL_FORMAT_RGBA_8888:
* @COGL_PIXEL_FORMAT_BGRA_8888:
* @COGL_PIXEL_FORMAT_ARGB_8888:
* @COGL_PIXEL_FORMAT_ABGR_8888:
* @COGL_PIXEL_FORMAT_RGBA_8888_PRE:
* @COGL_PIXEL_FORMAT_BGRA_8888_PRE:
* @COGL_PIXEL_FORMAT_ARGB_8888_PRE:
* @COGL_PIXEL_FORMAT_ABGR_8888_PRE:
* @COGL_PIXEL_FORMAT_RGB_565:
* @COGL_PIXEL_FORMAT_RGBA_4444:
* @COGL_PIXEL_FORMAT_RGBA_5551:
* @COGL_PIXEL_FORMAT_RGBA_4444_PRE:
* @COGL_PIXEL_FORMAT_RGBA_5551_PRE:
* @COGL_PIXEL_FORMAT_YUV:
* @COGL_PIXEL_FORMAT_G_8:
* @COGL_PIXEL_FORMAT_ANY: Any format
* @COGL_PIXEL_FORMAT_A_8: 8 bits alpha mask
* @COGL_PIXEL_FORMAT_RGB_565: RGB, 16 bits
* @COGL_PIXEL_FORMAT_RGBA_4444: RGBA, 16 bits
* @COGL_PIXEL_FORMAT_RGBA_5551: RGBA, 16 bits
* @COGL_PIXEL_FORMAT_YUV: FIXME
* @COGL_PIXEL_FORMAT_G_8: FIXME
* @COGL_PIXEL_FORMAT_RGB_888: RGB, 24 bits
* @COGL_PIXEL_FORMAT_BGR_888: BGR, 24 bits
* @COGL_PIXEL_FORMAT_RGBA_8888: RGBA, 32 bits
* @COGL_PIXEL_FORMAT_BGRA_8888: BGRA, 32 bits
* @COGL_PIXEL_FORMAT_ARGB_8888: ARGB, 32 bits
* @COGL_PIXEL_FORMAT_ABGR_8888: ABGR, 32 bits
* @COGL_PIXEL_FORMAT_RGBA_8888_PRE: Premultiplied RGBA, 32 bits
* @COGL_PIXEL_FORMAT_BGRA_8888_PRE: Premultiplied BGRA, 32 bits
* @COGL_PIXEL_FORMAT_ARGB_8888_PRE: Premultiplied ARGB, 32 bits
* @COGL_PIXEL_FORMAT_ABGR_8888_PRE: Premultiplied ABGR, 32 bits
* @COGL_PIXEL_FORMAT_RGBA_4444_PRE: Premultiplied RGBA, 16 bits
* @COGL_PIXEL_FORMAT_RGBA_5551_PRE: Premultiplied RGBA, 16 bits
*
* Pixel formats used by COGL.
*
* Since: 0.8
*/
typedef enum
{
@ -180,19 +182,21 @@ typedef enum
/**
* CoglFeatureFlags:
* @COGL_FEATURE_TEXTURE_RECTANGLE:
* @COGL_FEATURE_TEXTURE_NPOT:
* @COGL_FEATURE_TEXTURE_YUV:
* @COGL_FEATURE_TEXTURE_READ_PIXELS:
* @COGL_FEATURE_SHADERS_GLSL:
* @COGL_FEATURE_OFFSCREEN:
* @COGL_FEATURE_OFFSCREEN_MULTISAMPLE:
* @COGL_FEATURE_OFFSCREEN_BLIT:
* @COGL_FEATURE_FOUR_CLIP_PLANES:
* @COGL_FEATURE_STENCIL_BUFFER:
* @COGL_FEATURE_VBOS:
* @COGL_FEATURE_TEXTURE_RECTANGLE: ARB_texture_rectangle support
* @COGL_FEATURE_TEXTURE_NPOT: ARB_texture_non_power_of_two support
* @COGL_FEATURE_TEXTURE_YUV: ycbcr conversion support
* @COGL_FEATURE_TEXTURE_READ_PIXELS: glReadPixels() support
* @COGL_FEATURE_SHADERS_GLSL: GLSL support
* @COGL_FEATURE_OFFSCREEN: FBO support
* @COGL_FEATURE_OFFSCREEN_MULTISAMPLE: Multisample support on FBOs
* @COGL_FEATURE_OFFSCREEN_BLIT: Blit support on FBOs
* @COGL_FEATURE_FOUR_CLIP_PLANES: At least 4 clip planes available
* @COGL_FEATURE_STENCIL_BUFFER: Stencil buffer support
* @COGL_FEATURE_VBOS: VBO support
*
* Flags for the supported features.
*
* Since: 0.8
*/
typedef enum
{
@ -211,11 +215,13 @@ typedef enum
/**
* CoglBufferTarget:
* @COGL_WINDOW_BUFFER:
* @COGL_MASK_BUFFER:
* @COGL_OFFSCREEN_BUFFER:
* @COGL_WINDOW_BUFFER: FIXME
* @COGL_MASK_BUFFER: FIXME
* @COGL_OFFSCREEN_BUFFER: FIXME
*
* Target flags for FBOs.
*
* Since: 0.8
*/
typedef enum
{

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@ -5,6 +5,7 @@ INCLUDES = \
-I$(top_srcdir)/clutter/cogl/$(CLUTTER_COGL) \
-I$(top_builddir)/clutter \
-I$(top_builddir)/clutter/cogl \
-DG_LOG_DOMAIN=\"Cogl-Common\" \
-DCLUTTER_COMPILATION \
$(CLUTTER_CFLAGS) \
$(CLUTTER_DEBUG_CFLAGS) \

View File

@ -209,6 +209,8 @@ COGL_HANDLE_DEFINE (Mesh, mesh, mesh_handles);
*
* This creates a Cogl handle for a new mesh that you can then start to add
* attributes too.
*
* Return value: a new #CoglHandle
*/
CoglHandle
cogl_mesh_new (guint n_vertices)

View File

@ -20,6 +20,7 @@ INCLUDES = \
-I$(top_srcdir)/clutter/cogl/$(CLUTTER_COGL) \
-I$(top_builddir)/clutter \
-I$(top_builddir)/clutter/cogl \
-DG_LOG_DOMAIN=\"Cogl-GL\" \
-DCLUTTER_COMPILATION \
$(CLUTTER_CFLAGS) \
$(CLUTTER_DEBUG_CFLAGS) \

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@ -56,8 +56,10 @@ cogl_create_context ()
_context->last_path = 0;
_context->texture_handles = NULL;
_context->texture_vertices_size = 0;
_context->texture_vertices = NULL;
_context->texture_vertices = g_array_new (FALSE, FALSE,
sizeof (CoglTextureGLVertex));
_context->texture_indices = g_array_new (FALSE, FALSE,
sizeof (GLushort));
_context->fbo_handles = NULL;
_context->draw_buffer = COGL_WINDOW_BUFFER;
@ -148,6 +150,11 @@ cogl_destroy_context ()
if (_context->program_handles)
g_array_free (_context->program_handles, TRUE);
if (_context->texture_vertices)
g_array_free (_context->texture_vertices, TRUE);
if (_context->texture_indices)
g_array_free (_context->texture_indices, TRUE);
g_free (_context);
}

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@ -63,8 +63,14 @@ typedef struct
/* Textures */
GArray *texture_handles;
CoglTextureGLVertex *texture_vertices;
gulong texture_vertices_size;
GArray *texture_vertices;
GArray *texture_indices;
/* The gl texture number that the above vertices apply to. This to
detect when a different slice is encountered so that the vertices
can be flushed */
GLuint texture_current;
GLenum texture_target;
GLenum texture_wrap_mode;
/* Framebuffer objects */
GArray *fbo_handles;

