mirror of
https://github.com/brl/mutter.git
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0255b5a133
Using GdkPixbuf, which is what we expect people to use anyway.
450 lines
14 KiB
C
450 lines
14 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive image' library.
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*
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* Copyright (C) 2012 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-image
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* @Title: ClutterImage
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* @Short_Description: Image data content
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*
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* #ClutterImage is a #ClutterContent implementation that displays
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* image data inside a #ClutterActor.
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*
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* See [image.c](https://git.gnome.org/browse/clutter/tree/examples/image-content.c?h=clutter-1.18)
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* for an example of how to use #ClutterImage.
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*
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* #ClutterImage is available since Clutter 1.10.
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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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#define CLUTTER_ENABLE_EXPERIMENTAL_API
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#include "clutter-image.h"
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#include "clutter-color.h"
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#include "clutter-content-private.h"
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#include "clutter-debug.h"
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#include "clutter-paint-node.h"
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#include "clutter-paint-nodes.h"
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#include "clutter-private.h"
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struct _ClutterImagePrivate
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{
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CoglTexture *texture;
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};
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static void clutter_content_iface_init (ClutterContentIface *iface);
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G_DEFINE_TYPE_WITH_CODE (ClutterImage, clutter_image, G_TYPE_OBJECT,
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G_ADD_PRIVATE (ClutterImage)
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTENT,
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clutter_content_iface_init))
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GQuark
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clutter_image_error_quark (void)
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{
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return g_quark_from_static_string ("clutter-image-error-quark");
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}
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static void
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clutter_image_finalize (GObject *gobject)
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{
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ClutterImagePrivate *priv = CLUTTER_IMAGE (gobject)->priv;
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if (priv->texture != NULL)
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{
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cogl_object_unref (priv->texture);
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priv->texture = NULL;
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}
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G_OBJECT_CLASS (clutter_image_parent_class)->finalize (gobject);
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}
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static void
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clutter_image_class_init (ClutterImageClass *klass)
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{
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G_OBJECT_CLASS (klass)->finalize = clutter_image_finalize;
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}
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static void
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clutter_image_init (ClutterImage *self)
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{
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self->priv = clutter_image_get_instance_private (self);
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}
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static void
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clutter_image_paint_content (ClutterContent *content,
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ClutterActor *actor,
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ClutterPaintNode *root)
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{
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ClutterImagePrivate *priv = CLUTTER_IMAGE (content)->priv;
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ClutterScalingFilter min_f, mag_f;
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ClutterContentRepeat repeat;
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ClutterPaintNode *node;
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ClutterActorBox box;
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ClutterColor color;
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guint8 paint_opacity;
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if (priv->texture == NULL)
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return;
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clutter_actor_get_content_box (actor, &box);
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paint_opacity = clutter_actor_get_paint_opacity (actor);
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clutter_actor_get_content_scaling_filters (actor, &min_f, &mag_f);
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repeat = clutter_actor_get_content_repeat (actor);
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/* ClutterTextureNode will premultiply the blend color, so we
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* want it to be white with the paint opacity
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*/
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color.red = 255;
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color.green = 255;
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color.blue = 255;
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color.alpha = paint_opacity;
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node = clutter_texture_node_new (priv->texture, &color, min_f, mag_f);
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clutter_paint_node_set_name (node, "Image");
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if (repeat == CLUTTER_REPEAT_NONE)
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clutter_paint_node_add_rectangle (node, &box);
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else
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{
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float t_w = 1.f, t_h = 1.f;
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if ((repeat & CLUTTER_REPEAT_X_AXIS) != FALSE)
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t_w = (box.x2 - box.x1) / cogl_texture_get_width (priv->texture);
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if ((repeat & CLUTTER_REPEAT_Y_AXIS) != FALSE)
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t_h = (box.y2 - box.y1) / cogl_texture_get_height (priv->texture);
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clutter_paint_node_add_texture_rectangle (node, &box,
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0.f, 0.f,
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t_w, t_h);
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}
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clutter_paint_node_add_child (root, node);
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clutter_paint_node_unref (node);
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}
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static gboolean
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clutter_image_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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ClutterImagePrivate *priv = CLUTTER_IMAGE (content)->priv;
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if (priv->texture == NULL)
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return FALSE;
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if (width != NULL)
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*width = cogl_texture_get_width (priv->texture);
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if (height != NULL)
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*height = cogl_texture_get_height (priv->texture);
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return TRUE;
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}
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static void
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clutter_content_iface_init (ClutterContentIface *iface)
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{
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iface->get_preferred_size = clutter_image_get_preferred_size;
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iface->paint_content = clutter_image_paint_content;
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}
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/**
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* clutter_image_new:
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*
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* Creates a new #ClutterImage instance.
