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fd27ca7398
Both the nick and the blurb fields should be translatable, for UI builders and other introspection-based tools.
297 lines
8.6 KiB
C
297 lines
8.6 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) 2010 Intel Corporation.
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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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* Author:
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* Emmanuele Bassi <ebassi@linux.intel.com>
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*/
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/**
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* SECTION:clutter-desaturate-effect
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* @short_description: A desaturation effect
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* @see_also: #ClutterEffect, #ClutterOffscreenEffect
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*
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* #ClutterDesaturateEffect is a sub-class of #ClutterEffect that
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* desaturates the color of an actor and its contents. The strenght
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* of the desaturation effect is controllable and animatable through
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* the #ClutterDesaturateEffect:factor property.
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*
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* #ClutterDesaturateEffect uses the programmable pipeline of the GPU
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* so it is only available on graphics hardware that supports this
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* feature.
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*
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* #ClutterDesaturateEffect is available since Clutter 1.4
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*/
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#define CLUTTER_DESATURATE_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_DESATURATE_EFFECT, ClutterDesaturateEffectClass))
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#define CLUTTER_IS_DESATURATE_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_DESATURATE_EFFECT))
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#define CLUTTER_DESATURATE_EFFECT_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_DESATURATE_EFFECT, ClutterDesaturateEffectClass))
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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-desaturate-effect.h"
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#include "cogl/cogl.h"
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#include "clutter-debug.h"
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#include "clutter-enum-types.h"
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#include "clutter-private.h"
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#include "clutter-shader-effect.h"
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typedef struct _ClutterDesaturateEffectClass ClutterDesaturateEffectClass;
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struct _ClutterDesaturateEffect
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{
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ClutterShaderEffect parent_instance;
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/* a back pointer to our actor, so that we can query it */
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ClutterActor *actor;
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/* the desaturation factor, also known as "strength" */
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gdouble factor;
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};
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struct _ClutterDesaturateEffectClass
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{
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ClutterShaderEffectClass parent_class;
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};
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/* the magic gray vec3 has been taken from the NTSC conversion weights
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* as defined by:
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*
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* "OpenGL Superbible, 4th edition"
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* -- Richard S. Wright Jr, Benjamin Lipchak, Nicholas Haemel
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* Addison-Wesley
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*/
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static const gchar *desaturate_glsl_shader =
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"uniform sampler2D tex;\n"
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"uniform float factor;\n"
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"\n"
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"vec3 desaturate (const vec3 color, const float desaturation)\n"
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"{\n"
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" const vec3 gray_conv = vec3 (0.299, 0.587, 0.114);\n"
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" vec3 gray = vec3 (dot (gray_conv, color));\n"
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" return vec3 (mix (color.rgb, gray, desaturation));\n"
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"}\n"
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"\n"
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"void main ()\n"
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"{\n"
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" vec4 color = gl_Color * texture2D (tex, vec2 (gl_TexCoord[0].xy));\n"
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" color.rgb = desaturate (color.rgb, factor);\n"
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" gl_FragColor = color;\n"
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"}\n";
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enum
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{
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PROP_0,
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PROP_FACTOR
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};
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G_DEFINE_TYPE (ClutterDesaturateEffect,
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clutter_desaturate_effect,
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CLUTTER_TYPE_SHADER_EFFECT);
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static gboolean
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clutter_desaturate_effect_pre_paint (ClutterEffect *effect)
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{
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ClutterDesaturateEffect *self = CLUTTER_DESATURATE_EFFECT (effect);
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ClutterShaderEffect *shader_effect;
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ClutterEffectClass *parent_class;
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float factor;
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if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
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return FALSE;
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self->actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
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if (self->actor == NULL)
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return FALSE;
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shader_effect = CLUTTER_SHADER_EFFECT (effect);
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clutter_shader_effect_set_shader_source (shader_effect, desaturate_glsl_shader);
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factor = (float) self->factor;
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/* bind the uniforms to the factor property */
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clutter_shader_effect_set_uniform (shader_effect,
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"tex",
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G_TYPE_INT, 1,
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0);
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clutter_shader_effect_set_uniform (shader_effect,
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"factor",
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G_TYPE_FLOAT, 1,
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factor);
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parent_class = CLUTTER_EFFECT_CLASS (clutter_desaturate_effect_parent_class);