View File

@ -1919,6 +1919,95 @@ cogl_texture_get_data (CoglHandle handle,
return byte_size;
}
static void
_cogl_texture_flush_vertices (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->texture_vertices->len > 0)
{
int needed_indices;
CoglTextureGLVertex *p
= (CoglTextureGLVertex *) ctx->texture_vertices->data;
/* The indices are always the same sequence regardless of the
vertices so we only need to change it if there are more
vertices than ever before */
needed_indices = ctx->texture_vertices->len / 4 * 6;
if (needed_indices > ctx->texture_indices->len)
{
int old_len = ctx->texture_indices->len;
int vert_num = old_len / 6 * 4;
int i;
GLushort *q;
/* Add two triangles for each quad to the list of
indices. That makes six new indices but two of the
vertices in the triangles are shared. */
g_array_set_size (ctx->texture_indices, needed_indices);
q = &g_array_index (ctx->texture_indices, GLushort, old_len);
for (i = old_len;
i < ctx->texture_indices->len;
i += 6, vert_num += 4)
{
*(q++) = vert_num + 0;
*(q++) = vert_num + 1;
*(q++) = vert_num + 3;
*(q++) = vert_num + 1;
*(q++) = vert_num + 2;
*(q++) = vert_num + 3;
}
}
GE( glVertexPointer (2, GL_FLOAT,
sizeof (CoglTextureGLVertex), p->v ) );
GE( glTexCoordPointer (2, GL_FLOAT,
sizeof (CoglTextureGLVertex), p->t ) );
GE( glBindTexture (ctx->texture_target, ctx->texture_current) );
GE( ctx->pf_glDrawRangeElements (GL_TRIANGLES,
0, ctx->texture_vertices->len - 1,
needed_indices,
GL_UNSIGNED_SHORT,
ctx->texture_indices->data) );
g_array_set_size (ctx->texture_vertices, 0);
}
}
static void
_cogl_texture_add_quad_vertices (GLfloat x1, GLfloat y1,
GLfloat x2, GLfloat y2,
GLfloat tx1, GLfloat ty1,
GLfloat tx2, GLfloat ty2)
{
CoglTextureGLVertex *p;
GLushort first_vert;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Add the four vertices of the quad to the list of queued
vertices */
first_vert = ctx->texture_vertices->len;
g_array_set_size (ctx->texture_vertices, first_vert + 4);
p = &g_array_index (ctx->texture_vertices, CoglTextureGLVertex, first_vert);
p->v[0] = x1; p->v[1] = y1;
p->t[0] = tx1; p->t[1] = ty1;
p++;
p->v[0] = x1; p->v[1] = y2;
p->t[0] = tx1; p->t[1] = ty2;
p++;
p->v[0] = x2; p->v[1] = y2;
p->t[0] = tx2; p->t[1] = ty2;
p++;
p->v[0] = x2; p->v[1] = y1;
p->t[0] = tx2; p->t[1] = ty1;
p++;
}
static void
_cogl_texture_quad_sw (CoglTexture *tex,
CoglFixed x1,
@ -1939,11 +2028,7 @@ _cogl_texture_quad_sw (CoglTexture *tex,
CoglFixed slice_tx2 , slice_ty2;
CoglFixed slice_qx1 , slice_qy1;
CoglFixed slice_qx2 , slice_qy2;
GLfloat tex_coords[8];
GLfloat quad_coords[8];
GLuint gl_handle;
gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -1951,26 +2036,13 @@ _cogl_texture_quad_sw (CoglTexture *tex,
printf("=== Drawing Tex Quad (Software Tiling Mode) ===\n");
#endif
/* Prepare GL state */
if (tex->gl_target == CGL_TEXTURE_RECTANGLE_ARB)
enable_flags |= COGL_ENABLE_TEXTURE_RECT;
else
enable_flags |= COGL_ENABLE_TEXTURE_2D;
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
{
enable_flags |= COGL_ENABLE_BLEND;
}
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
/* We can't use hardware repeat so we need to set clamp to edge
otherwise it might pull in edge pixels from the other side */
if (ctx->texture_vertices->len > 0
&& ctx->texture_wrap_mode != GL_CLAMP_TO_EDGE)
_cogl_texture_flush_vertices ();
_cogl_texture_set_wrap_mode_parameter (tex, GL_CLAMP_TO_EDGE);
ctx->texture_wrap_mode = GL_CLAMP_TO_EDGE;
/* If the texture coordinates are backwards then swap both the
geometry and texture coordinates so that the texture will be
@ -1995,9 +2067,6 @@ _cogl_texture_quad_sw (CoglTexture *tex,
ty2 = temp;
}
GE( glTexCoordPointer (2, GL_FLOAT, 0, tex_coords) );
GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords) );
/* Scale ratio from texture to quad widths */
tw = COGL_FIXED_FROM_INT (tex->bitmap.width);
th = COGL_FIXED_FROM_INT (tex->bitmap.height);
@ -2095,24 +2164,22 @@ _cogl_texture_quad_sw (CoglTexture *tex,
iter_y.index * iter_x.array->len +
iter_x.index);
GE( glBindTexture (tex->gl_target, gl_handle) );
/* If we're using a different texture from the one already queued
then flush the vertices */
if (ctx->texture_vertices->len > 0
&& gl_handle != ctx->texture_current)
_cogl_texture_flush_vertices ();
ctx->texture_target = tex->gl_target;
ctx->texture_current = gl_handle;
#define CFX_F COGL_FIXED_TO_FLOAT
/* Draw textured quad */
tex_coords[0] = CFX_F(slice_tx1); tex_coords[1] = CFX_F(slice_ty2);
tex_coords[2] = CFX_F(slice_tx2); tex_coords[3] = CFX_F(slice_ty2);
tex_coords[4] = CFX_F(slice_tx1); tex_coords[5] = CFX_F(slice_ty1);
tex_coords[6] = CFX_F(slice_tx2); tex_coords[7] = CFX_F(slice_ty1);
quad_coords[0] = CFX_F(slice_qx1); quad_coords[1] = CFX_F(slice_qy2);
quad_coords[2] = CFX_F(slice_qx2); quad_coords[3] = CFX_F(slice_qy2);
quad_coords[4] = CFX_F(slice_qx1); quad_coords[5] = CFX_F(slice_qy1);
quad_coords[6] = CFX_F(slice_qx2); quad_coords[7] = CFX_F(slice_qy1);
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
#undef CFX_F
_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (slice_qx1),
COGL_FIXED_TO_FLOAT (slice_qy1),
COGL_FIXED_TO_FLOAT (slice_qx2),
COGL_FIXED_TO_FLOAT (slice_qy2),
COGL_FIXED_TO_FLOAT (slice_tx1),
COGL_FIXED_TO_FLOAT (slice_ty1),
COGL_FIXED_TO_FLOAT (slice_tx2),
COGL_FIXED_TO_FLOAT (slice_ty2));
}
}
}
@ -2128,13 +2195,10 @@ _cogl_texture_quad_hw (CoglTexture *tex,
CoglFixed tx2,
CoglFixed ty2)
{
GLfloat tex_coords[8];
GLfloat quad_coords[8];
GLuint gl_handle;
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
GLenum wrap_mode;
#if COGL_DEBUG
printf("=== Drawing Tex Quad (Hardware Tiling Mode) ===\n");
@ -2142,24 +2206,6 @@ _cogl_texture_quad_hw (CoglTexture *tex,
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Prepare GL state */
if (tex->gl_target == CGL_TEXTURE_RECTANGLE_ARB)
enable_flags |= COGL_ENABLE_TEXTURE_RECT;
else
enable_flags |= COGL_ENABLE_TEXTURE_2D;
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
{
enable_flags |= COGL_ENABLE_BLEND;
}
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
/* If the texture coords are all in the range [0,1] then we want to
clamp the coords to the edge otherwise it can pull in edge pixels
from the wrong side when scaled */
@ -2167,16 +2213,24 @@ _cogl_texture_quad_hw (CoglTexture *tex,
&& tx2 >= 0 && tx2 <= COGL_FIXED_1
&& ty1 >= 0 && ty1 <= COGL_FIXED_1
&& ty2 >= 0 && ty2 <= COGL_FIXED_1)
_cogl_texture_set_wrap_mode_parameter (tex, GL_CLAMP_TO_EDGE);
wrap_mode = GL_CLAMP_TO_EDGE;
else
_cogl_texture_set_wrap_mode_parameter (tex, GL_REPEAT);
GE( glTexCoordPointer (2, GL_FLOAT, 0, tex_coords) );
GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords) );
wrap_mode = GL_REPEAT;
/* Pick and bind opengl texture object */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
GE( glBindTexture (tex->gl_target, gl_handle) );
/* If we're using a different texture from the one already queued
then flush the vertices */
if (ctx->texture_vertices->len > 0
&& (gl_handle != ctx->texture_current
|| ctx->texture_wrap_mode != wrap_mode))
_cogl_texture_flush_vertices ();
ctx->texture_target = tex->gl_target;
ctx->texture_current = gl_handle;
ctx->texture_wrap_mode = wrap_mode;
_cogl_texture_set_wrap_mode_parameter (tex, wrap_mode);
/* Don't include the waste in the texture coordinates */
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
@ -2197,36 +2251,26 @@ _cogl_texture_quad_hw (CoglTexture *tex,
ty2 *= y_span->size;
}
#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
/* Draw textured quad */
tex_coords[0] = CFX_F(tx1); tex_coords[1] = CFX_F(ty2);
tex_coords[2] = CFX_F(tx2); tex_coords[3] = CFX_F(ty2);
tex_coords[4] = CFX_F(tx1); tex_coords[5] = CFX_F(ty1);
tex_coords[6] = CFX_F(tx2); tex_coords[7] = CFX_F(ty1);
quad_coords[0] = CFX_F(x1); quad_coords[1] = CFX_F(y2);
quad_coords[2] = CFX_F(x2); quad_coords[3] = CFX_F(y2);
quad_coords[4] = CFX_F(x1); quad_coords[5] = CFX_F(y1);
quad_coords[6] = CFX_F(x2); quad_coords[7] = CFX_F(y1);
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
#undef CFX_F
_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (x1),
COGL_FIXED_TO_FLOAT (y1),
COGL_FIXED_TO_FLOAT (x2),
COGL_FIXED_TO_FLOAT (y2),
COGL_FIXED_TO_FLOAT (tx1),
COGL_FIXED_TO_FLOAT (ty1),
COGL_FIXED_TO_FLOAT (tx2),
COGL_FIXED_TO_FLOAT (ty2));
}
void
cogl_texture_rectangle (CoglHandle handle,
CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed tx1,
CoglFixed ty1,
CoglFixed tx2,
CoglFixed ty2)
cogl_texture_multiple_rectangles (CoglHandle handle,
const CoglFixed *verts,
guint n_rects)
{
CoglTexture *tex;
gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Check if valid texture */
if (!cogl_is_texture (handle))
@ -2243,22 +2287,73 @@ cogl_texture_rectangle (CoglHandle handle,
if (tex->slice_gl_handles->len == 0)
return;
if (tx1 == tx2 || ty1 == ty2)
return;
/* Prepare GL state */
if (tex->gl_target == CGL_TEXTURE_RECTANGLE_ARB)
enable_flags |= COGL_ENABLE_TEXTURE_RECT;
else
enable_flags |= COGL_ENABLE_TEXTURE_2D;
/* If there is only one GL texture and either the texture is NPOT
(no waste) or all of the coordinates are in the range [0,1] then
we can use hardware tiling */
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
enable_flags |= COGL_ENABLE_BLEND;
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
g_array_set_size (ctx->texture_vertices, 0);
while (n_rects-- > 0)
{
if (verts[4] != verts[6] && verts[5] != verts[7])
{
/* If there is only one GL texture and either the texture is
NPOT (no waste) or all of the coordinates are in the
range [0,1] then we can use hardware tiling */
if (tex->slice_gl_handles->len == 1
&& ((cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
&& tex->gl_target == GL_TEXTURE_2D)
|| (tx1 >= 0 && tx1 <= COGL_FIXED_1
&& tx2 >= 0 && tx2 <= COGL_FIXED_1
&& ty1 >= 0 && ty1 <= COGL_FIXED_1
&& ty2 >= 0 && ty2 <= COGL_FIXED_1)))
_cogl_texture_quad_hw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
|| (verts[4] >= 0 && verts[4] <= COGL_FIXED_1
&& verts[6] >= 0 && verts[6] <= COGL_FIXED_1
&& verts[5] >= 0 && verts[5] <= COGL_FIXED_1
&& verts[7] >= 0 && verts[7] <= COGL_FIXED_1)))
_cogl_texture_quad_hw (tex, verts[0],verts[1], verts[2],verts[3],
verts[4],verts[5], verts[6],verts[7]);
else
_cogl_texture_quad_sw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
_cogl_texture_quad_sw (tex, verts[0],verts[1], verts[2],verts[3],
verts[4],verts[5], verts[6],verts[7]);
}
verts += 8;
}
_cogl_texture_flush_vertices ();
}
void
cogl_texture_rectangle (CoglHandle handle,
CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed tx1,
CoglFixed ty1,
CoglFixed tx2,
CoglFixed ty2)
{
CoglFixed verts[8];
verts[0] = x1;
verts[1] = y1;
verts[2] = x2;
verts[3] = y2;
verts[4] = tx1;
verts[5] = ty1;
verts[6] = tx2;
verts[7] = ty2;
cogl_texture_multiple_rectangles (handle, verts, 1);
}
void
@ -2307,22 +2402,8 @@ cogl_texture_polygon (CoglHandle handle,
/* Make sure there is enough space in the global texture vertex
array. This is used so we can render the polygon with a single
call to OpenGL but still support any number of vertices */
if (ctx->texture_vertices_size < n_vertices)
{
guint nsize = ctx->texture_vertices_size;
if (nsize == 0)
nsize = 1;
do
nsize *= 2;
while (nsize < n_vertices);
ctx->texture_vertices_size = nsize;
ctx->texture_vertices = g_realloc (ctx->texture_vertices,
nsize
* sizeof (CoglTextureGLVertex));
}
g_array_set_size (ctx->texture_vertices, n_vertices);
p = (CoglTextureGLVertex *) ctx->texture_vertices->data;
/* Prepare GL state */
enable_flags = (COGL_ENABLE_VERTEX_ARRAY
@ -2340,14 +2421,12 @@ cogl_texture_polygon (CoglHandle handle,
if (use_color)
{
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
GE( glColorPointer (4, GL_UNSIGNED_BYTE, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].c) );
GE( glColorPointer (4, GL_UNSIGNED_BYTE,
sizeof (CoglTextureGLVertex), p->c) );
}
GE( glVertexPointer (3, GL_FLOAT, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].v) );
GE( glTexCoordPointer (2, GL_FLOAT, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].t) );
GE( glVertexPointer (3, GL_FLOAT, sizeof (CoglTextureGLVertex), p->v ) );
GE( glTexCoordPointer (2, GL_FLOAT, sizeof (CoglTextureGLVertex), p->t ) );
cogl_enable (enable_flags);
@ -2370,9 +2449,11 @@ cogl_texture_polygon (CoglHandle handle,
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, tex_num++);
p = (CoglTextureGLVertex *) ctx->texture_vertices->data;
/* Convert the vertices into an array of GLfloats ready to pass to
OpenGL */
for (i = 0, p = ctx->texture_vertices; i < n_vertices; i++, p++)
for (i = 0; i < n_vertices; i++, p++)
{
CoglFixed tx, ty;

