static void clutter_colorize_effect_class_init (ClutterColorizeEffectClass *klass) { ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass); GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterOffscreenEffectClass *offscreen_class; offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass); offscreen_class->paint_target = clutter_colorize_effect_paint_target; effect_class->pre_paint = clutter_colorize_effect_pre_paint; gobject_class->set_property = clutter_colorize_effect_set_property; gobject_class->get_property = clutter_colorize_effect_get_property; gobject_class->dispose = clutter_colorize_effect_dispose; /** * ClutterColorizeEffect:tint: * * The tint to apply to the actor * * Since: 1.4 */ obj_props[PROP_TINT] = clutter_param_spec_color ("tint", P_("Tint"), P_("The tint to apply"), &default_tint, CLUTTER_PARAM_READWRITE); g_object_class_install_properties (gobject_class, PROP_LAST, obj_props); }
static void st_scroll_view_fade_class_init (StScrollViewFadeClass *klass) { ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass); GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterOffscreenEffectClass *offscreen_class; ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass); gobject_class->dispose = st_scroll_view_fade_dispose; gobject_class->get_property = st_scroll_view_fade_get_property; gobject_class->set_property = st_scroll_view_fade_set_property; meta_class->set_actor = st_scroll_view_fade_set_actor; effect_class->pre_paint = st_scroll_view_fade_pre_paint; offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass); offscreen_class->create_texture = st_scroll_view_fade_create_texture; offscreen_class->paint_target = st_scroll_view_fade_paint_target; g_object_class_install_property (gobject_class, PROP_FADE_OFFSET, g_param_spec_float ("fade-offset", "Fade Offset", "The height of the area which is faded at the edge", 0.f, G_MAXFLOAT, DEFAULT_FADE_OFFSET, G_PARAM_READWRITE)); }
static void clutter_desaturate_effect_class_init (ClutterDesaturateEffectClass *klass) { ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass); GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterOffscreenEffectClass *offscreen_class; offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass); offscreen_class->paint_target = clutter_desaturate_effect_paint_target; effect_class->pre_paint = clutter_desaturate_effect_pre_paint; /** * ClutterDesaturateEffect:factor: * * The desaturation factor, between 0.0 (no desaturation) and 1.0 (full * desaturation). * * Since: 1.4 */ obj_props[PROP_FACTOR] = g_param_spec_double ("factor", P_("Factor"), P_("The desaturation factor"), 0.0, 1.0, 1.0, CLUTTER_PARAM_READWRITE); gobject_class->dispose = clutter_desaturate_effect_dispose; gobject_class->set_property = clutter_desaturate_effect_set_property; gobject_class->get_property = clutter_desaturate_effect_get_property; g_object_class_install_properties (gobject_class, PROP_LAST, obj_props); }
static void clutter_colorize_effect_paint_target (ClutterOffscreenEffect *effect) { ClutterColorizeEffect *self = CLUTTER_COLORIZE_EFFECT (effect); ClutterOffscreenEffectClass *parent; CoglHandle material; if (self->program == COGL_INVALID_HANDLE) goto out; if (self->tex_uniform > -1) cogl_program_set_uniform_1i (self->program, self->tex_uniform, 0); if (self->tint_uniform > -1) { float tint[3] = { self->tint.red / 255.0, self->tint.green / 255.0, self->tint.blue / 255.0 }; cogl_program_set_uniform_float (self->program, self->tint_uniform, 3, 1, tint); } material = clutter_offscreen_effect_get_target (effect); cogl_material_set_user_program (material, self->program); out: parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (clutter_colorize_effect_parent_class); parent->paint_target (effect); }
