#include "evas_common.h" #include "evas_private.h" /* private magic number for rectangle objects */ static const char o_type[] = "rectangle"; const char *o_rect_type = o_type; /* private struct for rectangle object internal data */ typedef struct _Evas_Object_Rectangle Evas_Object_Rectangle; struct _Evas_Object_Rectangle { DATA32 magic; void *engine_data; }; /* private methods for rectangle objects */ static void evas_object_rectangle_init(Evas_Object *obj); static void *evas_object_rectangle_new(void); static void evas_object_rectangle_render(Evas_Object *obj, void *output, void *context, void *surface, int x, int y); static void evas_object_rectangle_free(Evas_Object *obj); static void evas_object_rectangle_render_pre(Evas_Object *obj); static void evas_object_rectangle_render_post(Evas_Object *obj); static unsigned int evas_object_rectangle_id_get(Evas_Object *obj); static unsigned int evas_object_rectangle_visual_id_get(Evas_Object *obj); static void *evas_object_rectangle_engine_data_get(Evas_Object *obj); static int evas_object_rectangle_is_opaque(Evas_Object *obj); static int evas_object_rectangle_was_opaque(Evas_Object *obj); #if 0 /* usless calls for a rect object. much more useful for images etc. */ static void evas_object_rectangle_store(Evas_Object *obj); static void evas_object_rectangle_unstore(Evas_Object *obj); static int evas_object_rectangle_is_visible(Evas_Object *obj); static int evas_object_rectangle_was_visible(Evas_Object *obj); static int evas_object_rectangle_is_inside(Evas_Object *obj, double x, double y); static int evas_object_rectangle_was_inside(Evas_Object *obj, double x, double y); #endif static const Evas_Object_Func object_func = { /* methods (compulsory) */ evas_object_rectangle_free, evas_object_rectangle_render, evas_object_rectangle_render_pre, evas_object_rectangle_render_post, evas_object_rectangle_id_get, evas_object_rectangle_visual_id_get, evas_object_rectangle_engine_data_get, /* these are optional. NULL = nothing */ NULL, NULL, NULL, NULL, evas_object_rectangle_is_opaque, evas_object_rectangle_was_opaque, NULL, NULL, NULL, NULL, NULL, NULL, NULL }; /* the actual api call to add a rect */ /* it has no other api calls as all properties are standard */ EVAS_MEMPOOL(_mp_obj); EAPI Evas_Object * evas_object_rectangle_add(Evas *e) { Evas_Object *obj; MAGIC_CHECK(e, Evas, MAGIC_EVAS); return NULL; MAGIC_CHECK_END(); obj = evas_object_new(e); evas_object_rectangle_init(obj); evas_object_inject(obj, e); return obj; } /* all nice and private */ static void evas_object_rectangle_init(Evas_Object *obj) { /* alloc image ob, setup methods and default values */ obj->object_data = evas_object_rectangle_new(); /* set up default settings for this kind of object */ obj->cur.color.r = 255; obj->cur.color.g = 255; obj->cur.color.b = 255; obj->cur.color.a = 255; obj->cur.geometry.x = 0; obj->cur.geometry.y = 0; obj->cur.geometry.w = 0; obj->cur.geometry.h = 0; obj->cur.layer = 0; obj->cur.render_op = EVAS_RENDER_BLEND; /* set up object-specific settings */ obj->prev = obj->cur; /* set up methods (compulsory) */ obj->func = &object_func; obj->type = o_type; } static void * evas_object_rectangle_new(void) { Evas_Object_Rectangle *o; /* alloc obj private data */ EVAS_MEMPOOL_INIT(_mp_obj, "evas_object_rectangle", Evas_Object_Rectangle, 16, NULL); o = EVAS_MEMPOOL_ALLOC(_mp_obj, Evas_Object_Rectangle); if (!o) return NULL; EVAS_MEMPOOL_PREP(_mp_obj, o, Evas_Object_Rectangle); o->magic = MAGIC_OBJ_RECTANGLE; return o; } static void evas_object_rectangle_free(Evas_Object *obj) { Evas_Object_Rectangle *o; /* frees private object data. very simple here */ o = (Evas_Object_Rectangle *)(obj->object_data); MAGIC_CHECK(o, Evas_Object_Rectangle, MAGIC_OBJ_RECTANGLE); return; MAGIC_CHECK_END(); /* free obj */ o->magic = 0; EVAS_MEMPOOL_FREE(_mp_obj, o); } static