mutter/clutter/clutter-rectangle.c
Robert Bragg 72eeb8e809 actor: make default get_paint_volume more conservative
There are too many examples where the default assumption that an actor
paints inside its allocation isn't true, so we now return FALSE in the
base implementation instead. This means that by default we are saying
"we don't know the paint volume of the actor", so developers need to
implement the get_paint_volume virtual to take advantage of culling and
clipped redraws with their actors.

This patch provides very conservative get_paint_volume implementations
for ClutterTexture, ClutterCairoTexture, ClutterRectangle and
ClutterText which all explicitly check the actor's object type to avoid
making any assumptions about subclasses.
2010-09-29 15:12:59 +01:00

560 lines
16 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2006 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
*
*/
/**
* SECTION:clutter-rectangle
* @short_description: An actor that displays a simple rectangle.
*
* #ClutterRectangle is a #ClutterActor which draws a simple filled rectangle.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-color.h"
#include "clutter-debug.h"
#include "clutter-main.h"
#include "clutter-private.h"
#include "clutter-rectangle.h"
#include "cogl/cogl.h"
G_DEFINE_TYPE (ClutterRectangle, clutter_rectangle, CLUTTER_TYPE_ACTOR);
enum
{
PROP_0,
PROP_COLOR,
PROP_BORDER_COLOR,
PROP_BORDER_WIDTH,
PROP_HAS_BORDER
/* FIXME: Add gradient, rounded corner props etc */
};
#define CLUTTER_RECTANGLE_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_RECTANGLE, ClutterRectanglePrivate))
struct _ClutterRectanglePrivate
{
ClutterColor color;
ClutterColor border_color;
guint border_width;
guint has_border : 1;
};
static const ClutterColor default_color = { 255, 255, 255, 255 };
static const ClutterColor default_border_color = { 0, 0, 0, 255 };
static void
clutter_rectangle_paint (ClutterActor *self)
{
ClutterRectanglePrivate *priv = CLUTTER_RECTANGLE (self)->priv;
ClutterGeometry geom;
guint8 tmp_alpha;
CLUTTER_NOTE (PAINT,
"painting rect '%s'",
clutter_actor_get_name (self) ? clutter_actor_get_name (self)
: "unknown");
clutter_actor_get_allocation_geometry (self, &geom);
/* parent paint call will have translated us into position so
* paint from 0, 0
*/
if (priv->has_border)
{
/* compute the composited opacity of the actor taking into
* account the opacity of the color set by the user
*/
tmp_alpha = clutter_actor_get_paint_opacity (self)
* priv->border_color.alpha
/ 255;
/* paint the border */
cogl_set_source_color4ub (priv->border_color.red,
priv->border_color.green,
priv->border_color.blue,
tmp_alpha);
/* this sucks, but it's the only way to make a border */
cogl_rectangle (priv->border_width, 0,
geom.width,
priv->border_width);
cogl_rectangle (geom.width - priv->border_width,
priv->border_width,
geom.width,
geom.height);
cogl_rectangle (0, geom.height - priv->border_width,
geom.width - priv->border_width,
geom.height);
cogl_rectangle (0, 0,
priv->border_width,
geom.height - priv->border_width);
tmp_alpha = clutter_actor_get_paint_opacity (self)
* priv->color.alpha
/ 255;
/* now paint the rectangle */
cogl_set_source_color4ub (priv->color.red,
priv->color.green,
priv->color.blue,
tmp_alpha);
cogl_rectangle (priv->border_width, priv->border_width,
geom.width - priv->border_width,
geom.height - priv->border_width);
}
else
{
/* compute the composited opacity of the actor taking into
* account the opacity of the color set by the user
*/
tmp_alpha = clutter_actor_get_paint_opacity (self)
* priv->color.alpha
/ 255;
cogl_set_source_color4ub (priv->color.red,
priv->color.green,
priv->color.blue,
tmp_alpha);
cogl_rectangle (0, 0, geom.width, geom.height);
}
}
static gboolean
clutter_rectangle_get_paint_volume (ClutterActor *self,
ClutterPaintVolume *volume)
{
ClutterGeometry allocation;
/* XXX: we are being conservative here and not making assumptions
* that sub-classes won't paint outside their allocation. */
if (G_OBJECT_TYPE (self) != CLUTTER_TYPE_RECTANGLE)
return FALSE;
/* XXX: clutter_actor_get_allocation can potentially be very
* expensive to call if called while the actor doesn't have a valid
* allocation since it will trigger a synchronous relayout of the
* scenegraph. We explicitly check we have a valid allocation
* to avoid hitting that codepath. */
