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