View File

@ -20,6 +20,7 @@ INCLUDES = \
-I$(top_srcdir)/clutter/cogl/$(CLUTTER_COGL) \
-I$(top_builddir)/clutter \
-I$(top_builddir)/clutter/cogl \
-DG_LOG_DOMAIN=\"Cogl-GLES\" \
-DCLUTTER_COMPILATION \
$(CLUTTER_CFLAGS) \
$(CLUTTER_DEBUG_CFLAGS) \

View File

@ -59,8 +59,10 @@ cogl_create_context ()
_context->last_path = 0;
_context->texture_handles = NULL;
_context->texture_vertices_size = 0;
_context->texture_vertices = NULL;
_context->texture_vertices = g_array_new (FALSE, FALSE,
sizeof (CoglTextureGLVertex));
_context->texture_indices = g_array_new (FALSE, FALSE,
sizeof (GLushort));
_context->fbo_handles = NULL;
_context->program_handles = NULL;
@ -104,7 +106,9 @@ cogl_destroy_context ()
#endif
if (_context->texture_vertices)
g_free (_context->texture_vertices);
g_array_free (_context->texture_vertices, TRUE);
if (_context->texture_indices)
g_array_free (_context->texture_indices, TRUE);
if (_context->texture_handles)
g_array_free (_context->texture_handles, TRUE);

