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/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
/*
* mx-texture-frame.h: Expandible texture actor
*
* Copyright 2007 OpenedHand
* Copyright 2009 Intel Corporation.
*
* This program is free software; you can redistribute it and/or modify it
* under the terms and conditions of the GNU Lesser General Public License,
* version 2.1, as published by the Free Software Foundation.
*
* This program is distributed in the hope it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for
* more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St - Fifth Floor, Boston, MA 02110-1301 USA.
* Boston, MA 02111-1307, USA.
*
*/
/**
* SECTION:mx-texture-frame
* @short_description: Stretch a texture to fit the entire allocation
*
* #MxTextureFrame
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <cogl/cogl.h>
#include "mx-texture-frame.h"
#include "mx-private.h"
enum
{
PROP_0,
PROP_PARENT_TEXTURE,
PROP_TOP,
PROP_RIGHT,
PROP_BOTTOM,
PROP_LEFT
};
G_DEFINE_TYPE (MxTextureFrame, mx_texture_frame, CLUTTER_TYPE_ACTOR);
#define MX_TEXTURE_FRAME_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj), MX_TYPE_TEXTURE_FRAME, MxTextureFramePrivate))
struct _MxTextureFramePrivate
{
ClutterTexture *parent_texture;
gfloat top;
gfloat right;
gfloat bottom;
gfloat left;
};
static void
mx_texture_frame_get_preferred_width (ClutterActor *self,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p)
{
MxTextureFramePrivate *priv = MX_TEXTURE_FRAME (self)->priv;
if (G_UNLIKELY (priv->parent_texture == NULL))
{
if (min_width_p)
*min_width_p = 0;
if (natural_width_p)
*natural_width_p = 0;
}
else
{
ClutterActorClass *klass;
/* by directly querying the parent texture's class implementation
* we are going around any override mechanism the parent texture
* might have in place, and we ask directly for the original
* preferred width
*/
klass = CLUTTER_ACTOR_GET_CLASS (priv->parent_texture);
klass->get_preferred_width (CLUTTER_ACTOR (priv->parent_texture),
for_height,
min_width_p,
natural_width_p);
}
}
static void
mx_texture_frame_get_preferred_height (ClutterActor *self,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p)
{
MxTextureFramePrivate *priv = MX_TEXTURE_FRAME (self)->priv;
if (G_UNLIKELY (priv->parent_texture == NULL))
{
if (min_height_p)
*min_height_p = 0;
if (natural_height_p)
*natural_height_p = 0;
}
else
{
ClutterActorClass *klass;
/* by directly querying the parent texture's class implementation
* we are going around any override mechanism the parent texture
* might have in place, and we ask directly for the original
* preferred height
*/
klass = CLUTTER_ACTOR_GET_CLASS (priv->parent_texture);
klass->get_preferred_height (CLUTTER_ACTOR (priv->parent_texture),
for_width,
min_height_p,
natural_height_p);
}
}
static void
mx_texture_frame_paint (ClutterActor *self)
{
MxTextureFramePrivate *priv = MX_TEXTURE_FRAME (self)->priv;
CoglHandle cogl_texture = COGL_INVALID_HANDLE;
CoglHandle cogl_material = COGL_INVALID_HANDLE;
ClutterActorBox box = { 0, };
gfloat width, height;
gfloat tex_width, tex_height;
gfloat ex, ey;
gfloat tx1, ty1, tx2, ty2;
guint8 opacity;
/* no need to paint stuff if we don't have a texture */
if (G_UNLIKELY (priv->parent_texture == NULL))
return;
/* parent texture may have been hidden, so need to make sure it gets
* realized
*/
if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent_texture))
clutter_actor_realize (CLUTTER_ACTOR (priv->parent_texture));
cogl_texture = clutter_texture_get_cogl_texture (priv->parent_texture);
