/* GSK - The GTK Scene Kit * Copyright 2016 Endless * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library 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 * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see . */ #pragma once #if !defined (__GSK_H_INSIDE__) && !defined (GTK_COMPILATION) #error "Only can be included directly." #endif /** * GskRenderNodeType: * @GSK_NOT_A_RENDER_NODE: Error type. No node will ever have this type. * @GSK_CONTAINER_NODE: A node containing a stack of children * @GSK_CAIRO_NODE: A node drawing a `cairo_surface_t` * @GSK_COLOR_NODE: A node drawing a single color rectangle * @GSK_LINEAR_GRADIENT_NODE: A node drawing a linear gradient * @GSK_REPEATING_LINEAR_GRADIENT_NODE: A node drawing a repeating linear gradient * @GSK_RADIAL_GRADIENT_NODE: A node drawing a radial gradient * @GSK_REPEATING_RADIAL_GRADIENT_NODE: A node drawing a repeating radial gradient * @GSK_CONIC_GRADIENT_NODE: A node drawing a conic gradient * @GSK_BORDER_NODE: A node stroking a border around an area * @GSK_TEXTURE_NODE: A node drawing a `GdkTexture` * @GSK_INSET_SHADOW_NODE: A node drawing an inset shadow * @GSK_OUTSET_SHADOW_NODE: A node drawing an outset shadow * @GSK_TRANSFORM_NODE: A node that renders its child after applying a matrix transform * @GSK_OPACITY_NODE: A node that changes the opacity of its child * @GSK_COLOR_MATRIX_NODE: A node that applies a color matrix to every pixel * @GSK_REPEAT_NODE: A node that repeats the child's contents * @GSK_CLIP_NODE: A node that clips its child to a rectangular area * @GSK_ROUNDED_CLIP_NODE: A node that clips its child to a rounded rectangle * @GSK_SHADOW_NODE: A node that draws a shadow below its child * @GSK_BLEND_NODE: A node that blends two children together * @GSK_CROSS_FADE_NODE: A node that cross-fades between two children * @GSK_TEXT_NODE: A node containing a glyph string * @GSK_BLUR_NODE: A node that applies a blur * @GSK_DEBUG_NODE: Debug information that does not affect the rendering * @GSK_GL_SHADER_NODE: A node that uses OpenGL fragment shaders to render * @GSK_TEXTURE_SCALE_NODE: A node drawing a `GdkTexture` scaled and filtered (Since: 4.10) * @GSK_MASK_NODE: A node that masks one child with another (Since: 4.10) * @GSK_FILL_NODE: A node that fills a path * @GSK_STROKE_NODE: A node that strokes a path * The type of a node determines what the node is rendering. */ typedef enum { GSK_NOT_A_RENDER_NODE = 0, GSK_CONTAINER_NODE, GSK_CAIRO_NODE, GSK_COLOR_NODE, GSK_LINEAR_GRADIENT_NODE, GSK_REPEATING_LINEAR_GRADIENT_NODE, GSK_RADIAL_GRADIENT_NODE, GSK_REPEATING_RADIAL_GRADIENT_NODE, GSK_CONIC_GRADIENT_NODE, GSK_BORDER_NODE, GSK_TEXTURE_NODE, GSK_INSET_SHADOW_NODE, GSK_OUTSET_SHADOW_NODE, GSK_TRANSFORM_NODE, GSK_OPACITY_NODE, GSK_COLOR_MATRIX_NODE, GSK_REPEAT_NODE, GSK_CLIP_NODE, GSK_ROUNDED_CLIP_NODE, GSK_SHADOW_NODE, GSK_BLEND_NODE, GSK_CROSS_FADE_NODE, GSK_TEXT_NODE, GSK_BLUR_NODE, GSK_DEBUG_NODE, GSK_GL_SHADER_NODE, GSK_TEXTURE_SCALE_NODE, GSK_MASK_NODE, GSK_FILL_NODE, GSK_STROKE_NODE } GskRenderNodeType; /** * GskScalingFilter: * @GSK_SCALING_FILTER_LINEAR: linear interpolation filter * @GSK_SCALING_FILTER_NEAREST: nearest neighbor interpolation filter * @GSK_SCALING_FILTER_TRILINEAR: linear interpolation along each axis, * plus mipmap generation, with linear interpolation along the mipmap * levels * * The filters used when scaling texture data. * * The actual implementation of each filter is deferred to the * rendering pipeline. */ typedef enum { GSK_SCALING_FILTER_LINEAR, GSK_SCALING_FILTER_NEAREST, GSK_SCALING_FILTER_TRILINEAR } GskScalingFilter; /** * GskBlendMode: * @GSK_BLEND_MODE_DEFAULT: The default