View File

@ -65,8 +65,13 @@ typedef struct
/* Textures */
GArray *texture_handles;
CoglTextureGLVertex *texture_vertices;
gulong texture_vertices_size;
GArray *texture_vertices;
GArray *texture_indices;
/* The gl texture number that the above vertices apply to. This to
detect when a different slice is encountered so that the vertices
can be flushed */
GLuint texture_current;
GLenum texture_target;
/* Framebuffer objects */
GArray *fbo_handles;

View File

@ -2047,6 +2047,94 @@ cogl_texture_get_data (CoglHandle handle,
return byte_size;
}
static void
_cogl_texture_flush_vertices (void)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->texture_vertices->len > 0)
{
int needed_indices;
CoglTextureGLVertex *p
= (CoglTextureGLVertex *) ctx->texture_vertices->data;
/* The indices are always the same sequence regardless of the
vertices so we only need to change it if there are more
vertices than ever before */
needed_indices = ctx->texture_vertices->len / 4 * 6;
if (needed_indices > ctx->texture_indices->len)
{
int old_len = ctx->texture_indices->len;
int vert_num = old_len / 6 * 4;
int i;
GLushort *q;
/* Add two triangles for each quad to the list of
indices. That makes six new indices but two of the
vertices in the triangles are shared. */
g_array_set_size (ctx->texture_indices, needed_indices);
q = &g_array_index (ctx->texture_indices, GLushort, old_len);
for (i = old_len;
i < ctx->texture_indices->len;
i += 6, vert_num += 4)
{
*(q++) = vert_num + 0;
*(q++) = vert_num + 1;
*(q++) = vert_num + 3;
*(q++) = vert_num + 1;
*(q++) = vert_num + 2;
*(q++) = vert_num + 3;
}
}
GE( glVertexPointer (2, GL_FLOAT,
sizeof (CoglTextureGLVertex), p->v ) );
GE( glTexCoordPointer (2, GL_FLOAT,
sizeof (CoglTextureGLVertex), p->t ) );
GE( glBindTexture (ctx->texture_target, ctx->texture_current) );
GE( glDrawElements (GL_TRIANGLES,
needed_indices,
GL_UNSIGNED_SHORT,
ctx->texture_indices->data) );
g_array_set_size (ctx->texture_vertices, 0);
}
}
static void
_cogl_texture_add_quad_vertices (GLfloat x1, GLfloat y1,
GLfloat x2, GLfloat y2,
GLfloat tx1, GLfloat ty1,
GLfloat tx2, GLfloat ty2)
{
CoglTextureGLVertex *p;
GLushort first_vert;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Add the four vertices of the quad to the list of queued
vertices */
first_vert = ctx->texture_vertices->len;
g_array_set_size (ctx->texture_vertices, first_vert + 4);
p = &g_array_index (ctx->texture_vertices, CoglTextureGLVertex, first_vert);
p->v[0] = x1; p->v[1] = y1;
p->t[0] = tx1; p->t[1] = ty1;
p++;
p->v[0] = x1; p->v[1] = y2;
p->t[0] = tx1; p->t[1] = ty2;
p++;
p->v[0] = x2; p->v[1] = y2;
p->t[0] = tx2; p->t[1] = ty2;
p++;
p->v[0] = x2; p->v[1] = y1;
p->t[0] = tx2; p->t[1] = ty1;
p++;
}
static void
_cogl_texture_quad_sw (CoglTexture *tex,
CoglFixed x1,
@ -2067,12 +2155,7 @@ _cogl_texture_quad_sw (CoglTexture *tex,
CoglFixed slice_tx2 , slice_ty2;
CoglFixed slice_qx1 , slice_qy1;
CoglFixed slice_qx2 , slice_qy2;
GLfloat tex_coords[8];
GLfloat quad_coords[8];
GLuint gl_handle;
gulong enable_flags = (COGL_ENABLE_TEXTURE_2D
| COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -2080,19 +2163,6 @@ _cogl_texture_quad_sw (CoglTexture *tex,
printf("=== Drawing Tex Quad (Software Tiling Mode) ===\n");
#endif
/* Prepare GL state */
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
{
enable_flags |= COGL_ENABLE_BLEND;
}
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
/* If the texture coordinates are backwards then swap both the
geometry and texture coordinates so that the texture will be
flipped but we can still use the same algorithm to iterate the
@ -2116,9 +2186,6 @@ _cogl_texture_quad_sw (CoglTexture *tex,
ty2 = temp;
}
GE( glTexCoordPointer (2, GL_FLOAT, 0, tex_coords) );
GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords) );
/* Scale ratio from texture to quad widths */
tw = COGL_FIXED_FROM_INT (tex->bitmap.width);
th = COGL_FIXED_FROM_INT (tex->bitmap.height);
@ -2168,7 +2235,6 @@ _cogl_texture_quad_sw (CoglTexture *tex,
slice_ty1 /= iter_y.span->size;
slice_ty2 /= iter_y.span->size;
/* Iterate until whole quad width covered */
for (_cogl_span_iter_begin (&iter_x, tex->slice_x_spans,
first_tx, tx1, tx2) ;
@ -2211,25 +2277,22 @@ _cogl_texture_quad_sw (CoglTexture *tex,
iter_y.index * iter_x.array->len +
iter_x.index);
GE( cogl_gles2_wrapper_bind_texture (tex->gl_target, gl_handle,
tex->gl_intformat) );
/* If we're using a different texture from the one already queued
then flush the vertices */
if (ctx->texture_vertices->len > 0
&& gl_handle != ctx->texture_current)
_cogl_texture_flush_vertices ();
ctx->texture_target = tex->gl_target;
ctx->texture_current = gl_handle;
#define CFX_F COGL_FIXED_TO_FLOAT
/* Draw textured quad */
tex_coords[0] = CFX_F(slice_tx1); tex_coords[1] = CFX_F(slice_ty2);
tex_coords[2] = CFX_F(slice_tx2); tex_coords[3] = CFX_F(slice_ty2);
tex_coords[4] = CFX_F(slice_tx1); tex_coords[5] = CFX_F(slice_ty1);
tex_coords[6] = CFX_F(slice_tx2); tex_coords[7] = CFX_F(slice_ty1);
quad_coords[0] = CFX_F(slice_qx1); quad_coords[1] = CFX_F(slice_qy2);
quad_coords[2] = CFX_F(slice_qx2); quad_coords[3] = CFX_F(slice_qy2);
quad_coords[4] = CFX_F(slice_qx1); quad_coords[5] = CFX_F(slice_qy1);
quad_coords[6] = CFX_F(slice_qx2); quad_coords[7] = CFX_F(slice_qy1);
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
#undef CFX_F
_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (slice_qx1),
COGL_FIXED_TO_FLOAT (slice_qy1),
COGL_FIXED_TO_FLOAT (slice_qx2),
COGL_FIXED_TO_FLOAT (slice_qy2),
COGL_FIXED_TO_FLOAT (slice_tx1),
COGL_FIXED_TO_FLOAT (slice_ty1),
COGL_FIXED_TO_FLOAT (slice_tx2),
COGL_FIXED_TO_FLOAT (slice_ty2));
}
}
}
@ -2245,14 +2308,9 @@ _cogl_texture_quad_hw (CoglTexture *tex,
CoglFixed tx2,
CoglFixed ty2)
{
GLfloat tex_coords[8];
GLfloat quad_coords[8];
GLuint gl_handle;
CoglTexSliceSpan *x_span;
CoglTexSliceSpan *y_span;
gulong enable_flags = (COGL_ENABLE_TEXTURE_2D
| COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY);
#if COGL_DEBUG
printf("=== Drawing Tex Quad (Hardware Tiling Mode) ===\n");
@ -2260,25 +2318,16 @@ _cogl_texture_quad_hw (CoglTexture *tex,
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Prepare GL state */
