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028baa99a0
Instead of using signal notifications, we should be able to keep track of the clones of an actor from within ClutterActor itself, using private API. There's no point in pretending that people can actually create a Clone class out of tree, given the amount of invariants we have to punch through in order to implement a proper replicator node of the scene graph, so we can just skip the signal emissions and just do the right thing at the right time.
444 lines
13 KiB
C
444 lines
13 KiB
C
/*
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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) 2008 Intel Corporation.
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*
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* Authored By: Robert Bragg <robert@linux.intel.com>
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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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/**
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* SECTION:clutter-clone
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* @short_description: An actor that displays a clone of a source actor
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*
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* #ClutterClone is a #ClutterActor which draws with the paint
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* function of another actor, scaled to fit its own allocation.
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*
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* #ClutterClone can be used to efficiently clone any other actor.
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*
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* <note><para>This is different from clutter_texture_new_from_actor()
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* which requires support for FBOs in the underlying GL
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* implementation.</para></note>
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*
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* #ClutterClone is available since Clutter 1.0
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-actor-private.h"
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#include "clutter-clone.h"
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#include "clutter-debug.h"
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#include "clutter-main.h"
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#include "clutter-paint-volume-private.h"
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#include "clutter-private.h"
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#include "cogl/cogl.h"
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G_DEFINE_TYPE (ClutterClone, clutter_clone, CLUTTER_TYPE_ACTOR);
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enum
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{
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PROP_0,
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PROP_SOURCE,
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PROP_LAST
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};
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static GParamSpec *obj_props[PROP_LAST];
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#define CLUTTER_CLONE_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_CLONE, ClutterClonePrivate))
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struct _ClutterClonePrivate
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{
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ClutterActor *clone_source;
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};
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static void clutter_clone_set_source_internal (ClutterClone *clone,
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ClutterActor *source);
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static void
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clutter_clone_get_preferred_width (ClutterActor *self,
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gfloat for_height,
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gfloat *min_width_p,
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gfloat *natural_width_p)
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{
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ClutterClonePrivate *priv = CLUTTER_CLONE (self)->priv;
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ClutterActor *clone_source = priv->clone_source;
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if (clone_source == NULL)
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{
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if (min_width_p)
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*min_width_p = 0;
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if (natural_width_p)
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*natural_width_p = 0;
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}
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else
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clutter_actor_get_preferred_width (clone_source,
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for_height,
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min_width_p,
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natural_width_p);
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}
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static void
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clutter_clone_get_preferred_height (ClutterActor *self,
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gfloat for_width,
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gfloat *min_height_p,
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gfloat *natural_height_p)
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{
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ClutterClonePrivate *priv = CLUTTER_CLONE (self)->priv;
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ClutterActor *clone_source = priv->clone_source;
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if (clone_source == NULL)
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{
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if (min_height_p)
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*min_height_p = 0;
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if (natural_height_p)
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*natural_height_p = 0;
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}
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else
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clutter_actor_get_preferred_height (clone_source,
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for_width,
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min_height_p,
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natural_height_p);
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}
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static void
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clutter_clone_apply_transform (ClutterActor *self, CoglMatrix *matrix)
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{
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ClutterClonePrivate *priv = CLUTTER_CLONE (self)->priv;
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ClutterActorBox box, source_box;
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gfloat x_scale, y_scale;
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/* First chain up and apply all the standard ClutterActor
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* transformations... */
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CLUTTER_ACTOR_CLASS (clutter_clone_parent_class)->apply_transform (self,
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matrix);
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/* if we don't have a source, nothing else to do */
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if (priv->clone_source == NULL)
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return;
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/* get our allocated size */
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clutter_actor_get_allocation_box (self, &box);
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/* and get the allocated size of the source */
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clutter_actor_get_allocation_box (priv->clone_source, &source_box);
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/* We need to scale what the clone-source actor paints to fill our own
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* allocation...
