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path: root/src/lib/evas/canvas/evas_object_vg.c
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#include "evas_common_private.h"
#include "evas_private.h"

#include "evas_vg_private.h"
#include "efl_vg_root_node.eo.h"

#define MY_CLASS EVAS_VG_CLASS

/* private magic number for rectangle objects */
static const char o_type[] = "vectors";

const char *o_vg_type = o_type;


static void evas_object_vg_render(Evas_Object *eo_obj,
                                  Evas_Object_Protected_Data *obj,
                                  void *type_private_data,
                                  void *engine, void *output, void *context, void *surface,
                                  int x, int y, Eina_Bool do_async);
static void evas_object_vg_render_pre(Evas_Object *eo_obj,
                                      Evas_Object_Protected_Data *obj,
                                      void *type_private_data);
static void evas_object_vg_render_post(Evas_Object *eo_obj,
                                       Evas_Object_Protected_Data *obj,
                                       void *type_private_data);
static unsigned int evas_object_vg_id_get(Evas_Object *eo_obj);
static unsigned int evas_object_vg_visual_id_get(Evas_Object *eo_obj);
static void *evas_object_vg_engine_data_get(Evas_Object *eo_obj);
static int evas_object_vg_is_opaque(Evas_Object *eo_obj,
                                    Evas_Object_Protected_Data *obj,
                                    void *type_private_data);
static int evas_object_vg_was_opaque(Evas_Object *eo_obj,
                                     Evas_Object_Protected_Data *obj,
                                     void *type_private_data);

static const Evas_Object_Func object_func =
{
   /* methods (compulsory) */
   NULL,
     evas_object_vg_render,
     evas_object_vg_render_pre,
     evas_object_vg_render_post,
     evas_object_vg_id_get,
     evas_object_vg_visual_id_get,
     evas_object_vg_engine_data_get,
   /* these are optional. NULL = nothing */
     NULL,
     NULL,
     NULL,
     NULL,
     evas_object_vg_is_opaque,
     evas_object_vg_was_opaque,
     NULL,
     NULL,
     NULL,
     NULL,
     NULL,
     NULL,
     NULL,
     NULL, // render_prepare
     NULL
};

/* the actual api call to add a vector graphic object */
EAPI Evas_Object *
evas_object_vg_add(Evas *e)
{
   MAGIC_CHECK(e, Evas, MAGIC_EVAS);
   return NULL;
   MAGIC_CHECK_END();
   // TODO: Ask backend to return the main Ector_Surface
   return efl_add(MY_CLASS, e, efl_canvas_object_legacy_ctor(efl_added));
}

Efl_VG *
_evas_vg_root_node_get(Eo *obj EINA_UNUSED, Evas_VG_Data *pd)
{
   return pd->root;
}

static void
_cleanup_reference(void *data, const Efl_Event *event EINA_UNUSED)
{
   Evas_VG_Data *pd = data;
   Eo *renderer;

   /* unref all renderer and may also destroy them async */
   while ((renderer = eina_array_pop(&pd->cleanup)))
     efl_unref(renderer);
}

void
_evas_vg_efl_object_destructor(Eo *eo_obj, Evas_VG_Data *pd)
{
   Evas_Object_Protected_Data *obj;
   Evas *e = evas_object_evas_get(eo_obj);

   obj = efl_data_scope_get(eo_obj, EFL_CANVAS_OBJECT_CLASS);
   if (pd->engine_data)
     obj->layer->evas->engine.func->ector_free(pd->engine_data);

   efl_event_callback_del(e, EFL_CANVAS_EVENT_RENDER_POST, _cleanup_reference, pd);

   efl_unref(pd->root);
   pd->root = NULL;
   efl_destructor(efl_super(eo_obj, MY_CLASS));
}

Eo *
_evas_vg_efl_object_constructor(Eo *eo_obj, Evas_VG_Data *pd)
{
   Evas_Object_Protected_Data *obj = efl_data_scope_get(eo_obj, EFL_CANVAS_OBJECT_CLASS);

   eo_obj = efl_constructor(efl_super(eo_obj, MY_CLASS));

   /* set up methods (compulsory) */
   obj->func = &object_func;
   obj->private_data = efl_data_ref(eo_obj, MY_CLASS);
   obj->type = o_type;

   /* root node */
   pd->root = efl_add(EFL_VG_ROOT_NODE_CLASS, eo_obj);
   efl_ref(pd->root);

   eina_array_step_set(&pd->cleanup, sizeof(pd->cleanup), 8);

   return eo_obj;
}

static Efl_Object *
_evas_vg_efl_object_finalize(Eo *obj, Evas_VG_Data *pd)
{
   Evas *e = evas_object_evas_get(obj);

