void
shell_anamorphosis_effect_update (ShellAnamorphosisEffect *self, float x, float y, float z)

{
  ShellAnamorphosisEffectPrivate *priv = shell_anamorphosis_effect_get_instance_private (self);
  priv->_x = x;
  priv->_y = y;
  priv->_z = z;
  
  update_uniforms (self);
  clutter_effect_queue_repaint (CLUTTER_EFFECT (self));
}
Esempio n. 2
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/**
 * clutter_colorize_effect_set_tint:
 * @effect: a #ClutterColorizeEffect
 * @tint: the color to be used
 *
 * Sets the tint to be used when colorizing
 *
 * Since: 1.4
 */
void
clutter_colorize_effect_set_tint (ClutterColorizeEffect *effect,
                                  const ClutterColor    *tint)
{
  g_return_if_fail (CLUTTER_IS_COLORIZE_EFFECT (effect));

  effect->tint = *tint;

  update_tint_uniform (effect);

  clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));

  g_object_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_TINT]);
}
Esempio n. 3
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/**
 * clutter_deform_effect_invalidate:
 * @effect: a #ClutterDeformEffect
 *
 * Invalidates the @effect<!-- -->'s vertices and, if it is associated
 * to an actor, it will queue a redraw
 *
 * Since: 1.4
 */
void
clutter_deform_effect_invalidate (ClutterDeformEffect *effect)
{
  ClutterActor *actor;

  g_return_if_fail (CLUTTER_IS_DEFORM_EFFECT (effect));

  if (effect->priv->is_dirty)
    return;

  effect->priv->is_dirty = TRUE;

  actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
  if (actor != NULL)
    clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));
}
/**
 * shell_grid_desaturate_effect_set_unshaded_rect:
 * @effect: a #ShellGridDesaturateEffect
 * @rect: (allow-none): the unshaded area
 *
 * Sets an unshaded area to the effect
 */
void
shell_grid_desaturate_effect_set_unshaded_rect (ShellGridDesaturateEffect *effect,
                                                ClutterRect               *rect)
{
  g_return_if_fail (SHELL_IS_GRID_DESATURATE_EFFECT (effect));

  if (!clutter_rect_equals (rect, effect->unshaded_rect))
    {
      clutter_rect_free (effect->unshaded_rect);
      effect->unshaded_rect = clutter_rect_copy (rect);
      effect->unshaded_uniform_dirty = TRUE;

      clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));

      g_object_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_UNSHADED_RECT]);
    }
}
/**
 * shell_grid_desaturate_effect_set_factor:
 * @effect: a #ShellGridDesaturateEffect
 * @factor: the desaturation factor, between 0.0 and 1.0
 *
 * Sets the desaturation factor for @effect, with 0.0 being "do not desaturate"
 * and 1.0 being "fully desaturate"
 */
void
shell_grid_desaturate_effect_set_factor (ShellGridDesaturateEffect *effect,
                                         gdouble                    factor)
{
  g_return_if_fail (SHELL_IS_GRID_DESATURATE_EFFECT (effect));
  g_return_if_fail (factor >= 0.0 && factor <= 1.0);

  if (fabsf (effect->factor - factor) >= 0.00001)
    {
      effect->factor = factor;
      update_factor_uniform (effect);

      clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));

      g_object_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_FACTOR]);
    }
}