/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ /* * Copyright 2013 Red Hat, Inc. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License as * published by the Free Software Foundation; either version 2 of the * License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, see . */ /** * SECTION:meta-background * @title: MetaBackground * @short_description: ClutterContent for painting the system background * */ #include #include #include "cogl-utils.h" #include "compositor-private.h" #include "mutter-enum-types.h" #include #include #include "util-private.h" #include "meta-background-actor-private.h" #define FRAGMENT_SHADER_DECLARATIONS \ "uniform vec2 texture_scale;\n" \ "uniform vec2 actor_size;\n" \ "uniform vec2 offset;\n" \ "uniform float brightness;\n" \ "uniform float vignette_sharpness;\n" \ #define VIGNETTE_CODE \ "vec2 position = cogl_tex_coord_in[0].xy * texture_scale - offset;\n" \ "float t = length(2.0 * (position / actor_size));\n" \ "t = clamp(t, 0.0, 1.0);\n" \ "float pixel_brightness = mix(1.0, 1.0 - vignette_sharpness, t);\n" \ "cogl_color_out.rgb = cogl_color_out.rgb * pixel_brightness * brightness;\n" /* We allow creating multiple MetaBackgrounds for the same monitor to * allow different rendering options to be set for different copies. * But we want to share the same underlying CoglTextures for efficiency and * to avoid driver bugs that might occur if we created multiple CoglTexturePixmaps * for the same pixmap. * * This object provides a ClutterContent object to assist in sharing between actors. */ struct _MetaBackgroundPrivate { MetaScreen *screen; CoglTexture *texture; CoglPipeline *pipeline; int monitor; MetaBackgroundEffects effects; GDesktopBackgroundStyle style; GDesktopBackgroundShading shading_direction; ClutterColor color; ClutterColor second_color; char *filename; float brightness; float vignette_sharpness; }; enum { PROP_META_SCREEN = 1, PROP_MONITOR, PROP_EFFECTS, PROP_BRIGHTNESS, PROP_VIGNETTE_SHARPNESS, }; static void clutter_content_iface_init (ClutterContentIface *iface); static void unset_texture (MetaBackground *self); G_DEFINE_TYPE_WITH_CODE (MetaBackground, meta_background, G_TYPE_OBJECT, G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTENT, clutter_content_iface_init)) static gboolean meta_background_get_preferred_size (ClutterContent *content, gfloat *width, gfloat *height) { MetaBackgroundPrivate *priv = META_BACKGROUND (content)->priv; MetaRectangle monitor_geometry; if (priv->texture == NULL) return FALSE; meta_screen_get_monitor_geometry (priv->screen, priv->monitor, &monitor_geometry); if (width != NULL) *width = monitor_geometry.width; if (height != NULL) *height = monitor_geometry.height; return TRUE; } static void get_texture_area_and_scale (MetaBackground *self, ClutterActorBox *actor_box, cairo_rectangle_int_t *texture_area, float *texture_x_scale, float *texture_y_scale) { MetaBackgroundPrivate *priv = self->priv; MetaRectangle monitor_geometry; cairo_rectangle_int_t actor_pixel_rect; cairo_rectangle_int_t image_area; int screen_width, screen_height; float texture_width, texture_height; float actor_x_scale, actor_y_scale; float monitor_x_scale, monitor_y_scale; float x_offset, y_offset; meta_screen_get_monitor_geometry (priv->screen, priv->monitor, &monitor_geometry); actor_pixel_rect.x = actor_box->x1; actor_pixel_rect.y = actor_box->y1; actor_pixel_rect.width = actor_box->x2 - actor_box->x1; actor_pixel_rect.height = actor_box->y2 - actor_box->y1; texture_width = cogl_texture_get_width (priv->texture); actor_x_scale = (1.0 * actor_pixel_rect.width / monitor_geometry.width); texture_height = cogl_texture_get_height (priv->texture); actor_y_scale = (1.0 * actor_pixel_rect.height / monitor_geometry.height); switch (priv->style) { case