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

388 lines
12 KiB
C

#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