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return parent_class->pre_paint (effect);
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}
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static void
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clutter_desaturate_effect_finalize (GObject *gobject)
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{
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G_OBJECT_CLASS (clutter_desaturate_effect_parent_class)->finalize (gobject);
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}
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static void
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clutter_desaturate_effect_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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ClutterDesaturateEffect *effect = CLUTTER_DESATURATE_EFFECT (gobject);
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switch (prop_id)
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{
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case PROP_FACTOR:
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clutter_desaturate_effect_set_factor (effect,
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g_value_get_double (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_desaturate_effect_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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ClutterDesaturateEffect *effect = CLUTTER_DESATURATE_EFFECT (gobject);
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switch (prop_id)
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{
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case PROP_FACTOR:
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g_value_set_double (value, effect->factor);
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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_desaturate_effect_class_init (ClutterDesaturateEffectClass *klass)
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{
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ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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GParamSpec *pspec;
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effect_class->pre_paint = clutter_desaturate_effect_pre_paint;
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gobject_class->set_property = clutter_desaturate_effect_set_property;
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gobject_class->get_property = clutter_desaturate_effect_get_property;
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gobject_class->finalize = clutter_desaturate_effect_finalize;
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/**
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* ClutterDesaturateEffect:factor:
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*
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* The desaturation factor, between 0.0 (no desaturation) and 1.0 (full
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* desaturation).
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*
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* Since: 1.4
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*/
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pspec = g_param_spec_double ("factor",
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P_("Factor"),
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P_("The desaturation factor"),
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0.0, 1.0,
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1.0,
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CLUTTER_PARAM_READWRITE);
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g_object_class_install_property (gobject_class, PROP_FACTOR, pspec);
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}
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static void
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clutter_desaturate_effect_init (ClutterDesaturateEffect *self)
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{
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self->factor = 1.0;
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}
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/**
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* clutter_desaturate_effect_new:
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* @factor: the desaturation factor, between 0.0 and 1.0
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*
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* Creates a new #ClutterDesaturateEffect to be used with
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* clutter_actor_add_effect()
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*
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* Return value: the newly created #ClutterDesaturateEffect or %NULL
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*
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* Since: 1.4
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*/
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ClutterEffect *
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clutter_desaturate_effect_new (gdouble factor)
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{
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g_return_val_if_fail (factor >= 0.0 && factor <= 1.0, NULL);
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return g_object_new (CLUTTER_TYPE_DESATURATE_EFFECT,
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"factor", factor,
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NULL);
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}
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/**
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* clutter_desaturate_effect_set_factor:
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* @effect: a #ClutterDesaturateEffect
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* @factor: the desaturation factor, between 0.0 and 1.0
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*
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* Sets the desaturation factor for @effect, with 0.0 being "do not desaturate"
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* and 1.0 being "fully desaturate"
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*
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* Since: 1.4
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*/
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void
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clutter_desaturate_effect_set_factor (ClutterDesaturateEffect *effect,
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gdouble factor)
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{
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g_return_if_fail (CLUTTER_IS_DESATURATE_EFFECT (effect));
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g_return_if_fail (factor >= 0.0 && factor <= 1.0);
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if (fabsf (effect->factor - factor) >= 0.00001)
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{
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effect->factor = factor;
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if (effect->actor != NULL)
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clutter_actor_queue_redraw (effect->actor);
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g_object_notify (G_OBJECT (effect), "factor");
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}
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}
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/**
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* clutter_desaturate_effect_get_factor:
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* @effect: a #ClutterDesaturateEffect
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*
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* Retrieves the desaturation factor of @effect
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*
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* Return value: the desaturation factor
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*
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* Since: 1.4
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*/
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gdouble
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clutter_desaturate_effect_get_factor (ClutterDesaturateEffect *effect)
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{
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g_return_val_if_fail (CLUTTER_IS_DESATURATE_EFFECT (effect), 0.0);
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return effect->factor;
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}
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