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369 lines
12 KiB
C
369 lines
12 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-effect
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* @short_description: Base class for actor effects
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*
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* The #ClutterEffect class provides a default type and API for creating
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* effects for generic actors.
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*
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* Effects are a #ClutterActorMeta sub-class that modify the way an actor
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* is painted in a way that is not part of the actor's implementation.
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*
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* Effects should be the preferred way to affect the paint sequence of an
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* actor without sub-classing the actor itself and overriding the
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* #ClutterActorClass.paint()_ virtual function.
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*
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* ## Implementing a ClutterEffect
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*
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* Creating a sub-class of #ClutterEffect requires overriding the
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* #ClutterEffectClass.paint() method. The implementation of the function should look
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* something like this:
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*
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* |[
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* void effect_paint (ClutterEffect *effect, ClutterEffectPaintFlags flags)
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* {
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* // Set up initialisation of the paint such as binding a
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* // CoglOffscreen or other operations
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*
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* // Chain to the next item in the paint sequence. This will either call
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* // ‘paint’ on the next effect or just paint the actor if this is
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* // the last effect.
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* ClutterActor *actor =
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* clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
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*
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* clutter_actor_continue_paint (actor);
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*
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* // perform any cleanup of state, such as popping the CoglOffscreen
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* }
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* ]|
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*
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* The effect can optionally avoid calling clutter_actor_continue_paint() to skip any
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* further stages of the paint sequence. This is useful for example if the effect
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* contains a cached image of the actor. In that case it can optimise painting by
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* avoiding the actor paint and instead painting the cached image.
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*
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* The %CLUTTER_EFFECT_PAINT_ACTOR_DIRTY flag is useful in this case. Clutter will set
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* this flag when a redraw has been queued on the actor since it was last painted. The
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* effect can use this information to decide if the cached image is still valid.
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*
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* ## A simple ClutterEffect implementation
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*
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* The example below creates two rectangles: one will be painted "behind" the actor,
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* while another will be painted "on top" of the actor.
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*
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* The #ClutterActorMetaClass.set_actor() implementation will create the two materials
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* used for the two different rectangles; the #ClutterEffectClass.paint() implementation
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* will paint the first material using cogl_rectangle(), before continuing and then it
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* will paint paint the second material after.
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*
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* |[
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* typedef struct {
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* ClutterEffect parent_instance;
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*
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* CoglHandle rect_1;
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* CoglHandle rect_2;
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* } MyEffect;
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*
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* typedef struct _ClutterEffectClass MyEffectClass;
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*
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* G_DEFINE_TYPE (MyEffect, my_effect, CLUTTER_TYPE_EFFECT);
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*
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* static void
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* my_effect_set_actor (ClutterActorMeta *meta,
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* ClutterActor *actor)
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* {
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* MyEffect *self = MY_EFFECT (meta);
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*
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* // Clear the previous state //
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* if (self->rect_1)
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* {
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* cogl_handle_unref (self->rect_1);
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* self->rect_1 = NULL;
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* }
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*
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* if (self->rect_2)
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* {
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* cogl_handle_unref (self->rect_2);
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* self->rect_2 = NULL;
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* }
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*
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* // Maintain a pointer to the actor
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* self->actor = actor;
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*
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* // If we've been detached by the actor then we should just bail out here
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* if (self->actor == NULL)
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* return;
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*
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* // Create a red material
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* self->rect_1 = cogl_material_new ();
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* cogl_material_set_color4f (self->rect_1, 1.0, 0.0, 0.0, 1.0);
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*
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* // Create a green material
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* self->rect_2 = cogl_material_new ();
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* cogl_material_set_color4f (self->rect_2, 0.0, 1.0, 0.0, 1.0);
