efl/legacy/evas/src/lib/canvas/evas_object_polygon.c

554 lines
16 KiB
C

#include "evas_common.h"
#include "evas_private.h"
/* private magic number for polygon objects */
static const char o_type[] = "polygon";
/* private struct for line object internal data */
typedef struct _Evas_Object_Polygon Evas_Object_Polygon;
typedef struct _Evas_Polygon_Point Evas_Polygon_Point;
struct _Evas_Object_Polygon
{
DATA32 magic;
Eina_List *points;
void *engine_data;
struct {
int x, y;
} offset;
Evas_Coord_Rectangle geometry;
char changed : 1;
};
struct _Evas_Polygon_Point
{
Evas_Coord x, y;
};
/* private methods for polygon objects */
static void evas_object_polygon_init(Evas_Object *obj);
static void *evas_object_polygon_new(void);
static void evas_object_polygon_render(Evas_Object *obj, void *output, void *context, void *surface, int x, int y);
static void evas_object_polygon_free(Evas_Object *obj);
static void evas_object_polygon_render_pre(Evas_Object *obj);
static void evas_object_polygon_render_post(Evas_Object *obj);
static unsigned int evas_object_polygon_id_get(Evas_Object *obj);
static unsigned int evas_object_polygon_visual_id_get(Evas_Object *obj);
static void *evas_object_polygon_engine_data_get(Evas_Object *obj);
static int evas_object_polygon_is_opaque(Evas_Object *obj);
static int evas_object_polygon_was_opaque(Evas_Object *obj);
static int evas_object_polygon_is_inside(Evas_Object *obj, Evas_Coord x, Evas_Coord y);
static int evas_object_polygon_was_inside(Evas_Object *obj, Evas_Coord x, Evas_Coord y);
static const Evas_Object_Func object_func =
{
/* methods (compulsory) */
evas_object_polygon_free,
evas_object_polygon_render,
evas_object_polygon_render_pre,
evas_object_polygon_render_post,
evas_object_polygon_id_get,
evas_object_polygon_visual_id_get,
evas_object_polygon_engine_data_get,
/* these are optional. NULL = nothing */
NULL,
NULL,
NULL,
NULL,
evas_object_polygon_is_opaque,
evas_object_polygon_was_opaque,
evas_object_polygon_is_inside,
evas_object_polygon_was_inside,
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_polygon_add(Evas *e)
{
Evas_Object *obj;
MAGIC_CHECK(e, Evas, MAGIC_EVAS);
return NULL;
MAGIC_CHECK_END();
obj = evas_object_new(e);
evas_object_polygon_init(obj);
evas_object_inject(obj, e);
return obj;
}
EAPI void
evas_object_polygon_point_add(Evas_Object *obj, Evas_Coord x, Evas_Coord y)
{
Evas_Object_Polygon *o;
Evas_Polygon_Point *p;
Evas_Coord min_x, max_x, min_y, max_y;
int is, was = 0;
MAGIC_CHECK(obj, Evas_Object, MAGIC_OBJ);
return;
MAGIC_CHECK_END();
o = (Evas_Object_Polygon *)(obj->object_data);
MAGIC_CHECK(o, Evas_Object_Polygon, MAGIC_OBJ_POLYGON);
return;
MAGIC_CHECK_END();
if (obj->layer->evas->events_frozen <= 0)
{
if (!evas_event_passes_through(obj))
was = evas_object_is_in_output_rect(obj,
obj->layer->evas->pointer.x,
obj->layer->evas->pointer.y, 1, 1);
}
if (!o->points)
{
o->offset.x = obj->cur.geometry.x;
o->offset.y = obj->cur.geometry.y;
}
else
{
/* Update all points and take offset into account. */
Eina_List *over;
EINA_LIST_FOREACH(o->points, over, p)
{
p->x += o->offset.x;
p->y += o->offset.y;
}
}
p = malloc(sizeof(Evas_Polygon_Point));
if (!p) return;
p->x = x + o->offset.x;
p->y = y + o->offset.y;
if (!o->points)
{
obj->cur.geometry.x = p->x;
obj->cur.geometry.y = p->y;
obj->cur.geometry.w = 2;
obj->cur.geometry.h = 2;
}
else
{
if (p->x < obj->cur.geometry.x) min_x = p->x;
else min_x = obj->cur.geometry.x;
if (p->x > (obj->cur.geometry.x + obj->cur.geometry.w - 2)) max_x = p->x;
else max_x = obj->cur.geometry.x + obj->cur.geometry.w - 2;
if (p->y < obj->cur.geometry.y) min_y = p->y;
else min_y = obj->cur.geometry.y;
if (p->y > (obj->cur.geometry.y + obj->cur.geometry.h - 2)) max_y = p->y;
else max_y = obj->cur.geometry.y + obj->cur.geometry.h - 2;
obj->cur.geometry.x = min_x;
obj->cur.geometry.y = min_y;
obj->cur.geometry.w = max_x - min_x + 2;
obj->cur.geometry.h = max_y - min_y + 2;
}
o->points = eina_list_append(o->points, p);
o->geometry = obj->cur.geometry;
o->offset.x = 0;
