/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ /* * st-scroll-view-fade.h: Edge fade effect for StScrollView * * Copyright 2010 Intel Corporation. * Copyright 2011 Adel Gadllah * * This program is free software; you can redistribute it and/or modify it * under the terms and conditions of the GNU Lesser General Public License, * version 2.1, as published by the Free Software Foundation. * * This program is distributed in the hope it will be useful, but WITHOUT ANY * WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for * more details. * * You should have received a copy of the GNU Lesser General Public License * along with this program. If not, see . */ #include "st-private.h" #include "st-scroll-view-fade.h" #include "st-scroll-view.h" #include "st-widget.h" #include "st-theme-node.h" #include "st-scroll-bar.h" #include "st-scrollable.h" #include #include #define DEFAULT_FADE_OFFSET 68.0f #include "st-scroll-view-fade-generated.h" struct _StScrollViewFade { ClutterShaderEffect parent_instance; /* a back pointer to our actor, so that we can query it */ ClutterActor *actor; StAdjustment *vadjustment; StAdjustment *hadjustment; guint fade_edges : 1; guint extend_fade_area: 1; ClutterMargin fade_margins; }; G_DEFINE_TYPE (StScrollViewFade, st_scroll_view_fade, CLUTTER_TYPE_SHADER_EFFECT); enum { PROP_0, PROP_FADE_MARGINS, PROP_FADE_EDGES, PROP_EXTEND_FADE_AREA, N_PROPS }; static GParamSpec *props[N_PROPS] = { NULL, }; static CoglTexture * st_scroll_view_fade_create_texture (ClutterOffscreenEffect *effect, gfloat min_width, gfloat min_height) { CoglContext *ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ()); return COGL_TEXTURE (cogl_texture_2d_new_with_size (ctx, min_width, min_height)); } static char * st_scroll_view_fade_get_static_shader_source (ClutterShaderEffect *effect) { return g_strdup (st_scroll_view_fade_glsl); } static void st_scroll_view_fade_paint_target (ClutterOffscreenEffect *effect, ClutterPaintNode *node, ClutterPaintContext *paint_context) { StScrollViewFade *self = ST_SCROLL_VIEW_FADE (effect); ClutterShaderEffect *shader = CLUTTER_SHADER_EFFECT (effect); ClutterOffscreenEffectClass *parent; 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, rtl; ClutterActorBox allocation, content_box, paint_box; float fade_area_topleft[2]; float fade_area_bottomright[2]; graphene_point3d_t verts[4]; 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_topleft[0] = content_box.x1 + (verts[0].x - paint_box.x1); fade_area_topleft[1] = content_box.y1 + (verts[0].y - paint_box.y1); fade_area_bottomright[0] = content_box.x2 + (verts[3].x - paint_box.x2) + 1; fade_area_bottomright[1] = content_box.y2 + (verts[3].y - paint_box.y2) + 1; g_object_get (ST_SCROLL_VIEW (self->actor), "hscrollbar-visible", &h_scroll_visible, "vscrollbar-visible", &v_scroll_visible, NULL); if (v_scroll_visible) { if (clutter_actor_get_text_direction (self->actor) == CLUTTER_TEXT_DIRECTION_RTL) fade_area_topleft[0] += clutter_actor_get_width (vscroll); fade_area_bottomright[0] -= clutter_actor_get_width (vscroll); } if (h_scroll_visible) fade_area_bottomright[1] -= clutter_actor_get_height (hscroll); if (self->fade_margins.left < 0) fade_area_topleft[0] -= ABS (self->fade_margins.left); if (self->fade_margins.right < 0) fade_area_bottomright[0] += ABS (self->fade_margins.right); if (self->fade_margins.top < 0) fade_area_topleft[1] -= ABS (self->fade_margins.top); if (self->fade_margins.bottom < 0) fade_area_bottomright[1] += ABS (self->fade_margins.bottom); st_adjustment_get_values (self->vadjustment, &value, &lower, &upper, NULL, NULL, &page_size); value = (value - lower) / (upper - page_size - lower); clutter_shader_effect_set_uniform (shader, "fade_edges_top", G_TYPE_INT, 1, self->fade_edges ? value >= 0.0 : value > 0.0); clutter_shader_effect_set_uniform (shader, "fade_edges_bottom", G_TYPE_INT, 1, self->fade_edges ? value <= 1.0 : value < 1.0); st_adjustment_get_values (self->hadjustment, &value, &lower, &upper, NULL, NULL, &page_size); value = (value - lower) / (upper - page_size - lower); rtl = clutter_actor_get_text_direction (self->actor) == CLUTTER_TEXT_DIRECTION_RTL; clutter_shader_effect_set_uniform (shader, "fade_edges_left", G_TYPE_INT, 1, self->fade_edges ? value >= 0.0 : (rtl ? value < 1.0 : value > 0.0)); clutter_shader_effect_set_uniform (shader, "fade_edges_right", G_TYPE_INT, 1, self->fade_edges ? value <= 1.0 : (rtl ? value > 0.0 : value < 1.0)); clutter_shader_effect_set_uniform (shader, "extend_fade_area", G_TYPE_INT, 1, self->extend_fade_area); clutter_shader_effect_set_uniform (shader, "fade_offset_top", G_TYPE_FLOAT, 1, ABS (self->fade_margins.top)); clutter_shader_effect_set_uniform (shader, "fade_offset_bottom", G_TYPE_FLOAT, 1, ABS (self->fade_margins.bottom)); clutter_shader_effect_set_uniform (shader, "fade_offset_left", G_TYPE_FLOAT, 1, ABS (self->fade_margins.left)); clutter_shader_effect_set_uniform (shader, "fade_offset_right", G_TYPE_FLOAT, 1, ABS (self->fade_margins.right)); clutter_shader_effect_set_uniform (shader, "tex", G_TYPE_INT, 1, 0); clutter_shader_effect_set_uniform (shader, "height", G_TYPE_FLOAT, 1, clutter_actor_get_height (self->actor)); clutter_shader_effect_set_uniform (shader, "width", G_TYPE_FLOAT, 1, clutter_actor_get_width (self->actor)); clutter_shader_effect_set_uniform (shader, "fade_area_topleft", CLUTTER_TYPE_SHADER_FLOAT, 2, fade_area_topleft); clutter_shader_effect_set_uniform (shader, "fade_area_bottomright", CLUTTER_TYPE_SHADER_FLOAT, 2, fade_area_bottomright); parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (st_scroll_view_fade_parent_class); parent->paint_target (effect, node, paint_context); } static void on_adjustment_changed (StAdjustment *adjustment, ClutterEffect *effect) { gdouble value, lower, upper, page_size; gboolean needs_fade; StScrollViewFade *self = ST_SCROLL_VIEW_FADE (effect); st_adjustment_get_values (self->vadjustment, &value, &lower, &upper, NULL, NULL, &page_size); needs_fade = (value > lower + 0.1) || (value < upper - page_size - 0.1); if (!needs_fade) { st_adjustment_get_values (self->hadjustment, &value, &lower, &upper, NULL, NULL, &page_size); needs_fade = (value > lower + 0.1) || (value < upper - page_size - 0.1); } clutter_actor_meta_set_enabled (CLUTTER_ACTOR_META (effect), needs_fade); } static void st_scroll_view_fade_set_actor (ClutterActorMeta *meta, ClutterActor *actor) { StScrollViewFade *self = ST_SCROLL_VIEW_FADE (meta); ClutterActorMetaClass *parent; g_return_if_fail (actor == NULL || ST_IS_SCROLL_VIEW (actor)); if (self->vadjustment) { g_signal_handlers_disconnect_by_func (self->vadjustment, (gpointer)on_adjustment_changed, self); self->vadjustment = NULL; } if (self->hadjustment) { g_signal_handlers_disconnect_by_func (self->hadjustment, (gpointer)on_adjustment_changed, self); self->hadjustment = NULL; } if (actor) { StScrollView *scroll_view = ST_SCROLL_VIEW (actor); StScrollBar *vscroll = ST_SCROLL_BAR (st_scroll_view_get_vscroll_bar (scroll_view)); StScrollBar *hscroll = ST_SCROLL_BAR (st_scroll_view_get_hscroll_bar (scroll_view)); self->vadjustment = ST_ADJUSTMENT (st_scroll_bar_get_adjustment (vscroll)); self->hadjustment = ST_ADJUSTMENT (st_scroll_bar_get_adjustment (hscroll)); g_signal_connect (self->vadjustment, "changed", G_CALLBACK (on_adjustment_changed), self); g_signal_connect (self->hadjustment, "changed", G_CALLBACK (on_adjustment_changed), self); on_adjustment_changed (NULL, CLUTTER_EFFECT (self)); } parent = CLUTTER_ACTOR_META_CLASS (st_scroll_view_fade_parent_class); parent->set_actor (meta, actor); /* we keep a back pointer here, to avoid going through the ActorMeta */ self->actor = clutter_actor_meta_get_actor (meta); } static void st_scroll_view_fade_dispose (GObject *gobject) { StScrollViewFade *self = ST_SCROLL_VIEW_FADE (gobject); if (self->vadjustment) { g_signal_handlers_disconnect_by_func (self->vadjustment, (gpointer)on_adjustment_changed, self); self->vadjustment = NULL; } if (self->hadjustment) { g_signal_handlers_disconnect_by_func (self->hadjustment, (gpointer)on_adjustment_changed, self); self->hadjustment = NULL; } self->actor = NULL; G_OBJECT_CLASS (st_scroll_view_fade_parent_class)->dispose (gobject); } static void st_scroll_view_set_fade_margins (StScrollViewFade *self, ClutterMargin *fade_margins) { if (self->fade_margins.left == fade_margins->left && self->fade_margins.right == fade_margins->right && self->fade_margins.top == fade_margins->top && self->fade_margins.bottom == fade_margins->bottom) return; self->fade_margins = *fade_margins; if (self->actor != NULL) clutter_actor_queue_redraw (self->actor); g_object_notify_by_pspec (G_OBJECT (self), props[PROP_FADE_MARGINS]); } static void st_scroll_view_fade_set_fade_edges (StScrollViewFade *self, gboolean fade_edges) { if (self->fade_edges == fade_edges) return; g_object_freeze_notify (G_OBJECT (self)); self->fade_edges = fade_edges; if (self->actor != NULL) clutter_actor_queue_redraw (self->actor); g_object_notify_by_pspec (G_OBJECT (self), props[PROP_FADE_EDGES]); g_object_thaw_notify (G_OBJECT (self)); } static void st_scroll_view_fade_set_extend_fade_area (StScrollViewFade *self, gboolean extend_fade_area) { if (self->extend_fade_area == extend_fade_area) return; self->extend_fade_area = extend_fade_area; if (self->actor != NULL) clutter_actor_queue_redraw (self->actor); g_object_notify_by_pspec (G_OBJECT (self), props[PROP_EXTEND_FADE_AREA]); } static void st_scroll_view_fade_set_property (GObject *object, guint prop_id, const GValue *value, GParamSpec *pspec) { StScrollViewFade *self = ST_SCROLL_VIEW_FADE (object); switch (prop_id) { case PROP_FADE_MARGINS: st_scroll_view_set_fade_margins (self, g_value_get_boxed (value)); break; case PROP_FADE_EDGES: st_scroll_view_fade_set_fade_edges (self, g_value_get_boolean (value)); break; case PROP_EXTEND_FADE_AREA: st_scroll_view_fade_set_extend_fade_area (self, g_value_get_boolean (value)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void st_scroll_view_fade_get_property (GObject *object, guint prop_id, GValue *value, GParamSpec *pspec) { StScrollViewFade *self = ST_SCROLL_VIEW_FADE (object); switch (prop_id) { case PROP_FADE_MARGINS: g_value_set_boxed (value, &self->fade_margins); break; case PROP_FADE_EDGES: g_value_set_boolean (value, self->fade_edges); break; case PROP_EXTEND_FADE_AREA: g_value_set_boolean (value, self->extend_fade_area); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void st_scroll_view_fade_class_init (StScrollViewFadeClass *klass) { GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterShaderEffectClass *shader_class; 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; shader_class = CLUTTER_SHADER_EFFECT_CLASS (klass); shader_class->get_static_shader_source = st_scroll_view_fade_get_static_shader_source; 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; /** * StScrollViewFade:fade-margins: * * The margins widths that are faded. */ props[PROP_FADE_MARGINS] = g_param_spec_boxed ("fade-margins", "Fade margins", "The margin widths that are faded", CLUTTER_TYPE_MARGIN, ST_PARAM_READWRITE | G_PARAM_EXPLICIT_NOTIFY); /** * StScrollViewFade:fade-edges: * * Whether the faded area should extend to the edges of the #StScrollViewFade. */ props[PROP_FADE_EDGES] = g_param_spec_boolean ("fade-edges", "Fade Edges", "Whether the faded area should extend to the edges", FALSE, ST_PARAM_READWRITE | G_PARAM_EXPLICIT_NOTIFY); /** * StScrollViewFade:extend-fade-area: * * Whether faded edges should extend beyond the faded area of the #StScrollViewFade. */ props[PROP_EXTEND_FADE_AREA] = g_param_spec_boolean ("extend-fade-area", "Extend Fade Area", "Whether faded edges should extend beyond the faded area", FALSE, ST_PARAM_READWRITE | G_PARAM_EXPLICIT_NOTIFY); g_object_class_install_properties (gobject_class, N_PROPS, props); } static void st_scroll_view_fade_init (StScrollViewFade *self) { self->fade_margins = (ClutterMargin) { DEFAULT_FADE_OFFSET, DEFAULT_FADE_OFFSET, DEFAULT_FADE_OFFSET, DEFAULT_FADE_OFFSET, }; } /** * st_scroll_view_fade_new: * * Create a new #StScrollViewFade. * * Returns: (transfer full): a new #StScrollViewFade */ ClutterEffect * st_scroll_view_fade_new (void) { return g_object_new (ST_TYPE_SCROLL_VIEW_FADE, NULL); }