forked from enlightenment/efl
408 lines
12 KiB
C
408 lines
12 KiB
C
#include "evas_common.h"
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#include "evas_private.h"
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#include "Evas.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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int changed : 1;
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Evas_List *points;
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void *engine_data;
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};
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struct _Evas_Polygon_Point
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{
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double 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 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, double x, double y);
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static int evas_object_polygon_was_inside(Evas_Object *obj, double x, double y);
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static 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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/* 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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};
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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_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();
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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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void
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evas_object_polygon_point_add(Evas_Object *obj, double x, double 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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double min_x, max_x, min_y, max_y;
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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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p = malloc(sizeof(Evas_Polygon_Point));
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if (!p) return;
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p->x = x;
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p->y = 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 = 2.0;
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obj->cur.geometry.h = 2.0;
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}
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else
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{
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if (x < obj->cur.geometry.x) min_x = x;
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else min_x = obj->cur.geometry.x;
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if (x > (obj->cur.geometry.x + obj->cur.geometry.w - 2.0)) max_x = x;
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else max_x = obj->cur.geometry.x + obj->cur.geometry.w - 2.0;
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if (y < obj->cur.geometry.y) min_y = y;
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else min_y = obj->cur.geometry.y;
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if (y > (obj->cur.geometry.y + obj->cur.geometry.h - 2.0)) max_y = y;
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else max_y = obj->cur.geometry.y + obj->cur.geometry.h - 2.0;
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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 + 2.0;
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obj->cur.geometry.h = max_y - min_y + 2.0;
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}
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o->points = evas_list_append(o->points, p);
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obj->cur.cache.geometry.validity = 0;
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o->changed = 1;
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evas_object_change(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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}
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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 = evas_list_remove(o->points, o->points->data);
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}
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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 = 1;
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evas_object_change(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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}
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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 = 0.0;
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obj->cur.geometry.y = 0.0;
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obj->cur.geometry.w = 0.0;
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obj->cur.geometry.h = 0.0;
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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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o = calloc(1, sizeof(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 = evas_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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free(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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Evas_List *l;
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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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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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for (l = o->points; l; l = l->next)
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{
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Evas_Polygon_Point *p;
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int px, py;
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p = l->data;
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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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px + x, py + y);
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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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}
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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_List *updates = NULL;
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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 thr 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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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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updates = evas_object_render_pre_visible_change(updates, obj, is_v, was_v);
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goto done;
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}
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/* its 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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updates = evas_object_render_pre_clipper_change(updates, 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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updates = evas_object_render_pre_prev_cur_add(updates, 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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updates = evas_object_render_pre_prev_cur_add(updates, 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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/* caluclate 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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updates = evas_object_render_pre_prev_cur_add(updates, obj);
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goto done;
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}
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done:
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evas_object_render_pre_effect_updates(updates, 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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while (obj->clip.changes)
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{
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Evas_Rectangle *r;
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r = (Evas_Rectangle *)obj->clip.changes->data;
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obj->clip.changes = evas_list_remove(obj->clip.changes, r);
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free(r);
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}
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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 int
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evas_object_polygon_is_opaque(Evas_Object *obj)
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{
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Evas_Object_Polygon *o;
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/* this returns 1 if the internal object data implies that the object is */
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/* currently fulyl opque over the entire line it occupies */
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o = (Evas_Object_Polygon *)(obj->object_data);
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return 0;
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}
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static int
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evas_object_polygon_was_opaque(Evas_Object *obj)
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{
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Evas_Object_Polygon *o;
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/* this returns 1 if the internal object data implies that the object was */
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/* currently fulyl opque over the entire line it occupies */
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o = (Evas_Object_Polygon *)(obj->object_data);
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return 0;
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}
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static int
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evas_object_polygon_is_inside(Evas_Object *obj, double x, double y)
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{
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Evas_Object_Polygon *o;
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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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o = (Evas_Object_Polygon *)(obj->object_data);
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return 1;
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x = 0;
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y = 0;
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}
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static int
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evas_object_polygon_was_inside(Evas_Object *obj, double x, double y)
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{
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Evas_Object_Polygon *o;
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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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o = (Evas_Object_Polygon *)(obj->object_data);
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return 1;
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x = 0;
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y = 0;
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}
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