if (!clutter_actor_has_allocation (self))
return FALSE;
clutter_actor_get_allocation_geometry (self, &allocation);
clutter_paint_volume_set_width (volume, allocation.width);
clutter_paint_volume_set_height (volume, allocation.height);
return TRUE;
}
static void
clutter_rectangle_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterRectangle *rectangle = CLUTTER_RECTANGLE(object);
switch (prop_id)
{
case PROP_COLOR:
clutter_rectangle_set_color (rectangle, clutter_value_get_color (value));
break;
case PROP_BORDER_COLOR:
clutter_rectangle_set_border_color (rectangle,
clutter_value_get_color (value));
break;
case PROP_BORDER_WIDTH:
clutter_rectangle_set_border_width (rectangle,
g_value_get_uint (value));
break;
case PROP_HAS_BORDER:
rectangle->priv->has_border = g_value_get_boolean (value);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_rectangle_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterRectanglePrivate *priv = CLUTTER_RECTANGLE(object)->priv;
switch (prop_id)
{
case PROP_COLOR:
clutter_value_set_color (value, &priv->color);
break;
case PROP_BORDER_COLOR:
clutter_value_set_color (value, &priv->border_color);
break;
case PROP_BORDER_WIDTH:
g_value_set_uint (value, priv->border_width);
break;
case PROP_HAS_BORDER:
g_value_set_boolean (value, priv->has_border);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_rectangle_finalize (GObject *object)
{
G_OBJECT_CLASS (clutter_rectangle_parent_class)->finalize (object);
}
static void
clutter_rectangle_dispose (GObject *object)
{
G_OBJECT_CLASS (clutter_rectangle_parent_class)->dispose (object);
}
static void
clutter_rectangle_class_init (ClutterRectangleClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
GParamSpec *pspec;
actor_class->paint = clutter_rectangle_paint;
actor_class->get_paint_volume = clutter_rectangle_get_paint_volume;
gobject_class->finalize = clutter_rectangle_finalize;
gobject_class->dispose = clutter_rectangle_dispose;
gobject_class->set_property = clutter_rectangle_set_property;
gobject_class->get_property = clutter_rectangle_get_property;
/**
* ClutterRectangle:color:
*
* The color of the rectangle.
*/
pspec = clutter_param_spec_color ("color",
P_("Color"),
P_("The color of the rectangle"),
&default_color,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_COLOR, pspec);
/**
* ClutterRectangle:border-color:
*
* The color of the border of the rectangle.
*
* Since: 0.2
*/
pspec = clutter_param_spec_color ("border-color",
P_("Border Color"),
P_("The color of the border of the rectangle"),
&default_border_color,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_BORDER_COLOR, pspec);
/**
* ClutterRectangle:border-width:
*
* The width of the border of the rectangle, in pixels.
*
* Since: 0.2
*/
g_object_class_install_property (gobject_class,
PROP_BORDER_WIDTH,
g_param_spec_uint ("border-width",
P_("Border Width"),
P_("The width of the border of the rectangle"),
0, G_MAXUINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterRectangle:has-border:
*
* Whether the #ClutterRectangle should be displayed with a border.
*
* Since: 0.2
*/
g_object_class_install_property (gobject_class,
PROP_HAS_BORDER,
g_param_spec_boolean ("has-border",
P_("Has Border"),
P_("Whether the rectangle should have a border"),
FALSE,
CLUTTER_PARAM_READWRITE));
g_type_class_add_private (gobject_class, sizeof (ClutterRectanglePrivate));
}
static void
clutter_rectangle_init (ClutterRectangle *self)
{
ClutterRectanglePrivate *priv;
self->priv = priv = CLUTTER_RECTANGLE_GET_PRIVATE (self);
priv->color = default_color;
priv->border_color = default_border_color;
priv->border_width = 0;
priv->has_border = FALSE;
}
/**
* clutter_rectangle_new:
*
* Creates a new #ClutterActor with a rectangular shape.
*
* Return value: a new #ClutterActor
*/
ClutterActor*
clutter_rectangle_new (void)
{
return g_object_new (CLUTTER_TYPE_RECTANGLE, NULL);
}
/**
* clutter_rectangle_new_with_color:
* @color: a #ClutterColor
*
* Creates a new #ClutterActor with a rectangular shape
* and of the given @color.
*
* Return value: a new #ClutterActor
*/
ClutterActor *
clutter_rectangle_new_with_color (const ClutterColor *color)
{
return g_object_new (CLUTTER_TYPE_RECTANGLE,
"color", color,
NULL);
}
/**
* clutter_rectangle_get_color:
* @rectangle: a #ClutterRectangle
* @color: return location for a #ClutterColor
*
* Retrieves the color of @rectangle.
