// // Copyright (C) 2014 Tom Beckmann // // 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 3 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 . // using Clutter; namespace Gala.Plugins.PIP { public class ShadowEffect : Effect { private class Shadow { public int users; public Cogl.Texture texture; public Shadow (Cogl.Texture _texture) { texture = _texture; users = 1; } } // the sizes of the textures often repeat, especially for the background actor // so we keep a cache to avoid creating the same texture all over again. static Gee.HashMap shadow_cache; static construct { shadow_cache = new Gee.HashMap (); } public int shadow_size { get; construct; } public int shadow_spread { get; construct; } public float scale_factor { get; set; default = 1; } public uint8 shadow_opacity { get; set; default = 255; } Cogl.Pipeline pipeline; string? current_key = null; public ShadowEffect (int shadow_size, int shadow_spread) { Object (shadow_size: shadow_size, shadow_spread: shadow_spread); } construct { pipeline = new Cogl.Pipeline (Clutter.get_default_backend ().get_cogl_context ()); } ~ShadowEffect () { if (current_key != null) decrement_shadow_users (current_key); } Cogl.Texture? get_shadow (Cogl.Context context, int width, int height, int shadow_size, int shadow_spread) { var old_key = current_key; current_key = "%ix%i:%i:%i".printf (width, height, shadow_size, shadow_spread); if (old_key == current_key) return null; if (old_key != null) decrement_shadow_users (old_key); Shadow? shadow = null; if ((shadow = shadow_cache.@get (current_key)) != null) { shadow.users++; return shadow.texture; } // fill a new texture for this size var buffer = new Granite.Drawing.BufferSurface (width, height); buffer.context.rectangle (shadow_size - shadow_spread, shadow_size - shadow_spread, width - shadow_size * 2 + shadow_spread * 2, height - shadow_size * 2 + shadow_spread * 2); buffer.context.set_source_rgba (0, 0, 0, 0.7); buffer.context.fill (); buffer.exponential_blur (shadow_size / 2); var surface = new Cairo.ImageSurface (Cairo.Format.ARGB32, width, height); var cr = new Cairo.Context (surface); cr.set_source_surface (buffer.surface, 0, 0); cr.paint (); var texture = new Cogl.Texture2D.from_data (context, width, height, Cogl.PixelFormat.BGRA_8888_PRE, surface.get_stride (), surface.get_data ()); shadow_cache.@set (current_key, new Shadow (texture)); return texture; } void decrement_shadow_users (string key) { var shadow = shadow_cache.@get (key); if (shadow == null) return; if (--shadow.users == 0) shadow_cache.unset (key); } #if HAS_MUTTER40 public override void paint (Clutter.PaintNode node, Clutter.PaintContext context, Clutter.EffectPaintFlags flags) { #else public override void paint (Clutter.PaintContext context, EffectPaintFlags flags) { #endif var bounding_box = get_bounding_box (); var shadow = get_shadow (context.get_framebuffer ().get_context (), (int) (bounding_box.x2 - bounding_box.x1), (int) (bounding_box.y2 - bounding_box.y1), shadow_size, shadow_spread); if (shadow != null) pipeline.set_layer_texture (0, shadow); var opacity = actor.get_paint_opacity () * shadow_opacity / 255; var alpha = Cogl.Color.from_4ub (255, 255, 255, opacity); alpha.premultiply (); pipeline.set_color (alpha); context.get_framebuffer ().draw_rectangle (pipeline, bounding_box.x1, bounding_box.y1, bounding_box.x2, bounding_box.y2); actor.continue_paint (context); } public virtual ActorBox get_bounding_box () { var size = shadow_size * scale_factor; var bounding_box = ActorBox (); bounding_box.set_origin (-size, -size); bounding_box.set_size (actor.width + size * 2, actor.height + size * 2); return bounding_box; } } }