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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
350 lines
9.7 KiB
C
350 lines
9.7 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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/**
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* SECTION:clutter-content
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* @Title: ClutterContent
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* @Short_Description: Delegate for painting the content of an actor
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*
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* #ClutterContent is an interface to implement types responsible for
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* painting the content of a #ClutterActor.
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*
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* Multiple actors can use the same #ClutterContent instance, in order
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* to share the resources associated with painting the same content.
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*
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* #ClutterContent is available since Clutter 1.10.
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*/
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#include "clutter-build-config.h"
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#include "clutter-actor-private.h"
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#include "clutter-content-private.h"
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#include "clutter-debug.h"
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#include "clutter-marshal.h"
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#include "clutter-private.h"
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enum
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{
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ATTACHED,
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DETACHED,
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LAST_SIGNAL
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};
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static GQuark quark_content_actors = 0;
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static guint content_signals[LAST_SIGNAL] = { 0, };
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G_DEFINE_INTERFACE (ClutterContent, clutter_content, G_TYPE_OBJECT)
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static gboolean
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clutter_content_real_get_preferred_size (ClutterContent *content,
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gfloat *width,
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gfloat *height)
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{
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if (width != NULL)
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*width = 0.f;
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if (height != NULL)
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*height = 0.f;
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return FALSE;
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}
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static void
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clutter_content_real_attached (ClutterContent *content,
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ClutterActor *actor)
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{
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}
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static void
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clutter_content_real_detached (ClutterContent *content,
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ClutterActor *actor)
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{
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}
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static void
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clutter_content_real_invalidate (ClutterContent *content)
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{
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}
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static void
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clutter_content_real_invalidate_size (ClutterContent *content)
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{
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}
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static void
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clutter_content_real_paint_content (ClutterContent *content,
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ClutterActor *actor,
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ClutterPaintNode *context,
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ClutterPaintContext *paint_context)
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{
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}
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static void
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clutter_content_default_init (ClutterContentInterface *iface)
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{
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quark_content_actors = g_quark_from_static_string ("-clutter-content-actors");
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iface->get_preferred_size = clutter_content_real_get_preferred_size;
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iface->paint_content = clutter_content_real_paint_content;
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iface->attached = clutter_content_real_attached;
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iface->detached = clutter_content_real_detached;
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iface->invalidate = clutter_content_real_invalidate;
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iface->invalidate_size = clutter_content_real_invalidate_size;
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/**
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* ClutterContent::attached:
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* @content: the object that emitted the signal
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* @actor: a #ClutterActor
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*
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* This signal is emitted each time a #ClutterContent implementation is
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* assigned to a #ClutterActor.
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*
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* Since: 1.10
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*/
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content_signals[ATTACHED] =
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g_signal_new (I_("attached"),
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G_TYPE_FROM_INTERFACE (iface),
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G_SIGNAL_RUN_FIRST,
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G_STRUCT_OFFSET (ClutterContentInterface, attached),
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NULL, NULL, NULL,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_ACTOR);
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/**
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* ClutterContent::detached:
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* @content: the object that emitted the signal
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* @actor: a #ClutterActor
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*
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* This signal is emitted each time a #ClutterContent implementation is
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* removed from a #ClutterActor.
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*
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* Since: 1.10
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*/
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content_signals[DETACHED] =
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g_signal_new (I_("detached"),
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G_TYPE_FROM_INTERFACE (iface),
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G_SIGNAL_RUN_FIRST,
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G_STRUCT_OFFSET (ClutterContentInterface, detached),
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NULL, NULL, NULL,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_ACTOR);
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}
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/**
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* clutter_content_invalidate:
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* @content: a #ClutterContent
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*
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* Invalidates a #ClutterContent.
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*
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* This function should be called by #ClutterContent implementations when
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* they change the way a the content should be painted regardless of the
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* actor state.
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*
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* Since: 1.10
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*/
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void
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clutter_content_invalidate (ClutterContent *content)
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{
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GHashTable *actors;
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GHashTableIter iter;
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gpointer key_p, value_p;
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g_return_if_fail (CLUTTER_IS_CONTENT (content));
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CLUTTER_CONTENT_GET_IFACE (content)->invalidate (content);
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actors = g_object_get_qdata (G_OBJECT (content), quark_content_actors);
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if (actors == NULL)
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return;
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g_hash_table_iter_init (&iter, actors);
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while (g_hash_table_iter_next (&iter, &key_p, &value_p))
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{
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ClutterActor *actor = key_p;
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g_assert (actor != NULL);
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clutter_actor_queue_redraw (actor);
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}
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}
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/**
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* clutter_content_invalidate_size:
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* @content: a #ClutterContent
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*
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* Signals that @content's size changed. Attached actors with request mode
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* set to %CLUTTER_REQUEST_CONTENT_SIZE will have a relayout queued.
