#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, output); // FIXME: Set context (that should affect Ector_Surface) and // then call Ector_Renderer render from bottom to top. Get the // Ector_Surface that match the output from Evas engine API. // It is a requirement that you can reparent an Ector_Renderer // to another Ector_Surface as long as that Ector_Surface is a // child of the main Ector_Surface (necessary for Evas_Map). 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, _evas_default_output_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; } void _evas_vg_efl_gfx_view_view_size_get(Eo *obj EINA_UNUSED, Evas_VG_Data *pd, int *w, int *h) { if (w) *w = pd->width; if (h) *h = pd->height; } void _evas_vg_efl_gfx_view_view_size_set(Eo *obj EINA_UNUSED, Evas_VG_Data *pd, int w, int h) { pd->width = w; pd->height = h; } void _evas_vg_efl_gfx_fill_fill_set(Eo *obj EINA_UNUSED, Evas_VG_Data *pd, int x, int y, int w, int h) { pd->fill.x = x; pd->fill.y = y; pd->fill.w = w; pd->fill.h = h; } void _evas_vg_efl_gfx_fill_fill_get(Eo *obj EINA_UNUSED, Evas_VG_Data *pd, int *x, int *y, int *w, int *h) { if (x) *x = pd->fill.x; if (y) *y = pd->fill.y; if (w) *w = pd->fill.w; if (h) *h = pd->fill.h; } #include "evas_vg.eo.c"