コード例 #1
0
ファイル: mx-tooltip.c プロジェクト: 3v1n0/mx
/**
 * mx_tooltip_set_tip_area_from_actor:
 * @tooltip: A #MxTooltip
 * @actor: A #ClutterActor
 *
 * Utility function to set the geometry of the tooltip area
 * from an existing actor.
 * See also mx_tooltip_set_tip_area
 *
 */
void mx_tooltip_set_tip_area_from_actor (MxTooltip    *tooltip,
                                         ClutterActor *actor)
{
  ClutterVertex verts[4];
  ClutterGeometry area;
  gfloat x, y, x2, y2;
  gint i;

  /* Work out the bounding box */

  clutter_actor_get_abs_allocation_vertices (actor, verts);

  x = y = G_MAXFLOAT;
  x2 = y2 = -G_MAXFLOAT;
  for (i = 0; i < G_N_ELEMENTS (verts); i++)
    {
      if (verts[i].x < x)
        x = verts[i].x;
      if (verts[i].x > x2)
        x2 = verts[i].x;
      if (verts[i].y < y)
        y = verts[i].y;
      if (verts[i].y > y2)
        y2 = verts[i].y;
    }

  area.x = x;
  area.y = y;
  area.width = x2 - x;
  area.height = y2 - y;

  mx_tooltip_set_tip_area (tooltip, &area);
}
コード例 #2
0
ファイル: meta-window-group.c プロジェクト: nbourdau/muffin
/* We can only (easily) apply our logic for figuring out what a window
 * obscures if is not transformed. This function does that check and
 * as a side effect gets the position of the upper-left corner of the
 * actors.
 *
 * (We actually could handle scaled and non-integrally positioned actors
 * too as long as they weren't shaped - no filtering is done at the
 * edges so a rectangle stays a rectangle. But the gain from that is
 * small, especally since most of our windows are shaped. The simple
 * case we handle here is the case that matters when the user is just
 * using the desktop normally.)
 *
 * If we assume that the window group is untransformed (it better not
 * be!) then we could also make this determination by checking directly
 * if the actor itself is rotated, scaled, or at a non-integral position.
 * However, the criterion for "close enough" in that case get trickier,
 * since, for example, the allowed rotation depends on the size of
 * actor. The approach we take here is to just require everything
 * to be within 1/256th of a pixel.
 */
static gboolean
actor_is_untransformed (ClutterActor *actor,
                        int          *x_origin,
                        int          *y_origin)
{
  gfloat widthf, heightf;
  int width, height;
  ClutterVertex verts[4];
  int v0x, v0y, v1x, v1y, v2x, v2y, v3x, v3y;
  int x, y;

  clutter_actor_get_size (actor, &widthf, &heightf);
  width = round_to_fixed (widthf); height = round_to_fixed (heightf);

  clutter_actor_get_abs_allocation_vertices (actor, verts);
  v0x = round_to_fixed (verts[0].x); v0y = round_to_fixed (verts[0].y);
  v1x = round_to_fixed (verts[1].x); v1y = round_to_fixed (verts[1].y);
  v2x = round_to_fixed (verts[2].x); v2y = round_to_fixed (verts[2].y);
  v3x = round_to_fixed (verts[3].x); v3y = round_to_fixed (verts[3].y);

  /* Using shifting for converting fixed => int, gets things right for
   * negative values. / 256. wouldn't do the same
   */
  x = v0x >> 8;
  y = v0y >> 8;

  /* At integral coordinates? */
  if (x * 256 != v0x || y * 256 != v0y)
    return FALSE;

  /* Not scaled? */
  if (v1x - v0x != width || v2y - v0y != height)
    return FALSE;

  /* Not rotated/skewed? */
  if (v0x != v2x || v0y != v1y ||
      v3x != v1x || v3y != v2y)
    return FALSE;

  *x_origin = x;
  *y_origin = y;

  return TRUE;
}
コード例 #3
0
void cs_selected_paint (void)
{
  ClutterVertex verts[4];
  /* draw outlines for actors */
    GHashTableIter      iter;
    gpointer            key, value;

    {
        {
          if (cs->fake_stage)
            {
              cogl_set_source_color4ub (0, 255, 0, 255);
              cs_draw_actor_outline (cs->fake_stage, NULL);
            }
        }
    }

    cogl_set_source_color4ub (255, 0, 0, 128);
    cs_selected_foreach (G_CALLBACK (cs_draw_actor_outline), NULL);

    g_hash_table_iter_init (&iter, selection);
    while (g_hash_table_iter_next (&iter, &key, &value))
      {
        clutter_actor_get_abs_allocation_vertices (key,
                                                   verts);

        cogl_set_source_color4ub (0, 0, 25, 50);

