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699a1876d4
Another nail in ClutterGeometry's coffin.
464 lines
13 KiB
C
464 lines
13 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) 2008 Intel Corporation.
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*
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* Authored By: Robert Bragg <robert@linux.intel.com>
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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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/**
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* SECTION:clutter-clone
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* @short_description: An actor that displays a clone of a source actor
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*
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* #ClutterClone is a #ClutterActor which draws with the paint
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* function of another actor, scaled to fit its own allocation.
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*
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* #ClutterClone can be used to efficiently clone any other actor.
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*
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* <note><para>This is different from clutter_texture_new_from_actor()
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* which requires support for FBOs in the underlying GL
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* implementation.</para></note>
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*
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* #ClutterClone is available since Clutter 1.0
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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-actor-private.h"
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#include "clutter-clone.h"
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#include "clutter-debug.h"
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#include "clutter-main.h"
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#include "clutter-paint-volume-private.h"
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#include "clutter-private.h"
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#include "cogl/cogl.h"
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G_DEFINE_TYPE (ClutterClone, clutter_clone, CLUTTER_TYPE_ACTOR);
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enum
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{
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PROP_0,
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PROP_SOURCE,
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PROP_LAST
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};
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static GParamSpec *obj_props[PROP_LAST];
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#define CLUTTER_CLONE_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_CLONE, ClutterClonePrivate))
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struct _ClutterClonePrivate
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{
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ClutterActor *clone_source;
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};
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static void clutter_clone_set_source_internal (ClutterClone *clone,
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ClutterActor *source);
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static void
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clutter_clone_get_preferred_width (ClutterActor *self,
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gfloat for_height,
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gfloat *min_width_p,
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gfloat *natural_width_p)
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{
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ClutterClonePrivate *priv = CLUTTER_CLONE (self)->priv;
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ClutterActor *clone_source = priv->clone_source;
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if (clone_source == NULL)
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{
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if (min_width_p)
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*min_width_p = 0;
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if (natural_width_p)
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*natural_width_p = 0;
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}
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else
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clutter_actor_get_preferred_width (clone_source,
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for_height,
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min_width_p,
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natural_width_p);
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}
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static void
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clutter_clone_get_preferred_height (ClutterActor *self,
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gfloat for_width,
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gfloat *min_height_p,
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gfloat *natural_height_p)
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{
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ClutterClonePrivate *priv = CLUTTER_CLONE (self)->priv;
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ClutterActor *clone_source = priv->clone_source;
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if (clone_source == NULL)
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{
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if (min_height_p)
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*min_height_p = 0;
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if (natural_height_p)
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*natural_height_p = 0;
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}
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else
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clutter_actor_get_preferred_height (clone_source,
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for_width,
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min_height_p,
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natural_height_p);
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}
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static void
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clutter_clone_apply_transform (ClutterActor *self, CoglMatrix *matrix)
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{
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ClutterClonePrivate *priv = CLUTTER_CLONE (self)->priv;
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ClutterActorBox box, source_box;
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gfloat x_scale, y_scale;
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/* First chain up and apply all the standard ClutterActor
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* transformations... */
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CLUTTER_ACTOR_CLASS (clutter_clone_parent_class)->apply_transform (self,
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matrix);
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/* if we don't have a source, nothing else to do */
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if (priv->clone_source == NULL)
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return;
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/* get our allocated size */
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clutter_actor_get_allocation_box (self, &box);
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/* and get the allocated size of the source */
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clutter_actor_get_allocation_box (priv->clone_source, &source_box);
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/* We need to scale what the clone-source actor paints to fill our own
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* allocation...
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*/
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x_scale = clutter_actor_box_get_width (&box)
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/ clutter_actor_box_get_width (&source_box);
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y_scale = clutter_actor_box_get_height (&box)
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/ clutter_actor_box_get_height (&source_box);
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cogl_matrix_scale (matrix, x_scale, y_scale, x_scale);
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}
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static void
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clutter_clone_paint (ClutterActor *actor)
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{
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ClutterClone *self = CLUTTER_CLONE (actor);
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ClutterClonePrivate *priv = self->priv;
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gboolean was_unmapped = FALSE;
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if (priv->clone_source == NULL)
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return;
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CLUTTER_NOTE (PAINT, "painting clone actor '%s'",
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_clutter_actor_get_debug_name (actor));
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/* The final bits of magic:
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* - We need to override the paint opacity of the actor with our own
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* opacity.