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*/
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x_scale = clutter_actor_box_get_width (&box)
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/ clutter_actor_box_get_width (&source_box);
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y_scale = clutter_actor_box_get_height (&box)
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/ clutter_actor_box_get_height (&source_box);
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cogl_matrix_scale (matrix, x_scale, y_scale, x_scale);
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}
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static void
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clutter_clone_paint (ClutterActor *actor)
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{
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ClutterClone *self = CLUTTER_CLONE (actor);
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ClutterClonePrivate *priv = self->priv;
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gboolean was_unmapped = FALSE;
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if (priv->clone_source == NULL)
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return;
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CLUTTER_NOTE (PAINT, "painting clone actor '%s'",
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_clutter_actor_get_debug_name (actor));
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/* The final bits of magic:
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* - We need to override the paint opacity of the actor with our own
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* opacity.
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* - We need to inform the actor that it's in a clone paint (for the function
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* clutter_actor_is_in_clone_paint())
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* - We need to stop clutter_actor_paint applying the model view matrix of
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* the clone source actor.
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*/
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_clutter_actor_set_in_clone_paint (priv->clone_source, TRUE);
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_clutter_actor_set_opacity_override (priv->clone_source,
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clutter_actor_get_paint_opacity (actor));
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_clutter_actor_set_enable_model_view_transform (priv->clone_source, FALSE);
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if (!CLUTTER_ACTOR_IS_MAPPED (priv->clone_source))
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{
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_clutter_actor_set_enable_paint_unmapped (priv->clone_source, TRUE);
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was_unmapped = TRUE;
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}
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_clutter_actor_push_clone_paint ();
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clutter_actor_paint (priv->clone_source);
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_clutter_actor_pop_clone_paint ();
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if (was_unmapped)
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_clutter_actor_set_enable_paint_unmapped (priv->clone_source, FALSE);
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_clutter_actor_set_enable_model_view_transform (priv->clone_source, TRUE);
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_clutter_actor_set_opacity_override (priv->clone_source, -1);
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_clutter_actor_set_in_clone_paint (priv->clone_source, FALSE);
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}
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static gboolean
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clutter_clone_get_paint_volume (ClutterActor *actor,
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ClutterPaintVolume *volume)
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{
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ClutterClonePrivate *priv = CLUTTER_CLONE (actor)->priv;
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const ClutterPaintVolume *source_volume;
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/* if the source is not set the paint volume is defined to be empty */
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if (priv->clone_source == NULL)
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return TRUE;
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/* query the volume of the source actor and simply masquarade it as
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* the clones volume... */
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source_volume = clutter_actor_get_paint_volume (priv->clone_source);
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if (source_volume == NULL)
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return FALSE;
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_clutter_paint_volume_set_from_volume (volume, source_volume);
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_clutter_paint_volume_set_reference_actor (volume, actor);
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return TRUE;
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}
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static gboolean
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clutter_clone_has_overlaps (ClutterActor *actor)
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{
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ClutterClonePrivate *priv = CLUTTER_CLONE (actor)->priv;
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/* The clone has overlaps iff the source has overlaps */
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if (priv->clone_source == NULL)
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return FALSE;
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return clutter_actor_has_overlaps (priv->clone_source);
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}
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static void
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clutter_clone_allocate (ClutterActor *self,
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const ClutterActorBox *box,
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ClutterAllocationFlags flags)
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{
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ClutterClonePrivate *priv = CLUTTER_CLONE (self)->priv;
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ClutterActorClass *parent_class;
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/* chain up */
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parent_class = CLUTTER_ACTOR_CLASS (clutter_clone_parent_class);
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parent_class->allocate (self, box, flags);
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if (priv->clone_source == NULL)
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return;
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#if 0
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/* XXX - this is wrong: ClutterClone cannot clone unparented
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* actors, as it will break all invariants
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*/
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/* we act like a "foster parent" for the source we are cloning;
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* if the source has not been parented we have to force an
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* allocation on it, so that we can paint it correctly from
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* within our paint() implementation. since the actor does not
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* have a parent, and thus it won't be painted by the usual
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* paint cycle, we can safely give it as much size as it requires
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*/
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if (clutter_actor_get_parent (priv->clone_source) == NULL)
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clutter_actor_allocate_preferred_size (priv->clone_source, flags);
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#endif
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}
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static void
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clutter_clone_set_property (GObject *gobject,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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ClutterClone *self = CLUTTER_CLONE (gobject);
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switch (prop_id)
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{
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case PROP_SOURCE:
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clutter_clone_set_source (self, g_value_get_object (value));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_clone_get_property (GObject *gobject,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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ClutterClonePrivate *priv = CLUTTER_CLONE (gobject)->priv;