G_DESKTOP_BACKGROUND_STYLE_STRETCHED: default: /* paint region is whole actor, and the texture * is scaled disproportionately to fit the actor */ *texture_area = actor_pixel_rect; *texture_x_scale = 1.0 / actor_pixel_rect.width; *texture_y_scale = 1.0 / actor_pixel_rect.height; break; case G_DESKTOP_BACKGROUND_STYLE_WALLPAPER: /* The wallpaper should be centered in the middle of all monitors. * Therefore, the textured area is the union of all monitors plus * an additional bit to make up for the texture getting centered. */ meta_screen_get_size (priv->screen, &screen_width, &screen_height); /* so start by making the unclipped texture area the whole screen */ image_area.width = screen_width; image_area.height = screen_height; /* If one of the tiles is already centered in the screen, then that tile * will start tile_size/2.0 before the center of the screen. So find out * how far we are from that ideal and adjust by that offset. */ x_offset = texture_width - ((int) ((screen_width / 2.0) - (texture_width / 2.0))) % ((int) texture_width); y_offset = texture_height - ((int) ((screen_height / 2.0) - (texture_height / 2.0))) % ((int) texture_height); image_area.width += x_offset; image_area.height += y_offset; image_area.x = -x_offset; image_area.y = -y_offset; /* now line up with the appropriate monitor */ image_area.x -= monitor_geometry.x; image_area.y -= monitor_geometry.y; /* and scale to actor */ image_area.x *= actor_x_scale; image_area.y *= actor_y_scale; image_area.width *= actor_x_scale; image_area.height *= actor_y_scale; *texture_area = image_area; *texture_x_scale = 1.0 / texture_width; *texture_y_scale = 1.0 / texture_height; break; case G_DESKTOP_BACKGROUND_STYLE_CENTERED: /* paint region is the original image size centered in the actor, * and the texture is scaled to the original image size */ image_area.width = texture_width; image_area.height = texture_height; image_area.x = actor_pixel_rect.x + actor_pixel_rect.width / 2 - image_area.width / 2; image_area.y = actor_pixel_rect.y + actor_pixel_rect.height / 2 - image_area.height / 2; *texture_area = image_area; *texture_x_scale = 1.0 / texture_width; *texture_y_scale = 1.0 / texture_height; break; case G_DESKTOP_BACKGROUND_STYLE_SCALED: case G_DESKTOP_BACKGROUND_STYLE_ZOOM: /* paint region is the actor size in one dimension, and centered and * scaled by proportional amount in the other dimension. * * SCALED forces the centered dimension to fit on screen. * ZOOM forces the centered dimension to grow off screen */ monitor_x_scale = monitor_geometry.width / texture_width; monitor_y_scale = monitor_geometry.height / texture_height; if ((priv->style == G_DESKTOP_BACKGROUND_STYLE_SCALED && (monitor_x_scale < monitor_y_scale)) || (priv->style == G_DESKTOP_BACKGROUND_STYLE_ZOOM && (monitor_x_scale > monitor_y_scale))) { /* Fill image to exactly fit actor horizontally */ image_area.width = actor_pixel_rect.width; image_area.height = texture_height * monitor_x_scale * actor_y_scale; /* Position image centered vertically in actor */ image_area.x = actor_pixel_rect.x; image_area.y = actor_pixel_rect.y + actor_pixel_rect.height / 2 - image_area.height / 2; } else { /* Scale image to exactly fit actor vertically */ image_area.width = texture_width * monitor_y_scale * actor_x_scale; image_area.height = actor_pixel_rect.height; /* Position image centered horizontally in actor */ image_area.x = actor_pixel_rect.x + actor_pixel_rect.width / 2 - image_area.width / 2; image_area.y = actor_pixel_rect.y; } *texture_area = image_area; *texture_x_scale = 1.0 / image_area.width; *texture_y_scale = 1.0 / image_area.height; break; case G_DESKTOP_BACKGROUND_STYLE_SPANNED: { /* paint region is the union of all monitors, with the origin * of the region set to align with monitor associated with