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* - We need to inform the actor that it's in a clone paint (for the function
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* clutter_actor_is_in_clone_paint())
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* - We need to stop clutter_actor_paint applying the model view matrix of
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* the clone source actor.
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*/
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_clutter_actor_set_in_clone_paint (priv->clone_source, TRUE);
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_clutter_actor_set_opacity_override (priv->clone_source,
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clutter_actor_get_paint_opacity (actor));
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_clutter_actor_set_enable_model_view_transform (priv->clone_source, FALSE);
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if (!CLUTTER_ACTOR_IS_MAPPED (priv->clone_source))
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{
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_clutter_actor_set_enable_paint_unmapped (priv->clone_source, TRUE);
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was_unmapped = TRUE;
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}
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_clutter_actor_push_clone_paint ();
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clutter_actor_paint (priv->clone_source);
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_clutter_actor_pop_clone_paint ();
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if (was_unmapped)
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_clutter_actor_set_enable_paint_unmapped (priv->clone_source, FALSE);
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_clutter_actor_set_enable_model_view_transform (priv->clone_source, TRUE);
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_clutter_actor_set_opacity_override (priv->clone_source, -1);
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_clutter_actor_set_in_clone_paint (priv->clone_source, FALSE);
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}
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static gboolean
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clutter_clone_get_paint_volume (ClutterActor *actor,
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ClutterPaintVolume *volume)
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{
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ClutterClonePrivate *priv = CLUTTER_CLONE (actor)->priv;
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const ClutterPaintVolume *source_volume;
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/* if the source is not set the paint volume is defined to be empty */
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if (priv->clone_source == NULL)
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return TRUE;
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/* query the volume of the source actor and simply masquarade it as
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* the clones volume... */
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source_volume = clutter_actor_get_paint_volume (priv->clone_source);
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if (source_volume == NULL)
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return FALSE;
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_clutter_paint_volume_set_from_volume (volume, source_volume);
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_clutter_paint_volume_set_reference_actor (volume, actor);
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return TRUE;
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}
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static gboolean
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clutter_clone_has_overlaps (ClutterActor *actor)
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{
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ClutterClonePrivate *priv = CLUTTER_CLONE (actor)->priv;
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/* The clone has overlaps iff the source has overlaps */
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if (priv->clone_source == NULL)
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return FALSE;
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return clutter_actor_has_overlaps (priv->clone_source);
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}
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static void
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clutter_clone_allocate (ClutterActor *self,
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const ClutterActorBox *box,
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ClutterAllocationFlags flags)
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{
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ClutterClonePrivate *priv = CLUTTER_CLONE (self)->priv;
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ClutterActorClass *parent_class;
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/* chain up */
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parent_class = CLUTTER_ACTOR_CLASS (clutter_clone_parent_class);
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parent_class->allocate (self, box, flags);
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if (priv->clone_source == NULL)
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return;
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#if 0
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/* XXX - this is wrong: ClutterClone cannot clone unparented
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* actors, as it will break all invariants
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*/
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/* we act like a "foster parent" for the source we are cloning;
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* if the source has not been parented we have to force an
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* allocation on it, so that we can paint it correctly from
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* within our paint() implementation. since the actor does not
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* have a parent, and thus it won't be painted by the usual
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* paint cycle, we can safely give it as much size as it requires
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*/
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if (clutter_actor_get_parent (priv->clone_source) == NULL)
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clutter_actor_allocate_preferred_size (priv->clone_source, flags);
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#endif
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}
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static void
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clutter_clone_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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ClutterClone *self = CLUTTER_CLONE (gobject);
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switch (prop_id)
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{
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case PROP_SOURCE:
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clutter_clone_set_source (self, 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 (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_clone_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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ClutterClonePrivate *priv = CLUTTER_CLONE (gobject)->priv;
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switch (prop_id)
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{
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case PROP_SOURCE:
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g_value_set_object (value, priv->clone_source);
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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_clone_dispose (GObject *gobject)
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{
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clutter_clone_set_source_internal (CLUTTER_CLONE (gobject), NULL);
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G_OBJECT_CLASS (clutter_clone_parent_class)->dispose (gobject);
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}
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static void
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clutter_clone_class_init (ClutterCloneClass *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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g_type_class_add_private (gobject_class, sizeof (ClutterClonePrivate));
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actor_class->apply_transform = clutter_clone_apply_transform;
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actor_class->paint = clutter_clone_paint;
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actor_class->get_paint_volume = clutter_clone_get_paint_volume;
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actor_class->get_preferred_width = clutter_clone_get_preferred_width;
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actor_class->get_preferred_height = clutter_clone_get_preferred_height;
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actor_class->allocate = clutter_clone_allocate;
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actor_class->has_overlaps = clutter_clone_has_overlaps;
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gobject_class->dispose = clutter_clone_dispose;
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gobject_class->set_property = clutter_clone_set_property;
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gobject_class->get_property = clutter_clone_get_property;
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/**
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* ClutterClone:source:
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*
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* This property specifies the source actor being cloned.