void evas_object_rectangle_render(Evas_Object *obj, void *output, void *context, void *surface, int x, int y) { /* render object to surface with context, and offxet by x,y */ obj->layer->evas->engine.func->context_color_set(output, context, obj->cur.cache.clip.r, obj->cur.cache.clip.g, obj->cur.cache.clip.b, obj->cur.cache.clip.a); obj->layer->evas->engine.func->context_multiplier_unset(output, context); obj->layer->evas->engine.func->context_render_op_set(output, context, obj->cur.render_op); obj->layer->evas->engine.func->rectangle_draw(output, context, surface, obj->cur.geometry.x + x, obj->cur.geometry.y + y, obj->cur.geometry.w, obj->cur.geometry.h); //// obj->cur.cache.geometry.x + x, //// obj->cur.cache.geometry.y + y, //// obj->cur.cache.geometry.w, //// obj->cur.cache.geometry.h); } static void evas_object_rectangle_render_pre(Evas_Object *obj) { int is_v, was_v; /* dont pre-render the obj twice! */ if (obj->pre_render_done) return; obj->pre_render_done = 1; /* pre-render phase. this does anything an object needs to do just before */ /* rendering. this could mean loading the image data, retrieving it from */ /* elsewhere, decoding video etc. */ /* then when this is done the object needs to figure if it changed and */ /* if so what and where and add the appropriate redraw rectangles */ /* if someone is clipping this obj - go calculate the clipper */ if (obj->cur.clipper) { if (obj->cur.cache.clip.dirty) evas_object_clip_recalc(obj->cur.clipper); obj->cur.clipper->func->render_pre(obj->cur.clipper); } /* now figure what changed and add draw rects */ /* if it just became visible or invisible */ is_v = evas_object_is_visible(obj); was_v = evas_object_was_visible(obj); if (!(is_v | was_v)) goto done; if (is_v != was_v) { evas_object_render_pre_visible_change(&obj->layer->evas->clip_changes, obj, is_v, was_v); goto done; } if (obj->changed_map) { evas_object_render_pre_prev_cur_add(&obj->layer->evas->clip_changes, obj); goto done; } /* it's not visible - we accounted for it appearing or not so just abort */ if (!is_v) goto done; /* clipper changed this is in addition to anything else for obj */ evas_object_render_pre_clipper_change(&obj->layer->evas->clip_changes, obj); /* if we restacked (layer or just within a layer) and don't clip anyone */ if ((obj->restack) && (!obj->clip.clipees)) { evas_object_render_pre_prev_cur_add(&obj->layer->evas->clip_changes, obj); goto done; } /* if it changed render op */ if (obj->cur.render_op != obj->prev.render_op) { evas_object_render_pre_prev_cur_add(&obj->layer->evas->clip_changes, obj); goto done; } /* if it changed color */ if ((obj->cur.color.r != obj->prev.color.r) || (obj->cur.color.g != obj->prev.color.g) || (obj->cur.color.b != obj->prev.color.b) || (obj->cur.color.a != obj->prev.color.a)) { evas_object_render_pre_prev_cur_add(&obj->layer->evas->clip_changes, obj); goto done; } /* if it changed geometry - and obviously not visibility or color */ /* calculate differences since we have a constant color fill */ /* we really only need to update the differences */ if ((obj->cur.geometry.x != obj->prev.geometry.x) || (obj->cur.geometry.y != obj->prev.geometry.y) || (obj->cur.geometry.w != obj->prev.geometry.w) || (obj->cur.geometry.h != obj->prev.geometry.h)) { evas_rects_return_difference_rects(&obj->layer->evas->clip_changes, obj->cur.geometry.x, obj->cur.geometry.y, obj->cur.geometry.w, obj->cur.geometry.h, obj->prev.geometry.x, obj->prev.geometry.y, obj->prev.geometry.w, obj->prev.geometry.h); //// rl = evas_rects_return_difference_rects(obj->cur.cache.geometry.x, //// obj->cur.cache.geometry.y, //// obj->cur.cache.geometry.w, //// obj->cur.cache.geometry.h, //// obj->prev.cache.geometry.x, //// obj->prev.cache.geometry.y, //// obj->prev.cache.geometry.w, //// obj->prev.cache.geometry.h); goto done; } /* it