        {
          {
            gfloat coords[]={ verts[0].x, verts[0].y, 
               verts[1].x, verts[1].y, 
               verts[3].x, verts[3].y, 
               verts[2].x, verts[2].y, 
               verts[0].x, verts[0].y };

            cogl_path_polyline (coords, 5);
            cogl_set_source_color4ub (0, 0, 255, 128);
            cogl_path_stroke ();
          }
        }
      }
   }
コード例 #4
0
/**
 * shell_util_get_transformed_allocation:
 * @actor: a #ClutterActor
 * @box: (out): location to store returned box in stage coordinates
 *
 * This function is similar to a combination of clutter_actor_get_transformed_position(),
 * and clutter_actor_get_transformed_size(), but unlike
 * clutter_actor_get_transformed_size(), it always returns a transform
 * of the current allocation, while clutter_actor_get_transformed_size() returns
 * bad values (the transform of the requested size) if a relayout has been
 * queued.
 *
 * This function is more convenient to use than
 * clutter_actor_get_abs_allocation_vertices() if no transformation is in effect
 * and also works around limitations in the GJS binding of arrays.
 */
void
shell_util_get_transformed_allocation (ClutterActor    *actor,
                                       ClutterActorBox *box)
{
  /* Code adapted from clutter-actor.c:
   * Copyright 2006, 2007, 2008 OpenedHand Ltd
   */
  ClutterVertex v[4];
  gfloat x_min, x_max, y_min, y_max;
  gint i;

  g_return_if_fail (CLUTTER_IS_ACTOR (actor));

  clutter_actor_get_abs_allocation_vertices (actor, v);

  x_min = x_max = v[0].x;
  y_min = y_max = v[0].y;

  for (i = 1; i < G_N_ELEMENTS (v); ++i)
    {
      if (v[i].x < x_min)
	x_min = v[i].x;

      if (v[i].x > x_max)
	x_max = v[i].x;

      if (v[i].y < y_min)
	y_min = v[i].y;

      if (v[i].y > y_max)
	y_max = v[i].y;
    }

  box->x1 = x_min;
  box->y1 = y_min;
  box->x2 = x_max;
  box->y2 = y_max;
}
コード例 #5
0
static void
st_scroll_view_fade_paint_target (ClutterOffscreenEffect *effect)
{
  StScrollViewFade *self = ST_SCROLL_VIEW_FADE (effect);
  ClutterOffscreenEffectClass *parent;
  CoglHandle material;

  gdouble value, lower, upper, page_size;
  ClutterActor *vscroll = st_scroll_view_get_vscroll_bar (ST_SCROLL_VIEW (self->actor));
  ClutterActor *hscroll = st_scroll_view_get_hscroll_bar (ST_SCROLL_VIEW (self->actor));
  gboolean h_scroll_visible, v_scroll_visible;

  ClutterActorBox allocation, content_box, paint_box;

  /*
   * Used to pass the fade area to the shader
   *
   * [0][0] = x1
   * [0][1] = y1
   * [1][0] = x2
   * [1][1] = y2
   *
   */
  float fade_area[2][2];
  ClutterVertex verts[4];

  if (self->program == COGL_INVALID_HANDLE)
    goto out;

  clutter_actor_get_paint_box (self->actor, &paint_box);
  clutter_actor_get_abs_allocation_vertices (self->actor, verts);

  clutter_actor_get_allocation_box (self->actor, &allocation);
  st_theme_node_get_content_box (st_widget_get_theme_node (ST_WIDGET (self->actor)),
                                (const ClutterActorBox *)&allocation, &content_box);

  /*
   * The FBO is based on the paint_volume's size which can be larger then the actual
   * allocation, so we have to account for that when passing the positions
   */
  fade_area[0][0] = content_box.x1 + (verts[0].x - paint_box.x1);
  fade_area[0][1] = content_box.y1 + (verts[0].y - paint_box.y1);
  fade_area[1][0] = content_box.x2 + (verts[3].x - paint_box.x2);
  fade_area[1][1] = content_box.y2 + (verts[3].y - paint_box.y2);

  g_object_get (ST_SCROLL_VIEW (self->actor),
                "hscrollbar-visible", &h_scroll_visible,
                "vscrollbar-visible", &v_scroll_visible,
                NULL);

  if (v_scroll_visible)
    {
      if (st_widget_get_direction (ST_WIDGET (self->actor)) == ST_TEXT_DIRECTION_RTL)
          fade_area[0][0] += clutter_actor_get_width (vscroll);

      fade_area[1][0] -= clutter_actor_get_width (vscroll);
    }

  if (h_scroll_visible)
      fade_area[1][1] -= clutter_actor_get_height (hscroll);

  st_adjustment_get_values (self->vadjustment, &value, &lower, &upper, NULL, NULL, &page_size);

  if (self->offset_top_uniform > -1) {
    if (value > lower + 0.1)
      cogl_program_set_uniform_1f (self->program, self->offset_top_uniform, self->fade_offset);
    else
      cogl_program_set_uniform_1f (self->program, self->offset_top_uniform, 0.0f);
  }

  if (self->offset_bottom_uniform > -1) {
    if (value < upper - page_size - 0.1)
      cogl_program_set_uniform_1f (self->program, self->offset_bottom_uniform, self->fade_offset);
    else
      cogl_program_set_uniform_1f (self->program, self->offset_bottom_uniform, 0.0f);
  }

  if (self->tex_uniform > -1)
    cogl_program_set_uniform_1i (self->program, self->tex_uniform, 0);
  if (self->height_uniform > -1)
    cogl_program_set_uniform_1f (self->program, self->height_uniform, clutter_actor_get_height (self->actor));
  if (self->width_uniform > -1)
    cogl_program_set_uniform_1f (self->program, self->width_uniform, clutter_actor_get_width (self->actor));
  if (self->fade_area_uniform > -1)
    cogl_program_set_uniform_matrix (self->program, self->fade_area_uniform, 2, 1, FALSE, (const float *)fade_area);

  material = clutter_offscreen_effect_get_target (effect);
  cogl_material_set_user_program (material, self->program);

out:
  parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (st_scroll_view_fade_parent_class);
  parent->paint_target (effect);
}