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mx-floating-widget.c
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mx-floating-widget.c
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/*
* mx-floating-widget: always-on-top base actor
*
* Copyright 2009 Intel Corporation.
*
* 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, write to the Free Software Foundation,
* Inc., 51 Franklin St - Fifth Floor, Boston, MA 02110-1301 USA.
*
* Written by: Thomas Wood <thomas.wood@intel.com>
*
*/
#include "mx-floating-widget.h"
G_DEFINE_ABSTRACT_TYPE (MxFloatingWidget, mx_floating_widget, MX_TYPE_WIDGET)
#define FLOATING_WIDGET_PRIVATE(o) \
(G_TYPE_INSTANCE_GET_PRIVATE ((o), MX_TYPE_FLOATING_WIDGET, MxFloatingWidgetPrivate))
struct _MxFloatingWidgetPrivate
{
ClutterActor *stage;
CoglMatrix paint_matrix;
CoglMatrix pick_matrix;
gulong pick_handler;
gulong paint_handler;
};
static void
mx_floating_widget_get_property (GObject *object, guint property_id, GValue *value, GParamSpec *pspec)
{
switch (property_id)
{
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, property_id, pspec);
}
}
static void
mx_floating_widget_set_property (GObject *object, guint property_id, const GValue *value, GParamSpec *pspec)
{
switch (property_id)
{
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, property_id, pspec);
}
}
static void
mx_floating_widget_dispose (GObject *object)
{
G_OBJECT_CLASS (mx_floating_widget_parent_class)->dispose (object);
}
static void
mx_floating_widget_finalize (GObject *object)
{
G_OBJECT_CLASS (mx_floating_widget_parent_class)->finalize (object);
}
static void
stage_weak_notify (MxFloatingWidget *widget,
ClutterStage *stage)
{
widget->priv->stage = NULL;
}
static void
mx_floating_widget_pick_from_stage (ClutterActor *stage,
const ClutterColor *color,
MxFloatingWidget *widget)
{
MxFloatingWidgetClass *klass;
MxFloatingWidgetPrivate *priv = widget->priv;
gboolean has_clip;
if (!CLUTTER_ACTOR_IS_REACTIVE (widget))
return;
klass = MX_FLOATING_WIDGET_CLASS (G_OBJECT_GET_CLASS (widget));
cogl_push_matrix ();
cogl_set_modelview_matrix (&(priv->pick_matrix));
has_clip = clutter_actor_has_clip (CLUTTER_ACTOR (widget));
if (has_clip)
{
gfloat x, y, w, h;
clutter_actor_get_clip (CLUTTER_ACTOR (widget), &x, &y, &w, &h);
cogl_clip_push_rectangle (x, y, x + w, y + h);
}
if (klass->floating_pick)
klass->floating_pick (CLUTTER_ACTOR (widget), color);
if (has_clip)
cogl_clip_pop ();
cogl_pop_matrix ();
}
static void
mx_floating_widget_paint_from_stage (ClutterActor *stage,
MxFloatingWidget *widget)
{
MxFloatingWidgetClass *klass;
MxFloatingWidgetPrivate *priv = widget->priv;
gboolean has_clip;
klass = MX_FLOATING_WIDGET_CLASS (G_OBJECT_GET_CLASS (widget));
cogl_push_matrix ();
cogl_set_modelview_matrix (&(priv->paint_matrix));
has_clip = clutter_actor_has_clip (CLUTTER_ACTOR (widget));
if (has_clip)
{
gfloat x, y, w, h;
clutter_actor_get_clip (CLUTTER_ACTOR (widget), &x, &y, &w, &h);
cogl_clip_push_rectangle (x, y, x + w, y + h);
}
if (klass->floating_paint)
klass->floating_paint (CLUTTER_ACTOR (widget));
if (has_clip)
cogl_clip_pop ();
cogl_pop_matrix ();
}
static void
mx_floating_widget_map (ClutterActor *actor)
{
MxFloatingWidgetPrivate *priv = MX_FLOATING_WIDGET (actor)->priv;
CLUTTER_ACTOR_CLASS (mx_floating_widget_parent_class)->map (actor);
/* connect after the paint and pick signals on the stage have run, so that
* we can be sure to be painted and picked above all other actors else */
priv->stage = clutter_actor_get_stage (actor);
g_object_weak_ref (G_OBJECT (priv->stage), (GWeakNotify) stage_weak_notify,
actor);
priv->paint_handler =
g_signal_connect_after (priv->stage,
"paint",
G_CALLBACK (mx_floating_widget_paint_from_stage),
actor);
priv->pick_handler =
g_signal_connect_after (priv->stage,
"pick",
G_CALLBACK (mx_floating_widget_pick_from_stage),
actor);
}
static void
mx_floating_widget_unmap (ClutterActor *actor)
{
MxFloatingWidgetPrivate *priv = MX_FLOATING_WIDGET (actor)->priv;
CLUTTER_ACTOR_CLASS (mx_floating_widget_parent_class)->unmap (actor);
if (priv->stage)
{
g_signal_handler_disconnect (priv->stage, priv->paint_handler);
priv->paint_handler = 0;
g_signal_handler_disconnect (priv->stage, priv->pick_handler);
priv->pick_handler = 0;
g_object_weak_unref (G_OBJECT (priv->stage),
(GWeakNotify) stage_weak_notify,
actor);
priv->stage = NULL;
}
}
static void
mx_floating_widget_paint_null (ClutterActor *actor)
{
/* store the matrix for later
* the widget is painted after the stage has painted, so that it appears above
* everything else */
cogl_get_modelview_matrix (&(MX_FLOATING_WIDGET (actor)->priv->paint_matrix));
}
static void
mx_floating_widget_pick_null (ClutterActor *actor,
const ClutterColor *color)
{
/* store the matrix for later
* the widget is picked after the stage has picked, so that it appears above
* everything else */
cogl_get_modelview_matrix (&(MX_FLOATING_WIDGET (actor)->priv->pick_matrix));
}
static void
mx_floating_widget_floating_pick (ClutterActor *widget,
const ClutterColor *color)
{
/* default implementation is to chain up to the original pick */
CLUTTER_ACTOR_CLASS (mx_floating_widget_parent_class)->pick (widget, color);
}
static void
mx_floating_widget_floating_paint (ClutterActor *widget)
{
/* default implementation is to chain up to the original paint */
CLUTTER_ACTOR_CLASS (mx_floating_widget_parent_class)->paint (widget);
}
static void
mx_floating_widget_class_init (MxFloatingWidgetClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
MxFloatingWidgetClass *float_class = MX_FLOATING_WIDGET_CLASS (klass);
g_type_class_add_private (klass, sizeof (MxFloatingWidgetPrivate));
object_class->get_property = mx_floating_widget_get_property;
object_class->set_property = mx_floating_widget_set_property;
object_class->dispose = mx_floating_widget_dispose;
object_class->finalize = mx_floating_widget_finalize;
actor_class->map = mx_floating_widget_map;
actor_class->unmap = mx_floating_widget_unmap;
actor_class->pick = mx_floating_widget_pick_null;
actor_class->paint = mx_floating_widget_paint_null;
float_class->floating_pick = mx_floating_widget_floating_pick;
float_class->floating_paint = mx_floating_widget_floating_paint;
}
static void
mx_floating_widget_init (MxFloatingWidget *self)
{
self->priv = FLOATING_WIDGET_PRIVATE (self);
}