o->offset.y = 0;
//// obj->cur.cache.geometry.validity = 0;
o->changed = 1;
evas_object_change(obj);
evas_object_clip_dirty(obj);
evas_object_coords_recalc(obj);
if (obj->layer->evas->events_frozen <= 0)
{
is = evas_object_is_in_output_rect(obj,
obj->layer->evas->pointer.x,
obj->layer->evas->pointer.y, 1, 1);
if (!evas_event_passes_through(obj))
{
if ((is ^ was) && obj->cur.visible)
evas_event_feed_mouse_move(obj->layer->evas,
obj->layer->evas->pointer.x,
obj->layer->evas->pointer.y,
obj->layer->evas->last_timestamp,
NULL);
}
}
evas_object_inform_call_move(obj);
evas_object_inform_call_resize(obj);
}
EAPI void
evas_object_polygon_points_clear(Evas_Object *obj)
{
Evas_Object_Polygon *o;
int is, was;
MAGIC_CHECK(obj, Evas_Object, MAGIC_OBJ);
return;
MAGIC_CHECK_END();
o = (Evas_Object_Polygon *)(obj->object_data);
MAGIC_CHECK(o, Evas_Object_Polygon, MAGIC_OBJ_POLYGON);
return;
MAGIC_CHECK_END();
was = evas_object_is_in_output_rect(obj,
obj->layer->evas->pointer.x,
obj->layer->evas->pointer.y, 1, 1);
while (o->points)
{
free(o->points->data);
o->points = eina_list_remove(o->points, o->points->data);
}
obj->cur.geometry.x = 0;
obj->cur.geometry.y = 0;
obj->cur.geometry.w = 0;
obj->cur.geometry.h = 0;
//// obj->cur.cache.geometry.validity = 0;
o->changed = 1;
evas_object_change(obj);
evas_object_clip_dirty(obj);
evas_object_coords_recalc(obj);
is = evas_object_is_in_output_rect(obj,
obj->layer->evas->pointer.x,
obj->layer->evas->pointer.y, 1, 1);
if ((is || was) && obj->cur.visible)
evas_event_feed_mouse_move(obj->layer->evas,
obj->layer->evas->pointer.x,
obj->layer->evas->pointer.y,
obj->layer->evas->last_timestamp,
NULL);
evas_object_inform_call_move(obj);
evas_object_inform_call_resize(obj);
}
/* all nice and private */
static void
evas_object_polygon_init(Evas_Object *obj)
{
/* alloc image ob, setup methods and default values */
obj->object_data = evas_object_polygon_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;
/* 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_polygon_new(void)
{
Evas_Object_Polygon *o;
/* alloc obj private data */
EVAS_MEMPOOL_INIT(_mp_obj, "evas_object_polygon", Evas_Object_Polygon, 32, NULL);
o = EVAS_MEMPOOL_ALLOC(_mp_obj, Evas_Object_Polygon);
if (!o) return NULL;
EVAS_MEMPOOL_PREP(_mp_obj, o, Evas_Object_Polygon);
o->magic = MAGIC_OBJ_POLYGON;
return o;
}
static void
evas_object_polygon_free(Evas_Object *obj)
{
Evas_Object_Polygon *o;
/* frees private object data. very simple here */
o = (Evas_Object_Polygon *)(obj->object_data);
MAGIC_CHECK(o, Evas_Object_Polygon, MAGIC_OBJ_POLYGON);
return;
MAGIC_CHECK_END();
/* free obj */
while (o->points)
{
free(o->points->data);
o->points = eina_list_remove(o->points, o->points->data);
}
o->engine_data = obj->layer->evas->engine.func->polygon_points_clear(obj->layer->evas->engine.data.output,
obj->layer->evas->engine.data.context,
o->engine_data);
o->magic = 0;
EVAS_MEMPOOL_FREE(_mp_obj, o);
}
static void
evas_object_polygon_render(Evas_Object *obj, void *output, void *context, void *surface, int x, int y)
{
Evas_Object_Polygon *o;
Eina_List *l;
Evas_Polygon_Point *p;
/* render object to surface with context, and offxet by x,y */
o = (Evas_Object_Polygon *)(obj->object_data);
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);
if (o->changed)
{
o->engine_data = obj->layer->evas->engine.func->polygon_points_clear(obj->layer->evas->engine.data.output,
obj->layer->evas->engine.data.context,
o->engine_data);
EINA_LIST_FOREACH(o->points, l, p)
{
//px = evas_coord_world_x_to_screen(obj->layer->evas, p->x);
//py = evas_coord_world_y_to_screen(obj->layer->evas, p->y);
o->engine_data = obj->layer->evas->engine.func->polygon_point_add(obj->layer->evas->engine.data.output,
obj->layer->evas->engine.data.context,
o->engine_data,
p->x, p->y);
}
}
if (o->engine_data)
obj->layer->evas->engine.func->polygon_draw(output,
context,
surface,
o->engine_data,
o->offset.x + x, o->offset.y + y);
}
static void
evas_object_polygon_render_pre(Evas_Object *obj)
{
Evas_Object_Polygon *o;
