forked from enlightenment/efl
555 lines
18 KiB
C
555 lines
18 KiB
C
#include "evas_common.h"
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#include "evas_private.h"
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/* private magic number for polygon objects */
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static const char o_type[] = "polygon";
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/* private struct for line object internal data */
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typedef struct _Evas_Object_Polygon Evas_Object_Polygon;
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typedef struct _Evas_Polygon_Point Evas_Polygon_Point;
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struct _Evas_Object_Polygon
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{
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DATA32 magic;
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Eina_List *points;
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void *engine_data;
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struct {
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int x, y;
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} offset;
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Evas_Coord_Rectangle geometry;
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char changed : 1;
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};
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struct _Evas_Polygon_Point
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{
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Evas_Coord x, y;
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};
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/* private methods for polygon objects */
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static void evas_object_polygon_init(Evas_Object *obj);
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static void *evas_object_polygon_new(void);
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static void evas_object_polygon_render(Evas_Object *obj, void *output, void *context, void *surface, int x, int y);
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static void evas_object_polygon_free(Evas_Object *obj);
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static void evas_object_polygon_render_pre(Evas_Object *obj);
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static void evas_object_polygon_render_post(Evas_Object *obj);
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static unsigned int evas_object_polygon_id_get(Evas_Object *obj);
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static unsigned int evas_object_polygon_visual_id_get(Evas_Object *obj);
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static void *evas_object_polygon_engine_data_get(Evas_Object *obj);
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static int evas_object_polygon_is_opaque(Evas_Object *obj);
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static int evas_object_polygon_was_opaque(Evas_Object *obj);
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static int evas_object_polygon_is_inside(Evas_Object *obj, Evas_Coord x, Evas_Coord y);
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static int evas_object_polygon_was_inside(Evas_Object *obj, Evas_Coord x, Evas_Coord y);
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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_polygon_free,
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evas_object_polygon_render,
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evas_object_polygon_render_pre,
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evas_object_polygon_render_post,
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evas_object_polygon_id_get,
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evas_object_polygon_visual_id_get,
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evas_object_polygon_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_polygon_is_opaque,
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evas_object_polygon_was_opaque,
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evas_object_polygon_is_inside,
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evas_object_polygon_was_inside,
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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_polygon_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_polygon_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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EAPI void
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evas_object_polygon_point_add(Evas_Object *obj, Evas_Coord x, Evas_Coord y)
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{
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Evas_Object_Polygon *o;
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Evas_Polygon_Point *p;
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Evas_Coord min_x, max_x, min_y, max_y;
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int is, was = 0;
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MAGIC_CHECK(obj, Evas_Object, MAGIC_OBJ);
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return;
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MAGIC_CHECK_END();
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o = (Evas_Object_Polygon *)(obj->object_data);
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MAGIC_CHECK(o, Evas_Object_Polygon, MAGIC_OBJ_POLYGON);
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return;
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MAGIC_CHECK_END();
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if (obj->layer->evas->events_frozen <= 0)
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{
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if (!evas_event_passes_through(obj) &&
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!evas_event_freezes_through(obj))
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was = evas_object_is_in_output_rect(obj,
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obj->layer->evas->pointer.x,
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obj->layer->evas->pointer.y,
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1, 1);
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}
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if (!o->points)
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{
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o->offset.x = obj->cur.geometry.x;
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o->offset.y = obj->cur.geometry.y;
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}
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else
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{
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/* Update all points and take offset into account. */
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Eina_List *over;
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EINA_LIST_FOREACH(o->points, over, p)
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{
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p->x += o->offset.x;
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p->y += o->offset.y;
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}
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}
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p = malloc(sizeof(Evas_Polygon_Point));
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if (!p) return;
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p->x = x + o->offset.x;
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p->y = y + o->offset.y;
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if (!o->points)
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{
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obj->cur.geometry.x = p->x;
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obj->cur.geometry.y = p->y;
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obj->cur.geometry.w = 2;
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obj->cur.geometry.h = 2;
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}
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else
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{
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if (p->x < obj->cur.geometry.x) min_x = p->x;
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else min_x = obj->cur.geometry.x;
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if (p->x > (obj->cur.geometry.x + obj->cur.geometry.w - 2))