if (cogl_texture == COGL_INVALID_HANDLE)
return;
cogl_material = clutter_texture_get_cogl_material (priv->parent_texture);
if (cogl_material == COGL_INVALID_HANDLE)
return;
tex_width = cogl_texture_get_width (cogl_texture);
tex_height = cogl_texture_get_height (cogl_texture);
clutter_actor_get_allocation_box (self, &box);
width = box.x2 - box.x1;
height = box.y2 - box.y1;
opacity = clutter_actor_get_paint_opacity (self);
/* Paint using the parent texture's material. It should already have
the cogl texture set as the first layer */
/* NB: for correct blending we need set a preumultiplied color here: */
cogl_material_set_color4ub (cogl_material,
opacity, opacity, opacity, opacity);
cogl_set_source (cogl_material);
/* simple stretch */
if (priv->left == 0 && priv->right == 0 && priv->top == 0
&& priv->bottom == 0)
{
cogl_rectangle (0, 0, width, height);
return;
}
tx1 = priv->left / tex_width;
tx2 = (tex_width - priv->right) / tex_width;
ty1 = priv->top / tex_height;
ty2 = (tex_height - priv->bottom) / tex_height;
ex = width - priv->right;
if (ex < priv->left)
ex = priv->left;
ey = height - priv->bottom;
if (ey < priv->top)
ey = priv->top;
{
gfloat rectangles[] =
{
/* top left corner */
0, 0,
priv->left, priv->top,
0.0, 0.0,
tx1, ty1,
/* top middle */
priv->left, 0,
MAX (priv->left, ex), priv->top,
tx1, 0.0,
tx2, ty1,
/* top right */
ex, 0,
MAX (ex + priv->right, width), priv->top,
tx2, 0.0,
1.0, ty1,
/* mid left */
0, priv->top,
priv->left, ey,
0.0, ty1,
tx1, ty2,
/* center */
priv->left, priv->top,
ex, ey,
tx1, ty1,
tx2, ty2,
/* mid right */
ex, priv->top,
MAX (ex + priv->right, width), ey,
tx2, ty1,
1.0, ty2,
/* bottom left */
0, ey,
priv->left, MAX (ey + priv->bottom, height),
0.0, ty2,
tx1, 1.0,
/* bottom center */
priv->left, ey,
ex, MAX (ey + priv->bottom, height),
tx1, ty2,
tx2, 1.0,
/* bottom right */
ex, ey,
MAX (ex + priv->right, width), MAX (ey + priv->bottom, height),
tx2, ty2,
1.0, 1.0
};
cogl_rectangles_with_texture_coords (rectangles, 9);
}
}
static inline void
mx_texture_frame_set_frame_internal (MxTextureFrame *frame,
gfloat top,
gfloat right,
gfloat bottom,
gfloat left)
{
MxTextureFramePrivate *priv = frame->priv;
GObject *gobject = G_OBJECT (frame);
gboolean changed = FALSE;
g_object_freeze_notify (gobject);
if (priv->top != top)
{
priv->top = top;
g_object_notify (gobject, "top");
changed = TRUE;
}
if (priv->right != right)
{
priv->right = right;
g_object_notify (gobject, "right");
changed = TRUE;
}
if (priv->bottom != bottom)
{
priv->bottom = bottom;
g_object_notify (gobject, "bottom");
changed = TRUE;
}
if (priv->left != left)
{
priv->left = left;
g_object_notify (gobject, "left");
changed = TRUE;
}
if (changed && CLUTTER_ACTOR_IS_VISIBLE (frame))
clutter_actor_queue_redraw (CLUTTER_ACTOR (frame));
g_object_thaw_notify (gobject);
}
static void
mx_texture_frame_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
MxTextureFrame *frame = MX_TEXTURE_FRAME (gobject);
MxTextureFramePrivate *priv = frame->priv;
switch (prop_id)
{
case PROP_PARENT_TEXTURE:
mx_texture_frame_set_parent_texture (frame,
g_value_get_object (value));
break;
case PROP_TOP:
mx_texture_frame_set_frame_internal (frame,
g_value_get_float (value),
priv->right,
priv->bottom,
priv->left);
break;
case PROP_RIGHT:
mx_texture_frame_set_frame_internal (frame,
priv->top,
g_value_get_float (value),
priv->bottom,
priv->left);
break;
case PROP_BOTTOM:
mx_texture_frame_set_frame_internal (frame,
priv->top,
priv->right,
g_value_get_float (value),