   // TODO: If we start to have to many Evas_Object_VG per canvas, it may be nice
   // to actually have one event per canvas and one array per canvas to.
   efl_event_callback_add(e, EFL_CANVAS_EVENT_RENDER_POST, _cleanup_reference, pd);

   return obj;
}

static void
_evas_vg_render(Evas_Object_Protected_Data *obj, Evas_VG_Data *vd,
                void *engine, void *output, void *context, void *surface, Efl_VG *n,
                Eina_Array *clips, Eina_Bool do_async)
{
   if (efl_isa(n, EFL_VG_CONTAINER_CLASS))
     {
        Efl_VG_Container_Data *vc;
        Efl_VG *child;
        Eina_List *l;

        vc = efl_data_scope_get(n, EFL_VG_CONTAINER_CLASS);

        EINA_LIST_FOREACH(vc->children, l, child)
          _evas_vg_render(obj, vd,
                          engine, output, context, surface, child,
                          clips, do_async);
     }
   else
     {
        Efl_VG_Data *nd;

        nd = efl_data_scope_get(n, EFL_VG_CLASS);

        obj->layer->evas->engine.func->ector_renderer_draw(engine, output, context, surface, vd->engine_data, nd->renderer, clips, do_async);

        if (do_async)
          eina_array_push(&vd->cleanup, efl_ref(nd->renderer));
     }
}

static void
evas_object_vg_render(Evas_Object *eo_obj EINA_UNUSED,
                      Evas_Object_Protected_Data *obj,
                      void *type_private_data,
                      void *engine, void *output, void *context, void *surface,
                      int x, int y, Eina_Bool do_async)
{
   Evas_VG_Data *vd = type_private_data;
   Ector_Surface *ector = evas_ector_get(obj->layer->evas);

   obj->layer->evas->engine.func->ector_output_set(engine, surface, output);

   if (!vd->engine_data)
     vd->engine_data = obj->layer->evas->engine.func->ector_new(engine, context, ector, surface);

   /* render object to surface with context, and offxet by x,y */
   obj->layer->evas->engine.func->context_color_set(engine,
                                                    context,
                                                    255,
                                                    255,
                                                    255,
                                                    255);
   obj->layer->evas->engine.func->context_multiplier_set(engine,
                                                         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_anti_alias_set(engine, context,
                                                         obj->cur->anti_alias);
   obj->layer->evas->engine.func->context_render_op_set(engine, context,
                                                        obj->cur->render_op);
   obj->layer->evas->engine.func->ector_begin(engine, context,
                                              ector, surface,
                                              vd->engine_data,
                                              obj->cur->geometry.x + x, obj->cur->geometry.y + y,
                                              do_async);
   _evas_vg_render(obj, vd,
                   engine, output, context, surface,
                   vd->root, NULL,
                   do_async);
   obj->layer->evas->engine.func->ector_end(engine, context, ector, surface, vd->engine_data, do_async);
}

static void
evas_object_vg_render_pre(Evas_Object *eo_obj,
                          Evas_Object_Protected_Data *obj,
                          void *type_private_data)
{
   Evas_VG_Data *vd = type_private_data;
   Efl_VG_Data *rnd;
   int is_v, was_v;
   Ector_Surface *s;

   /* dont pre-render the obj twice! */
   if (obj->pre_render_done) return;
   obj->pre_render_done = EINA_TRUE;

   /* 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->object,
                                            obj->cur->clipper,
                                            obj->cur->clipper->private_data);
     }

   // FIXME: handle damage only on changed renderer.
   s = evas_ector_get(obj->layer->evas);
   if (vd->root && s)
     _evas_vg_render_pre(vd->root, s, NULL);

   /* now figure what changed and add draw rects */
   /* if it just became visible or invisible */
   is_v = evas_object_is_visible(eo_obj, obj);
   was_v = evas_object_was_visible(eo_obj,obj);
   if (!(is_v | was_v)) goto done;

   // FIXME: for now the walking Evas_VG_Node tree doesn't trigger any damage
   // So just forcing it here if necessary
   rnd = efl_data_scope_get(vd->root, EFL_VG_CLASS);