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
{
enable_flags |= COGL_ENABLE_BLEND;
}
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
GE( glTexCoordPointer (2, GL_FLOAT, 0, tex_coords) );
GE( glVertexPointer (2, GL_FLOAT, 0, quad_coords) );
/* Pick and bind opengl texture object */
gl_handle = g_array_index (tex->slice_gl_handles, GLuint, 0);
GE( cogl_gles2_wrapper_bind_texture (tex->gl_target, gl_handle,
tex->gl_intformat) );
/* If we're using a different texture from the one already queued
then flush the vertices */
if (ctx->texture_vertices->len > 0
&& gl_handle != ctx->texture_current)
_cogl_texture_flush_vertices ();
ctx->texture_target = tex->gl_target;
ctx->texture_current = gl_handle;
/* Don't include the waste in the texture coordinates */
x_span = &g_array_index (tex->slice_x_spans, CoglTexSliceSpan, 0);
@ -2290,36 +2339,27 @@ _cogl_texture_quad_hw (CoglTexture *tex,
ty1 = ty1 * (y_span->size - y_span->waste) / y_span->size;
ty2 = ty2 * (y_span->size - y_span->waste) / y_span->size;
#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
/* Draw textured quad */
tex_coords[0] = CFX_F(tx1); tex_coords[1] = CFX_F(ty2);
tex_coords[2] = CFX_F(tx2); tex_coords[3] = CFX_F(ty2);
tex_coords[4] = CFX_F(tx1); tex_coords[5] = CFX_F(ty1);
tex_coords[6] = CFX_F(tx2); tex_coords[7] = CFX_F(ty1);
quad_coords[0] = CFX_F(x1); quad_coords[1] = CFX_F(y2);
quad_coords[2] = CFX_F(x2); quad_coords[3] = CFX_F(y2);
quad_coords[4] = CFX_F(x1); quad_coords[5] = CFX_F(y1);
quad_coords[6] = CFX_F(x2); quad_coords[7] = CFX_F(y1);
GE (glDrawArrays (GL_TRIANGLE_STRIP, 0, 4) );
#undef CFX_F
_cogl_texture_add_quad_vertices (COGL_FIXED_TO_FLOAT (x1),
COGL_FIXED_TO_FLOAT (y1),
COGL_FIXED_TO_FLOAT (x2),
COGL_FIXED_TO_FLOAT (y2),
COGL_FIXED_TO_FLOAT (tx1),
COGL_FIXED_TO_FLOAT (ty1),
COGL_FIXED_TO_FLOAT (tx2),
COGL_FIXED_TO_FLOAT (ty2));
}
void
cogl_texture_rectangle (CoglHandle handle,
CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed tx1,
CoglFixed ty1,
CoglFixed tx2,
CoglFixed ty2)
cogl_texture_multiple_rectangles (CoglHandle handle,
const CoglFixed *verts,
guint n_rects)
{
CoglTexture *tex;
gulong enable_flags = (COGL_ENABLE_VERTEX_ARRAY
| COGL_ENABLE_TEXCOORD_ARRAY
| COGL_ENABLE_TEXTURE_2D);
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* Check if valid texture */
if (!cogl_is_texture (handle))
@ -2336,30 +2376,68 @@ cogl_texture_rectangle (CoglHandle handle,
if (tex->slice_gl_handles->len == 0)
return;
if (tx1 == tx2 || ty1 == ty2)
return;
/* Prepare GL state */
if (ctx->color_alpha < 255
|| tex->bitmap.format & COGL_A_BIT)
enable_flags |= COGL_ENABLE_BLEND;
/* Pick tiling mode according to hw support */
if (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
&& tex->slice_gl_handles->len == 1)
if (ctx->enable_backface_culling)
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
cogl_enable (enable_flags);
g_array_set_size (ctx->texture_vertices, 0);
while (n_rects-- > 0)
{
_cogl_texture_quad_hw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
}
else
if (verts[4] != verts[6] && verts[5] != verts[7])
{
/* If there is only one GL texture and either the texture is
NPOT (no waste) or all of the coordinates are in the
range [0,1] then we can use hardware tiling */
if (tex->slice_gl_handles->len == 1
&& tx1 >= -COGL_FIXED_1
&& tx2 <= COGL_FIXED_1
&& ty1 >= -COGL_FIXED_1
&& ty2 <= COGL_FIXED_1)
{
_cogl_texture_quad_hw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
}
&& ((cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
&& tex->gl_target == GL_TEXTURE_2D)
|| (verts[4] >= 0 && verts[4] <= COGL_FIXED_1
&& verts[6] >= 0 && verts[6] <= COGL_FIXED_1
&& verts[5] >= 0 && verts[5] <= COGL_FIXED_1
&& verts[7] >= 0 && verts[7] <= COGL_FIXED_1)))
_cogl_texture_quad_hw (tex, verts[0],verts[1], verts[2],verts[3],
verts[4],verts[5], verts[6],verts[7]);
else
{
_cogl_texture_quad_sw (tex, x1,y1, x2,y2, tx1,ty1, tx2,ty2);
_cogl_texture_quad_sw (tex, verts[0],verts[1], verts[2],verts[3],
verts[4],verts[5], verts[6],verts[7]);
}
verts += 8;
}
_cogl_texture_flush_vertices ();
}
void
cogl_texture_rectangle (CoglHandle handle,
CoglFixed x1,
CoglFixed y1,
CoglFixed x2,
CoglFixed y2,
CoglFixed tx1,
CoglFixed ty1,
CoglFixed tx2,
CoglFixed ty2)
{
CoglFixed verts[8];
verts[0] = x1;
verts[1] = y1;
verts[2] = x2;
verts[3] = y2;
verts[4] = tx1;
verts[5] = ty1;
verts[6] = tx2;
verts[7] = ty2;
cogl_texture_multiple_rectangles (handle, verts, 1);
}
void
@ -2405,22 +2483,8 @@ cogl_texture_polygon (CoglHandle handle,
/* Make sure there is enough space in the global texture vertex
array. This is used so we can render the polygon with a single
call to OpenGL but still support any number of vertices */
if (ctx->texture_vertices_size < n_vertices)
{
guint nsize = ctx->texture_vertices_size;
if (nsize == 0)
nsize = 1;
do
nsize *= 2;
while (nsize < n_vertices);
ctx->texture_vertices_size = nsize;
ctx->texture_vertices = g_realloc (ctx->texture_vertices,
nsize
* sizeof (CoglTextureGLVertex));
}
g_array_set_size (ctx->texture_vertices, n_vertices);
p = (CoglTextureGLVertex *) ctx->texture_vertices->data;
/* Prepare GL state */
enable_flags = (COGL_ENABLE_TEXTURE_2D
@ -2447,14 +2511,12 @@ cogl_texture_polygon (CoglHandle handle,
if (use_color)
{
enable_flags |= COGL_ENABLE_COLOR_ARRAY;
GE( glColorPointer (4, GL_UNSIGNED_BYTE, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].c) );
GE( glColorPointer (4, GL_UNSIGNED_BYTE,
sizeof (CoglTextureGLVertex), p->c) );
}
GE( glVertexPointer (3, GL_FLOAT, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].v) );
GE( glTexCoordPointer (2, GL_FLOAT, sizeof (CoglTextureGLVertex),
ctx->texture_vertices[0].t) );
GE( glVertexPointer (3, GL_FLOAT, sizeof (CoglTextureGLVertex), p->v ) );
GE( glTexCoordPointer (2, GL_FLOAT, sizeof (CoglTextureGLVertex), p->t ) );
cogl_enable (enable_flags);
@ -2464,7 +2526,7 @@ cogl_texture_polygon (CoglHandle handle,
/* Convert the vertices into an array of GLfloats ready to pass to
OpenGL */
for (i = 0, p = ctx->texture_vertices; i < n_vertices; i++, p++)
for (i = 0; i < n_vertices; i++, p++)
{
#define CFX_F COGL_FIXED_TO_FLOAT