static void shell_anamorphosis_effect_class_init (ShellAnamorphosisEffectClass *klass) { ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass); ClutterOffscreenEffectClass *offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass); offscreen_class->paint_target = shell_anamorphosis_effect_paint_target; effect_class->pre_paint = shell_anamorphosis_effect_pre_paint; }
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; g_object_get (ST_SCROLL_VIEW (self->actor), "hscrollbar-visible", &h_scroll_visible, "vscrollbar-visible", &v_scroll_visible, NULL); if (self->program == COGL_INVALID_HANDLE) goto out; 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->scrollbar_width_uniform > -1) cogl_program_set_uniform_1f (self->program, self->scrollbar_width_uniform, v_scroll_visible ? clutter_actor_get_width (vscroll) : 0); if (self->scrollbar_height_uniform > -1) cogl_program_set_uniform_1f (self->program, self->scrollbar_height_uniform, h_scroll_visible ? clutter_actor_get_height (hscroll) : 0); if (self->rtl_uniform > -1) cogl_program_set_uniform_1i (self->program, self->rtl_uniform, (st_widget_get_direction (ST_WIDGET (self->actor)) == ST_TEXT_DIRECTION_RTL)); 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); }
static void cd_icc_effect_class_init (CdIccEffectClass *klass) { ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass); GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterOffscreenEffectClass *offscreen_class; gobject_class->dispose = cd_icc_effect_dispose; effect_class->pre_paint = cd_icc_effect_pre_paint; offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass); offscreen_class->paint_target = cd_icc_effect_paint_target; }
static CoglHandle mx_fade_effect_create_texture (ClutterOffscreenEffect *effect, gfloat width, gfloat height) { MxFadeEffectPrivate *priv = MX_FADE_EFFECT (effect)->priv; priv->width = width; priv->height = height; priv->update_vbo = TRUE; return CLUTTER_OFFSCREEN_EFFECT_CLASS (mx_fade_effect_parent_class)-> create_texture (effect, width, height); }
static void shell_grid_desaturate_effect_class_init (ShellGridDesaturateEffectClass *klass) { ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass); GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterOffscreenEffectClass *offscreen_class; offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass); offscreen_class->paint_target = shell_grid_desaturate_effect_paint_target; effect_class->pre_paint = shell_grid_desaturate_effect_pre_paint; /** * ShellGridDesaturateEffect:factor: * * The desaturation factor, between 0.0 (no desaturation) and 1.0 (full * desaturation). */ obj_props[PROP_FACTOR] = g_param_spec_double ("factor", "Factor", "The desaturation factor", 0.0, 1.0, 1.0, G_PARAM_READWRITE); /** * ShellGridDesaturateEffect:unshaded-rect: * * The unshaded rectangle. */ obj_props[PROP_UNSHADED_RECT] = g_param_spec_boxed ("unshaded-rect", "Unshaded rect", "The unshaded rectangle", CLUTTER_TYPE_RECT, G_PARAM_READWRITE); gobject_class->dispose = shell_grid_desaturate_effect_dispose; gobject_class->set_property = shell_grid_desaturate_effect_set_property; gobject_class->get_property = shell_grid_desaturate_effect_get_property; g_object_class_install_properties (gobject_class, PROP_LAST, obj_props); }
