/* 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 .
*/
#ifndef __GSK_ENUMS_H__
#define __GSK_ENUMS_H__
#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_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
* 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_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
} 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 https://www.w3.org/TR/compositing-1/#blending 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;
/**
* 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
* mutliplication 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;
#endif /* __GSK_TYPES_H__ */