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*
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* Return value: (transfer full): the newly created #ClutterImage instance.
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* Use g_object_unref() when done.
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*
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* Since: 1.10
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*/
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ClutterContent *
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clutter_image_new (void)
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{
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return g_object_new (CLUTTER_TYPE_IMAGE, NULL);
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}
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/**
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* clutter_image_set_data:
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* @image: a #ClutterImage
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* @data: (array): the image data, as an array of bytes
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* @pixel_format: the Cogl pixel format of the image data
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* @width: the width of the image data
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* @height: the height of the image data
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* @row_stride: the length of each row inside @data
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* @error: return location for a #GError, or %NULL
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*
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* Sets the image data to be displayed by @image.
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*
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* If the image data was successfully loaded, the @image will be invalidated.
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*
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* In case of error, the @error value will be set, and this function will
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* return %FALSE.
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*
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* The image data is copied in texture memory.
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*
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* The image data is expected to be a linear array of RGBA or RGB pixel data;
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* how to retrieve that data is left to platform specific image loaders. For
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* instance, if you use the GdkPixbuf library:
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*
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* |[<!-- language="C" -->
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* ClutterContent *image = clutter_image_new ();
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*
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* GdkPixbuf *pixbuf = gdk_pixbuf_new_from_file (filename, NULL);
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*
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* clutter_image_set_data (CLUTTER_IMAGE (image),
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* gdk_pixbuf_get_pixels (pixbuf),
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* gdk_pixbuf_has_alpha (pixbuf)
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* ? COGL_PIXEL_FORMAT_RGBA_8888
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* : COGL_PIXEL_FORMAT_RGB_888,
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* gdk_pixbuf_get_width (pixbuf),
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* gdk_pixbuf_get_height (pixbuf),
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* gdk_pixbuf_get_rowstride (pixbuf),
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* &error);
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*
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* g_object_unref (pixbuf);
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* ]|
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*
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* Return value: %TRUE if the image data was successfully loaded,
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* and %FALSE 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_image_set_data (ClutterImage *image,
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const guint8 *data,
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CoglPixelFormat pixel_format,
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guint width,
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guint height,
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guint row_stride,
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GError **error)
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{
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ClutterImagePrivate *priv;
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g_return_val_if_fail (CLUTTER_IS_IMAGE (image), FALSE);
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g_return_val_if_fail (data != NULL, FALSE);
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priv = image->priv;
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if (priv->texture != NULL)
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cogl_object_unref (priv->texture);
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priv->texture = cogl_texture_new_from_data (width, height,
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COGL_TEXTURE_NONE,
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pixel_format,
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COGL_PIXEL_FORMAT_ANY,
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row_stride,
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data);
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if (priv->texture == NULL)
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{
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g_set_error_literal (error, CLUTTER_IMAGE_ERROR,
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CLUTTER_IMAGE_ERROR_INVALID_DATA,
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_("Unable to load image data"));
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return FALSE;
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}
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clutter_content_invalidate (CLUTTER_CONTENT (image));
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return TRUE;
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}
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/**
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* clutter_image_set_bytes:
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* @image: a #ClutterImage
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* @data: the image data, as a #GBytes
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* @pixel_format: the Cogl pixel format of the image data
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* @width: the width of the image data
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* @height: the height of the image data
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* @row_stride: the length of each row inside @data
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* @error: return location for a #GError, or %NULL
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*
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* Sets the image data stored inside a #GBytes to be displayed by @image.
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*
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* If the image data was successfully loaded, the @image will be invalidated.
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*
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* In case of error, the @error value will be set, and this function will
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* return %FALSE.
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*
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* The image data contained inside the #GBytes is copied in texture memory,
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* and no additional reference is acquired on the @data.
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*
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* Return value: %TRUE if the image data was successfully loaded,
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* and %FALSE otherwise.