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 lines */
o = (Evas_Object_Polygon *)(obj->object_data);
/* 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)
{
evas_object_render_pre_visible_change(&obj->layer->evas->clip_changes, obj, is_v, was_v);
goto done;
}
if ((obj->cur.map != obj->prev.map) ||
(obj->cur.usemap != obj->prev.usemap))
{
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) */
if (obj->restack)
{
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) ||
(o->changed))
{
evas_object_render_pre_prev_cur_add(&obj->layer->evas->clip_changes, obj);
goto done;
}
done:
if ((obj->cur.geometry.x != obj->prev.geometry.x) ||
(obj->cur.geometry.y != obj->prev.geometry.y))
{
if (!o->changed)
{
o->offset.x += obj->cur.geometry.x - obj->prev.geometry.x;
o->offset.y += obj->cur.geometry.y - obj->prev.geometry.y;
}
else
{
o->offset.x += obj->cur.geometry.x - o->geometry.x;
o->offset.y += obj->cur.geometry.y - o->geometry.y;
}
}
evas_object_render_pre_effect_updates(&obj->layer->evas->clip_changes, obj, is_v, was_v);
}
static void
evas_object_polygon_render_post(Evas_Object *obj)
{
Evas_Object_Polygon *o;
/* 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 */
o = (Evas_Object_Polygon *)(obj->object_data);
/* remove those pesky changes */
evas_object_clip_changes_clean(obj);
/* move cur to prev safely for object data */
obj->prev = obj->cur;
o->changed = 0;
}
static unsigned int evas_object_polygon_id_get(Evas_Object *obj)
{
Evas_Object_Polygon *o;
o = (Evas_Object_Polygon *)(obj->object_data);
if (!o) return 0;
return MAGIC_OBJ_POLYGON;
}
static unsigned int evas_object_polygon_visual_id_get(Evas_Object *obj)
{
Evas_Object_Polygon *o;
o = (Evas_Object_Polygon *)(obj->object_data);
if (!o) return 0;
return MAGIC_OBJ_SHAPE;
}
static void *evas_object_polygon_engine_data_get(Evas_Object *obj)
{
Evas_Object_Polygon *o;
o = (Evas_Object_Polygon *)(obj->object_data);
if (!o) return NULL;
return o->engine_data;
}
static int
evas_object_polygon_is_opaque(Evas_Object *obj __UNUSED__)
{
/* this returns 1 if the internal object data implies that the object is */
/* currently fully opaque over the entire line it occupies */
return 0;
}
static int
evas_object_polygon_was_opaque(Evas_Object *obj __UNUSED__)
{
/* this returns 1 if the internal object data implies that the object was */
/* previously fully opaque over the entire line it occupies */
return 0;
}
/* We count the number of edges a "ray" 90 degs upwards from our point
* intersects with. If it's even, we are outside of the polygon, if it's odd,
* we are inside of it. */
static int
evas_object_polygon_is_inside(Evas_Object *obj, Evas_Coord x, Evas_Coord y)
{
Evas_Object_Polygon *o;
int num_edges = 0; /* Number of edges we crossed */
Eina_List *itr;
Evas_Polygon_Point *p;
o = (Evas_Object_Polygon *)(obj->object_data);
if (!o) return 0;
if (!o->points) return 0;
/* Adjust X and Y according to current geometry */
x -= o->offset.x;
y -= o->offset.y;
if (eina_list_count(o->points) == 1)
{
p = eina_list_data_get(o->points);
return ((p->x == x) && (p->y == y));
}
EINA_LIST_FOREACH(o->points, itr, p)
{
Evas_Coord line_y;
Eina_List *next = eina_list_next(itr);
Evas_Polygon_Point *p_next;
/* Get the next, or if there's no next, take the first */
if (next)
{
p_next = eina_list_data_get(next);
}
else
{
p_next = eina_list_data_get(o->points);
}
/* Make sure that we are directly below the edge,
* and that p->x != p_next->x */
if (((p->x < p_next->x) && (p->x <= x) && (x < p_next->x)) ||
((p->x > p_next->x) && (p_next->x < x) && (x <= p->x)))
{
line_y = ((double) (p->y - p_next->y) /
(double) (p->x - p_next->x)) *
(x - p_next->x) + p_next->y;
/* We crossed that edge if the line is directly above us */
if (line_y < y)
num_edges++;
}
}
/* Return true if num_edges is odd */
return ((num_edges % 2) == 1);
}
static int
evas_object_polygon_was_inside(Evas_Object *obj __UNUSED__, Evas_Coord x __UNUSED__, Evas_Coord y __UNUSED__)
{
/* 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;
}