priv->left);
break;
case PROP_LEFT:
mx_texture_frame_set_frame_internal (frame,
priv->top,
priv->right,
priv->bottom,
g_value_get_float (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
mx_texture_frame_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
MxTextureFramePrivate *priv = MX_TEXTURE_FRAME (gobject)->priv;
switch (prop_id)
{
case PROP_PARENT_TEXTURE:
g_value_set_object (value, priv->parent_texture);
break;
case PROP_LEFT:
g_value_set_float (value, priv->left);
break;
case PROP_TOP:
g_value_set_float (value, priv->top);
break;
case PROP_RIGHT:
g_value_set_float (value, priv->right);
break;
case PROP_BOTTOM:
g_value_set_float (value, priv->bottom);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
mx_texture_frame_dispose (GObject *gobject)
{
MxTextureFramePrivate *priv = MX_TEXTURE_FRAME (gobject)->priv;
if (priv->parent_texture)
{
g_object_unref (priv->parent_texture);
priv->parent_texture = NULL;
}
G_OBJECT_CLASS (mx_texture_frame_parent_class)->dispose (gobject);
}
static gboolean
mx_texture_frame_get_paint_volume (ClutterActor *actor,
ClutterPaintVolume *volume)
{
if (G_OBJECT_TYPE (actor) != mx_texture_frame_get_type ())
return FALSE;
return clutter_paint_volume_set_from_allocation (volume, actor);
}
static void
mx_texture_frame_class_init (MxTextureFrameClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
GParamSpec *pspec;
g_type_class_add_private (gobject_class, sizeof (MxTextureFramePrivate));
actor_class->get_preferred_width =
mx_texture_frame_get_preferred_width;
actor_class->get_preferred_height =
mx_texture_frame_get_preferred_height;
actor_class->paint = mx_texture_frame_paint;
actor_class->get_paint_volume = mx_texture_frame_get_paint_volume;
gobject_class->set_property = mx_texture_frame_set_property;
gobject_class->get_property = mx_texture_frame_get_property;
gobject_class->dispose = mx_texture_frame_dispose;
pspec = g_param_spec_object ("parent-texture",
"Parent Texture",
"The parent ClutterTexture",
CLUTTER_TYPE_TEXTURE,
MX_PARAM_READWRITE |
G_PARAM_CONSTRUCT);
g_object_class_install_property (gobject_class, PROP_PARENT_TEXTURE, pspec);
pspec = g_param_spec_float ("left",
"Left",
"Left offset",
0, G_MAXFLOAT,
0,
MX_PARAM_READWRITE |
G_PARAM_CONSTRUCT);
g_object_class_install_property (gobject_class, PROP_LEFT, pspec);
pspec = g_param_spec_float ("top",
"Top",
"Top offset",
0, G_MAXFLOAT,
0,
MX_PARAM_READWRITE |
G_PARAM_CONSTRUCT);
g_object_class_install_property (gobject_class, PROP_TOP, pspec);
pspec = g_param_spec_float ("bottom",
"Bottom",
"Bottom offset",
0, G_MAXFLOAT,
0,
MX_PARAM_READWRITE |
G_PARAM_CONSTRUCT);
g_object_class_install_property (gobject_class, PROP_BOTTOM, pspec);
pspec = g_param_spec_float ("right",
"Right",
"Right offset",
0, G_MAXFLOAT,
0,
MX_PARAM_READWRITE |
G_PARAM_CONSTRUCT);
g_object_class_install_property (gobject_class, PROP_RIGHT, pspec);
}
static void
mx_texture_frame_init (MxTextureFrame *self)
{
self->priv = MX_TEXTURE_FRAME_GET_PRIVATE (self);
}
/**
* mx_texture_frame_new:
* @texture: a #ClutterTexture or %NULL
* @left: left margin preserving its content
* @top: top margin preserving its content
* @right: right margin preserving its content
* @bottom: bottom margin preserving its content
*
* A #MxTextureFrame is a specialized texture that efficiently clones
* an area of the given @texture while keeping preserving portions of the
* same texture.
*
* A #MxTextureFrame can be used to make a rectangular texture fit a
* given size without stretching its borders.
