forked from AuroraMiddleware/gtk
0eb791eaaa
Add a GskMaskMode enumeration and implement it in the GL and cairo renderers.
280 lines
11 KiB
C
280 lines
11 KiB
C
/* GSK - The GTK Scene Kit
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* Copyright 2016 Endless
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __GSK_ENUMS_H__
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#define __GSK_ENUMS_H__
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#if !defined (__GSK_H_INSIDE__) && !defined (GTK_COMPILATION)
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#error "Only <gsk/gsk.h> can be included directly."
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#endif
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/**
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* GskRenderNodeType:
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* @GSK_NOT_A_RENDER_NODE: Error type. No node will ever have this type.
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* @GSK_CONTAINER_NODE: A node containing a stack of children
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* @GSK_CAIRO_NODE: A node drawing a `cairo_surface_t`
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* @GSK_COLOR_NODE: A node drawing a single color rectangle
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* @GSK_LINEAR_GRADIENT_NODE: A node drawing a linear gradient
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* @GSK_REPEATING_LINEAR_GRADIENT_NODE: A node drawing a repeating linear gradient
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* @GSK_RADIAL_GRADIENT_NODE: A node drawing a radial gradient
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* @GSK_REPEATING_RADIAL_GRADIENT_NODE: A node drawing a repeating radial gradient
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* @GSK_CONIC_GRADIENT_NODE: A node drawing a conic gradient
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* @GSK_BORDER_NODE: A node stroking a border around an area
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* @GSK_TEXTURE_NODE: A node drawing a `GdkTexture`
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* @GSK_INSET_SHADOW_NODE: A node drawing an inset shadow
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* @GSK_OUTSET_SHADOW_NODE: A node drawing an outset shadow
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* @GSK_TRANSFORM_NODE: A node that renders its child after applying a matrix transform
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* @GSK_OPACITY_NODE: A node that changes the opacity of its child
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* @GSK_COLOR_MATRIX_NODE: A node that applies a color matrix to every pixel
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* @GSK_REPEAT_NODE: A node that repeats the child's contents
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* @GSK_CLIP_NODE: A node that clips its child to a rectangular area
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* @GSK_ROUNDED_CLIP_NODE: A node that clips its child to a rounded rectangle
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* @GSK_SHADOW_NODE: A node that draws a shadow below its child
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* @GSK_BLEND_NODE: A node that blends two children together
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* @GSK_CROSS_FADE_NODE: A node that cross-fades between two children
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* @GSK_TEXT_NODE: A node containing a glyph string
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* @GSK_BLUR_NODE: A node that applies a blur
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* @GSK_DEBUG_NODE: Debug information that does not affect the rendering
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* @GSK_GL_SHADER_NODE: A node that uses OpenGL fragment shaders to render
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* @GSK_TEXTURE_SCALE_NODE: A node drawing a `GdkTexture` scaled and filtered (Since: 4.10)
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* @GSK_MASK_NODE: A node that masks one child with another (Since: 4.10)
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* The type of a node determines what the node is rendering.
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*/
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typedef enum {
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GSK_NOT_A_RENDER_NODE = 0,
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GSK_CONTAINER_NODE,
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GSK_CAIRO_NODE,
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GSK_COLOR_NODE,
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GSK_LINEAR_GRADIENT_NODE,
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GSK_REPEATING_LINEAR_GRADIENT_NODE,
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GSK_RADIAL_GRADIENT_NODE,
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GSK_REPEATING_RADIAL_GRADIENT_NODE,
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GSK_CONIC_GRADIENT_NODE,
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GSK_BORDER_NODE,
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GSK_TEXTURE_NODE,
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GSK_INSET_SHADOW_NODE,
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GSK_OUTSET_SHADOW_NODE,
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GSK_TRANSFORM_NODE,
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GSK_OPACITY_NODE,
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GSK_COLOR_MATRIX_NODE,
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GSK_REPEAT_NODE,
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GSK_CLIP_NODE,
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GSK_ROUNDED_CLIP_NODE,
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GSK_SHADOW_NODE,
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GSK_BLEND_NODE,
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GSK_CROSS_FADE_NODE,
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GSK_TEXT_NODE,
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GSK_BLUR_NODE,
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GSK_DEBUG_NODE,
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GSK_GL_SHADER_NODE,
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GSK_TEXTURE_SCALE_NODE,
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GSK_MASK_NODE
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} GskRenderNodeType;
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/**
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* GskScalingFilter:
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* @GSK_SCALING_FILTER_LINEAR: linear interpolation filter
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* @GSK_SCALING_FILTER_NEAREST: nearest neighbor interpolation filter
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* @GSK_SCALING_FILTER_TRILINEAR: linear interpolation along each axis,
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* plus mipmap generation, with linear interpolation along the mipmap
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* levels
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*
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* The filters used when scaling texture data.
