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49c8d42317
When painting, actors rely on semi global state tracked by the state to get various things needed for painting, such as the current draw framebuffer. Having state hidden in such ways can be very deceiving as it's hard to follow changes spread out, and adding more and more state that should be tracked during a paint gets annoying as they will not change in isolation but one by one in their own places. To do this better, introduce a paint context that is passed along in paint calls that contains the necessary state needed during painting. The paint context implements a framebuffer stack just as Cogl works, which is currently needed for offscreen rendering used by clutter. The same context is passed around for paint nodes, contents and effects as well. In this commit, the context is only introduced, but not used. It aims to replace the Cogl framebuffer stack, and will allow actors to know what view it is currently painted on. https://gitlab.gnome.org/GNOME/mutter/merge_requests/935
460 lines
14 KiB
C
460 lines
14 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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* Unlike clutter_texture_new_from_actor(), #ClutterClone does not require
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* the presence of support for FBOs in the underlying GL or GLES
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* implementation.
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*
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* #ClutterClone is available since Clutter 1.0
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*/
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#include "clutter-build-config.h"
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#define CLUTTER_ENABLE_EXPERIMENTAL_API
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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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struct _ClutterClonePrivate
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{
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ClutterActor *clone_source;
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gulong source_destroy_id;
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};
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G_DEFINE_TYPE_WITH_PRIVATE (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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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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ClutterPaintContext *paint_context)
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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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/* If the source isn't ultimately parented to a toplevel, it can't be
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* realized or painted.
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*/
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if (clutter_actor_is_realized (priv->clone_source))
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{
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_clutter_actor_push_clone_paint ();
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clutter_actor_paint (priv->clone_source, paint_context);
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_clutter_actor_pop_clone_paint ();
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}
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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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/* ClutterActor delays allocating until the actor is shown; however
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* we cannot paint it correctly in that case, so force an allocation.
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*/
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if (clutter_actor_get_parent (priv->clone_source) != NULL &&
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!clutter_actor_has_allocation (priv->clone_source))
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clutter_actor_allocate_preferred_size (priv->clone_source, flags);
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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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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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self->priv = clutter_clone_get_instance_private (self);
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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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on_source_destroyed (ClutterActor *source,
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ClutterClone *self)
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{
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clutter_clone_set_source_internal (self, 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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g_clear_signal_handler (&priv->source_destroy_id, priv->clone_source);
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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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priv->source_destroy_id = g_signal_connect (priv->clone_source, "destroy",
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G_CALLBACK (on_source_destroyed), 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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