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*
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* Attached actors with other request modes are not redrawn. To redraw them
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* too, use clutter_content_invalidate().
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*/
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void
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clutter_content_invalidate_size (ClutterContent *content)
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{
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ClutterActor *actor;
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GHashTable *actors;
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GHashTableIter iter;
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g_return_if_fail (CLUTTER_IS_CONTENT (content));
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CLUTTER_CONTENT_GET_IFACE (content)->invalidate_size (content);
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actors = g_object_get_qdata (G_OBJECT (content), quark_content_actors);
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if (actors == NULL)
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return;
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g_hash_table_iter_init (&iter, actors);
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while (g_hash_table_iter_next (&iter, (gpointer *) &actor, NULL))
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{
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ClutterRequestMode request_mode;
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g_assert (actor != NULL);
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request_mode = clutter_actor_get_request_mode (actor);
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if (request_mode == CLUTTER_REQUEST_CONTENT_SIZE)
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_clutter_actor_queue_only_relayout (actor);
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}
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}
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/*< private >
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* _clutter_content_attached:
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* @content: a #ClutterContent
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* @actor: a #ClutterActor
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*
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* Attaches @actor to the @content.
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*
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* This function should be used internally every time a #ClutterActor
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* is associated to a #ClutterContent, to set up a backpointer from
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* the @content to the @actor.
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*
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* This function will invoke the #ClutterContentInterface.attached() virtual
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* function.
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*/
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void
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_clutter_content_attached (ClutterContent *content,
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ClutterActor *actor)
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{
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GObject *obj = G_OBJECT (content);
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GHashTable *actors;
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actors = g_object_get_qdata (obj, quark_content_actors);
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if (actors == NULL)
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{
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actors = g_hash_table_new (NULL, NULL);
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g_object_set_qdata_full (obj, quark_content_actors,
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actors,
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(GDestroyNotify) g_hash_table_unref);
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}
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g_hash_table_insert (actors, actor, actor);
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g_signal_emit (content, content_signals[ATTACHED], 0, actor);
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}
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/*< private >
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* _clutter_content_detached:
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* @content: a #ClutterContent
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* @actor: a #ClutterActor
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*
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* Detaches @actor from @content.
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*
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* This function should be used internally every time a #ClutterActor
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* removes the association with a #ClutterContent.
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*
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* This function will invoke the #ClutterContentInterface.detached() virtual
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* function.
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*/
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void
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_clutter_content_detached (ClutterContent *content,
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ClutterActor *actor)
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{
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GObject *obj = G_OBJECT (content);
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GHashTable *actors;
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actors = g_object_get_qdata (obj, quark_content_actors);
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g_assert (actors != NULL);
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g_hash_table_remove (actors, actor);
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if (g_hash_table_size (actors) == 0)
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g_object_set_qdata (obj, quark_content_actors, NULL);
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g_signal_emit (content, content_signals[DETACHED], 0, actor);
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}
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/*< private >
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* _clutter_content_paint_content:
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* @content: a #ClutterContent
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* @actor: a #ClutterActor
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* @node: a #ClutterPaintNode
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* @paint_context: a #ClutterPaintContext
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*
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* Creates the render tree for the @content and @actor.
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*
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* This function will invoke the #ClutterContentInterface.paint_content()
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* virtual function.
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*/
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void
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_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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{
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CLUTTER_CONTENT_GET_IFACE (content)->paint_content (content, actor, node,
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paint_context);
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}
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/**
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* clutter_content_get_preferred_size:
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* @content: a #ClutterContent
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* @width: (out): return location for the natural width of the content
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* @height: (out): return location for the natural height of the content
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*
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* Retrieves the natural size of the @content, if any.
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*
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* The natural size of a #ClutterContent is defined as the size the content
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* would have regardless of the allocation of the actor that is painting it,
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* for instance the size of an image data.
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*
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* Return value: %TRUE if the content has a preferred size, and %FALSE
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* otherwise
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*
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* Since: 1.10
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*/
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gboolean
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clutter_content_get_preferred_size (ClutterContent *content,
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gfloat *width,
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gfloat *height)
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{
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g_return_val_if_fail (CLUTTER_IS_CONTENT (content), FALSE);
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return CLUTTER_CONTENT_GET_IFACE (content)->get_preferred_size (content,
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width,
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height);
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}
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