/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2010 Intel Corporation.
*
* 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 .
*
* Author:
* Emmanuele Bassi
*/
/**
* SECTION:clutter-effect
* @short_description: Base class for actor effects
*
* The #ClutterEffect class provides a default type and API for creating
* effects for generic actors.
*
* Effects are a #ClutterActorMeta sub-class that modify the way an actor
* is painted in a way that is not part of the actor's implementation.
*
* Effects should be the preferred way to affect the paint sequence of an
* actor without sub-classing the actor itself and overriding the
* #ClutterActor::paint virtual function.
*
*
* Implementing a ClutterEffect
* Creating a sub-class of #ClutterEffect requires the implementation
* of two virtual functions:
*
* pre_paint(), which is called
* before painting the #ClutterActor.
* post_paint(), which is called
* after painting the #ClutterActor.
*
* The pre_paint() function should be used to set
* up the #ClutterEffect right before the #ClutterActor's paint
* sequence. This function can fail, and return %FALSE; in that case, no
* post_paint() invocation will follow.
* The post_paint() function is called after the
* #ClutterActor's paint sequence.
* The pre_paint() phase could be seen as a custom
* handler to the #ClutterActor::paint signal, while the
* post_paint() phase could be seen as a custom handler
* to the #ClutterActor::paint signal connected using
* g_signal_connect_after().
*
* A simple ClutterEffect implementation
* The example below creates two rectangles: one will be painted
* "behind" the actor, while another will be painted "on top" of the actor.
* The set_actor() implementation will create the two
* materials used for the two different rectangles; the
* pre_paint() function will paint the first material
* using cogl_rectangle(), while the post_paint()
* phase will paint the second material.
*
* typedef struct {
* ClutterEffect parent_instance;
*
* CoglHandle rect_1;
* CoglHandle rect_2;
* } MyEffect;
*
* typedef struct _ClutterEffectClass MyEffectClass;
*
* G_DEFINE_TYPE (MyEffect, my_effect, CLUTTER_TYPE_EFFECT);
*
* static void
* my_effect_set_actor (ClutterActorMeta *meta,
* ClutterActor *actor)
* {
* MyEffect *self = MY_EFFECT (meta);
*
* /* Clear the previous state */
* if (self->rect_1)
* {
* cogl_handle_unref (self->rect_1);
* self->rect_1 = NULL;
* }
*
* if (self->rect_2)
* {
* cogl_handle_unref (self->rect_2);
* self->rect_2 = NULL;
* }
*
* /* Maintain a pointer to the actor *
* self->actor = actor;
*
* /* If we've been detached by the actor then we should
* * just bail out here
* */
* if (self->actor == NULL)
* return;
*
* /* Create a red material */
* self->rect_1 = cogl_material_new ();
* cogl_material_set_color4f (self->rect_1, 1.0, 0.0, 0.0, 1.0);
*
* /* Create a green material */
* self->rect_2 = cogl_material_new ();
* cogl_material_set_color4f (self->rect_2, 0.0, 1.0, 0.0, 1.0);
* }
*
* static gboolean
* my_effect_pre_paint (ClutterEffect *effect)
* {
* MyEffect *self = MY_EFFECT (effect);
* gfloat width, height;
*
* /* If we were disabled we don't need to paint anything */
* if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
* return FALSE;
*
* clutter_actor_get_size (self->actor, &width, &height);
*
* /* Paint the first rectangle in the upper left quadrant */
* cogl_set_source (self->rect_1);
* cogl_rectangle (0, 0, width / 2, height / 2);
*
* return TRUE;
* }
*
* static void
* my_effect_post_paint (ClutterEffect *effect)
* {
* MyEffect *self = MY_EFFECT (effect);
* gfloat width, height;
*
* clutter_actor_get_size (self->actor, &width, &height);
*
* /* Paint the second rectangle in the lower right quadrant */
* cogl_set_source (self->rect_2);
* cogl_rectangle (width / 2, height / 2, width, height);
* }
*
* static void
* my_effect_class_init (MyEffectClass *klass)
* {
* ClutterActorMetaClas *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
*
* meta_class->set_actor = my_effect_set_actor;
*
* klass->pre_paint = my_effect_pre_paint;
* klass->post_paint = my_effect_post_paint;
* }
*
*
*
*
* #ClutterEffect is available since Clutter 1.4
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-effect.h"
#include "clutter-actor-meta-private.h"
#include "clutter-debug.h"
#include "clutter-enum-types.h"
#include "clutter-marshal.h"
#include "clutter-private.h"
G_DEFINE_ABSTRACT_TYPE (ClutterEffect,
clutter_effect,
CLUTTER_TYPE_ACTOR_META);
static gboolean
clutter_effect_real_pre_paint (ClutterEffect *effect)
{
return TRUE;
}
static void
clutter_effect_real_post_paint (ClutterEffect *effect)
{
}
static void
clutter_effect_real_get_paint_volume (ClutterEffect *effect,
ClutterPaintVolume *volume)
{
}
static void
clutter_effect_class_init (ClutterEffectClass *klass)
{
klass->pre_paint = clutter_effect_real_pre_paint;
klass->post_paint = clutter_effect_real_post_paint;
klass->get_paint_volume = clutter_effect_real_get_paint_volume;
}
static void
clutter_effect_init (ClutterEffect *self)
{
}
gboolean
_clutter_effect_pre_paint (ClutterEffect *effect)
{
g_return_val_if_fail (CLUTTER_IS_EFFECT (effect), FALSE);
return CLUTTER_EFFECT_GET_CLASS (effect)->pre_paint (effect);
}
void
_clutter_effect_post_paint (ClutterEffect *effect)
{
g_return_if_fail (CLUTTER_IS_EFFECT (effect));
CLUTTER_EFFECT_GET_CLASS (effect)->post_paint (effect);
}
void
_clutter_effect_get_paint_volume (ClutterEffect *effect,
ClutterPaintVolume *volume)
{
g_return_if_fail (CLUTTER_IS_EFFECT (effect));
g_return_if_fail (volume != NULL);
CLUTTER_EFFECT_GET_CLASS (effect)->get_paint_volume (effect, volume);
}