static void clutter_shader_effect_class_init (ClutterShaderEffectClass *klass) { ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass); GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterOffscreenEffectClass *offscreen_class; offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass); g_type_class_add_private (klass, sizeof (ClutterShaderEffectPrivate)); /** * ClutterShaderEffect:shader-type: * * The type of shader that is used by the effect. This property * should be set by the constructor of #ClutterShaderEffect * sub-classes. * * Since: 1.4 */ obj_props[PROP_SHADER_TYPE] = g_param_spec_enum ("shader-type", P_("Shader Type"), P_("The type of shader used"), CLUTTER_TYPE_SHADER_TYPE, CLUTTER_FRAGMENT_SHADER, CLUTTER_PARAM_WRITABLE | G_PARAM_CONSTRUCT_ONLY); gobject_class->set_property = clutter_shader_effect_set_property; gobject_class->finalize = clutter_shader_effect_finalize; _clutter_object_class_install_properties (gobject_class, PROP_LAST, obj_props); meta_class->set_actor = clutter_shader_effect_set_actor; offscreen_class->paint_target = clutter_shader_effect_paint_target; }
static void st_background_effect_class_init (StBackgroundEffectClass *klass) { ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass); GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterOffscreenEffectClass *offscreen_class; effect_class->pre_paint = st_background_effect_pre_paint; gobject_class->set_property = st_background_effect_set_property; gobject_class->get_property = st_background_effect_get_property; gobject_class->dispose = st_background_effect_dispose; offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass); offscreen_class->paint_target = st_background_effect_paint_target; obj_props[PROP_BUMPMAP] = g_param_spec_string ("bumpmap", "Background effect construct prop", "Set bumpmap path", "/usr/share/cinnamon/bumpmaps/bumpmap.png", G_PARAM_READWRITE); g_object_class_install_properties (gobject_class, PROP_LAST, obj_props); }
static void clutter_deform_effect_class_init (ClutterDeformEffectClass *klass) { GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass); ClutterOffscreenEffectClass *offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass); klass->deform_vertex = clutter_deform_effect_real_deform_vertex; /** * ClutterDeformEffect:x-tiles: * * The number of horizontal tiles. The bigger the number, the * smaller the tiles * * Since: 1.4 */ obj_props[PROP_X_TILES] = g_param_spec_uint ("x-tiles", P_("Horizontal Tiles"), P_("The number of horizontal tiles"), 1, G_MAXUINT, DEFAULT_N_TILES, CLUTTER_PARAM_READWRITE); /** * ClutterDeformEffect:y-tiles: * * The number of vertical tiles. The bigger the number, the * smaller the tiles * * Since: 1.4 */ obj_props[PROP_Y_TILES] = g_param_spec_uint ("y-tiles", P_("Vertical Tiles"), P_("The number of vertical tiles"), 1, G_MAXUINT, DEFAULT_N_TILES, CLUTTER_PARAM_READWRITE); /** * ClutterDeformEffect:back-material: * * A material to be used when painting the back of the actor * to which this effect has been applied * * By default, no material will be used * * Since: 1.4 */ obj_props[PROP_BACK_MATERIAL] = g_param_spec_boxed ("back-material", P_("Back Material"), P_("The material to be used when painting the back of the actor"), COGL_TYPE_HANDLE, CLUTTER_PARAM_READWRITE); gobject_class->finalize = clutter_deform_effect_finalize; gobject_class->set_property = clutter_deform_effect_set_property; gobject_class->get_property = clutter_deform_effect_get_property; g_object_class_install_properties (gobject_class, PROP_LAST, obj_props); meta_class->set_actor = clutter_deform_effect_set_actor; offscreen_class->paint_target = clutter_deform_effect_paint_target; }
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); }