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*
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* The actual implementation of each filter is deferred to the
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* rendering pipeline.
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*/
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typedef enum {
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GSK_SCALING_FILTER_LINEAR,
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GSK_SCALING_FILTER_NEAREST,
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GSK_SCALING_FILTER_TRILINEAR
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} GskScalingFilter;
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/**
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* GskBlendMode:
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* @GSK_BLEND_MODE_DEFAULT: The default blend mode, which specifies no blending
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* @GSK_BLEND_MODE_MULTIPLY: The source color is multiplied by the destination
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* and replaces the destination
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* @GSK_BLEND_MODE_SCREEN: Multiplies the complements of the destination and source
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* color values, then complements the result.
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* @GSK_BLEND_MODE_OVERLAY: Multiplies or screens the colors, depending on the
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* destination color value. This is the inverse of hard-list
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* @GSK_BLEND_MODE_DARKEN: Selects the darker of the destination and source colors
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* @GSK_BLEND_MODE_LIGHTEN: Selects the lighter of the destination and source colors
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* @GSK_BLEND_MODE_COLOR_DODGE: Brightens the destination color to reflect the source color
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* @GSK_BLEND_MODE_COLOR_BURN: Darkens the destination color to reflect the source color
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* @GSK_BLEND_MODE_HARD_LIGHT: Multiplies or screens the colors, depending on the source color value
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* @GSK_BLEND_MODE_SOFT_LIGHT: Darkens or lightens the colors, depending on the source color value
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* @GSK_BLEND_MODE_DIFFERENCE: Subtracts the darker of the two constituent colors from the lighter color
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* @GSK_BLEND_MODE_EXCLUSION: Produces an effect similar to that of the difference mode but lower in contrast
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* @GSK_BLEND_MODE_COLOR: Creates a color with the hue and saturation of the source color and the luminosity of the destination color
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* @GSK_BLEND_MODE_HUE: Creates a color with the hue of the source color and the saturation and luminosity of the destination color
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* @GSK_BLEND_MODE_SATURATION: Creates a color with the saturation of the source color and the hue and luminosity of the destination color
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* @GSK_BLEND_MODE_LUMINOSITY: Creates a color with the luminosity of the source color and the hue and saturation of the destination color
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*
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* The blend modes available for render nodes.
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*
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* The implementation of each blend mode is deferred to the
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* rendering pipeline.
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*
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* See <https://www.w3.org/TR/compositing-1/#blending> for more information
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* on blending and blend modes.
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*/
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typedef enum {
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GSK_BLEND_MODE_DEFAULT = 0,
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GSK_BLEND_MODE_MULTIPLY,
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GSK_BLEND_MODE_SCREEN,
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GSK_BLEND_MODE_OVERLAY,
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GSK_BLEND_MODE_DARKEN,
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GSK_BLEND_MODE_LIGHTEN,
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GSK_BLEND_MODE_COLOR_DODGE,
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GSK_BLEND_MODE_COLOR_BURN,
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GSK_BLEND_MODE_HARD_LIGHT,
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GSK_BLEND_MODE_SOFT_LIGHT,
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GSK_BLEND_MODE_DIFFERENCE,
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GSK_BLEND_MODE_EXCLUSION,
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GSK_BLEND_MODE_COLOR,
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GSK_BLEND_MODE_HUE,
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GSK_BLEND_MODE_SATURATION,
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GSK_BLEND_MODE_LUMINOSITY
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} GskBlendMode;
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/**
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* GskCorner:
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* @GSK_CORNER_TOP_LEFT: The top left corner
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* @GSK_CORNER_TOP_RIGHT: The top right corner
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* @GSK_CORNER_BOTTOM_RIGHT: The bottom right corner
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* @GSK_CORNER_BOTTOM_LEFT: The bottom left corner
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*
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* The corner indices used by `GskRoundedRect`.
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*/
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typedef enum {
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GSK_CORNER_TOP_LEFT,
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GSK_CORNER_TOP_RIGHT,
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GSK_CORNER_BOTTOM_RIGHT,
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GSK_CORNER_BOTTOM_LEFT
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} GskCorner;
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/**
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* GskSerializationError:
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* @GSK_SERIALIZATION_UNSUPPORTED_FORMAT: The format can not be identified
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* @GSK_SERIALIZATION_UNSUPPORTED_VERSION: The version of the data is not
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* understood
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* @GSK_SERIALIZATION_INVALID_DATA: The given data may not exist in
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* a proper serialization
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*
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* Errors that can happen during (de)serialization.
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*/
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typedef enum {
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GSK_SERIALIZATION_UNSUPPORTED_FORMAT,
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GSK_SERIALIZATION_UNSUPPORTED_VERSION,
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GSK_SERIALIZATION_INVALID_DATA
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} GskSerializationError;
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/**
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* GskTransformCategory:
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* @GSK_TRANSFORM_CATEGORY_UNKNOWN: The category of the matrix has not been
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* determined.
