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d816acd834
By default, ShaderEffect creates a fragment shader; in order to be able to deprecate ClutterShader we need a way for ShaderEffect sub-classes to create a vertex shader if needed - By using a write-only, constructor only property. ClutterShader has, internally, a ClutterShaderType enumeration that can be used exactly for this. We just need to expose it and create a GObject property for ClutterShaderEffect.
437 lines
14 KiB
C
437 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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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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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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#if !defined(__CLUTTER_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
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#error "Only <clutter/clutter.h> can be included directly."
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#endif
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#ifndef __CLUTTER_TYPES_H__
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#define __CLUTTER_TYPES_H__
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#include <glib-object.h>
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#include <clutter/clutter-units.h>
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G_BEGIN_DECLS
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#define CLUTTER_TYPE_ACTOR_BOX (clutter_actor_box_get_type ())
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#define CLUTTER_TYPE_GEOMETRY (clutter_geometry_get_type ())
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#define CLUTTER_TYPE_KNOT (clutter_knot_get_type ())
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#define CLUTTER_TYPE_VERTEX (clutter_vertex_get_type ())
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/* Forward delarations to avoid header catch 22's */
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typedef struct _ClutterActor ClutterActor;
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typedef struct _ClutterStage ClutterStage;
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typedef struct _ClutterContainer ClutterContainer; /* dummy */
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typedef struct _ClutterChildMeta ClutterChildMeta;
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typedef struct _ClutterLayoutMeta ClutterLayoutMeta;
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typedef struct _ClutterActorMeta ClutterActorMeta;
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typedef struct _ClutterAnimator ClutterAnimator;
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typedef struct _ClutterAction ClutterAction;
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typedef struct _ClutterConstraint ClutterConstraint;
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typedef union _ClutterEvent ClutterEvent;
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/**
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* ClutterGravity:
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* @CLUTTER_GRAVITY_NONE: Do not apply any gravity
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* @CLUTTER_GRAVITY_NORTH: Scale from topmost downwards
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* @CLUTTER_GRAVITY_NORTH_EAST: Scale from the top right corner
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* @CLUTTER_GRAVITY_EAST: Scale from the right side
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* @CLUTTER_GRAVITY_SOUTH_EAST: Scale from the bottom right corner
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* @CLUTTER_GRAVITY_SOUTH: Scale from the bottom upwards
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* @CLUTTER_GRAVITY_SOUTH_WEST: Scale from the bottom left corner
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* @CLUTTER_GRAVITY_WEST: Scale from the left side
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* @CLUTTER_GRAVITY_NORTH_WEST: Scale from the top left corner
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* @CLUTTER_GRAVITY_CENTER: Scale from the center.
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*
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* Gravity of the scaling operations. When a gravity different than
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* %CLUTTER_GRAVITY_NONE is used, an actor is scaled keeping the position
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* of the specified portion at the same coordinates.
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*
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* Since: 0.2
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*/
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typedef enum { /*< prefix=CLUTTER_GRAVITY >*/
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CLUTTER_GRAVITY_NONE = 0,
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CLUTTER_GRAVITY_NORTH,
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CLUTTER_GRAVITY_NORTH_EAST,
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CLUTTER_GRAVITY_EAST,
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CLUTTER_GRAVITY_SOUTH_EAST,
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CLUTTER_GRAVITY_SOUTH,
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CLUTTER_GRAVITY_SOUTH_WEST,
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CLUTTER_GRAVITY_WEST,
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CLUTTER_GRAVITY_NORTH_WEST,
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CLUTTER_GRAVITY_CENTER
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} ClutterGravity;
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typedef struct _ClutterActorBox ClutterActorBox;
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typedef struct _ClutterGeometry ClutterGeometry;
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typedef struct _ClutterKnot ClutterKnot;
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typedef struct _ClutterVertex ClutterVertex;
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/**
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* ClutterVertex:
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* @x: X coordinate of the vertex
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* @y: Y coordinate of the vertex
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* @z: Z coordinate of the vertex
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*
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* Vertex of an actor in 3D space, expressed in pixels
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*
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* Since: 0.4
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*/
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struct _ClutterVertex
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{
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gfloat x;
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gfloat y;
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gfloat z;
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};
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GType clutter_vertex_get_type (void) G_GNUC_CONST;
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ClutterVertex *clutter_vertex_new (gfloat x,
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gfloat y,
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gfloat z);
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ClutterVertex *clutter_vertex_copy (const ClutterVertex *vertex);
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void clutter_vertex_free (ClutterVertex *vertex);
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gboolean clutter_vertex_equal (const ClutterVertex *vertex_a,
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const ClutterVertex *vertex_b);
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/**
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* ClutterActorBox:
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* @x1: X coordinate of the top left corner
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* @y1: Y coordinate of the top left corner
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* @x2: X coordinate of the bottom right corner
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* @y2: Y coordinate of the bottom right corner
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*
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* Bounding box of an actor. The coordinates of the top left and right bottom
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* corners of an actor. The coordinates of the two points are expressed in
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* pixels with sub-pixel precision