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switch (prop_id)
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{
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case PROP_SOURCE:
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g_value_set_object (value, priv->clone_source);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_clone_dispose (GObject *gobject)
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{
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clutter_clone_set_source_internal (CLUTTER_CLONE (gobject), NULL);
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G_OBJECT_CLASS (clutter_clone_parent_class)->dispose (gobject);
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}
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static void
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clutter_clone_class_init (ClutterCloneClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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g_type_class_add_private (gobject_class, sizeof (ClutterClonePrivate));
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actor_class->apply_transform = clutter_clone_apply_transform;
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actor_class->paint = clutter_clone_paint;
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actor_class->get_paint_volume = clutter_clone_get_paint_volume;
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actor_class->get_preferred_width = clutter_clone_get_preferred_width;
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actor_class->get_preferred_height = clutter_clone_get_preferred_height;
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actor_class->allocate = clutter_clone_allocate;
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actor_class->has_overlaps = clutter_clone_has_overlaps;
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gobject_class->dispose = clutter_clone_dispose;
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gobject_class->set_property = clutter_clone_set_property;
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gobject_class->get_property = clutter_clone_get_property;
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/**
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* ClutterClone:source:
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*
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* This property specifies the source actor being cloned.
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*
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* Since: 1.0
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*/
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obj_props[PROP_SOURCE] =
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g_param_spec_object ("source",
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P_("Source"),
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P_("Specifies the actor to be cloned"),
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CLUTTER_TYPE_ACTOR,
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G_PARAM_CONSTRUCT |
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CLUTTER_PARAM_READWRITE);
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g_object_class_install_properties (gobject_class, PROP_LAST, obj_props);
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}
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static void
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clutter_clone_init (ClutterClone *self)
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{
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ClutterClonePrivate *priv;
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self->priv = priv = CLUTTER_CLONE_GET_PRIVATE (self);
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priv->clone_source = NULL;
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}
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/**
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* clutter_clone_new:
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* @source: a #ClutterActor, or %NULL
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*
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* Creates a new #ClutterActor which clones @source/
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*
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* Return value: the newly created #ClutterClone
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*
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* Since: 1.0
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*/
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ClutterActor *
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clutter_clone_new (ClutterActor *source)
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{
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return g_object_new (CLUTTER_TYPE_CLONE, "source", source, NULL);
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}
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static void
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clutter_clone_set_source_internal (ClutterClone *self,
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ClutterActor *source)
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{
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ClutterClonePrivate *priv = self->priv;
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if (priv->clone_source == source)
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return;
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if (priv->clone_source != NULL)
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{
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_clutter_actor_detach_clone (priv->clone_source, CLUTTER_ACTOR (self));
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g_object_unref (priv->clone_source);
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priv->clone_source = NULL;
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}
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if (source != NULL)
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{
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priv->clone_source = g_object_ref (source);
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_clutter_actor_attach_clone (priv->clone_source, CLUTTER_ACTOR (self));
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}
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g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_SOURCE]);
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clutter_actor_queue_relayout (CLUTTER_ACTOR (self));
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}
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/**
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* clutter_clone_set_source:
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* @self: a #ClutterClone
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* @source: (allow-none): a #ClutterActor, or %NULL
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*
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* Sets @source as the source actor to be cloned by @self.
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*
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* Since: 1.0
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*/
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void
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clutter_clone_set_source (ClutterClone *self,
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ClutterActor *source)
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{
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g_return_if_fail (CLUTTER_IS_CLONE (self));
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g_return_if_fail (source == NULL || CLUTTER_IS_ACTOR (source));
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clutter_clone_set_source_internal (self, source);
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clutter_actor_queue_relayout (CLUTTER_ACTOR (self));
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}
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/**
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* clutter_clone_get_source:
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* @self: a #ClutterClone
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*
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* Retrieves the source #ClutterActor being cloned by @self.
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*
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* Return value: (transfer none): the actor source for the clone
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*
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* Since: 1.0
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*/
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ClutterActor *
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clutter_clone_get_source (ClutterClone *self)
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{
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g_return_val_if_fail (CLUTTER_IS_CLONE (self), NULL);
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return self->priv->clone_source;
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}
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