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GObject ╰── GInitiallyUnowned ╰── ClutterActorMeta ╰── ClutterEffect ╰── ClutterOffscreenEffect
The ClutterEffect class provides a default type and API for creating effects for generic actors.
Effects are a ClutterActorMeta sub-class that modify the way an actor is painted in a way that is not part of the actor's implementation.
Effects should be the preferred way to affect the paint sequence of an
actor without sub-classing the actor itself and overriding the
ClutterActorClass.paint()
_ virtual function.
Creating a sub-class of ClutterEffect requires overriding the
ClutterEffectClass.paint()
method. The implementation of the function should look
something like this:
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void effect_paint (ClutterEffect *effect, ClutterEffectPaintFlags flags) { // Set up initialisation of the paint such as binding a // CoglOffscreen or other operations // Chain to the next item in the paint sequence. This will either call // ‘paint’ on the next effect or just paint the actor if this is // the last effect. ClutterActor *actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect)); clutter_actor_continue_paint (actor); // perform any cleanup of state, such as popping the CoglOffscreen } |
The effect can optionally avoid calling clutter_actor_continue_paint()
to skip any
further stages of the paint sequence. This is useful for example if the effect
contains a cached image of the actor. In that case it can optimise painting by
avoiding the actor paint and instead painting the cached image.
The CLUTTER_EFFECT_PAINT_ACTOR_DIRTY
flag is useful in this case. Clutter will set
this flag when a redraw has been queued on the actor since it was last painted. The
effect can use this information to decide if the cached image is still valid.
The example below creates two rectangles: one will be painted "behind" the actor, while another will be painted "on top" of the actor.
The ClutterActorMetaClass.set_actor()
implementation will create the two materials
used for the two different rectangles; the ClutterEffectClass.paint()
implementation
will paint the first material using cogl_rectangle()
, before continuing and then it
will paint paint the second material after.
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typedef struct { ClutterEffect parent_instance; CoglHandle rect_1; CoglHandle rect_2; } MyEffect; typedef struct _ClutterEffectClass MyEffectClass; G_DEFINE_TYPE (MyEffect, my_effect, CLUTTER_TYPE_EFFECT); static void my_effect_set_actor (ClutterActorMeta *meta, ClutterActor *actor) { MyEffect *self = MY_EFFECT (meta); // Clear the previous state // if (self->rect_1) { cogl_handle_unref (self->rect_1); self->rect_1 = NULL; } if (self->rect_2) { cogl_handle_unref (self->rect_2); self->rect_2 = NULL; } // Maintain a pointer to the actor self->actor = actor; // If we've been detached by the actor then we should just bail out here if (self->actor == NULL) return; // Create a red material self->rect_1 = cogl_material_new (); cogl_material_set_color4f (self->rect_1, 1.0, 0.0, 0.0, 1.0); // Create a green material self->rect_2 = cogl_material_new (); cogl_material_set_color4f (self->rect_2, 0.0, 1.0, 0.0, 1.0); } static gboolean my_effect_paint (ClutterEffect *effect) { MyEffect *self = MY_EFFECT (effect); gfloat width, height; clutter_actor_get_size (self->actor, &width, &height); // Paint the first rectangle in the upper left quadrant cogl_set_source (self->rect_1); cogl_rectangle (0, 0, width / 2, height / 2); // Continue to the rest of the paint sequence clutter_actor_continue_paint (self->actor); // Paint the second rectangle in the lower right quadrant cogl_set_source (self->rect_2); cogl_rectangle (width / 2, height / 2, width, height); } static void my_effect_class_init (MyEffectClass *klass) { ClutterActorMetaClas *meta_class = CLUTTER_ACTOR_META_CLASS (klass); meta_class->set_actor = my_effect_set_actor; klass->paint = my_effect_paint; } |
ClutterEffect is available since Clutter 1.4
void
clutter_effect_queue_repaint (ClutterEffect *effect
);
Queues a repaint of the effect. The effect can detect when the ‘paint’
method is called as a result of this function because it will not
have the CLUTTER_EFFECT_PAINT_ACTOR_DIRTY
flag set. In that case the
effect is free to assume that the actor has not changed its
appearance since the last time it was painted so it doesn't need to
call clutter_actor_continue_paint()
if it can draw a cached
image. This is mostly intended for effects that are using a
CoglOffscreen
to redirect the actor (such as
ClutterOffscreenEffect
). In that case the effect can save a bit of
rendering time by painting the cached texture without causing the
entire actor to be painted.
This function can be used by effects that have their own animatable
parameters. For example, an effect which adds a varying degree of a
red tint to an actor by redirecting it through a CoglOffscreen
might have a property to specify the level of tint. When this value
changes, the underlying actor doesn't need to be redrawn so the
effect can call clutter_effect_queue_repaint()
to make sure the
effect is repainted.
Note however that modifying the position of the parent of an actor
may change the appearance of the actor because its transformation
matrix would change. In this case a redraw wouldn't be queued on
the actor itself so the CLUTTER_EFFECT_PAINT_ACTOR_DIRTY
would still
not be set. The effect can detect this case by keeping track of the
last modelview matrix that was used to render the actor and
veryifying that it remains the same in the next paint.
Any other effects that are layered on top of the passed in effect
will still be passed the CLUTTER_EFFECT_PAINT_ACTOR_DIRTY
flag. If
anything queues a redraw on the actor without specifying an effect
or with an effect that is lower in the chain of effects than this
one then that will override this call. In that case this effect
will instead be called with the CLUTTER_EFFECT_PAINT_ACTOR_DIRTY
flag set.
Since: 1.8
typedef struct _ClutterEffect ClutterEffect;
The ClutterEffect structure contains only private data and should be accessed using the provided API
Since: 1.4
struct ClutterEffectClass { gboolean (* pre_paint) (ClutterEffect *effect); void (* post_paint) (ClutterEffect *effect); gboolean (* get_paint_volume) (ClutterEffect *effect, ClutterPaintVolume *volume); void (* paint) (ClutterEffect *effect, ClutterEffectPaintFlags flags); void (* pick) (ClutterEffect *effect, ClutterEffectPaintFlags flags); };
The ClutterEffectClass structure contains only private data
Since: 1.4
Flags passed to the ‘paint’ or ‘pick’ method of ClutterEffect.
The actor or one of its children
has queued a redraw before this paint. This implies that the effect
should call |