   // Once the destructor has been called, root node will be zero
   // and a full redraw is still necessary.
   if (!rnd)
     {
        evas_object_render_pre_prev_cur_add(&obj->layer->evas->clip_changes, eo_obj, obj);
        goto done;
     }
   else if (rnd->changed)
     {
        rnd->changed = EINA_FALSE;
        evas_object_render_pre_prev_cur_add(&obj->layer->evas->clip_changes, eo_obj, obj);
        goto done;
     }

   if (is_v != was_v)
     {
        evas_object_render_pre_visible_change(&obj->layer->evas->clip_changes, eo_obj, is_v, was_v);
        goto done;
     }
   if (obj->changed_map || obj->changed_src_visible)
     {
        evas_object_render_pre_prev_cur_add(&obj->layer->evas->clip_changes, eo_obj, 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, eo_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, eo_obj, 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, eo_obj, 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, eo_obj, 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_object_render_pre_prev_cur_add(&obj->layer->evas->clip_changes, eo_obj, obj);
        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(eo_obj, obj) &&
       evas_object_is_opaque(eo_obj, obj) &&
       (!obj->clip.clipees))
     {
        Evas_Coord x, y, w, h;

        x = obj->cur->cache.clip.x;
        y = obj->cur->cache.clip.y;
        w = obj->cur->cache.clip.w;
        h = obj->cur->cache.clip.h;
        if (obj->cur->clipper)
          {
             RECTS_CLIP_TO_RECT(x, y, w, h,
                                obj->cur->clipper->cur->cache.clip.x,
                                obj->cur->clipper->cur->cache.clip.y,
                                obj->cur->clipper->cur->cache.clip.w,
                                obj->cur->clipper->cur->cache.clip.h);
          }
        evas_render_update_del(obj->layer->evas,
                               x + obj->layer->evas->framespace.x,
                               y + obj->layer->evas->framespace.y,
                               w, h);
     }
   done:
   evas_object_render_pre_effect_updates(&obj->layer->evas->clip_changes, eo_obj, is_v, was_v);
}

static void
evas_object_vg_render_post(Evas_Object *eo_obj EINA_UNUSED,
                           Evas_Object_Protected_Data *obj,
                           void *type_private_data EINA_UNUSED)
{
   /* 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 unsigned int
evas_object_vg_id_get(Evas_Object *eo_obj)
{
   Evas_VG_Data *o = efl_data_scope_get(eo_obj, MY_CLASS);
   if (!o) return 0;
   return MAGIC_OBJ_VG;
}

static unsigned int
evas_object_vg_visual_id_get(Evas_Object *eo_obj)
{
   Evas_VG_Data *o = efl_data_scope_get(eo_obj, MY_CLASS);
   if (!o) return 0;
   return MAGIC_OBJ_SHAPE;
}

static void *
evas_object_vg_engine_data_get(Evas_Object *eo_obj)
{
   Evas_VG_Data *o = efl_data_scope_get(eo_obj, MY_CLASS);
   return o->engine_data;
}

static int
evas_object_vg_is_opaque(Evas_Object *eo_obj EINA_UNUSED,
                         Evas_Object_Protected_Data *obj EINA_UNUSED,
                         void *type_private_data EINA_UNUSED)
{
   return 0;
}

static int
evas_object_vg_was_opaque(Evas_Object *eo_obj EINA_UNUSED,
                          Evas_Object_Protected_Data *obj EINA_UNUSED,
                          void *type_private_data EINA_UNUSED)
{
   return 0;
}

void
_evas_vg_efl_gfx_view_view_size_get(Eo *obj EINA_UNUSED, Evas_VG_Data *pd,
                                    int *w, int *h)
{
   if (w) *w = pd->width;
   if (h) *h = pd->height;
}

void
_evas_vg_efl_gfx_view_view_size_set(Eo *obj EINA_UNUSED, Evas_VG_Data *pd,
                                    int w, int h)
{
   pd->width = w;
   pd->height = h;
}

void
_evas_vg_efl_gfx_fill_fill_set(Eo *obj EINA_UNUSED, Evas_VG_Data *pd,
                               int x, int y, int w, int h)
{
   pd->fill.x = x;
   pd->fill.y = y;
   pd->fill.w = w;
   pd->fill.h = h;
}

void
_evas_vg_efl_gfx_fill_fill_get(Eo *obj EINA_UNUSED, Evas_VG_Data *pd,
                               int *x, int *y, int *w, int *h)
{
   if (x) *x = pd->fill.x;
   if (y) *y = pd->fill.y;
   if (w) *w = pd->fill.w;
   if (h) *h = pd->fill.h;
}

#include "evas_vg.eo.c"