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* clutter/Makefile.am: * clutter/clutter-actor.c: * clutter/clutter-actor.h: * clutter/clutter-clone-texture.c: * clutter/clutter-clone-texture.h: * clutter/clutter-element.c: * clutter/clutter-element.h: * clutter/clutter-group.c: * clutter/clutter-group.h: * clutter/clutter-label.c: * clutter/clutter-label.h: * clutter/clutter-main.c: * clutter/clutter-main.h: * clutter/clutter-rectangle.c: * clutter/clutter-rectangle.h: * clutter/clutter-stage.c: * clutter/clutter-stage.h: * clutter/clutter-texture.c: * clutter/clutter-texture.h: * clutter/clutter-video-texture.c: * clutter/clutter-video-texture.h: * clutter/clutter.h: * examples/super-oh.c: * examples/test-text.c: * examples/test-video.c: * examples/test.c: * examples/video-cube.c: * gtk/gtk-clutter-test.c: * gtk/gtk-clutter.c: * gtk/gtk-clutter.h: Element to Actor Renaming.
319 lines
8.5 KiB
C
319 lines
8.5 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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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#include "clutter-clone-texture.h"
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#include "clutter-main.h"
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#include "clutter-util.h"
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#include "clutter-enum-types.h"
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#include "clutter-private.h" /* for DBG */
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enum
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{
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PROP_0,
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PROP_PARENT_TEXTURE
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};
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G_DEFINE_TYPE (ClutterCloneTexture,
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clutter_clone_texture,
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CLUTTER_TYPE_ACTOR);
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#define CLUTTER_CLONE_TEXTURE_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_CLONE_TEXTURE, ClutterCloneTexturePrivate))
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struct _ClutterCloneTexturePrivate
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{
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ClutterTexture *parent_texture;
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};
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static void
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clone_texture_render_to_gl_quad (ClutterCloneTexture *ctexture,
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int x1,
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int y1,
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int x2,
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int y2)
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{
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gint qx1 = 0, qx2 = 0, qy1 = 0, qy2 = 0;
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gint qwidth = 0, qheight = 0;
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gint x, y, i =0, lastx = 0, lasty = 0;
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gint n_x_tiles, n_y_tiles;
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gint pwidth, pheight;
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float tx, ty;
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ClutterCloneTexturePrivate *priv = ctexture->priv;
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ClutterActor *parent_actor = CLUTTER_ACTOR (priv->parent_texture);
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priv = ctexture->priv;
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qwidth = x2 - x1;
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qheight = y2 - y1;
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if (!CLUTTER_ACTOR_IS_REALIZED (parent_actor))
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clutter_actor_realize (parent_actor);
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/* Only paint if parent is in a state to do so */
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if (!clutter_texture_has_generated_tiles (priv->parent_texture))
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return;
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clutter_texture_get_base_size (priv->parent_texture, &pwidth, &pheight);
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if (!clutter_texture_is_tiled (priv->parent_texture))
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{
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clutter_texture_bind_tile (priv->parent_texture, 0);
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tx = (float) pwidth / clutter_util_next_p2 (pwidth);
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ty = (float) pheight / clutter_util_next_p2 (pheight);
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qx1 = x1; qx2 = x2;
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qy1 = y1; qy2 = y2;
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glBegin (GL_QUADS);
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glTexCoord2f (tx, ty); glVertex2i (qx2, qy2);
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glTexCoord2f (0, ty); glVertex2i (qx1, qy2);
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glTexCoord2f (0, 0); glVertex2i (qx1, qy1);
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glTexCoord2f (tx, 0); glVertex2i (qx2, qy1);
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glEnd ();
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return;
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}
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clutter_texture_get_n_tiles (priv->parent_texture, &n_x_tiles, &n_y_tiles);
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for (x=0; x < n_x_tiles; x++)
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{
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lasty = 0;
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for (y=0; y < n_y_tiles; y++)
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{
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gint actual_w, actual_h;
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gint xpos, ypos, xsize, ysize, ywaste, xwaste;
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clutter_texture_bind_tile (priv->parent_texture, i);
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clutter_texture_get_x_tile_detail (priv->parent_texture,
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x, &xpos, &xsize, &xwaste);
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clutter_texture_get_y_tile_detail (priv->parent_texture,
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y, &ypos, &ysize, &ywaste);
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actual_w = xsize - xwaste;
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actual_h = ysize - ywaste;
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tx = (float) actual_w / xsize;
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ty = (float) actual_h / ysize;
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qx1 = x1 + lastx;
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qx2 = qx1 + ((qwidth * actual_w ) / pwidth );
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qy1 = y1 + lasty;
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qy2 = qy1 + ((qheight * actual_h) / pheight );
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CLUTTER_DBG("rendering text tile x: %i, y: %i - %ix%i",
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x, y, actual_w, actual_h);
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glBegin (GL_QUADS);
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glTexCoord2f (tx, ty); glVertex2i (qx2, qy2);
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glTexCoord2f (0, ty); glVertex2i (qx1, qy2);
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glTexCoord2f (0, 0); glVertex2i (qx1, qy1);
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glTexCoord2f (tx, 0); glVertex2i (qx2, qy1);
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glEnd ();
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lasty += qy2 - qy1;
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i++;
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}
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lastx += qx2 - qx1;
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}
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}
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static void
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clutter_clone_texture_paint (ClutterActor *self)
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{
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ClutterCloneTexturePrivate *priv;
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ClutterActor *parent_texture;
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gint x1, y1, x2, y2;
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priv = CLUTTER_CLONE_TEXTURE (self)->priv;
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/* parent texture may have been hidden, there for need to make sure its
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* realised with resources available.
