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When painting, actors rely on semi global state tracked by the state to get various things needed for painting, such as the current draw framebuffer. Having state hidden in such ways can be very deceiving as it's hard to follow changes spread out, and adding more and more state that should be tracked during a paint gets annoying as they will not change in isolation but one by one in their own places. To do this better, introduce a paint context that is passed along in paint calls that contains the necessary state needed during painting. The paint context implements a framebuffer stack just as Cogl works, which is currently needed for offscreen rendering used by clutter. The same context is passed around for paint nodes, contents and effects as well. In this commit, the context is only introduced, but not used. It aims to replace the Cogl framebuffer stack, and will allow actors to know what view it is currently painted on. https://gitlab.gnome.org/GNOME/mutter/merge_requests/935
45 lines
1.7 KiB
C
45 lines
1.7 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) 2011 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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#ifndef __CLUTTER_CONTENT_PRIVATE_H__
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#define __CLUTTER_CONTENT_PRIVATE_H__
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#include <clutter/clutter-content.h>
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G_BEGIN_DECLS
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void _clutter_content_attached (ClutterContent *content,
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ClutterActor *actor);
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void _clutter_content_detached (ClutterContent *content,
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ClutterActor *actor);
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void _clutter_content_paint_content (ClutterContent *content,
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ClutterActor *actor,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context);
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G_END_DECLS
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#endif /* __CLUTTER_CONTENT_PRIVATE_H__ */
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