static void clutter_shader_effect_paint_target (ClutterOffscreenEffect *effect) { ClutterShaderEffectPrivate *priv = CLUTTER_SHADER_EFFECT (effect)->priv; ClutterOffscreenEffectClass *parent; CoglHandle material; /* we haven't been prepared or we don't have support for * GLSL shaders in Clutter */ if (priv->program == COGL_INVALID_HANDLE || priv->shader == COGL_INVALID_HANDLE) goto out; if (!priv->source_set) goto out; if (!priv->is_compiled) { CLUTTER_NOTE (SHADER, "Compiling shader effect"); cogl_shader_compile (priv->shader); if (!cogl_shader_is_compiled (priv->shader)) { gchar *log_buf = cogl_shader_get_info_log (priv->shader); g_warning ("Unable to compile the GLSL shader: %s", log_buf); g_free (log_buf); cogl_handle_unref (priv->shader); priv->shader = COGL_INVALID_HANDLE; cogl_handle_unref (priv->program); priv->shader = COGL_INVALID_HANDLE; goto out; } cogl_program_attach_shader (priv->program, priv->shader); cogl_handle_unref (priv->shader); cogl_program_link (priv->program); priv->is_compiled = TRUE; } CLUTTER_NOTE (SHADER, "Applying the shader effect of type '%s'", G_OBJECT_TYPE_NAME (effect)); clutter_shader_effect_update_uniforms (CLUTTER_SHADER_EFFECT (effect)); /* associate the program to the offscreen target material */ material = clutter_offscreen_effect_get_target (effect); cogl_material_set_user_program (material, priv->program); out: /* paint the offscreen buffer */ parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (clutter_shader_effect_parent_class); parent->paint_target (effect); }
static void cd_icc_effect_paint_target (ClutterOffscreenEffect *effect) { CdIccEffect *self = CD_ICC_EFFECT (effect); ClutterOffscreenEffectClass *parent; CoglHandle material; CoglHandle color_data; CoglHandle indirect_texture; GError *error = NULL; if (self->program == COGL_INVALID_HANDLE) goto out; if (self->main_texture_uniform > -1) cogl_program_set_uniform_1i (self->program, self->main_texture_uniform, 0); if (self->color_data1_uniform > -1) cogl_program_set_uniform_1i (self->program, self->color_data1_uniform, 1); /* not the layer number, just co-incidence */ if (self->color_data2_uniform > -1) cogl_program_set_uniform_1i (self->program, self->color_data2_uniform, 2); if (self->indirect_texture_uniform > -1) cogl_program_set_uniform_1i (self->program, self->indirect_texture_uniform, 3); material = clutter_offscreen_effect_get_target (effect); /* get the color textures */ color_data = cd_icc_effect_generate_cogl_color_data ("/usr/share/color/icc/FakeBRG.icc", &error); if (color_data == COGL_INVALID_HANDLE) { g_warning ("Error creating lookup texture: %s", error->message); g_error_free (error); goto out; } /* add the texture into the second layer of the material */ cogl_material_set_layer (material, GCM_FSCM_LAYER_COLOR1, color_data); /* we want to use linear interpolation for the texture */ cogl_material_set_layer_filters (material, GCM_FSCM_LAYER_COLOR1, COGL_MATERIAL_FILTER_LINEAR, COGL_MATERIAL_FILTER_LINEAR); /* clamp to the maximum values */ cogl_material_set_layer_wrap_mode (material, GCM_FSCM_LAYER_COLOR1, COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE); cogl_handle_unref (color_data); /* get the color textures */ color_data = cd_icc_effect_generate_cogl_color_data ("/usr/share/color/icc/FakeRBG.icc", &error); if (color_data == COGL_INVALID_HANDLE) { g_warning ("Error creating lookup texture: %s", error->message); g_error_free (error); goto out; } /* add the texture into the second layer of the material */ cogl_material_set_layer (material, GCM_FSCM_LAYER_COLOR2, color_data); /* we want to use linear interpolation for the texture */ cogl_material_set_layer_filters (material, GCM_FSCM_LAYER_COLOR2, COGL_MATERIAL_FILTER_LINEAR, COGL_MATERIAL_FILTER_LINEAR); /* clamp to the maximum values */ cogl_material_set_layer_wrap_mode (material, GCM_FSCM_LAYER_COLOR2, COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE); cogl_handle_unref (color_data); /* get the indirect texture */ indirect_texture = cd_icc_effect_generate_indirect_data (self, &error); if (indirect_texture == COGL_INVALID_HANDLE) { g_warning ("Error creating indirect texture: %s", error->message); g_error_free (error); goto out; } /* add the texture into the second layer of the material */ cogl_material_set_layer (material, GCM_FSCM_LAYER_INDIRECT, indirect_texture); /* we want to use linear interpolation for the texture */ cogl_material_set_layer_filters (material, GCM_FSCM_LAYER_INDIRECT, COGL_MATERIAL_FILTER_LINEAR, COGL_MATERIAL_FILTER_LINEAR); /* clamp to the maximum values */ cogl_material_set_layer_wrap_mode (material, GCM_FSCM_LAYER_INDIRECT, COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE); cogl_handle_unref (indirect_texture); cogl_material_set_user_program (material, self->program); out: parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (cd_icc_effect_parent_class); parent->paint_target (effect); }
static void mx_fade_effect_class_init (MxFadeEffectClass *klass) { GParamSpec *pspec; ClutterColor transparent = { 0, }; GObjectClass *object_class = G_OBJECT_CLASS (klass); ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass); ClutterOffscreenEffectClass *offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass); g_type_class_add_private (klass, sizeof (MxFadeEffectPrivate)); object_class->get_property = mx_fade_effect_get_property; object_class->set_property = mx_fade_effect_set_property; object_class->dispose = mx_fade_effect_dispose; object_class->finalize = mx_fade_effect_finalize; effect_class->pre_paint = mx_fade_effect_pre_paint; effect_class->post_paint = mx_fade_effect_post_paint; offscreen_class->create_texture = mx_fade_effect_create_texture; offscreen_class->paint_target = mx_fade_effect_paint_target; pspec = g_param_spec_int ("bounds-x", "Bounds X", "X-coordinate of the texture bounding box", -G_MAXINT, G_MAXINT, 0, MX_PARAM_READWRITE | MX_PARAM_TRANSLATEABLE); g_object_class_install_property (object_class, PROP_BOUNDS_X, pspec); pspec = g_param_spec_int ("bounds-y", "Bounds Y", "Y-coordinate of the texture bounding boy", -G_MAXINT, G_MAXINT, 0, MX_PARAM_READWRITE | MX_PARAM_TRANSLATEABLE); g_object_class_install_property (object_class, PROP_BOUNDS_Y, pspec); pspec = g_param_spec_uint ("bounds-width", "Bounds width", "Width of the texture bounding box", 0, G_MAXUINT, 0, MX_PARAM_READWRITE | MX_PARAM_TRANSLATEABLE); g_object_class_install_property (object_class, PROP_BOUNDS_WIDTH, pspec); pspec = g_param_spec_uint ("bounds-height", "Bounds height", "Height of the texture bounding box", 0, G_MAXUINT, 0, MX_PARAM_READWRITE | MX_PARAM_TRANSLATEABLE); g_object_class_install_property (object_class, PROP_BOUNDS_HEIGHT, pspec); pspec = g_param_spec_uint ("border-top", "Border top", "Border at the top of the effect", 0, G_MAXUINT, 0, MX_PARAM_READWRITE | MX_PARAM_TRANSLATEABLE); g_object_class_install_property (object_class, PROP_BORDER_TOP, pspec); pspec = g_param_spec_uint ("border-right", "Border right", "Border at the right of the effect", 0, G_MAXUINT, 0, MX_PARAM_READWRITE | MX_PARAM_TRANSLATEABLE); g_object_class_install_property (object_class, PROP_BORDER_RIGHT, pspec); pspec = g_param_spec_uint ("border-bottom", "Border bottom", "Border at the bottom of the effect", 0, G_MAXUINT, 0, MX_PARAM_READWRITE | MX_PARAM_TRANSLATEABLE); g_object_class_install_property (object_class, PROP_BORDER_BOTTOM, pspec); pspec = g_param_spec_uint ("border-left", "Border left", "Border at the left of the effect", 0, G_MAXUINT, 0, MX_PARAM_READWRITE | MX_PARAM_TRANSLATEABLE); g_object_class_install_property (object_class, PROP_BORDER_LEFT, pspec); pspec = clutter_param_spec_color ("color", "Color", "Color of the faded border", &transparent, MX_PARAM_READWRITE | MX_PARAM_TRANSLATEABLE); g_object_class_install_property (object_class, PROP_COLOR, pspec); pspec = g_param_spec_boolean ("freeze-update", "Freeze update", "Stop updating the offscreen buffer", FALSE, MX_PARAM_READWRITE | MX_PARAM_TRANSLATEABLE); g_object_class_install_property (object_class, PROP_FREEZE_UPDATE, pspec); }