the background. */ meta_screen_get_size (priv->screen, &screen_width, &screen_height); /* unclipped texture area is whole screen */ image_area.width = screen_width * actor_x_scale; image_area.height = screen_height * actor_y_scale; /* But make (0,0) line up with the appropriate monitor */ image_area.x = -monitor_geometry.x * actor_x_scale; image_area.y = -monitor_geometry.y * actor_y_scale; *texture_area = image_area; *texture_x_scale = 1.0 / image_area.width; *texture_y_scale = 1.0 / image_area.height; break; } } } static CoglPipelineWrapMode get_wrap_mode (MetaBackground *self) { MetaBackgroundPrivate *priv = self->priv; switch (priv->style) { case G_DESKTOP_BACKGROUND_STYLE_WALLPAPER: return COGL_PIPELINE_WRAP_MODE_REPEAT; case G_DESKTOP_BACKGROUND_STYLE_NONE: case G_DESKTOP_BACKGROUND_STYLE_STRETCHED: case G_DESKTOP_BACKGROUND_STYLE_CENTERED: case G_DESKTOP_BACKGROUND_STYLE_SCALED: case G_DESKTOP_BACKGROUND_STYLE_ZOOM: case G_DESKTOP_BACKGROUND_STYLE_SPANNED: default: return COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE; } } static ClutterPaintNode * meta_background_paint_node_new (MetaBackground *self, ClutterActor *actor) { MetaBackgroundPrivate *priv = self->priv; ClutterPaintNode *node; guint8 opacity; guint8 color_component; opacity = clutter_actor_get_paint_opacity (actor); color_component = (guint8) (0.5 + opacity * priv->brightness); cogl_pipeline_set_color4ub (priv->pipeline, color_component, color_component, color_component, opacity); node = clutter_pipeline_node_new (priv->pipeline); return node; } static void clip_region_to_actor_box (cairo_region_t *region, ClutterActorBox *actor_box) { cairo_rectangle_int_t clip_rect; clip_rect.x = actor_box->x1; clip_rect.y = actor_box->y1; clip_rect.width = actor_box->x2 - actor_box->x1; clip_rect.height = actor_box->y2 - actor_box->y1; cairo_region_intersect_rectangle (region, &clip_rect); } static void set_vignette_parameters (MetaBackground *self, ClutterActorBox *actor_box, cairo_rectangle_int_t *texture_area, float texture_x_scale, float texture_y_scale) { MetaBackgroundPrivate *priv = self->priv; float texture_scale[2]; float actor_size[2]; float offset[2]; if (!(priv->effects & META_BACKGROUND_EFFECTS_VIGNETTE)) return; texture_scale[0] = 1.0 / texture_x_scale; texture_scale[1] = 1.0 / texture_y_scale; actor_size[0] = actor_box->x2 - actor_box->x1; actor_size[1] = actor_box->y2 - actor_box->y1; offset[0] = -texture_area->x + (actor_size[0] / 2.0); offset[1] = -texture_area->y + (actor_size[1] / 2.0); cogl_pipeline_set_uniform_float (priv->pipeline, cogl_pipeline_get_uniform_location (priv->pipeline, "texture_scale"), 2, 1, texture_scale); cogl_pipeline_set_uniform_float (priv->pipeline, cogl_pipeline_get_uniform_location (priv->pipeline, "actor_size"), 2, 1, actor_size); cogl_pipeline_set_uniform_float (priv->pipeline, cogl_pipeline_get_uniform_location (priv->pipeline, "offset"), 2, 1, offset); } static void meta_background_paint_content (ClutterContent *content, ClutterActor *actor, ClutterPaintNode *root) { MetaBackground *self = META_BACKGROUND (content); MetaBackgroundPrivate *priv = self->priv; ClutterPaintNode *node; ClutterActorBox actor_box; cairo_rectangle_int_t texture_area; cairo_region_t *paintable_region = NULL; int n_texture_subareas; int i; float texture_x_scale, texture_y_scale; float tx1 = 0.0, ty1 = 0.0, tx2 = 1.0, ty2 = 1.0; if (priv->texture == NULL) return; node = meta_background_paint_node_new (self, actor); clutter_actor_get_content_box (actor, &actor_box); /* First figure out where on the monitor the texture is supposed to be painted. * If the actor is not the size of the monitor, this function makes sure to scale * everything down to fit in the actor. */ get_texture_area_and_scale (self, &actor_box, &texture_area, &texture_x_scale, &texture_y_scale); set_vignette_parameters (self, &actor_box, &texture_area, texture_x_scale, texture_y_scale); /* Now figure out what to actually paint. We start by clipping the texture area to * the actor's bounds. */ paintable_region = cairo_region_create_rectangle (&texture_area); clip_region_to_actor_box (paintable_region, &actor_box); /* And then cut out any parts occluded by window actors */ if (META_IS_BACKGROUND_ACTOR (actor)) { cairo_region_t *clip_region; clip_region = meta_background_actor_get_clip_region (META_BACKGROUND_ACTOR (actor)); if (clip_region != NULL) { cairo_region_intersect (paintable_region, clip_region); cairo_region_destroy (clip_region); } } /* Finally, split the paintable region up into distinct areas * and paint each area one by one */ n_texture_subareas = cairo_region_num_rectangles (paintable_region); for (i = 0; i < n_texture_subareas; i++) { cairo_rectangle_int_t texture_subarea; ClutterActorBox texture_rectangle; cairo_region_get_rectangle (paintable_region, i, &texture_subarea); tx1 = (texture_subarea.x - texture_area.x) * texture_x_scale; ty1 = (texture_subarea.y - texture_area.y) * texture_y_scale; tx2 = (texture_subarea.x + texture_subarea.width - texture_area.x) * texture_x_scale; ty2 = (texture_subarea.y + texture_subarea.height - texture_area.y) * texture_y_scale; texture_rectangle.x1 = texture_subarea.x; texture_rectangle.y1 = texture_subarea.y; texture_rectangle.x2 = texture_subarea.x + texture_subarea.width; texture_rectangle.y2 = texture_subarea.y + texture_subarea.height; clutter_paint_node_add_texture_rectangle (node, &texture_rectangle, tx1, ty1, tx2, ty2); } cairo_region_destroy (paintable_region); clutter_paint_node_add_child (root, node); clutter_paint_node_unref (node); } static void clutter_content_iface_init (ClutterContentIface *iface) { iface->get_preferred_size = meta_background_get_preferred_size; iface->paint_content = meta_background_paint_content; } static void meta_background_dispose (GObject *object) { MetaBackground *self = META_BACKGROUND (object); MetaBackgroundPrivate *priv = self->priv; unset_texture (self); g_clear_pointer (&priv->pipeline, (GDestroyNotify) cogl_object_unref); G_OBJECT_CLASS (meta_background_parent_class)->dispose (object); } static void meta_background_finalize (GObject *object) { MetaBackground *self = META_BACKGROUND (object); MetaBackgroundPrivate *priv = self->priv; g_free (priv->filename); G_OBJECT_CLASS (meta_background_parent_class)->finalize (object); } static void ensure_pipeline (MetaBackground *self) { if (self->priv->pipeline == NULL) self->priv->pipeline = COGL_PIPELINE (meta_create_texture_pipeline (NULL)); } static void set_brightness (MetaBackground *self, gfloat brightness) { MetaBackgroundPrivate *priv = self->priv; if (priv->brightness == brightness) return; priv->brightness = brightness; if (priv->effects & META_BACKGROUND_EFFECTS_VIGNETTE) { ensure_pipeline (self); cogl_pipeline_set_uniform_1f (priv->pipeline, cogl_pipeline_get_uniform_location (priv->pipeline, "brightness"), priv->brightness); } clutter_content_invalidate (CLUTTER_CONTENT (self)); g_object_notify (G_OBJECT (self), "brightness"); } static void set_vignette_sharpness (MetaBackground *self, gfloat sharpness) { MetaBackgroundPrivate *priv = self->priv; if (priv->vignette_sharpness == sharpness) return; priv->vignette_sharpness = sharpness; if (priv->effects & META_BACKGROUND_EFFECTS_VIGNETTE) { ensure_pipeline (self); cogl_pipeline_set_uniform_1f (priv->pipeline, cogl_pipeline_get_uniform_location (priv->pipeline, "vignette_sharpness"), priv->vignette_sharpness); } clutter_content_invalidate (CLUTTER_CONTENT (self)); g_object_notify (G_OBJECT (self), "vignette-sharpness"); } static void add_vignette (MetaBackground *self) { MetaBackgroundPrivate *priv = self->priv; static CoglSnippet *snippet = NULL; ensure_pipeline (self); /* Cogl automatically caches pipelines with no eviction policy, * so we need to prevent identical pipelines from getting cached * separately, by reusing the same fragement shader snippet. */ if (snippet == NULL) snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT, FRAGMENT_SHADER_DECLARATIONS, VIGNETTE_CODE); cogl_pipeline_add_snippet (priv->pipeline, snippet); cogl_pipeline_set_uniform_1f (priv->pipeline, cogl_pipeline_get_uniform_location (priv->pipeline, "brightness"), priv->brightness); cogl_pipeline_set_uniform_1f (priv->pipeline, cogl_pipeline_get_uniform_location (priv->pipeline, "vignette_sharpness"), priv->vignette_sharpness); } static void set_effects (MetaBackground *self, MetaBackgroundEffects effects) { MetaBackgroundPrivate *priv = self->priv; priv->effects = effects; if ((priv->effects & META_BACKGROUND_EFFECTS_VIGNETTE)) add_vignette (self); clutter_content_invalidate (CLUTTER_CONTENT (self)); } static void meta_background_set_property (GObject *object, guint prop_id, const GValue *value, GParamSpec *pspec) { MetaBackground *self = META_BACKGROUND (object); MetaBackgroundPrivate *priv = self->priv; switch (prop_id) { case PROP_META_SCREEN: priv->screen = g_value_get_object (value); break; case PROP_MONITOR: priv->monitor = g_value_get_int (value); break; case PROP_EFFECTS: set_effects (self, g_value_get_flags (value)); break; case PROP_BRIGHTNESS: set_brightness (self, g_value_get_float (value)); break; case PROP_VIGNETTE_SHARPNESS: set_vignette_sharpness (self, g_value_get_float (value)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void meta_background_get_property (GObject *object, guint prop_id, GValue *value, GParamSpec *pspec) { MetaBackgroundPrivate *priv = META_BACKGROUND (object)->priv; switch (prop_id) { case PROP_META_SCREEN: g_value_set_object (value, priv->screen); break; case PROP_MONITOR: g_value_set_int (value, priv->monitor); break; case PROP_EFFECTS: g_value_set_flags (value, priv->effects); break; case PROP_BRIGHTNESS: g_value_set_float (value, priv->brightness); break; case PROP_VIGNETTE_SHARPNESS: g_value_set_float (value, priv->vignette_sharpness); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void meta_background_class_init (MetaBackgroundClass *klass) { GObjectClass *object_class = G_OBJECT_CLASS (klass); GParamSpec *param_spec; g_type_class_add_private (klass, sizeof (MetaBackgroundPrivate)); object_class->dispose = meta_background_dispose; object_class->finalize = meta_background_finalize; object_class->set_property = meta_background_set_property; object_class->get_property = meta_background_get_property; param_spec = g_param_spec_object ("meta-screen", "MetaScreen", "MetaScreen", META_TYPE_SCREEN, G_PARAM_READWRITE | G_PARAM_CONSTRUCT); g_object_class_install_property (object_class, PROP_META_SCREEN, param_spec); param_spec = g_param_spec_int ("monitor", "monitor", "monitor", 0, G_MAXINT, 0, G_PARAM_READWRITE | G_PARAM_CONSTRUCT); g_object_class_install_property (object_class, PROP_MONITOR, param_spec); param_spec = g_param_spec_float ("brightness", "brightness", "Values less than 1.0 dim background", 0.0, 1.0, 1.0, G_PARAM_READWRITE | G_PARAM_CONSTRUCT); g_object_class_install_property (object_class, PROP_BRIGHTNESS, param_spec); param_spec = g_param_spec_float ("vignette-sharpness", "vignette-sharpness", "How obvious the vignette fringe is", 0.0, 1.0, 0.7, G_PARAM_READWRITE | G_PARAM_CONSTRUCT); g_object_class_install_property (object_class, PROP_VIGNETTE_SHARPNESS, param_spec); param_spec = g_param_spec_flags ("effects", "Effects", "Set to enable vignette", meta_background_effects_get_type (), META_BACKGROUND_EFFECTS_NONE, G_PARAM_READWRITE | G_PARAM_CONSTRUCT_ONLY); g_object_class_install_property (object_class, PROP_EFFECTS, param_spec); } static void meta_background_init (MetaBackground *self) { self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self, META_TYPE_BACKGROUND, MetaBackgroundPrivate); } static void unset_texture (MetaBackground *self) { MetaBackgroundPrivate *priv = self->priv; if (priv->pipeline != NULL) cogl_pipeline_set_layer_texture (priv->pipeline, 0, NULL); g_clear_pointer (&priv->texture, (GDestroyNotify) cogl_object_unref); } static void set_texture (MetaBackground *self, CoglTexture *texture) { MetaBackgroundPrivate *priv = self->priv; priv->texture = texture; cogl_pipeline_set_layer_texture (priv->pipeline, 0, priv->texture); } static void set_style (MetaBackground *self, GDesktopBackgroundStyle style) { MetaBackgroundPrivate *priv = self->priv; CoglPipelineWrapMode wrap_mode; priv->style = style; wrap_mode = get_wrap_mode (self); cogl_pipeline_set_layer_wrap_mode (priv->pipeline, 0, wrap_mode); } static void set_filename (MetaBackground *self, const char *filename) { MetaBackgroundPrivate *priv = self->priv; g_free (priv->filename); priv->filename = g_strdup (filename); } /** * meta_background_load_gradient: * @self: the #MetaBackground * @shading_direction: the orientation of the gradient * @color: the start color of the gradient * @second_color: the end color of the gradient * * Clears any previously set background, and sets the background gradient. * The gradient starts with @color and * progresses toward @second_color in the direction of @shading_direction. */ void meta_background_load_gradient (MetaBackground *self, GDesktopBackgroundShading shading_direction, ClutterColor *color, ClutterColor *second_color) { MetaBackgroundPrivate *priv = self->priv; CoglTexture *texture; guint width, height; uint8_t pixels[8]; ensure_pipeline (self); unset_texture (self); set_style (self, G_DESKTOP_BACKGROUND_STYLE_NONE); priv->shading_direction = shading_direction; switch (priv->shading_direction) { case G_DESKTOP_BACKGROUND_SHADING_VERTICAL: width = 1; height = 2; break; case G_DESKTOP_BACKGROUND_SHADING_HORIZONTAL: width = 2; height = 1; break; default: g_return_if_reached (); } pixels[0] = color->red; pixels[1] = color->green; pixels[2] = color->blue; pixels[3] = color->alpha; pixels[4] = second_color->red; pixels[5] = second_color->green; pixels[6] = second_color->blue; pixels[7] = second_color->alpha; texture = cogl_texture_new_from_data (width, height, COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_RGBA_8888, COGL_PIXEL_FORMAT_ANY, 4, pixels); set_texture (self, COGL_TEXTURE (texture)); } /** * meta_background_load_color: * @self: the #MetaBackground * @color: a #ClutterColor to solid fill background with * * Clears any previously set background, and sets the * background to a solid color * * If @color is %NULL the stage color will be used. */ void meta_background_load_color (MetaBackground *self, ClutterColor *color) { MetaBackgroundPrivate *priv = self->priv; CoglTexture *texture; ClutterActor *stage = meta_get_stage_for_screen (priv->screen); ClutterColor stage_color; ensure_pipeline (self); unset_texture (self); set_style (self, G_DESKTOP_BACKGROUND_STYLE_NONE); if (color == NULL) { clutter_actor_get_background_color (stage, &stage_color); color = &stage_color; } texture = meta_create_color_texture_4ub (color->red, color->green, color->blue, 0xff, COGL_TEXTURE_NO_SLICING); set_texture (self, COGL_TEXTURE (texture)); } typedef struct { GDesktopBackgroundStyle style; char *filename; } LoadFileTaskData; static LoadFileTaskData * load_file_task_data_new (const char *filename, GDesktopBackgroundStyle style) { LoadFileTaskData *task_data; task_data = g_slice_new (LoadFileTaskData); task_data->style = style; task_data->filename = g_strdup (filename); return task_data; } static void load_file_task_data_free (LoadFileTaskData *task_data) { g_free (task_data->filename); g_slice_free (LoadFileTaskData, task_data); } static void load_file (GTask *task, MetaBackground *self, LoadFileTaskData *task_data, GCancellable *cancellable) { GError *error = NULL; GdkPixbuf *pixbuf; pixbuf = gdk_pixbuf_new_from_file (task_data->filename, &error); if (pixbuf == NULL) { g_task_return_error (task, error); return; } g_task_return_pointer (task, pixbuf, (GDestroyNotify) g_object_unref); } /** * meta_background_load_file_async: * @self: the #MetaBackground * @filename: the image file to load * @style: a #GDesktopBackgroundStyle to specify how background is laid out * @cancellable: a #GCancellable * @callback: call back to call when file is loaded or failed to load * @user_data: user data for callback * * Loads the specified image and uses it as the background source. */ void meta_background_load_file_async (MetaBackground *self, const char *filename, GDesktopBackgroundStyle style, GCancellable *cancellable, GAsyncReadyCallback callback, gpointer user_data) { LoadFileTaskData *task_data; GTask *task; task = g_task_new (self, cancellable, callback, user_data); task_data = load_file_task_data_new (filename, style); g_task_set_task_data (task, task_data, (GDestroyNotify) load_file_task_data_free); g_task_run_in_thread (task, (GTaskThreadFunc) load_file); g_object_unref (task); } /** * meta_background_load_file_finish: * @self: the #MetaBackground * @result: the result from the #GAsyncReadyCallback passed * to meta_background_load_file_async() * @error: a #GError * * The finish function for meta_background_load_file_async(). * * Returns: whether or not the image was loaded */ gboolean meta_background_load_file_finish (MetaBackground *self, GAsyncResult *result, GError **error) { GTask *task; LoadFileTaskData *task_data; CoglTexture *texture; GdkPixbuf *pixbuf; int width, height, row_stride; guchar *pixels; gboolean has_alpha; gboolean loaded = FALSE; g_return_val_if_fail (g_task_is_valid (result, self), FALSE); task = G_TASK (result); pixbuf = g_task_propagate_pointer (task, error); if (pixbuf == NULL) goto out; task_data = g_task_get_task_data (task); width = gdk_pixbuf_get_width (pixbuf); height = gdk_pixbuf_get_height (pixbuf); row_stride = gdk_pixbuf_get_rowstride (pixbuf); pixels = gdk_pixbuf_get_pixels (pixbuf); has_alpha = gdk_pixbuf_get_has_alpha (pixbuf); texture = cogl_texture_new_from_data (width, height, COGL_TEXTURE_NO_ATLAS, has_alpha ? COGL_PIXEL_FORMAT_RGBA_8888 : COGL_PIXEL_FORMAT_RGB_888, COGL_PIXEL_FORMAT_ANY, row_stride, pixels); if (texture == NULL) { g_set_error_literal (error, COGL_BITMAP_ERROR, COGL_BITMAP_ERROR_FAILED, _("background texture could not be created from file")); goto out; } ensure_pipeline (self); unset_texture (self); set_style (self, task_data->style); set_filename (self, task_data->filename); set_texture (self, texture); clutter_content_invalidate (CLUTTER_CONTENT (self)); loaded = TRUE; out: if (pixbuf != NULL) g_object_unref (pixbuf); return loaded; } /** * meta_background_copy: * @self: a #MetaBackground to copy * @monitor: a monitor * @effects: effects to use on copy of @self * * Creates a new #MetaBackground to draw the background for the given monitor. * Background will be loaded from @self and will share state * with @self, but may have different effects applied to it. * * Return value: (transfer full): the newly created background content */ MetaBackground * meta_background_copy (MetaBackground *self, int monitor, MetaBackgroundEffects effects) { MetaBackground *background; background = META_BACKGROUND (g_object_new (META_TYPE_BACKGROUND, "meta-screen", self->priv->screen, "monitor", monitor, NULL)); background->priv->brightness = self->priv->brightness; background->priv->shading_direction = self->priv->shading_direction; background->priv->color = self->priv->color; background->priv->second_color = self->priv->second_color; background->priv->filename = g_strdup (self->priv->filename); /* we can reuse the pipeline if it has no effects applied, or * if it has the same effects applied */ if (effects == self->priv->effects || self->priv->effects == META_BACKGROUND_EFFECTS_NONE) { ensure_pipeline (self); background->priv->pipeline = cogl_pipeline_copy (self->priv->pipeline); background->priv->texture = cogl_object_ref (self->priv->texture); background->priv->style = self->priv->style; if (effects != self->priv->effects) { set_effects (background, effects); if (effects & META_BACKGROUND_EFFECTS_VIGNETTE) { set_brightness (background, self->priv->brightness); set_vignette_sharpness (background, self->priv->vignette_sharpness); } } else { background->priv->effects = self->priv->effects; } } else { ensure_pipeline (background); if (self->priv->texture != NULL) set_texture (background, cogl_object_ref (self->priv->texture)); set_style (background, self->priv->style); set_effects (background, effects); if (effects & META_BACKGROUND_EFFECTS_VIGNETTE) { set_brightness (background, self->priv->brightness); set_vignette_sharpness (background, self->priv->vignette_sharpness); } } clutter_content_invalidate (CLUTTER_CONTENT (background)); return background; } /** * meta_background_new: * @screen: the #MetaScreen * @monitor: a monitor in @screen * @effects: which effect flags to enable * * Creates a new #MetaBackground to draw the background for the given monitor. * The returned object should be set on a #MetaBackgroundActor with * clutter_actor_set_content(). * * The background may be given a vignette by setting @effects * * Return value: the newly created background content */ MetaBackground * meta_background_new (MetaScreen *screen, int monitor, MetaBackgroundEffects effects) { MetaBackground *background; background = META_BACKGROUND (g_object_new (META_TYPE_BACKGROUND, "meta-screen", screen, "monitor", monitor, "effects", effects, NULL)); return background; } /** * meta_background_get_style: * @self: a #MetaBackground * * Returns the current background style. * * Return value: a #GDesktopBackgroundStyle */ GDesktopBackgroundStyle meta_background_get_style (MetaBackground *self) { return self->priv->style; } /** * meta_background_get_shading: * @self: a #MetaBackground * * Returns whether @self is a solid color, * vertical gradient, horizontal gradient, * or none of the above. * * Return value: a #GDesktopBackgroundShading */ GDesktopBackgroundShading meta_background_get_shading (MetaBackground *self) { return self->priv->shading_direction; } /** * meta_background_get_color: * @self: a #MetaBackground * * Returns the first color of @self. If self * is a gradient, the second color can be returned * with meta_background_get_second_color(). * * Return value: (transfer none): a #ClutterColor */ const ClutterColor * meta_background_get_color (MetaBackground *self) { return &self->priv->color; } /** * meta_background_get_second_color: * @self: a #MetaBackground * * Returns the second color of @self. If @self * is not a gradient this function is undefined. * * Return value: (transfer none): a #ClutterColor */ const ClutterColor * meta_background_get_second_color (MetaBackground *self) { return &self->priv->second_color; } /** * meta_background_get_filename: * @self: a #MetaBackground * * Returns the filename of the currently loaded file. * IF @self is not loaded from a file this function is * undefined. * * Return value: (transfer none): the filename */ const char * meta_background_get_filename (MetaBackground *self) { return self->priv->filename; }