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* @GSK_TRANSFORM_CATEGORY_ANY: Analyzing the matrix concluded that it does
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* not fit in any other category.
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* @GSK_TRANSFORM_CATEGORY_3D: The matrix is a 3D matrix. This means that
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* the w column (the last column) has the values (0, 0, 0, 1).
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* @GSK_TRANSFORM_CATEGORY_2D: The matrix is a 2D matrix. This is equivalent
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* to graphene_matrix_is_2d() returning %TRUE. In particular, this
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* means that Cairo can deal with the matrix.
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* @GSK_TRANSFORM_CATEGORY_2D_AFFINE: The matrix is a combination of 2D scale
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* and 2D translation operations. In particular, this means that any
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* rectangle can be transformed exactly using this matrix.
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* @GSK_TRANSFORM_CATEGORY_2D_TRANSLATE: The matrix is a 2D translation.
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* @GSK_TRANSFORM_CATEGORY_IDENTITY: The matrix is the identity matrix.
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*
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* The categories of matrices relevant for GSK and GTK.
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*
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* Note that any category includes matrices of all later categories.
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* So if you want to for example check if a matrix is a 2D matrix,
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* `category >= GSK_TRANSFORM_CATEGORY_2D` is the way to do this.
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*
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* Also keep in mind that rounding errors may cause matrices to not
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* conform to their categories. Otherwise, matrix operations done via
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* multiplication will not worsen categories. So for the matrix
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* multiplication `C = A * B`, `category(C) = MIN (category(A), category(B))`.
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*/
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typedef enum
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{
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GSK_TRANSFORM_CATEGORY_UNKNOWN,
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GSK_TRANSFORM_CATEGORY_ANY,
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GSK_TRANSFORM_CATEGORY_3D,
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GSK_TRANSFORM_CATEGORY_2D,
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GSK_TRANSFORM_CATEGORY_2D_AFFINE,
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GSK_TRANSFORM_CATEGORY_2D_TRANSLATE,
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GSK_TRANSFORM_CATEGORY_IDENTITY
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} GskTransformCategory;
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/**
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* GskGLUniformType:
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* @GSK_GL_UNIFORM_TYPE_NONE: No type, used for uninitialized or unspecified values.
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* @GSK_GL_UNIFORM_TYPE_FLOAT: A float uniform
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* @GSK_GL_UNIFORM_TYPE_INT: A GLSL int / gint32 uniform
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* @GSK_GL_UNIFORM_TYPE_UINT: A GLSL uint / guint32 uniform
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* @GSK_GL_UNIFORM_TYPE_BOOL: A GLSL bool / gboolean uniform
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* @GSK_GL_UNIFORM_TYPE_VEC2: A GLSL vec2 / graphene_vec2_t uniform
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* @GSK_GL_UNIFORM_TYPE_VEC3: A GLSL vec3 / graphene_vec3_t uniform
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* @GSK_GL_UNIFORM_TYPE_VEC4: A GLSL vec4 / graphene_vec4_t uniform
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*
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* This defines the types of the uniforms that `GskGLShaders`
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* declare.
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*
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* It defines both what the type is called in the GLSL shader
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* code, and what the corresponding C type is on the Gtk side.
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*/
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typedef enum
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{
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GSK_GL_UNIFORM_TYPE_NONE,
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GSK_GL_UNIFORM_TYPE_FLOAT,
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GSK_GL_UNIFORM_TYPE_INT,
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GSK_GL_UNIFORM_TYPE_UINT,
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GSK_GL_UNIFORM_TYPE_BOOL,
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GSK_GL_UNIFORM_TYPE_VEC2,
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GSK_GL_UNIFORM_TYPE_VEC3,
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GSK_GL_UNIFORM_TYPE_VEC4,
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} GskGLUniformType;
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/**
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* GskMaskMode:
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* @GSK_MASK_MODE_ALPHA: Use the alpha channel of the mask
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* @GSK_MASK_MODE_INVERTED_ALPHA: Use the inverted alpha channel of the mask
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* @GSK_MASK_MODE_LUMINANCE: Use the luminance of the mask,
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* multiplied by mask alpha
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* @GSK_MASK_MODE_INVERTED_LUMINANCE: Use the inverted luminance of the mask,
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* multiplied by mask alpha
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*
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* The mask modes available for mask nodes.
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*
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* Since: 4.10
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*/
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typedef enum
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{
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GSK_MASK_MODE_ALPHA,
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GSK_MASK_MODE_INVERTED_ALPHA,
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GSK_MASK_MODE_LUMINANCE,
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GSK_MASK_MODE_INVERTED_LUMINANCE
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} GskMaskMode;
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#endif /* __GSK_TYPES_H__ */
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