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*/
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struct _ClutterActorBox
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{
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gfloat x1;
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gfloat y1;
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gfloat x2;
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gfloat y2;
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};
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GType clutter_actor_box_get_type (void) G_GNUC_CONST;
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ClutterActorBox *clutter_actor_box_new (gfloat x_1,
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gfloat y_1,
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gfloat x_2,
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gfloat y_2);
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ClutterActorBox *clutter_actor_box_copy (const ClutterActorBox *box);
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void clutter_actor_box_free (ClutterActorBox *box);
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gboolean clutter_actor_box_equal (const ClutterActorBox *box_a,
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const ClutterActorBox *box_b);
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gfloat clutter_actor_box_get_x (const ClutterActorBox *box);
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gfloat clutter_actor_box_get_y (const ClutterActorBox *box);
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gfloat clutter_actor_box_get_width (const ClutterActorBox *box);
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gfloat clutter_actor_box_get_height (const ClutterActorBox *box);
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void clutter_actor_box_get_origin (const ClutterActorBox *box,
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gfloat *x,
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gfloat *y);
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void clutter_actor_box_get_size (const ClutterActorBox *box,
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gfloat *width,
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gfloat *height);
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gfloat clutter_actor_box_get_area (const ClutterActorBox *box);
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gboolean clutter_actor_box_contains (const ClutterActorBox *box,
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gfloat x,
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gfloat y);
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void clutter_actor_box_from_vertices (ClutterActorBox *box,
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const ClutterVertex verts[]);
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void clutter_actor_box_interpolate (const ClutterActorBox *initial,
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const ClutterActorBox *final,
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gdouble progress,
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ClutterActorBox *result);
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void clutter_actor_box_clamp_to_pixel (ClutterActorBox *box);
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/**
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* ClutterGeometry:
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* @x: X coordinate of the top left corner of an actor
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* @y: Y coordinate of the top left corner of an actor
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* @width: width of an actor
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* @height: height of an actor
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*
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* The rectangle containing an actor's bounding box, measured in pixels.
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*/
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struct _ClutterGeometry
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{
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/*< public >*/
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gint x;
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gint y;
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guint width;
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guint height;
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};
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GType clutter_geometry_get_type (void) G_GNUC_CONST;
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void clutter_geometry_union (const ClutterGeometry *geometry_a,
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const ClutterGeometry *geometry_b,
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ClutterGeometry *result);
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/**
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* ClutterKnot:
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* @x: X coordinate of the knot
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* @y: Y coordinate of the knot
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*
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* Point in a path behaviour.
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*
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* Since: 0.2
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*/
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struct _ClutterKnot
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{
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gint x;
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gint y;
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};
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GType clutter_knot_get_type (void) G_GNUC_CONST;
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ClutterKnot *clutter_knot_copy (const ClutterKnot *knot);
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void clutter_knot_free (ClutterKnot *knot);
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gboolean clutter_knot_equal (const ClutterKnot *knot_a,
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const ClutterKnot *knot_b);
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/**
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* ClutterRotateAxis:
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* @CLUTTER_X_AXIS: Rotate around the X axis
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* @CLUTTER_Y_AXIS: Rotate around the Y axis
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* @CLUTTER_Z_AXIS: Rotate around the Z axis
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*
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* Axis of a rotation.
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*
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* Since: 0.4
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*/
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typedef enum { /*< prefix=CLUTTER >*/
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CLUTTER_X_AXIS,
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CLUTTER_Y_AXIS,
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CLUTTER_Z_AXIS
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} ClutterRotateAxis;
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/**
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* ClutterRotateDirection:
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* @CLUTTER_ROTATE_CW: Clockwise rotation
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* @CLUTTER_ROTATE_CCW: Counter-clockwise rotation
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*
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* Direction of a rotation.
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*
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* Since: 0.4
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*/
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typedef enum { /*< prefix=CLUTTER_ROTATE >*/
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CLUTTER_ROTATE_CW,
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CLUTTER_ROTATE_CCW
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} ClutterRotateDirection;
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/**
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* ClutterRequestMode:
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* @CLUTTER_REQUEST_HEIGHT_FOR_WIDTH: Height for width requests
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* @CLUTTER_REQUEST_WIDTH_FOR_HEIGHT: Width for height requests
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*
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* Specifies the type of requests for a #ClutterActor.