View File

@ -319,6 +319,23 @@ create_cogl_texture (ClutterTexture *texture,
ClutterGLXTexturePixmapPrivate *priv = texture_glx->priv;
CoglHandle handle;
gboolean using_rectangle;
GLint gl_format;
CoglPixelFormat cogl_format;
guint depth;
g_object_get (G_OBJECT (texture_glx), "pixmap-depth", &depth, NULL);
if (depth == 32)
{
gl_format = GL_RGBA;
cogl_format = COGL_PIXEL_FORMAT_RGBA_8888;
}
else if (depth == 24)
{
gl_format = GL_RGB;
cogl_format = COGL_PIXEL_FORMAT_RGB_888;
}
else
g_critical ("Can't create a TFP cogl texture for pixmap with depth < 24");
/* We want to use the GL_ARB_texture_rectangle extension on some
chipsets because GL_ARB_texture_non_power_of_two is not always
@ -332,21 +349,20 @@ create_cogl_texture (ClutterTexture *texture,
glGenTextures (1, &tex);
glBindTexture (CGL_TEXTURE_RECTANGLE_ARB, tex);
glTexImage2D (CGL_TEXTURE_RECTANGLE_ARB, 0,
GL_RGBA, width, height,
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GL_RGB, width, height,
0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
handle = cogl_texture_new_from_foreign (tex, CGL_TEXTURE_RECTANGLE_ARB,
width, height,
0, 0,
COGL_PIXEL_FORMAT_RGBA_8888
| COGL_BGR_BIT);
cogl_format | COGL_BGR_BIT);
}
else
{
handle
= cogl_texture_new_with_size (width, height,
-1, FALSE,
COGL_PIXEL_FORMAT_RGBA_8888|COGL_BGR_BIT);
cogl_format | COGL_BGR_BIT);
using_rectangle = FALSE;
}

View File

@ -51,6 +51,10 @@ struct _CoglPangoRenderer
CoglPangoGlyphCache *mipmapped_glyph_cache;
gboolean use_mipmapping;
/* Array of rectangles to draw from the current texture */
GArray *glyph_rectangles;
CoglHandle glyph_texture;
};
struct _CoglPangoRendererClass
@ -58,6 +62,46 @@ struct _CoglPangoRendererClass
PangoRendererClass class_instance;
};
static void
cogl_pango_renderer_glyphs_end (CoglPangoRenderer *priv)
{
if (priv->glyph_rectangles->len > 0)
{
CoglFixed *rectangles = (CoglFixed *) priv->glyph_rectangles->data;
cogl_texture_multiple_rectangles (priv->glyph_texture, rectangles,
priv->glyph_rectangles->len / 8);
g_array_set_size (priv->glyph_rectangles, 0);
}
}
static void
cogl_pango_renderer_draw_glyph (CoglPangoRenderer *priv,
CoglPangoGlyphCacheValue *cache_value,
CoglFixed x1,
CoglFixed y1)
{
CoglFixed x2, y2;
CoglFixed *p;
if (priv->glyph_rectangles->len > 0
&& priv->glyph_texture != cache_value->texture)
cogl_pango_renderer_glyphs_end (priv);
priv->glyph_texture = cache_value->texture;
x2 = x1 + CLUTTER_INT_TO_FIXED (cache_value->draw_width);
y2 = y1 + CLUTTER_INT_TO_FIXED (cache_value->draw_height);
g_array_set_size (priv->glyph_rectangles, priv->glyph_rectangles->len + 8);
p = &g_array_index (priv->glyph_rectangles, CoglFixed,
priv->glyph_rectangles->len - 8);
*(p++) = x1; *(p++) = y1;
*(p++) = x2; *(p++) = y2;
*(p++) = cache_value->tx1; *(p++) = cache_value->ty1;
*(p++) = cache_value->tx2; *(p++) = cache_value->ty2;
}
#define COGL_PANGO_UNIT_TO_FIXED(x) ((x) << (COGL_FIXED_Q - 10))
static void cogl_pango_renderer_finalize (GObject *object);
@ -89,6 +133,7 @@ cogl_pango_renderer_init (CoglPangoRenderer *priv)
priv->glyph_cache = cogl_pango_glyph_cache_new (FALSE);
priv->mipmapped_glyph_cache = cogl_pango_glyph_cache_new (TRUE);
priv->use_mipmapping = FALSE;
priv->glyph_rectangles = g_array_new (FALSE, FALSE, sizeof (CoglFixed));
}
static void
@ -111,6 +156,7 @@ cogl_pango_renderer_finalize (GObject *object)
cogl_pango_glyph_cache_free (priv->mipmapped_glyph_cache);
cogl_pango_glyph_cache_free (priv->glyph_cache);
g_array_free (priv->glyph_rectangles, TRUE);
G_OBJECT_CLASS (cogl_pango_renderer_parent_class)->finalize (object);
}
@ -454,6 +500,7 @@ cogl_pango_renderer_draw_glyphs (PangoRenderer *renderer,
int xi,
int yi)
{
CoglPangoRenderer *priv = (CoglPangoRenderer *) renderer;
CoglPangoGlyphCacheValue *cache_value;
int i;
@ -474,6 +521,8 @@ cogl_pango_renderer_draw_glyphs (PangoRenderer *renderer,
{
PangoFontMetrics *metrics;
cogl_pango_renderer_glyphs_end (priv);
if (font == NULL ||
(metrics = pango_font_get_metrics (font, NULL)) == NULL)
{
@ -503,10 +552,14 @@ cogl_pango_renderer_draw_glyphs (PangoRenderer *renderer,
gi->glyph);
if (cache_value == NULL)
{
cogl_pango_renderer_glyphs_end (priv);
cogl_pango_renderer_draw_box (COGL_FIXED_TO_INT (x),
COGL_FIXED_TO_INT (y),
PANGO_UNKNOWN_GLYPH_WIDTH,
PANGO_UNKNOWN_GLYPH_HEIGHT);
}
else
{
CoglFixed width, height;
@ -517,15 +570,12 @@ cogl_pango_renderer_draw_glyphs (PangoRenderer *renderer,
width = x + COGL_FIXED_FROM_INT (cache_value->draw_width);
height = y + COGL_FIXED_FROM_INT (cache_value->draw_height);
/* Render the glyph from the texture */
cogl_texture_rectangle (cache_value->texture,
x, y,
width, height,
cache_value->tx1, cache_value->ty1,
cache_value->tx2, cache_value->ty2);
cogl_pango_renderer_draw_glyph (priv, cache_value, x, y);
}
}
xi += gi->geometry.width;
}
cogl_pango_renderer_glyphs_end (priv);
}

View File

@ -433,11 +433,23 @@ event_translate (ClutterBackend *backend,
it from trying to resize the window again */
stage_x11->handling_configure = TRUE;
CLUTTER_NOTE (BACKEND, "%s: ConfigureNotify[%x] (%d, %d)",
G_STRLOC,
(unsigned int) stage_x11->xwin,
xevent->xconfigure.width,
xevent->xconfigure.height);
clutter_actor_set_size (CLUTTER_ACTOR (stage),
xevent->xconfigure.width,
xevent->xconfigure.height);
stage_x11->handling_configure = FALSE;
/* the resize process is complete, so we can ask the stage
* to set up the GL viewport with the new size
*/
CLUTTER_SET_PRIVATE_FLAGS (CLUTTER_ACTOR (stage_x11->wrapper),
CLUTTER_ACTOR_SYNC_MATRICES);
}
res = FALSE;
break;

