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8b39bfec7f
This simplifies the mucking about with the model-view matrix that was previously done which improves its efficiency when scaling is necessary. Notably: There should now be no performance advantage to using ClutterCloneTexture as a special case clone actor since this method is just as efficient. The unit test was renamed to test-actor-clone.
275 lines
8.0 KiB
C
275 lines
8.0 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-actor-clone
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* @short_description: An actor that displays a scaled clone of another
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* actor.
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*
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* #ClutterActorClone 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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-color.h"
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#include "clutter-debug.h"
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#include "clutter-main.h"
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#include "clutter-private.h"
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#include "clutter-actor-clone.h"
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#include "cogl/cogl.h"
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G_DEFINE_TYPE (ClutterActorClone, clutter_actor_clone, CLUTTER_TYPE_ACTOR);
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enum
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{
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PROP_0,
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PROP_CLONE_SOURCE
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};
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#define CLUTTER_ACTOR_CLONE_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
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CLUTTER_TYPE_ACTOR_CLONE, \
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ClutterActorClonePrivate))
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struct _ClutterActorClonePrivate
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{
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ClutterActor *clone_source;
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};
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static void
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clutter_actor_clone_get_preferred_width (ClutterActor *self,
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ClutterUnit for_height,
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ClutterUnit *min_width_p,
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ClutterUnit *natural_width_p)
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{
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ClutterActorClonePrivate *priv = CLUTTER_ACTOR_CLONE (self)->priv;
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ClutterActor *clone_source = priv->clone_source;
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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_actor_clone_get_preferred_height (ClutterActor *self,
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ClutterUnit for_width,
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ClutterUnit *min_height_p,
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ClutterUnit *natural_height_p)
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{
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ClutterActorClonePrivate *priv = CLUTTER_ACTOR_CLONE (self)->priv;
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ClutterActor *clone_source = priv->clone_source;
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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_actor_clone_paint (ClutterActor *self)
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{
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ClutterActorClone *clone = CLUTTER_ACTOR_CLONE (self);
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ClutterActorClonePrivate *priv = clone->priv;
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ClutterGeometry geom;
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ClutterGeometry clone_source_geom;
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float x_scale;
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float y_scale;
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CLUTTER_NOTE (PAINT,
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"painting clone actor '%s'",
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clutter_actor_get_name (self) ? clutter_actor_get_name (self)
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: "unknown");
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clutter_actor_get_allocation_geometry (self, &geom);
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clutter_actor_get_allocation_geometry (priv->clone_source,
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&clone_source_geom);
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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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x_scale = (float)geom.width / clone_source_geom.width;
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y_scale = (float)geom.height / clone_source_geom.height;
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cogl_scale (COGL_FIXED_FROM_FLOAT (x_scale), COGL_FIXED_FROM_FLOAT (y_scale));
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/* The final bits of magic:
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* - We need to make sure that when the clone-source actor's paint method
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* calls clutter_actor_get_paint_opacity, it traverses our parent not it's
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* real parent.
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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_opacity_parent (priv->clone_source,
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clutter_actor_get_parent (self));
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_clutter_actor_set_enable_model_view_transform (priv->clone_source, FALSE);
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clutter_actor_paint (priv->clone_source);
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_clutter_actor_set_enable_model_view_transform (priv->clone_source, TRUE);
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_clutter_actor_set_opacity_parent (priv->clone_source, NULL);
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}
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static void
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clutter_actor_clone_set_property (GObject *object,
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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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ClutterActorClone *clone = CLUTTER_ACTOR_CLONE(object);
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switch (prop_id)
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{
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case PROP_CLONE_SOURCE:
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clone->priv->clone_source = 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 (object, 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_actor_clone_get_property (GObject *object,
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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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ClutterActorClonePrivate *priv = CLUTTER_ACTOR_CLONE(object)->priv;
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switch (prop_id)
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{
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case PROP_CLONE_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 (object, 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_actor_clone_finalize (GObject *object)
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{
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G_OBJECT_CLASS (clutter_actor_clone_parent_class)->finalize (object);
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}
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static void
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clutter_actor_clone_dispose (GObject *object)
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{
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G_OBJECT_CLASS (clutter_actor_clone_parent_class)->dispose (object);
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}
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static void
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clutter_actor_clone_class_init (ClutterActorCloneClass *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->paint = clutter_actor_clone_paint;
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actor_class->get_preferred_width =
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clutter_actor_clone_get_preferred_width;
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actor_class->get_preferred_height =
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clutter_actor_clone_get_preferred_height;
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gobject_class->finalize = clutter_actor_clone_finalize;
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gobject_class->dispose = clutter_actor_clone_dispose;
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gobject_class->set_property = clutter_actor_clone_set_property;
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gobject_class->get_property = clutter_actor_clone_get_property;
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/**
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* ClutterActorClone:clone-source
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*
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* This 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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g_object_class_install_property
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(gobject_class,
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PROP_CLONE_SOURCE,
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g_param_spec_object ("clone-source",
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"Clone Source",
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"Specifies the actor to be cloned",
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CLUTTER_TYPE_ACTOR,
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G_PARAM_CONSTRUCT_ONLY
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|G_PARAM_WRITABLE
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|G_PARAM_READABLE));
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g_type_class_add_private (gobject_class, sizeof (ClutterActorClonePrivate));
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}
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static void
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clutter_actor_clone_init (ClutterActorClone *self)
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{
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ClutterActorClonePrivate *priv;
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self->priv = priv = CLUTTER_ACTOR_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_actor_clone_new:
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*
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* Creates a new #ClutterActor which clones clone_source.
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*
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* Return value: a new #ClutterActor
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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_actor_clone_new (ClutterActor *clone_source)
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{
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return g_object_new (CLUTTER_TYPE_ACTOR_CLONE,
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"clone-source", clone_source,
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NULL);
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}
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/**
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* clutter_actor_clone_get_clone_source:
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*
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* @clone: a #ClutterActorClone
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*
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* Retrieves the source #ClutterActor being clone by @clone
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*
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* Return value: 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_actor_clone_get_clone_source (ClutterActorClone *clone)
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{
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ClutterActorClonePrivate *priv;
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g_return_val_if_fail (CLUTTER_IS_ACTOR_CLONE (clone), NULL);
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priv = clone->priv;
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return priv->clone_source;
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}
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