#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 */ /** * @addtogroup Evas_Object_Polygon * @{ */ EVAS_MEMPOOL(_mp_obj); /** * Adds a new evas polygon object to the given evas. * @param e The given evas. * @return A new evas polygon object. */ 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; } /** * Adds the given point to the given evas polygon object. * @param obj The given evas polygon object. * @param x The X coordinate of the given point. * @param y The Y coordinate of the given point. * @ingroup Evas_Polygon_Group */ 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); } /** * Removes all of the points from the given evas polygon object. * @param obj The given polygon object. */ 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; } static int evas_object_polygon_is_inside(Evas_Object *obj __UNUSED__, Evas_Coord x __UNUSED__, Evas_Coord y __UNUSED__) { /* 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_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; }