View File

@ -282,13 +282,21 @@ clutter_stage_x11_allocate (ClutterActor *self,
queue. Handling the first event will undo the work of setting
the second property which will cause it to keep generating
events in an infinite loop. See bug #810 */
if (stage_x11->xwin != None
&& !stage_x11->is_foreign_xwin
&& !stage_x11->handling_configure)
if (stage_x11->xwin != None &&
!stage_x11->is_foreign_xwin &&
!stage_x11->handling_configure)
{
CLUTTER_NOTE (BACKEND, "%s: XResizeWindow[%x] (%d, %d)",
G_STRLOC,
(unsigned int) stage_x11->xwin,
stage_x11->xwin_width,
stage_x11->xwin_height);
XResizeWindow (stage_x11->xdpy,
stage_x11->xwin,
stage_x11->xwin_width,
stage_x11->xwin_height);
}
clutter_stage_x11_fix_window_size (stage_x11);
@ -298,9 +306,6 @@ clutter_stage_x11_allocate (ClutterActor *self,
clutter_actor_unrealize (self);
clutter_actor_realize (self);
}
CLUTTER_SET_PRIVATE_FLAGS (CLUTTER_ACTOR (stage_x11->wrapper),
CLUTTER_ACTOR_SYNC_MATRICES);
}
/* chain up to fill in actor->priv->allocation */
@ -397,6 +402,8 @@ clutter_stage_x11_set_fullscreen (ClutterStageWindow *stage_window,
if (!stage)
return;
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
if (is_fullscreen)
{
int width, height;
@ -479,8 +486,6 @@ clutter_stage_x11_set_fullscreen (ClutterStageWindow *stage_window,
stage_x11->fullscreen_on_map = FALSE;
}
}
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
}
static void
@ -740,6 +745,8 @@ clutter_x11_set_stage_foreign (ClutterStage *stage,
clutter_actor_set_geometry (actor, &geom);
clutter_actor_realize (actor);
CLUTTER_SET_PRIVATE_FLAGS (actor, CLUTTER_ACTOR_SYNC_MATRICES);
return TRUE;
}
@ -769,4 +776,3 @@ clutter_stage_x11_unmap (ClutterStageX11 *stage_x11)
CLUTTER_ACTOR_UNSET_FLAGS (stage_x11, CLUTTER_ACTOR_MAPPED);
CLUTTER_ACTOR_UNSET_FLAGS (stage_x11->wrapper, CLUTTER_ACTOR_MAPPED);
}

View File

@ -57,8 +57,8 @@
<xi:include href="xml/clutter-rectangle.xml"/>
<xi:include href="xml/clutter-texture.xml"/>
<xi:include href="xml/clutter-clone-texture.xml"/>
<xi:include href="xml/clutter-cairo-texture.xml"/>
<xi:include href="xml/clutter-text.xml"/>
<xi:include href="xml/clutter-cairo-texture.xml"/>
</chapter>
<chapter>

View File

@ -28,6 +28,7 @@ clutter_media_get_type
<FILE>clutter-units</FILE>
<TITLE>Unit conversion</TITLE>
ClutterUnit
CLUTTER_UNITS_FORMAT
CLUTTER_UNITS_FROM_DEVICE
CLUTTER_UNITS_TO_DEVICE
CLUTTER_UNITS_FROM_FIXED
@ -1497,9 +1498,6 @@ clutter_shader_float_get_type
clutter_shader_int_get_type
clutter_shader_matrix_get_type
clutter_shader_error_quark
clutter_shader_float_get_type
clutter_shader_int_get_type
clutter_shader_matrix_get_type
</SECTION>
<SECTION>
@ -1582,31 +1580,6 @@ ClutterIntervalPrivate
clutter_interval_get_type
</SECTION>
<SECTION>
<TITLE>Key Bindings</TITLE>
<FILE>clutter-binding-pool</FILE>
ClutterBindingPool
ClutterBindingActionFunc
<SUBSECTION>
clutter_binding_pool_new
clutter_binding_pool_get_for_class
clutter_binding_pool_find
<SUBSECTION>
clutter_binding_pool_install_action
clutter_binding_pool_install_closure
clutter_binding_pool_override_action
clutter_binding_pool_override_closure
clutter_binding_pool_find_action
clutter_binding_pool_remove_action
clutter_binding_pool_block_action
clutter_binding_pool_unblock_action
<SUBSECTION>
clutter_binding_pool_activate
</SECTION>
<SECTION>
<FILE>clutter-cairo-texture</FILE>
<TITLE>ClutterCairoTexture</TITLE>
@ -1634,6 +1607,7 @@ CLUTTER_CAIRO_TEXTURE_GET_CLASS
<SUBSECTION Private>
ClutterCairoTexturePrivate
clutter_cairo_texture_get_type
</SECTION>
<SECTION>
<TITLE>ClutterText</TITLE>
@ -1713,3 +1687,28 @@ CLUTTER_TYPE_TEXT
ClutterTextPrivate
clutter_text_get_type
</SECTION>
<SECTION>
<TITLE>Key Bindings</TITLE>
<FILE>clutter-binding-pool</FILE>
ClutterBindingPool
ClutterBindingActionFunc
<SUBSECTION>
clutter_binding_pool_new
clutter_binding_pool_get_for_class
clutter_binding_pool_find
<SUBSECTION>
clutter_binding_pool_install_action
clutter_binding_pool_install_closure
clutter_binding_pool_override_action
clutter_binding_pool_override_closure
clutter_binding_pool_find_action
clutter_binding_pool_remove_action
clutter_binding_pool_block_action
clutter_binding_pool_unblock_action
<SUBSECTION>
clutter_binding_pool_activate
</SECTION>

View File

@ -120,6 +120,7 @@ cogl_texture_set_region
cogl_texture_ref
cogl_texture_unref
cogl_texture_rectangle
cogl_texture_multiple_rectangles
cogl_texture_polygon
</SECTION>

View File

@ -122,7 +122,7 @@ on_paint (ClutterActor *actor, CallbackData *data)
{
int i;
ClutterGeometry stage_size;
guint hand_width, hand_height;
gint hand_width, hand_height;
GSList *node;
clutter_actor_get_allocation_geometry (data->stage, &stage_size);

View File

@ -26,7 +26,7 @@ raise_top (gpointer ignored)
static ClutterActor *
clone_box (ClutterTexture *original)
{
guint width, height;
gint width, height;
ClutterActor *group;
ClutterActor *clone;

View File

@ -21,19 +21,19 @@ init_handles ()
clutter_actor_set_position (p[i], 0, 0);
clutter_group_add (CLUTTER_GROUP (main_stage), p[i]);
clutter_actor_set_position (p[i],
CLUTTER_FIXED_TO_INT (v[i].x) -
clutter_actor_get_width (p[i])/2,
CLUTTER_FIXED_TO_INT (v[i].y) -
clutter_actor_get_height (p[i])/2);
clutter_actor_set_positionu (p[i],
v[i].x -
clutter_actor_get_widthu (p[i])/2,
v[i].y -
clutter_actor_get_heightu (p[i])/2);
clutter_actor_raise_top (p[i]);
clutter_actor_show (p[i]);
}
v1.x = CLUTTER_INT_TO_FIXED (clutter_actor_get_width (rect)/2);
v1.y = CLUTTER_INT_TO_FIXED (clutter_actor_get_height (rect)/2);
v1.x = clutter_actor_get_widthu (rect) / 2;
v1.y = clutter_actor_get_heightu (rect) / 2;
v1.z = 0;
clutter_actor_apply_transform_to_point (rect, &v1, &v2);
@ -41,11 +41,11 @@ init_handles ()
clutter_actor_set_size (p[4], 5, 5);
clutter_actor_set_position (p[4], 0, 0);
clutter_group_add (CLUTTER_GROUP (main_stage), p[4]);
clutter_actor_set_position (p[4],
CLUTTER_FIXED_TO_INT (v2.x) -
clutter_actor_get_width (p[4])/2,
CLUTTER_FIXED_TO_INT (v2.y) -
clutter_actor_get_height (p[4])/2);
clutter_actor_set_positionu (p[4],
v2.x -
clutter_actor_get_widthu (p[4])/2,
v2.y -
clutter_actor_get_heightu (p[4])/2);
clutter_actor_raise_top (p[4]);
@ -62,23 +62,21 @@ place_handles ()
clutter_actor_get_abs_allocation_vertices (rect, v);
for (i = 0; i < 4; ++i)
{
clutter_actor_set_position (p[i],
CLUTTER_FIXED_TO_INT (v[i].x) -
clutter_actor_get_width (p[i])/2,
CLUTTER_FIXED_TO_INT (v[i].y) -
clutter_actor_get_height (p[i])/2);
clutter_actor_set_positionu (p[i],
v[i].x -
clutter_actor_get_widthu (p[i])/2,
v[i].y -
clutter_actor_get_heightu (p[i])/2);
}
v1.x = CLUTTER_INT_TO_FIXED (clutter_actor_get_width (rect)/2);
v1.y = CLUTTER_INT_TO_FIXED (clutter_actor_get_height (rect)/2);
v1.x = clutter_actor_get_widthu (rect)/2;
v1.y = clutter_actor_get_heightu (rect)/2;
v1.z = 0;
clutter_actor_apply_transform_to_point (rect, &v1, &v2);
clutter_actor_set_position (p[4],
CLUTTER_FIXED_TO_INT (v2.x) -
clutter_actor_get_width (p[4])/2,
CLUTTER_FIXED_TO_INT (v2.y) -
clutter_actor_get_height (p[4])/2);
clutter_actor_set_positionu (p[4],
v2.x - clutter_actor_get_widthu (p[4])/2,
v2.y - clutter_actor_get_heightu (p[4])/2);
}
#define M(m,row,col) (m)[col*4+row]
@ -127,7 +125,7 @@ on_event (ClutterStage *stage,
gint x, y;
gint i;
ClutterActorBox box1, box2;
ClutterFixed xp, yp;
ClutterUnit xp, yp;
i = find_handle_index (dragging);
@ -139,25 +137,24 @@ on_event (ClutterStage *stage,
clutter_actor_get_allocation_box (dragging, &box1);
clutter_actor_get_allocation_box (rect, &box2);
xp = CLUTTER_INT_TO_FIXED (x-3) - box1.x1;
yp = CLUTTER_INT_TO_FIXED (y-3) - box1.y1;
xp = CLUTTER_UNITS_FROM_DEVICE (x - 3) - box1.x1;
yp = CLUTTER_UNITS_FROM_DEVICE (y - 3) - box1.y1;
if (i == 4)
{
g_debug ("moving box by %f, %f",
CLUTTER_FIXED_TO_FLOAT (xp),
CLUTTER_FIXED_TO_FLOAT (yp));
CLUTTER_UNITS_TO_FLOAT (xp),
CLUTTER_UNITS_TO_FLOAT (yp));
clutter_actor_move_by (rect,
CLUTTER_FIXED_TO_INT(xp),
CLUTTER_FIXED_TO_INT(yp));
clutter_actor_move_byu (rect, xp, yp);
}
else
{
g_debug ("adjusting box by %f, %f, handle %d",
CLUTTER_FIXED_TO_FLOAT (xp),
CLUTTER_FIXED_TO_FLOAT (yp),
CLUTTER_UNITS_TO_FLOAT (xp),
CLUTTER_UNITS_TO_FLOAT (yp),
i);
switch (i)
{
case 0:

View File

@ -1,94 +1,16 @@
/* Try this text editor, it has issues but does work,
* try ctrl+A, ctrl+C, ctrl+V, ctrl+X as well as selecting text with
* mouse and keyboard, /Øyvind K
*/
#include <stdlib.h>
#include <gmodule.h>
#include <clutter/clutter.h>
#define FONT "Mono Bold 22px"
static gchar *clipboard = NULL;
static gchar *runes =
"ᚠᛇᚻ᛫ᛒᛦᚦ᛫ᚠᚱᚩᚠᚢᚱ᛫ᚠᛁᚱᚪ᛫ᚷᛖᚻᚹᛦᛚᚳᚢᛗ\n"
"ᛋᚳᛖᚪᛚ᛫ᚦᛖᚪᚻ᛫ᛗᚪᚾᚾᚪ᛫ᚷᛖᚻᚹᛦᛚᚳ᛫ᛗᛁᚳᛚᚢᚾ᛫ᚻᛦᛏ᛫ᛞᚫᛚᚪᚾ\n"
"ᚷᛁᚠ᛫ᚻᛖ᛫ᚹᛁᛚᛖ᛫ᚠᚩᚱ᛫ᛞᚱᛁᚻᛏᚾᛖ᛫ᛞᚩᛗᛖᛋ᛫ᚻᛚᛇᛏᚪᚾ᛬\n";
static gboolean
select_all (ClutterText *ttext,
const gchar *commandline,
ClutterEvent *event)
{
gint len;
len = g_utf8_strlen (clutter_text_get_text (ttext), -1);
clutter_text_set_cursor_position (ttext, 0);
clutter_text_set_selection_bound (ttext, len);
return TRUE;
}
static gboolean
copy (ClutterText *ttext,
const gchar *commandline,
ClutterEvent *event)
{
if (clipboard)
g_free (clipboard);
clipboard = clutter_text_get_selection (ttext);
return TRUE;
}
static gboolean
paste (ClutterText *ttext,
const gchar *commandline,
ClutterEvent *event)
{
const gchar *p;
if (!clipboard)
return TRUE;
for (p=clipboard; *p!='\0'; p=g_utf8_next_char (p))
{
clutter_text_insert_unichar (ttext, g_utf8_get_char_validated (p, 3));
}
return TRUE;
}
static gboolean
cut (ClutterText *ttext,
const gchar *commandline,
ClutterEvent *event)
{
clutter_text_action (ttext, "copy", NULL);
clutter_text_action (ttext, "truncate-selection", NULL);
return TRUE;
}
static gboolean
pageup (ClutterText *ttext,
const gchar *commandline,
ClutterEvent *event)
{
gint i;
for (i=0;i<10;i++)
clutter_text_action (ttext, "move-up", event);
return TRUE;
}
static gboolean
pagedown (ClutterText *ttext,
const gchar *commandline,
ClutterEvent *event)
{
gint i;
for (i=0;i<10;i++)
clutter_text_action (ttext, "move-down", event);
return TRUE;
}
static void
cursor_event (ClutterText *text,
ClutterGeometry *geometry)
@ -114,9 +36,10 @@ test_text_main (gint argc,
{
ClutterActor *stage;
ClutterActor *text;
ClutterColor text_color = {0x33, 0xff, 0x33, 0xff};
ClutterColor cursor_color = {0xff, 0x33, 0x33, 0xff};
ClutterColor background_color = {0x00, 0x00, 0x00, 0xff};
ClutterColor text_color = { 0x33, 0xff, 0x33, 0xff };
ClutterColor cursor_color = { 0xff, 0x33, 0x33, 0xff };
ClutterColor background_color = { 0x00, 0x00, 0x00, 0xff };
clutter_init (&argc, &argv);
stage = clutter_stage_get_default ();
@ -136,38 +59,24 @@ test_text_main (gint argc,
clutter_text_set_selectable (CLUTTER_TEXT (text), TRUE);
clutter_text_set_cursor_color (CLUTTER_TEXT (text), &cursor_color);
#if 0
clutter_text_add_action (CLUTTER_TEXT (text), "select-all", select_all);
clutter_text_add_action (CLUTTER_TEXT (text), "copy", copy);
clutter_text_add_action (CLUTTER_TEXT (text), "paste", paste);
clutter_text_add_action (CLUTTER_TEXT (text), "cut", cut);
clutter_text_add_action (CLUTTER_TEXT (text), "pageup", pageup);
clutter_text_add_action (CLUTTER_TEXT (text), "pagedown", pagedown);
clutter_text_add_mapping (CLUTTER_TEXT (text),
CLUTTER_a, CLUTTER_CONTROL_MASK, "select-all");
clutter_text_add_mapping (CLUTTER_TEXT (text),
CLUTTER_c, CLUTTER_CONTROL_MASK, "copy");
clutter_text_add_mapping (CLUTTER_TEXT (text),
CLUTTER_v, CLUTTER_CONTROL_MASK, "paste");
clutter_text_add_mapping (CLUTTER_TEXT (text),
CLUTTER_x, CLUTTER_CONTROL_MASK, "cut");
clutter_text_add_mapping (CLUTTER_TEXT (text),
CLUTTER_Page_Up, 0, "pageup");
clutter_text_add_mapping (CLUTTER_TEXT (text),
CLUTTER_Page_Down, 0, "pagedown");
#endif
if (argv[1])
{
GError *error = NULL;
gchar *utf8;
g_file_get_contents (argv[1], &utf8, NULL, NULL);
g_file_get_contents (argv[1], &utf8, NULL, &error);
if (error)
{
utf8 = g_strconcat ("Unable to open '", argv[1], "':\n",
error->message,
NULL);
g_error_free (error);
}
clutter_text_set_text (CLUTTER_TEXT (text), utf8);
}
else
{
clutter_text_set_text (CLUTTER_TEXT (text), runes);
}
g_signal_connect (text, "cursor-event", G_CALLBACK (cursor_event), NULL);
@ -175,5 +84,6 @@ test_text_main (gint argc,
clutter_actor_show (stage);
clutter_main ();
return 0;
return EXIT_SUCCESS;
}