blend mode, which specifies no blending * @GSK_BLEND_MODE_MULTIPLY: The source color is multiplied by the destination * and replaces the destination * @GSK_BLEND_MODE_SCREEN: Multiplies the complements of the destination and source * color values, then complements the result. * @GSK_BLEND_MODE_OVERLAY: Multiplies or screens the colors, depending on the * destination color value. This is the inverse of hard-list * @GSK_BLEND_MODE_DARKEN: Selects the darker of the destination and source colors * @GSK_BLEND_MODE_LIGHTEN: Selects the lighter of the destination and source colors * @GSK_BLEND_MODE_COLOR_DODGE: Brightens the destination color to reflect the source color * @GSK_BLEND_MODE_COLOR_BURN: Darkens the destination color to reflect the source color * @GSK_BLEND_MODE_HARD_LIGHT: Multiplies or screens the colors, depending on the source color value * @GSK_BLEND_MODE_SOFT_LIGHT: Darkens or lightens the colors, depending on the source color value * @GSK_BLEND_MODE_DIFFERENCE: Subtracts the darker of the two constituent colors from the lighter color * @GSK_BLEND_MODE_EXCLUSION: Produces an effect similar to that of the difference mode but lower in contrast * @GSK_BLEND_MODE_COLOR: Creates a color with the hue and saturation of the source color and the luminosity of the destination color * @GSK_BLEND_MODE_HUE: Creates a color with the hue of the source color and the saturation and luminosity of the destination color * @GSK_BLEND_MODE_SATURATION: Creates a color with the saturation of the source color and the hue and luminosity of the destination color * @GSK_BLEND_MODE_LUMINOSITY: Creates a color with the luminosity of the source color and the hue and saturation of the destination color * * The blend modes available for render nodes. * * The implementation of each blend mode is deferred to the * rendering pipeline. * * See for more information * on blending and blend modes. */ typedef enum { GSK_BLEND_MODE_DEFAULT = 0, GSK_BLEND_MODE_MULTIPLY, GSK_BLEND_MODE_SCREEN, GSK_BLEND_MODE_OVERLAY, GSK_BLEND_MODE_DARKEN, GSK_BLEND_MODE_LIGHTEN, GSK_BLEND_MODE_COLOR_DODGE, GSK_BLEND_MODE_COLOR_BURN, GSK_BLEND_MODE_HARD_LIGHT, GSK_BLEND_MODE_SOFT_LIGHT, GSK_BLEND_MODE_DIFFERENCE, GSK_BLEND_MODE_EXCLUSION, GSK_BLEND_MODE_COLOR, GSK_BLEND_MODE_HUE, GSK_BLEND_MODE_SATURATION, GSK_BLEND_MODE_LUMINOSITY } GskBlendMode; /** * GskCorner: * @GSK_CORNER_TOP_LEFT: The top left corner * @GSK_CORNER_TOP_RIGHT: The top right corner * @GSK_CORNER_BOTTOM_RIGHT: The bottom right corner * @GSK_CORNER_BOTTOM_LEFT: The bottom left corner * * The corner indices used by `GskRoundedRect`. */ typedef enum { GSK_CORNER_TOP_LEFT, GSK_CORNER_TOP_RIGHT, GSK_CORNER_BOTTOM_RIGHT, GSK_CORNER_BOTTOM_LEFT } GskCorner; /** * GskFillRule: * @GSK_FILL_RULE_WINDING: If the path crosses the ray from * left-to-right, counts +1. If the path crosses the ray * from right to left, counts -1. (Left and right are determined * from the perspective of looking along the ray from the starting * point.) If the total count is non-zero, the point will be filled. * @GSK_FILL_RULE_EVEN_ODD: Counts the total number of * intersections, without regard to the orientation of the contour. If * the total number of intersections is odd, the point will be * filled. * * `GskFillRule` is used to select how paths are filled. * * Whether or not a point is included in the fill is determined by taking * a ray from that point to infinity and looking at intersections with the * path. The ray can be in any direction, as long as it doesn't pass through * the end point of a segment or have a tricky intersection such as * intersecting tangent to the path. * * (Note that filling