efl/src/lib/evas/canvas/evas_object_vg.c

430 lines
15 KiB
C

#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;
}
EOLIAN static Eina_Size2D
_evas_vg_efl_gfx_view_view_size_get(Eo *obj EINA_UNUSED, Evas_VG_Data *pd)
{
return EINA_SIZE2D(pd->width, pd->height);
}
EOLIAN static void
_evas_vg_efl_gfx_view_view_size_set(Eo *obj EINA_UNUSED, Evas_VG_Data *pd, Eina_Size2D sz)
{
pd->width = sz.w;
pd->height = sz.h;
}
void
_evas_vg_efl_gfx_fill_fill_set(Eo *obj EINA_UNUSED, Evas_VG_Data *pd, Eina_Rect fill)
{
pd->fill = fill;
}
Eina_Rect
_evas_vg_efl_gfx_fill_fill_get(Eo *obj EINA_UNUSED, Evas_VG_Data *pd)
{
return pd->fill;
}
#include "evas_vg.eo.c"