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*
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* Since: 0.8
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*/
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typedef enum {
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CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
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CLUTTER_REQUEST_WIDTH_FOR_HEIGHT
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} ClutterRequestMode;
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/**
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* ClutterAnimationMode:
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* @CLUTTER_CUSTOM_MODE: custom progress function
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* @CLUTTER_LINEAR: linear tweening
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* @CLUTTER_EASE_IN_QUAD: quadratic tweening
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* @CLUTTER_EASE_OUT_QUAD: quadratic tweening, inverse of
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* %CLUTTER_EASE_IN_QUAD
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* @CLUTTER_EASE_IN_OUT_QUAD: quadratic tweening, combininig
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* %CLUTTER_EASE_IN_QUAD and %CLUTTER_EASE_OUT_QUAD
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* @CLUTTER_EASE_IN_CUBIC: cubic tweening
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* @CLUTTER_EASE_OUT_CUBIC: cubic tweening, invers of
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* %CLUTTER_EASE_IN_CUBIC
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* @CLUTTER_EASE_IN_OUT_CUBIC: cubic tweening, combining
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* %CLUTTER_EASE_IN_CUBIC and %CLUTTER_EASE_OUT_CUBIC
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* @CLUTTER_EASE_IN_QUART: quartic tweening
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* @CLUTTER_EASE_OUT_QUART: quartic tweening, inverse of
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* %CLUTTER_EASE_IN_QUART
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* @CLUTTER_EASE_IN_OUT_QUART: quartic tweening, combining
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* %CLUTTER_EASE_IN_QUART and %CLUTTER_EASE_OUT_QUART
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* @CLUTTER_EASE_IN_QUINT: quintic tweening
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* @CLUTTER_EASE_OUT_QUINT: quintic tweening, inverse of
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* %CLUTTER_EASE_IN_QUINT
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* @CLUTTER_EASE_IN_OUT_QUINT: fifth power tweening, combining
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* %CLUTTER_EASE_IN_QUINT and %CLUTTER_EASE_OUT_QUINT
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* @CLUTTER_EASE_IN_SINE: sinusoidal tweening
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* @CLUTTER_EASE_OUT_SINE: sinusoidal tweening, inverse of
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* %CLUTTER_EASE_IN_SINE
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* @CLUTTER_EASE_IN_OUT_SINE: sine wave tweening, combining
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* %CLUTTER_EASE_IN_SINE and %CLUTTER_EASE_OUT_SINE
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* @CLUTTER_EASE_IN_EXPO: exponential tweening
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* @CLUTTER_EASE_OUT_EXPO: exponential tweening, inverse of
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* %CLUTTER_EASE_IN_EXPO
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* @CLUTTER_EASE_IN_OUT_EXPO: exponential tweening, combining
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* %CLUTTER_EASE_IN_EXPO and %CLUTTER_EASE_OUT_EXPO
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* @CLUTTER_EASE_IN_CIRC: circular tweening
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* @CLUTTER_EASE_OUT_CIRC: circular tweening, inverse of
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* %CLUTTER_EASE_IN_CIRC
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* @CLUTTER_EASE_IN_OUT_CIRC: circular tweening, combining
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* %CLUTTER_EASE_IN_CIRC and %CLUTTER_EASE_OUT_CIRC
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* @CLUTTER_EASE_IN_ELASTIC: elastic tweening, with offshoot on start
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* @CLUTTER_EASE_OUT_ELASTIC: elastic tweening, with offshoot on end
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* @CLUTTER_EASE_IN_OUT_ELASTIC: elastic tweening with offshoot on both ends
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* @CLUTTER_EASE_IN_BACK: overshooting cubic tweening, with
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* backtracking on start
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* @CLUTTER_EASE_OUT_BACK: overshooting cubic tweening, with
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* backtracking on end
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* @CLUTTER_EASE_IN_OUT_BACK: overshooting cubic tweening, with
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* backtracking on both ends
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* @CLUTTER_EASE_IN_BOUNCE: exponentially decaying parabolic (bounce)
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* tweening, with bounce on start
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* @CLUTTER_EASE_OUT_BOUNCE: exponentially decaying parabolic (bounce)
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* tweening, with bounce on end
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* @CLUTTER_EASE_IN_OUT_BOUNCE: exponentially decaying parabolic (bounce)
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* tweening, with bounce on both ends
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* @CLUTTER_ANIMATION_LAST: last animation mode, used as a guard for
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* registered global alpha functions
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*
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* The animation modes used by #ClutterAlpha and #ClutterAnimation. This
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* enumeration can be expanded in later versions of Clutter. See the
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* #ClutterAlpha documentation for a graph of all the animation modes.