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* }
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*
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* static gboolean
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* my_effect_paint (ClutterEffect *effect)
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* {
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* MyEffect *self = MY_EFFECT (effect);
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* gfloat width, height;
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*
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* clutter_actor_get_size (self->actor, &width, &height);
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*
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* // Paint the first rectangle in the upper left quadrant
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* cogl_set_source (self->rect_1);
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* cogl_rectangle (0, 0, width / 2, height / 2);
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*
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* // Continue to the rest of the paint sequence
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* clutter_actor_continue_paint (self->actor);
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*
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* // Paint the second rectangle in the lower right quadrant
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* cogl_set_source (self->rect_2);
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* cogl_rectangle (width / 2, height / 2, width, height);
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* }
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*
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* static void
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* my_effect_class_init (MyEffectClass *klass)
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* {
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* ClutterActorMetaClas *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
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*
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* meta_class->set_actor = my_effect_set_actor;
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*
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* klass->paint = my_effect_paint;
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* }
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* ]|
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*
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* #ClutterEffect is available since Clutter 1.4
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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-effect.h"
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#include "clutter-actor-meta-private.h"
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#include "clutter-debug.h"
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#include "clutter-effect-private.h"
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#include "clutter-enum-types.h"
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#include "clutter-marshal.h"
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#include "clutter-private.h"
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#include "clutter-actor-private.h"
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G_DEFINE_ABSTRACT_TYPE (ClutterEffect,
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clutter_effect,
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CLUTTER_TYPE_ACTOR_META);
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static gboolean
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clutter_effect_real_pre_paint (ClutterEffect *effect)
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{
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return TRUE;
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}
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static void
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clutter_effect_real_post_paint (ClutterEffect *effect)
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{
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}
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static gboolean
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clutter_effect_real_get_paint_volume (ClutterEffect *effect,
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ClutterPaintVolume *volume)
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{
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return TRUE;
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}
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static void
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clutter_effect_real_paint (ClutterEffect *effect,
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ClutterEffectPaintFlags flags)
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{
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ClutterActorMeta *actor_meta = CLUTTER_ACTOR_META (effect);
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ClutterActor *actor;
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gboolean pre_paint_succeeded;
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/* The default implementation provides a compatibility wrapper for
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effects that haven't migrated to use the 'paint' virtual yet. This
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just calls the old pre and post virtuals before chaining on */
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pre_paint_succeeded = _clutter_effect_pre_paint (effect);
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actor = clutter_actor_meta_get_actor (actor_meta);
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clutter_actor_continue_paint (actor);
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if (pre_paint_succeeded)
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_clutter_effect_post_paint (effect);
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}
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static void
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clutter_effect_real_pick (ClutterEffect *effect,
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ClutterEffectPaintFlags flags)
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{
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ClutterActorMeta *actor_meta = CLUTTER_ACTOR_META (effect);
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ClutterActor *actor;
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actor = clutter_actor_meta_get_actor (actor_meta);
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clutter_actor_continue_paint (actor);
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}
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static void
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clutter_effect_notify (GObject *gobject,
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GParamSpec *pspec)
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{
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if (strcmp (pspec->name, "enabled") == 0)
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{
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ClutterActorMeta *meta = CLUTTER_ACTOR_META (gobject);
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ClutterActor *actor = clutter_actor_meta_get_actor (meta);
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if (actor != NULL)
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clutter_actor_queue_redraw (actor);
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}
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if (G_OBJECT_CLASS (clutter_effect_parent_class)->notify != NULL)
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G_OBJECT_CLASS (clutter_effect_parent_class)->notify (gobject, pspec);
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}
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static void
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clutter_effect_class_init (ClutterEffectClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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gobject_class->notify = clutter_effect_notify;
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klass->pre_paint = clutter_effect_real_pre_paint;
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klass->post_paint = clutter_effect_real_post_paint;
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klass->get_paint_volume = clutter_effect_real_get_paint_volume;