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*
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* Since: 1.0
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*/
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obj_props[PROP_SOURCE] =
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g_param_spec_object ("source",
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P_("Source"),
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P_("Specifies the actor to be cloned"),
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CLUTTER_TYPE_ACTOR,
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G_PARAM_CONSTRUCT |
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CLUTTER_PARAM_READWRITE);
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g_object_class_install_properties (gobject_class, PROP_LAST, obj_props);
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}
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static void
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clutter_clone_init (ClutterClone *self)
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{
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ClutterClonePrivate *priv;
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self->priv = priv = CLUTTER_CLONE_GET_PRIVATE (self);
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priv->clone_source = NULL;
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}
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/**
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* clutter_clone_new:
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* @source: a #ClutterActor, or %NULL
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*
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* Creates a new #ClutterActor which clones @source/
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*
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* Return value: the newly created #ClutterClone
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*
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* Since: 1.0
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*/
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ClutterActor *
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clutter_clone_new (ClutterActor *source)
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{
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return g_object_new (CLUTTER_TYPE_CLONE, "source", source, NULL);
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}
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static void
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clone_source_queue_redraw_cb (ClutterActor *source,
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ClutterActor *origin,
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ClutterClone *self)
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{
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clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
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}
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static void
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clone_source_queue_relayout_cb (ClutterActor *source,
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ClutterClone *self)
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{
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clutter_actor_queue_relayout (CLUTTER_ACTOR (self));
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}
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static void
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clutter_clone_set_source_internal (ClutterClone *self,
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ClutterActor *source)
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{
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ClutterClonePrivate *priv = self->priv;
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if (priv->clone_source != NULL)
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{
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g_signal_handlers_disconnect_by_func (priv->clone_source,
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G_CALLBACK (clone_source_queue_redraw_cb),
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self);
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g_signal_handlers_disconnect_by_func (priv->clone_source,
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G_CALLBACK (clone_source_queue_relayout_cb),
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self);
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g_object_unref (priv->clone_source);
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priv->clone_source = NULL;
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}
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if (source != NULL)
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{
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priv->clone_source = g_object_ref (source);
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g_signal_connect (priv->clone_source, "queue-redraw",
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G_CALLBACK (clone_source_queue_redraw_cb), self);
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g_signal_connect (priv->clone_source, "queue-relayout",
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G_CALLBACK (clone_source_queue_relayout_cb), self);
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}
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g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_SOURCE]);
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clutter_actor_queue_relayout (CLUTTER_ACTOR (self));
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}
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/**
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* clutter_clone_set_source:
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* @self: a #ClutterClone
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* @source: (allow-none): a #ClutterActor, or %NULL
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*
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* Sets @source as the source actor to be cloned by @self.
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*
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* Since: 1.0
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*/
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void
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clutter_clone_set_source (ClutterClone *self,
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ClutterActor *source)
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{
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g_return_if_fail (CLUTTER_IS_CLONE (self));
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g_return_if_fail (source == NULL || CLUTTER_IS_ACTOR (source));
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clutter_clone_set_source_internal (self, source);
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clutter_actor_queue_relayout (CLUTTER_ACTOR (self));
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}
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/**
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* clutter_clone_get_source:
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* @self: a #ClutterClone
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*
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* Retrieves the source #ClutterActor being cloned by @self.
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*
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* Return value: (transfer none): the actor source for the clone
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*
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* Since: 1.0
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*/
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ClutterActor *
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clutter_clone_get_source (ClutterClone *self)
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{
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g_return_val_if_fail (CLUTTER_IS_CLONE (self), NULL);
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return self->priv->clone_source;
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}
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