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max_x = p->x;
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else max_x = obj->cur.geometry.x + obj->cur.geometry.w - 2;
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if (p->y < obj->cur.geometry.y) min_y = p->y;
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else min_y = obj->cur.geometry.y;
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if (p->y > (obj->cur.geometry.y + obj->cur.geometry.h - 2))
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max_y = p->y;
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else max_y = obj->cur.geometry.y + obj->cur.geometry.h - 2;
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obj->cur.geometry.x = min_x;
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obj->cur.geometry.y = min_y;
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obj->cur.geometry.w = max_x - min_x + 2;
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obj->cur.geometry.h = max_y - min_y + 2;
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}
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o->points = eina_list_append(o->points, p);
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o->geometry = obj->cur.geometry;
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o->offset.x = 0;
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o->offset.y = 0;
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//// obj->cur.cache.geometry.validity = 0;
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o->changed = EINA_TRUE;
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evas_object_change(obj);
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evas_object_clip_dirty(obj);
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evas_object_coords_recalc(obj);
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if (obj->layer->evas->events_frozen <= 0)
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{
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is = evas_object_is_in_output_rect(obj,
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obj->layer->evas->pointer.x,
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obj->layer->evas->pointer.y, 1, 1);
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if (!evas_event_passes_through(obj) &&
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!evas_event_freezes_through(obj) )
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{
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if ((is ^ was) && obj->cur.visible)
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evas_event_feed_mouse_move(obj->layer->evas,
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obj->layer->evas->pointer.x,
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obj->layer->evas->pointer.y,
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obj->layer->evas->last_timestamp,
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NULL);
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}
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}
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evas_object_inform_call_move(obj);
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evas_object_inform_call_resize(obj);
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}
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EAPI void
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evas_object_polygon_points_clear(Evas_Object *obj)
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{
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Evas_Object_Polygon *o;
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int is, was;
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MAGIC_CHECK(obj, Evas_Object, MAGIC_OBJ);
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return;
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MAGIC_CHECK_END();
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o = (Evas_Object_Polygon *)(obj->object_data);
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MAGIC_CHECK(o, Evas_Object_Polygon, MAGIC_OBJ_POLYGON);
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return;
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MAGIC_CHECK_END();
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was = evas_object_is_in_output_rect(obj,
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obj->layer->evas->pointer.x,
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obj->layer->evas->pointer.y, 1, 1);
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while (o->points)
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{
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free(o->points->data);
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o->points = eina_list_remove(o->points, o->points->data);
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}
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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.cache.geometry.validity = 0;
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o->changed = EINA_TRUE;
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evas_object_change(obj);
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evas_object_clip_dirty(obj);
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evas_object_coords_recalc(obj);
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is = evas_object_is_in_output_rect(obj,
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obj->layer->evas->pointer.x,
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obj->layer->evas->pointer.y, 1, 1);
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if ((is || was) && obj->cur.visible)
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evas_event_feed_mouse_move(obj->layer->evas,
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obj->layer->evas->pointer.x,
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obj->layer->evas->pointer.y,
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obj->layer->evas->last_timestamp,
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NULL);
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evas_object_inform_call_move(obj);
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evas_object_inform_call_resize(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_polygon_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_polygon_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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/* 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_polygon_new(void)
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{
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Evas_Object_Polygon *o;
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/* alloc obj private data */
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EVAS_MEMPOOL_INIT(_mp_obj, "evas_object_polygon", Evas_Object_Polygon, 4, NULL);
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o = EVAS_MEMPOOL_ALLOC(_mp_obj, Evas_Object_Polygon);
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if (!o) return NULL;
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EVAS_MEMPOOL_PREP(_mp_obj, o, Evas_Object_Polygon);
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o->magic = MAGIC_OBJ_POLYGON;
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return o;
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}
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static void
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evas_object_polygon_free(Evas_Object *obj)
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{
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Evas_Object_Polygon *o;
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/* frees private object data. very simple here */
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o = (Evas_Object_Polygon *)(obj->object_data);
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MAGIC_CHECK(o, Evas_Object_Polygon, MAGIC_OBJ_POLYGON);
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return;
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MAGIC_CHECK_END();
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/* free obj */
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while (o->points)
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{
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free(o->points->data);
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o->points = eina_list_remove(o->points, o->points->data);
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}