*/
void
clutter_rectangle_get_color (ClutterRectangle *rectangle,
ClutterColor *color)
{
ClutterRectanglePrivate *priv;
g_return_if_fail (CLUTTER_IS_RECTANGLE (rectangle));
g_return_if_fail (color != NULL);
priv = rectangle->priv;
color->red = priv->color.red;
color->green = priv->color.green;
color->blue = priv->color.blue;
color->alpha = priv->color.alpha;
}
/**
* clutter_rectangle_set_color:
* @rectangle: a #ClutterRectangle
* @color: a #ClutterColor
*
* Sets the color of @rectangle.
*/
void
clutter_rectangle_set_color (ClutterRectangle *rectangle,
const ClutterColor *color)
{
ClutterRectanglePrivate *priv;
g_return_if_fail (CLUTTER_IS_RECTANGLE (rectangle));
g_return_if_fail (color != NULL);
g_object_ref (rectangle);
priv = rectangle->priv;
priv->color.red = color->red;
priv->color.green = color->green;
priv->color.blue = color->blue;
priv->color.alpha = color->alpha;
#if 0
/* FIXME - appears to be causing border to always get drawn */
if (clutter_color_equal (&priv->color, &priv->border_color))
priv->has_border = FALSE;
else
priv->has_border = TRUE;
#endif
clutter_actor_queue_redraw (CLUTTER_ACTOR (rectangle));
g_object_notify (G_OBJECT (rectangle), "color");
g_object_notify (G_OBJECT (rectangle), "has-border");
g_object_unref (rectangle);
}
/**
* clutter_rectangle_get_border_width:
* @rectangle: a #ClutterRectangle
*
* Gets the width (in pixels) of the border used by @rectangle
*
* Return value: the border's width
*
* Since: 0.2
*/
guint
clutter_rectangle_get_border_width (ClutterRectangle *rectangle)
{
g_return_val_if_fail (CLUTTER_IS_RECTANGLE (rectangle), 0);
return rectangle->priv->border_width;
}
/**
* clutter_rectangle_set_border_width:
* @rectangle: a #ClutterRectangle
* @width: the width of the border
*
* Sets the width (in pixel) of the border used by @rectangle.
* A @width of 0 will unset the border.
*
* Since: 0.2
*/
void
clutter_rectangle_set_border_width (ClutterRectangle *rectangle,
guint width)
{
ClutterRectanglePrivate *priv;
g_return_if_fail (CLUTTER_IS_RECTANGLE (rectangle));
priv = rectangle->priv;
if (priv->border_width != width)
{
g_object_ref (rectangle);
priv->border_width = width;
if (priv->border_width != 0)
priv->has_border = TRUE;
else
priv->has_border = FALSE;
clutter_actor_queue_redraw (CLUTTER_ACTOR (rectangle));
g_object_notify (G_OBJECT (rectangle), "border-width");
g_object_notify (G_OBJECT (rectangle), "has-border");
g_object_unref (rectangle);
}
}
/**
* clutter_rectangle_get_border_color:
* @rectangle: a #ClutterRectangle
* @color: return location for a #ClutterColor
*
* Gets the color of the border used by @rectangle and places
* it into @color.
*
* Since: 0.2
*/
void
clutter_rectangle_get_border_color (ClutterRectangle *rectangle,
ClutterColor *color)
{
ClutterRectanglePrivate *priv;
g_return_if_fail (CLUTTER_IS_RECTANGLE (rectangle));
g_return_if_fail (color != NULL);
priv = rectangle->priv;
color->red = priv->border_color.red;
color->green = priv->border_color.green;
color->blue = priv->border_color.blue;
color->alpha = priv->border_color.alpha;
}
/**
* clutter_rectangle_set_border_color:
* @rectangle: a #ClutterRectangle
* @color: the color of the border
*
* Sets the color of the border used by @rectangle using @color
*/
void
clutter_rectangle_set_border_color (ClutterRectangle *rectangle,
const ClutterColor *color)
{
ClutterRectanglePrivate *priv;
g_return_if_fail (CLUTTER_IS_RECTANGLE (rectangle));
g_return_if_fail (color != NULL);
priv = rectangle->priv;
if (priv->border_color.red != color->red ||
priv->border_color.green != color->green ||
priv->border_color.blue != color->blue ||
priv->border_color.alpha != color->alpha)
{
g_object_ref (rectangle);
priv->border_color.red = color->red;
priv->border_color.green = color->green;
priv->border_color.blue = color->blue;
priv->border_color.alpha = color->alpha;
if (clutter_color_equal (&priv->color, &priv->border_color))
priv->has_border = FALSE;
else
priv->has_border = TRUE;
clutter_actor_queue_redraw (CLUTTER_ACTOR (rectangle));
g_object_notify (G_OBJECT (rectangle), "border-color");
g_object_notify (G_OBJECT (rectangle), "has-border");
g_object_unref (rectangle);
}
}