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*/
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parent_texture = CLUTTER_ACTOR (priv->parent_texture);
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if (!CLUTTER_ACTOR_IS_REALIZED (parent_texture))
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clutter_actor_realize (parent_texture);
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glEnable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor4ub(255, 255, 255, clutter_actor_get_opacity(self));
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clutter_actor_get_coords (self, &x1, &y1, &x2, &y2);
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CLUTTER_DBG("paint to x1: %i, y1: %i x2: %i, y2: %i opacity: %i",
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x1, y1, x2, y2, clutter_actor_get_opacity(self) );
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clone_texture_render_to_gl_quad (CLUTTER_CLONE_TEXTURE(self),
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x1, y1, x2, y2);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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}
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static void
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set_parent_texture (ClutterCloneTexture *ctexture,
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ClutterTexture *texture)
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{
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ClutterCloneTexturePrivate *priv = ctexture->priv;
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if (priv->parent_texture)
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{
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g_object_unref (priv->parent_texture);
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priv->parent_texture = NULL;
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}
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if (texture)
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{
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gint width, height;
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priv->parent_texture = g_object_ref (texture);
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/* Sync up the size to parent texture base pixbuf size.
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*/
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clutter_texture_get_base_size (texture, &width, &height);
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clutter_actor_set_size (CLUTTER_ACTOR(ctexture), width, height);
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}
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}
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static void
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clutter_clone_texture_dispose (GObject *object)
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{
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ClutterCloneTexture *self = CLUTTER_CLONE_TEXTURE(object);
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ClutterCloneTexturePrivate *priv = self->priv;
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if (priv->parent_texture)
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g_object_unref (priv->parent_texture);
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priv->parent_texture = NULL;
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G_OBJECT_CLASS (clutter_clone_texture_parent_class)->dispose (object);
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}
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static void
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clutter_clone_texture_finalize (GObject *object)
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{
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G_OBJECT_CLASS (clutter_clone_texture_parent_class)->finalize (object);
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}
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static void
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clutter_clone_texture_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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ClutterCloneTexture *ctexture = CLUTTER_CLONE_TEXTURE (object);
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switch (prop_id)
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{
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case PROP_PARENT_TEXTURE:
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set_parent_texture (ctexture, 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_clone_texture_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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ClutterCloneTexture *ctexture = CLUTTER_CLONE_TEXTURE (object);
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switch (prop_id)
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{
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case PROP_PARENT_TEXTURE:
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g_value_set_object (value, ctexture->priv->parent_texture);
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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_clone_texture_class_init (ClutterCloneTextureClass *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_clone_texture_paint;
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gobject_class->finalize = clutter_clone_texture_finalize;
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gobject_class->dispose = clutter_clone_texture_dispose;
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gobject_class->set_property = clutter_clone_texture_set_property;
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gobject_class->get_property = clutter_clone_texture_get_property;
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g_object_class_install_property (gobject_class,
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PROP_PARENT_TEXTURE,
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g_param_spec_object ("parent-texture",
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"Parent Texture",
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"The parent texture to clone",
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CLUTTER_TYPE_TEXTURE,
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(G_PARAM_CONSTRUCT_ONLY | G_PARAM_READWRITE)));
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g_type_class_add_private (gobject_class, sizeof (ClutterCloneTexturePrivate));
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}
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static void
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clutter_clone_texture_init (ClutterCloneTexture *self)
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{
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ClutterCloneTexturePrivate *priv;
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self->priv = priv = CLUTTER_CLONE_TEXTURE_GET_PRIVATE (self);
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priv->parent_texture = NULL;
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}
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/**
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* clutter_clone_texture_new:
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* @texture: a #ClutterTexture
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*
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* Creates an efficient 'clone' of a pre-existing texture if which it
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* shares the underlying pixbuf data.
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*
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* Return value: the newly created #ClutterCloneTexture
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*/
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ClutterActor *
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clutter_clone_texture_new (ClutterTexture *texture)
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{
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g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), NULL);
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return g_object_new (CLUTTER_TYPE_CLONE_TEXTURE,
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"parent-texture", texture,
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NULL);
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}
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