is not actually implemented in this way. This * is just a description of the rule that is applied.) * * New entries may be added in future versions. * * Since: 4.14 */ typedef enum { GSK_FILL_RULE_WINDING, GSK_FILL_RULE_EVEN_ODD } GskFillRule; /** * GskLineCap: * @GSK_LINE_CAP_BUTT: Start and stop the line exactly at the start * and end point * @GSK_LINE_CAP_ROUND: Use a round ending, the center of the circle * is the start or end point * @GSK_LINE_CAP_SQUARE: use squared ending, the center of the square * is the start or end point * * Specifies how to render the start and end points of contours or * dashes when stroking. * * The default line cap style is `GSK_LINE_CAP_BUTT`. * * New entries may be added in future versions. * *
* * * Line Cap Styles * *
GSK_LINE_CAP_BUTT, GSK_LINE_CAP_ROUND, GSK_LINE_CAP_SQUARE
*
* * Since: 4.14 */ typedef enum { GSK_LINE_CAP_BUTT, GSK_LINE_CAP_ROUND, GSK_LINE_CAP_SQUARE } GskLineCap; /** * GskLineJoin: * @GSK_LINE_JOIN_MITER: Use a sharp angled corner * @GSK_LINE_JOIN_ROUND: Use a round join, the center of the circle is * the join point * @GSK_LINE_JOIN_BEVEL: use a cut-off join, the join is cut off at half * the line width from the joint point * * Specifies how to render the junction of two lines when stroking. * * The default line join style is `GSK_LINE_JOIN_MITER`. * * New entries may be added in future versions. * *
* * * Line Join Styles * *
GSK_LINE_JOINT_MITER, GSK_LINE_JOINT_ROUND, GSK_LINE_JOIN_BEVEL
*
* * Since: 4.14 */ typedef enum { GSK_LINE_JOIN_MITER, GSK_LINE_JOIN_ROUND, GSK_LINE_JOIN_BEVEL, } GskLineJoin; /** * GskPathOperation: * @GSK_PATH_MOVE: A move-to operation, with 1 point describing the target point. * @GSK_PATH_CLOSE: A close operation ending the current contour with a line back * to the starting point. Two points describe the start and end of the line. * @GSK_PATH_LINE: A line-to operation, with 2 points describing the start and * end point of a straight line. * @GSK_PATH_QUAD: A curve-to operation describing a quadratic Bézier curve * with 3 points describing the start point, the control point and the end * point of the curve. * @GSK_PATH_CUBIC: A curve-to operation describing a cubic Bézier curve with 4 * points describing the start point, the two control points and the end point * of the curve. * @GSK_PATH_CONIC: A rational quadratic Bézier curve with 3 points describing * the start point, control point and end point of the curve. A weight for the * curve will be passed, too. * * Path operations are used to describe the segments of a `GskPath`. * * More values may be added in the future. * * Since: 4.14 */ typedef enum { GSK_PATH_MOVE, GSK_PATH_CLOSE, GSK_PATH_LINE, GSK_PATH_QUAD, GSK_PATH_CUBIC, GSK_PATH_CONIC, } GskPathOperation; /** * GskPathDirection: * @GSK_PATH_FROM_START: The tangent in path direction of the incoming side * of the path * @GSK_PATH_TO_START: The tangent against path direction of the incoming side * of the path * @GSK_PATH_TO_END: The tangent in path direction of the outgoing side * of the path * @GSK_PATH_FROM_END: The tangent against path direction of the outgoing * side of the path * * The values of the `GskPathDirection` enum are used to pick one * of the four tangents at a given point on the path. * * Note that the directions for @GSK_PATH_FROM_START/@GSK_PATH_TO_END and * @GSK_PATH_TO_START/@GSK_PATH_FROM_END will coincide for smooth points. * Only sharp turns will exhibit four different directions. * * * * Path Tangents * * * Since: 4.14 */ typedef enum { GSK_PATH_FROM_START, GSK_PATH_TO_START, GSK_PATH_TO_END, GSK_PATH_FROM_END, } GskPathDirection; /** * GskSerializationError: * @GSK_SERIALIZATION_UNSUPPORTED_FORMAT: The format can not be identified * @GSK_SERIALIZATION_UNSUPPORTED_VERSION: The version of the data is not * understood * @GSK_SERIALIZATION_INVALID_DATA: The given data may not exist in * a proper serialization * * Errors that can happen during (de)serialization. */ typedef enum { GSK_SERIALIZATION_UNSUPPORTED_FORMAT, GSK_SERIALIZATION_UNSUPPORTED_VERSION, GSK_SERIALIZATION_INVALID_DATA } GskSerializationError; /** * GskTransformCategory: * @GSK_TRANSFORM_CATEGORY_UNKNOWN: The category of the matrix has not been * determined. * @GSK_TRANSFORM_CATEGORY_ANY: Analyzing the matrix concluded that it does * not fit in any other category. * @GSK_TRANSFORM_CATEGORY_3D: The matrix is a 3D matrix. This means that * the w column (the last column) has the values (0, 0, 0, 1). * @GSK_TRANSFORM_CATEGORY_2D: The matrix is a 2D matrix. This is equivalent * to graphene_matrix_is_2d() returning %TRUE. In particular, this * means that Cairo can deal with the matrix. * @GSK_TRANSFORM_CATEGORY_2D_AFFINE: The matrix is a combination of 2D scale * and 2D translation operations. In particular, this means that any * rectangle can be transformed exactly using this matrix. * @GSK_TRANSFORM_CATEGORY_2D_TRANSLATE: The matrix is a 2D translation. * @GSK_TRANSFORM_CATEGORY_IDENTITY: The matrix is the identity matrix. * * The categories of matrices relevant for GSK and GTK. * * Note that any category includes matrices of all later categories. * So if you want to for example check if a matrix is a 2D matrix, * `category >= GSK_TRANSFORM_CATEGORY_2D` is the way to do this. * * Also keep in mind that rounding errors may cause matrices to not * conform to their categories. Otherwise, matrix operations done via * multiplication will not worsen categories. So for the matrix * multiplication `C = A * B`, `category(C) = MIN (category(A), category(B))`. */ typedef enum { GSK_TRANSFORM_CATEGORY_UNKNOWN, GSK_TRANSFORM_CATEGORY_ANY, GSK_TRANSFORM_CATEGORY_3D, GSK_TRANSFORM_CATEGORY_2D, GSK_TRANSFORM_CATEGORY_2D_AFFINE, GSK_TRANSFORM_CATEGORY_2D_TRANSLATE, GSK_TRANSFORM_CATEGORY_IDENTITY } GskTransformCategory; /** * GskGLUniformType: * @GSK_GL_UNIFORM_TYPE_NONE: No type, used for uninitialized or unspecified values. * @GSK_GL_UNIFORM_TYPE_FLOAT: A float uniform * @GSK_GL_UNIFORM_TYPE_INT: A GLSL int / gint32 uniform * @GSK_GL_UNIFORM_TYPE_UINT: A GLSL uint / guint32 uniform * @GSK_GL_UNIFORM_TYPE_BOOL: A GLSL bool / gboolean uniform * @GSK_GL_UNIFORM_TYPE_VEC2: A GLSL vec2 / graphene_vec2_t uniform * @GSK_GL_UNIFORM_TYPE_VEC3: A GLSL vec3 / graphene_vec3_t uniform * @GSK_GL_UNIFORM_TYPE_VEC4: A GLSL vec4 / graphene_vec4_t uniform * * This defines the types of the uniforms that `GskGLShaders` * declare. * * It defines both what the type is called in the GLSL shader * code, and what the corresponding C type is on the Gtk side. */ typedef enum { GSK_GL_UNIFORM_TYPE_NONE, GSK_GL_UNIFORM_TYPE_FLOAT, GSK_GL_UNIFORM_TYPE_INT, GSK_GL_UNIFORM_TYPE_UINT, GSK_GL_UNIFORM_TYPE_BOOL, GSK_GL_UNIFORM_TYPE_VEC2, GSK_GL_UNIFORM_TYPE_VEC3, GSK_GL_UNIFORM_TYPE_VEC4, } GskGLUniformType; /** * GskMaskMode: * @GSK_MASK_MODE_ALPHA: Use the alpha channel of the mask * @GSK_MASK_MODE_INVERTED_ALPHA: Use the inverted alpha channel of the mask * @GSK_MASK_MODE_LUMINANCE: Use the luminance of the mask, * multiplied by mask alpha * @GSK_MASK_MODE_INVERTED_LUMINANCE: Use the inverted luminance of the mask, * multiplied by mask alpha * * The mask modes available for mask nodes. * * Since: 4.10 */ typedef enum { GSK_MASK_MODE_ALPHA, GSK_MASK_MODE_INVERTED_ALPHA, GSK_MASK_MODE_LUMINANCE, GSK_MASK_MODE_INVERTED_LUMINANCE } GskMaskMode;