*
* Return value: the newly created #MxTextureFrame
*/
ClutterActor*
mx_texture_frame_new (ClutterTexture *texture,
gfloat top,
gfloat right,
gfloat bottom,
gfloat left)
{
g_return_val_if_fail (texture == NULL || CLUTTER_IS_TEXTURE (texture), NULL);
return g_object_new (MX_TYPE_TEXTURE_FRAME,
"parent-texture", texture,
"top", top,
"right", right,
"bottom", bottom,
"left", left,
NULL);
}
/**
* mx_texture_frame_get_parent_texture:
* @frame: A #MxTextureFrame
*
* Return the texture used by the #MxTextureFrame
*
* Returns: (transfer none): a #ClutterTexture owned by the #MxTextureFrame
*/
ClutterTexture *
mx_texture_frame_get_parent_texture (MxTextureFrame *frame)
{
g_return_val_if_fail (MX_IS_TEXTURE_FRAME (frame), NULL);
return frame->priv->parent_texture;
}
/**
* mx_texture_frame_set_parent_texture:
* @frame: A #MxTextureFrame
* @texture: A #ClutterTexture
*
* Set the #ClutterTexture used by this #MxTextureFrame
*
*/
void
mx_texture_frame_set_parent_texture (MxTextureFrame *frame,
ClutterTexture *texture)
{
MxTextureFramePrivate *priv;
gboolean was_visible;
g_return_if_fail (MX_IS_TEXTURE_FRAME (frame));
g_return_if_fail (texture == NULL || CLUTTER_IS_TEXTURE (texture));
priv = frame->priv;
was_visible = CLUTTER_ACTOR_IS_VISIBLE (frame);
if (priv->parent_texture == texture)
return;
if (priv->parent_texture)
{
g_object_unref (priv->parent_texture);
priv->parent_texture = NULL;
if (was_visible)
clutter_actor_hide (CLUTTER_ACTOR (frame));
}
if (texture)
{
CoglHandle cogl_material = COGL_INVALID_HANDLE;
priv->parent_texture = g_object_ref_sink (texture);
if (was_visible && CLUTTER_ACTOR_IS_VISIBLE (priv->parent_texture))
clutter_actor_show (CLUTTER_ACTOR (frame));
/* set the wrap mode */
cogl_material = clutter_texture_get_cogl_material (priv->parent_texture);
cogl_material_set_layer_wrap_mode (cogl_material, 0,
COGL_MATERIAL_WRAP_MODE_REPEAT);
/* The default filter can pull from adjacent pixels which is not what we
* want.
*/
cogl_material_set_layer_filters (cogl_material,
0,
COGL_MATERIAL_FILTER_NEAREST,
COGL_MATERIAL_FILTER_NEAREST);
}
clutter_actor_queue_relayout (CLUTTER_ACTOR (frame));
g_object_notify (G_OBJECT (frame), "parent-texture");
}
/**
* mx_texture_frame_set_border_values:
* @frame: A #MxTextureFrame
* @top: width of the top slice
* @right: width of the right slice
* @bottom: width of the bottom slice
* @left: width of the left slice
*
* Set the slice lines of the specified frame. The slices are calculated as
* widths from the edge of the frame.
*
*/
void
mx_texture_frame_set_border_values (MxTextureFrame *frame,
gfloat top,
gfloat right,
gfloat bottom,
gfloat left)
{
g_return_if_fail (MX_IS_TEXTURE_FRAME (frame));
mx_texture_frame_set_frame_internal (frame, top, right, bottom, left);
}
/**
* mx_texture_frame_get_border_values:
* @frame: A #MxTextureFrame
* @top: width of the top slice
* @right: width of the right slice
* @bottom: width of the bottom slice
* @left: width of the left slice
*
* Retrieve the current slice lines from the specified frame.
*
*/
void
mx_texture_frame_get_border_values (MxTextureFrame *frame,
gfloat *top,
gfloat *right,
gfloat *bottom,
gfloat *left)
{
MxTextureFramePrivate *priv;
g_return_if_fail (MX_IS_TEXTURE_FRAME (frame));
priv = frame->priv;
if (top)
*top = priv->top;
if (right)
*right = priv->right;
if (bottom)
*bottom = priv->bottom;
if (left)
*left = priv->left;
}
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