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*
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* Every global alpha function registered using clutter_alpha_register_func()
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* or clutter_alpha_register_closure() will have a logical id greater than
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* %CLUTTER_ANIMATION_LAST.
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*
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* Since: 1.0
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*/
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typedef enum {
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CLUTTER_CUSTOM_MODE = 0,
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/* linear */
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CLUTTER_LINEAR,
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/* quadratic */
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CLUTTER_EASE_IN_QUAD,
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CLUTTER_EASE_OUT_QUAD,
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CLUTTER_EASE_IN_OUT_QUAD,
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/* cubic */
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CLUTTER_EASE_IN_CUBIC,
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CLUTTER_EASE_OUT_CUBIC,
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CLUTTER_EASE_IN_OUT_CUBIC,
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/* quartic */
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CLUTTER_EASE_IN_QUART,
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CLUTTER_EASE_OUT_QUART,
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CLUTTER_EASE_IN_OUT_QUART,
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/* quintic */
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CLUTTER_EASE_IN_QUINT,
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CLUTTER_EASE_OUT_QUINT,
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CLUTTER_EASE_IN_OUT_QUINT,
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/* sinusoidal */
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CLUTTER_EASE_IN_SINE,
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CLUTTER_EASE_OUT_SINE,
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CLUTTER_EASE_IN_OUT_SINE,
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/* exponential */
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CLUTTER_EASE_IN_EXPO,
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CLUTTER_EASE_OUT_EXPO,
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CLUTTER_EASE_IN_OUT_EXPO,
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/* circular */
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CLUTTER_EASE_IN_CIRC,
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CLUTTER_EASE_OUT_CIRC,
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CLUTTER_EASE_IN_OUT_CIRC,
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/* elastic */
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CLUTTER_EASE_IN_ELASTIC,
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CLUTTER_EASE_OUT_ELASTIC,
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CLUTTER_EASE_IN_OUT_ELASTIC,
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/* overshooting cubic */
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CLUTTER_EASE_IN_BACK,
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CLUTTER_EASE_OUT_BACK,
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CLUTTER_EASE_IN_OUT_BACK,
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/* exponentially decaying parabolic */
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CLUTTER_EASE_IN_BOUNCE,
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CLUTTER_EASE_OUT_BOUNCE,
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CLUTTER_EASE_IN_OUT_BOUNCE,
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/* guard, before registered alpha functions */
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CLUTTER_ANIMATION_LAST
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} ClutterAnimationMode;
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/**
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* ClutterFontFlags:
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* @CLUTTER_FONT_MIPMAPPING: Set to use mipmaps for the glyph cache textures.
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* @CLUTTER_FONT_HINTING: Set to enable hinting on the glyphs.
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*
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* Runtime flags to change the font quality. To be used with
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* clutter_set_font_flags().
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*
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* Since: 1.0
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*/
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typedef enum
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{
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CLUTTER_FONT_MIPMAPPING = (1 << 0),
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CLUTTER_FONT_HINTING = (1 << 1),
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} ClutterFontFlags;
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/**
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* ClutterTextDirection:
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* @CLUTTER_TEXT_DIRECTION_DEFAULT: Use the default setting, as returned
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* by clutter_get_default_text_direction()
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* @CLUTTER_TEXT_DIRECTION_LTR: Use left-to-right text direction
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* @CLUTTER_TEXT_DIRECTION_RTL: Use right-to-left text direction
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*
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* The text direction to be used by #ClutterActor<!-- -->s
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*
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* Since: 1.2
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*/
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typedef enum {
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CLUTTER_TEXT_DIRECTION_DEFAULT,
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CLUTTER_TEXT_DIRECTION_LTR,
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CLUTTER_TEXT_DIRECTION_RTL
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} ClutterTextDirection;
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/**
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* ClutterShaderType:
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* @CLUTTER_VERTEX_SHADER: a vertex shader
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* @CLUTTER_FRAGMENT_SHADER: a fragment shader
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*
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* The type of GLSL shader program
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*
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* Since: 1.4
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*/
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typedef enum {
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CLUTTER_VERTEX_SHADER,
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CLUTTER_FRAGMENT_SHADER
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} ClutterShaderType;
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G_END_DECLS
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#endif /* __CLUTTER_TYPES_H__ */
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