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klass->paint = clutter_effect_real_paint;
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klass->pick = clutter_effect_real_pick;
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}
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static void
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clutter_effect_init (ClutterEffect *self)
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{
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}
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gboolean
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_clutter_effect_pre_paint (ClutterEffect *effect)
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{
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g_return_val_if_fail (CLUTTER_IS_EFFECT (effect), FALSE);
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return CLUTTER_EFFECT_GET_CLASS (effect)->pre_paint (effect);
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}
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void
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_clutter_effect_post_paint (ClutterEffect *effect)
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{
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g_return_if_fail (CLUTTER_IS_EFFECT (effect));
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CLUTTER_EFFECT_GET_CLASS (effect)->post_paint (effect);
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}
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void
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_clutter_effect_paint (ClutterEffect *effect,
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ClutterEffectPaintFlags flags)
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{
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g_return_if_fail (CLUTTER_IS_EFFECT (effect));
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CLUTTER_EFFECT_GET_CLASS (effect)->paint (effect, flags);
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}
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void
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_clutter_effect_pick (ClutterEffect *effect,
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ClutterEffectPaintFlags flags)
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{
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g_return_if_fail (CLUTTER_IS_EFFECT (effect));
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CLUTTER_EFFECT_GET_CLASS (effect)->pick (effect, flags);
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}
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gboolean
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_clutter_effect_get_paint_volume (ClutterEffect *effect,
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ClutterPaintVolume *volume)
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{
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g_return_val_if_fail (CLUTTER_IS_EFFECT (effect), FALSE);
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g_return_val_if_fail (volume != NULL, FALSE);
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return CLUTTER_EFFECT_GET_CLASS (effect)->get_paint_volume (effect, volume);
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}
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/**
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* clutter_effect_queue_repaint:
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* @effect: A #ClutterEffect which needs redrawing
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*
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* Queues a repaint of the effect. The effect can detect when the ‘paint’
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* method is called as a result of this function because it will not
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* have the %CLUTTER_EFFECT_PAINT_ACTOR_DIRTY flag set. In that case the
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* effect is free to assume that the actor has not changed its
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* appearance since the last time it was painted so it doesn't need to
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* call clutter_actor_continue_paint() if it can draw a cached
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* image. This is mostly intended for effects that are using a
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* %CoglOffscreen to redirect the actor (such as
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* %ClutterOffscreenEffect). In that case the effect can save a bit of
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* rendering time by painting the cached texture without causing the
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* entire actor to be painted.
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*
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* This function can be used by effects that have their own animatable
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* parameters. For example, an effect which adds a varying degree of a
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* red tint to an actor by redirecting it through a CoglOffscreen
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* might have a property to specify the level of tint. When this value
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* changes, the underlying actor doesn't need to be redrawn so the
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* effect can call clutter_effect_queue_repaint() to make sure the
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* effect is repainted.
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*
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* Note however that modifying the position of the parent of an actor
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* may change the appearance of the actor because its transformation
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* matrix would change. In this case a redraw wouldn't be queued on
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* the actor itself so the %CLUTTER_EFFECT_PAINT_ACTOR_DIRTY would still
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* not be set. The effect can detect this case by keeping track of the
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* last modelview matrix that was used to render the actor and
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* veryifying that it remains the same in the next paint.
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*
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* Any other effects that are layered on top of the passed in effect
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* will still be passed the %CLUTTER_EFFECT_PAINT_ACTOR_DIRTY flag. If
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* anything queues a redraw on the actor without specifying an effect
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* or with an effect that is lower in the chain of effects than this
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* one then that will override this call. In that case this effect
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* will instead be called with the %CLUTTER_EFFECT_PAINT_ACTOR_DIRTY
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* flag set.
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*
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* Since: 1.8
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*/
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void
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clutter_effect_queue_repaint (ClutterEffect *effect)
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{
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ClutterActor *actor;
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g_return_if_fail (CLUTTER_IS_EFFECT (effect));
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actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
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/* If the effect has no actor then nothing needs to be done */
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if (actor != NULL)
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_clutter_actor_queue_redraw_full (actor,
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0, /* flags */
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NULL, /* clip volume */
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effect /* effect */);
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}
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