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o->engine_data = obj->layer->evas->engine.func->polygon_points_clear(obj->layer->evas->engine.data.output,
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obj->layer->evas->engine.data.context,
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o->engine_data);
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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_polygon_render(Evas_Object *obj, void *output, void *context, void *surface, int x, int y)
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{
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Evas_Object_Polygon *o;
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Eina_List *l;
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Evas_Polygon_Point *p;
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/* render object to surface with context, and offxet by x,y */
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o = (Evas_Object_Polygon *)(obj->object_data);
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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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if (o->changed)
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{
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o->engine_data = obj->layer->evas->engine.func->polygon_points_clear(obj->layer->evas->engine.data.output,
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obj->layer->evas->engine.data.context,
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o->engine_data);
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EINA_LIST_FOREACH(o->points, l, p)
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{
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//px = evas_coord_world_x_to_screen(obj->layer->evas, p->x);
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//py = evas_coord_world_y_to_screen(obj->layer->evas, p->y);
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o->engine_data = obj->layer->evas->engine.func->polygon_point_add(obj->layer->evas->engine.data.output,
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obj->layer->evas->engine.data.context,
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o->engine_data,
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p->x, p->y);
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}
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}
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if (o->engine_data)
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obj->layer->evas->engine.func->polygon_draw(output,
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context,
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surface,
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o->engine_data,
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o->offset.x + x, o->offset.y + y);
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}
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static void
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evas_object_polygon_render_pre(Evas_Object *obj)
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{
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Evas_Object_Polygon *o;
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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 lines */
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o = (Evas_Object_Polygon *)(obj->object_data);
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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)
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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) */
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if (obj->restack)
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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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(o->changed))
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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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done:
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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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{
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if (!o->changed)
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{
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o->offset.x += obj->cur.geometry.x - obj->prev.geometry.x;
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o->offset.y += obj->cur.geometry.y - obj->prev.geometry.y;
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}
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else
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{
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o->offset.x += obj->cur.geometry.x - o->geometry.x;
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o->offset.y += obj->cur.geometry.y - o->geometry.y;
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}
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}
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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_polygon_render_post(Evas_Object *obj)
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{
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Evas_Object_Polygon *o;
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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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o = (Evas_Object_Polygon *)(obj->object_data);
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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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o->changed = 0;
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}
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static unsigned int evas_object_polygon_id_get(Evas_Object *obj)
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{
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Evas_Object_Polygon *o;
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o = (Evas_Object_Polygon *)(obj->object_data);
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if (!o) return 0;
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return MAGIC_OBJ_POLYGON;
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}
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static unsigned int evas_object_polygon_visual_id_get(Evas_Object *obj)
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{
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Evas_Object_Polygon *o;
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o = (Evas_Object_Polygon *)(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_polygon_engine_data_get(Evas_Object *obj)
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{
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Evas_Object_Polygon *o;
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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;
|
|
}
|
|
|
|
/* We count the number of edges a "ray" 90 degs upwards from our point
|
|
* intersects with. If it's even, we are outside of the polygon, if it's odd,
|
|
* we are inside of it. */
|
|
static int
|
|
evas_object_polygon_is_inside(Evas_Object *obj, Evas_Coord x, Evas_Coord y)
|
|
{
|
|
Evas_Object_Polygon *o;
|
|
int num_edges = 0; /* Number of edges we crossed */
|
|
Eina_List *itr;
|
|
Evas_Polygon_Point *p;
|
|
|
|
o = (Evas_Object_Polygon *)(obj->object_data);
|
|
if (!o) return 0;
|
|
if (!o->points) return 0;
|
|
|
|
/* Adjust X and Y according to current geometry */
|
|
x -= o->offset.x;
|
|
y -= o->offset.y;
|
|
|
|
if (eina_list_count(o->points) == 1)
|
|
{
|
|
p = eina_list_data_get(o->points);
|
|
return ((p->x == x) && (p->y == y));
|
|
}
|
|
|
|
EINA_LIST_FOREACH(o->points, itr, p)
|
|
{
|
|
Evas_Coord line_y;
|
|
Eina_List *next = eina_list_next(itr);
|
|
Evas_Polygon_Point *p_next;
|
|
/* Get the next, or if there's no next, take the first */
|
|
if (next)
|
|
{
|
|
p_next = eina_list_data_get(next);
|
|
}
|
|
else
|
|
{
|
|
p_next = eina_list_data_get(o->points);
|
|
}
|
|
|
|
/* Make sure that we are directly below the edge,
|
|
* and that p->x != p_next->x */
|
|
if (((p->x < p_next->x) && (p->x <= x) && (x < p_next->x)) ||
|
|
((p->x > p_next->x) && (p_next->x < x) && (x <= p->x)))
|
|
{
|
|
line_y = ((double) (p->y - p_next->y) /
|
|
(double) (p->x - p_next->x)) *
|
|
(x - p_next->x) + p_next->y;
|
|
/* We crossed that edge if the line is directly above us */
|
|
if (line_y < y)
|
|
num_edges++;
|
|
}
|
|
}
|
|
|
|
/* Return true if num_edges is odd */
|
|
return ((num_edges % 2) == 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;
|
|
}
|