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*
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* Since: 1.12
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*/
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gboolean
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clutter_image_set_bytes (ClutterImage *image,
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GBytes *data,
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CoglPixelFormat pixel_format,
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guint width,
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guint height,
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guint row_stride,
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GError **error)
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{
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ClutterImagePrivate *priv;
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g_return_val_if_fail (CLUTTER_IS_IMAGE (image), FALSE);
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g_return_val_if_fail (data != NULL, FALSE);
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priv = image->priv;
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if (priv->texture != NULL)
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cogl_object_unref (priv->texture);
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priv->texture = cogl_texture_new_from_data (width, height,
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COGL_TEXTURE_NONE,
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pixel_format,
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COGL_PIXEL_FORMAT_ANY,
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row_stride,
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g_bytes_get_data (data, NULL));
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if (priv->texture == NULL)
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{
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g_set_error_literal (error, CLUTTER_IMAGE_ERROR,
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CLUTTER_IMAGE_ERROR_INVALID_DATA,
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_("Unable to load image data"));
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return FALSE;
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}
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clutter_content_invalidate (CLUTTER_CONTENT (image));
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return TRUE;
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}
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/**
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* clutter_image_set_area:
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* @image: a #ClutterImage
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* @data: (array): the image data, as an array of bytes
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* @pixel_format: the Cogl pixel format of the image data
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* @rect: a rectangle indicating the area that should be set
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* @row_stride: the length of each row inside @data
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* @error: return location for a #GError, or %NULL
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*
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* Sets the image data to be display by @image, using @rect to indicate
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* the position and size of the image data to be set.
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*
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* If the @image does not have any image data set when this function is
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* called, a new texture will be created with the size of the width and
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* height of the rectangle, i.e. calling this function on a newly created
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* #ClutterImage will be the equivalent of calling clutter_image_set_data().
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*
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* If the image data was successfully loaded, the @image will be invalidated.
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*
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* In case of error, the @error value will be set, and this function will
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* return %FALSE.
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*
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* The image data is copied in texture memory.
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*
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* Return value: %TRUE if the image data was successfully loaded,
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* and %FALSE 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_image_set_area (ClutterImage *image,
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const guint8 *data,
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CoglPixelFormat pixel_format,
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const cairo_rectangle_int_t *area,
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guint row_stride,
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GError **error)
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{
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ClutterImagePrivate *priv;
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g_return_val_if_fail (CLUTTER_IS_IMAGE (image), FALSE);
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g_return_val_if_fail (data != NULL, FALSE);
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g_return_val_if_fail (area != NULL, FALSE);
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priv = image->priv;
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if (priv->texture == NULL)
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{
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priv->texture = cogl_texture_new_from_data (area->width,
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area->height,
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COGL_TEXTURE_NONE,
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pixel_format,
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COGL_PIXEL_FORMAT_ANY,
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row_stride,
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data);
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}
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else
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{
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gboolean res;
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res = cogl_texture_set_region (priv->texture,
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0, 0,
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area->x, area->y,
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area->width, area->height,
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area->width, area->height,
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pixel_format,
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row_stride,
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data);
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if (!res)
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{
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cogl_object_unref (priv->texture);
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priv->texture = NULL;
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}
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}
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if (priv->texture == NULL)
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{
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g_set_error_literal (error, CLUTTER_IMAGE_ERROR,
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CLUTTER_IMAGE_ERROR_INVALID_DATA,
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_("Unable to load image data"));
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return FALSE;
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}
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clutter_content_invalidate (CLUTTER_CONTENT (image));
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return TRUE;
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}
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/**
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* clutter_image_get_texture:
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* @image: a #ClutterImage
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*
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* Retrieves a pointer to the Cogl texture used by @image.
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*
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* If you change the contents of the returned Cogl texture you will need
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* to manually invalidate the @image with clutter_content_invalidate()
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* in order to update the actors using @image as their content.
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*
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* Return value: (transfer none): a pointer to the Cogl texture, or %NULL
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*
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* Since: 1.10
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* Stability: unstable
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*/
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CoglTexture *
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clutter_image_get_texture (ClutterImage *image)
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{
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g_return_val_if_fail (CLUTTER_IS_IMAGE (image), NULL);
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return image->priv->texture;
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}
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