obviously didn't change - add a NO obscure - this "unupdates" this */ /* area so if there were updates for it they get wiped. don't do it if we */ /* arent fully opaque and we are visible */ /* if (evas_object_is_visible(obj) && evas_object_is_opaque(obj) && (!obj->clip.clipees)) obj->layer->evas->engine.func->output_redraws_rect_del(obj->layer->evas->engine.data.output, obj->cur.cache.clip.x, obj->cur.cache.clip.y, obj->cur.cache.clip.w, obj->cur.cache.clip.h); */ done: evas_object_render_pre_effect_updates(&obj->layer->evas->clip_changes, obj, is_v, was_v); } static void evas_object_rectangle_render_post(Evas_Object *obj) { /* this moves the current data to the previous state parts of the object */ /* in whatever way is safest for the object. also if we don't need object */ /* data anymore we can free it if the object deems this is a good idea */ /* remove those pesky changes */ evas_object_clip_changes_clean(obj); /* move cur to prev safely for object data */ evas_object_cur_prev(obj); } static int evas_object_rectangle_is_opaque(Evas_Object *obj) { /* this returns 1 if the internal object data implies that the object is */ /* currently fully opaque over the entire rectangle it occupies */ if ((obj->cur.map) && (obj->cur.usemap)) return 0; if (obj->cur.render_op == EVAS_RENDER_COPY) return 1; if (obj->cur.render_op != EVAS_RENDER_BLEND) return 0; return 1; } static int evas_object_rectangle_was_opaque(Evas_Object *obj) { /* this returns 1 if the internal object data implies that the object was */ /* previously fully opaque over the entire rectangle it occupies */ if (obj->prev.render_op == EVAS_RENDER_COPY) return 1; if (obj->prev.render_op != EVAS_RENDER_BLEND) return 0; return 1; } static unsigned int evas_object_rectangle_id_get(Evas_Object *obj) { Evas_Object_Rectangle *o; o = (Evas_Object_Rectangle *)(obj->object_data); if (!o) return 0; return MAGIC_OBJ_RECTANGLE; } static unsigned int evas_object_rectangle_visual_id_get(Evas_Object *obj) { Evas_Object_Rectangle *o; o = (Evas_Object_Rectangle *)(obj->object_data); if (!o) return 0; return MAGIC_OBJ_SHAPE; } static void *evas_object_rectangle_engine_data_get(Evas_Object *obj) { Evas_Object_Rectangle *o; o = (Evas_Object_Rectangle *)(obj->object_data); if (!o) return NULL; return o->engine_data; } #if 0 /* usless calls for a rect object. much more useful for images etc. */ static void evas_object_rectangle_store(Evas_Object *obj) { /* store... nothing for rectangle objects... it's a bit silly */ /* but for others that may have expensive caluclations to do to */ /* generate the object data, hint that they might want to be pre-calced */ /* once and stored */ } static void evas_object_rectangle_unstore(Evas_Object *obj) { /* store... nothing for rectangle objects... it's a bit silly */ } static int evas_object_rectangle_is_visible(Evas_Object *obj) { /* this returns 1 if the internal object data would imply that it is */ /* visible (ie drawing it draws something. this is not to do with events */ return 1; } static int evas_object_rectangle_was_visible(Evas_Object *obj) { /* this returns 1 if the internal object data would imply that it was */ /* visible (ie drawing it draws something. this is not to do with events */ return 1; } static int evas_object_rectangle_is_inside(Evas_Object *obj, double x, double y) { /* this returns 1 if the canvas co-ordinates are inside the object based */ /* on object private data. not much use for rects, but for polys, images */ /* and other complex objects it might be */ return 1; } static int evas_object_rectangle_was_inside(Evas_Object *obj, double x, double y) { /* this returns 1 if the canvas co-ordinates were inside the object based */ /* on object private data. not much use for rects, but for polys, images */ /* and other complex objects it might be */ return 1; } #endif