mutter/clutter/clutter-texture.h
Emmanuele Bassi a0800b44ad [texture] Use COGL_TYPE_HANDLE for the handle properties
The :texture and :material properties of ClutterTexture use a
Clutter-provided GType shielding from CoglHandle. Since CoglHandle
now has a GType we can use COGL_TYPE_HANDLE instead.

This commit also removes the conditional compilation of the
:material property, as it makes little sense now that the
Materials API has landed.
2009-02-19 12:05:20 +00:00

191 lines
8.9 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/>.
*/
#if !defined(__CLUTTER_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
#error "Only <clutter/clutter.h> can be included directly."
#endif
#ifndef __CLUTTER_TEXTURE_H__
#define __CLUTTER_TEXTURE_H__
#include <clutter/clutter-actor.h>
#include <cogl/cogl.h>
G_BEGIN_DECLS
#define CLUTTER_TYPE_TEXTURE (clutter_texture_get_type ())
#define CLUTTER_TEXTURE(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_TEXTURE, ClutterTexture))
#define CLUTTER_TEXTURE_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_TEXTURE, ClutterTextureClass))
#define CLUTTER_IS_TEXTURE(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_TEXTURE))
#define CLUTTER_IS_TEXTURE_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_TEXTURE))
#define CLUTTER_TEXTURE_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_TEXTURE, ClutterTextureClass))
/**
* ClutterTextureError:
* @CLUTTER_TEXTURE_ERROR_OUT_OF_MEMORY: OOM condition
* @CLUTTER_TEXTURE_ERROR_NO_YUV: YUV operation attempted but no YUV support
* found
* @CLUTTER_TEXTURE_ERROR_BAD_FORMAT: The requested format for
* clutter_texture_set_from_rgb_data or
* clutter_texture_set_from_yuv_data is unsupported.
*
* Error enumeration for #ClutterTexture
*
* Since: 0.4
*/
typedef enum {
CLUTTER_TEXTURE_ERROR_OUT_OF_MEMORY,
CLUTTER_TEXTURE_ERROR_NO_YUV,
CLUTTER_TEXTURE_ERROR_BAD_FORMAT
} ClutterTextureError;
#define CLUTTER_TEXTURE_ERROR (clutter_texture_error_quark ())
GQuark clutter_texture_error_quark (void);
typedef struct _ClutterTexture ClutterTexture;
typedef struct _ClutterTextureClass ClutterTextureClass;
typedef struct _ClutterTexturePrivate ClutterTexturePrivate;
struct _ClutterTexture
{
/*< private >*/
ClutterActor parent;
ClutterTexturePrivate *priv;
};
struct _ClutterTextureClass
{
ClutterActorClass parent_class;
void (*size_change) (ClutterTexture *texture,
gint width,
gint height);
void (*pixbuf_change) (ClutterTexture *texture);
void (*load_finished) (ClutterTexture *texture,
GError *error);
/*< private >*/
/* padding, for future expansion */
void (*_clutter_texture1) (void);
void (*_clutter_texture2) (void);
void (*_clutter_texture3) (void);
void (*_clutter_texture4) (void);
void (*_clutter_texture5) (void);
};
/**
* ClutterTextureFlags:
* @CLUTTER_TEXTURE_RGB_FLAG_BGR: FIXME
* @CLUTTER_TEXTURE_RGB_FLAG_PREMULT: FIXME
* @CLUTTER_TEXTURE_YUV_FLAG_YUV2: FIXME
*
* Flags for clutter_texture_set_from_rgb_data() and
* clutter_texture_set_from_yuv_data().
*
* Since: 0.4
*/
typedef enum { /*< prefix=CLUTTER_TEXTURE >*/
CLUTTER_TEXTURE_RGB_FLAG_BGR = 1 << 1,
CLUTTER_TEXTURE_RGB_FLAG_PREMULT = 1 << 2, /* FIXME: not handled */
CLUTTER_TEXTURE_YUV_FLAG_YUV2 = 1 << 3
/* FIXME: add compressed types ? */
} ClutterTextureFlags;
/**
* ClutterTextureQuality:
* @CLUTTER_TEXTURE_QUALITY_LOW: fastest rendering will use nearest neighbour
* interpolation when rendering. good setting.
* @CLUTTER_TEXTURE_QUALITY_MEDIUM: higher quality rendering without using
* extra resources.
* @CLUTTER_TEXTURE_QUALITY_HIGH: render the texture with the best quality
* available using extra memory.
*
* Enumaration controlling the texture quality.
*
* Since: 0.8
*/
typedef enum { /*< prefix=CLUTTER_TEXTURE_QUALITY >*/
CLUTTER_TEXTURE_QUALITY_LOW = 0,
CLUTTER_TEXTURE_QUALITY_MEDIUM,
CLUTTER_TEXTURE_QUALITY_HIGH
} ClutterTextureQuality;
GType clutter_texture_get_type (void) G_GNUC_CONST;
GType clutter_texture_handle_get_type (void) G_GNUC_CONST;
GType clutter_material_handle_get_type (void) G_GNUC_CONST;
ClutterActor * clutter_texture_new (void);
ClutterActor * clutter_texture_new_from_file (const gchar *filename,
GError **error);
ClutterActor * clutter_texture_new_from_actor (ClutterActor *actor);
gboolean clutter_texture_set_from_file (ClutterTexture *texture,
const gchar *filename,
GError **error);
gboolean clutter_texture_set_from_rgb_data (ClutterTexture *texture,
const guchar *data,
gboolean has_alpha,
gint width,
gint height,
gint rowstride,
gint bpp,
ClutterTextureFlags flags,
GError **error);
gboolean clutter_texture_set_from_yuv_data (ClutterTexture *texture,
const guchar *data,
gint width,
gint height,
ClutterTextureFlags flags,
GError **error);
gboolean clutter_texture_set_area_from_rgb_data (ClutterTexture *texture,
const guchar *data,
gboolean has_alpha,
gint x,
gint y,
gint width,
gint height,
gint rowstride,
gint bpp,
ClutterTextureFlags flags,
GError **error);
void clutter_texture_get_base_size (ClutterTexture *texture,
gint *width,
gint *height);
void clutter_texture_set_filter_quality (ClutterTexture *texture,
ClutterTextureQuality filter_quality);
ClutterTextureQuality clutter_texture_get_filter_quality (ClutterTexture *texture);
void clutter_texture_set_max_tile_waste (ClutterTexture *texture,
gint max_tile_waste);
gint clutter_texture_get_max_tile_waste (ClutterTexture *texture);
CoglHandle clutter_texture_get_cogl_texture (ClutterTexture *texture);
void clutter_texture_set_cogl_texture (ClutterTexture *texture,
CoglHandle cogl_tex);
CoglHandle clutter_texture_get_cogl_material (ClutterTexture *texture);
void clutter_texture_set_cogl_material (ClutterTexture *texture,
CoglHandle cogl_material);
G_END_DECLS
#endif /* __CLUTTER_TEXTURE_H__ */