📄 grouping_stacks.c
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i=0; while (i<an->url.count) { event.navigate.to_url = an->url.vals[i].url; if (!event.navigate.to_url) break; /*current scene navigation*/ if (event.navigate.to_url[0] == '#') { GF_Node *n; event.navigate.to_url++; n = gf_sg_find_node_by_name(gf_node_get_graph(sh->owner), (char *) event.navigate.to_url); if (n) { switch (gf_node_get_tag(n)) { case TAG_MPEG4_Viewport: ((M_Viewport *)n)->set_bind = 1; ((M_Viewport *)n)->on_set_bind(n); break; } break; } } else if (st->compositor->term) { if (gf_is_process_anchor(sh->owner, &event)) break; } else if (st->compositor->user->EventProc) { if (st->compositor->user->EventProc(st->compositor->user->opaque, &event)) break; } i++; } return 0;}static void on_activate_anchor(GF_Node *node){ GF_Event ev; AnchorStack *st = (AnchorStack *) gf_node_get_private(node); if (!((M_Anchor *)node)->activate) return; ev.type = GF_EVENT_MOUSEUP; ev.mouse.button = GF_MOUSE_LEFT; OnAnchor(&st->hdl, &ev, NULL, NULL); return;}SensorHandler *r2d_anchor_get_handler(GF_Node *n){ AnchorStack *st = (AnchorStack *) gf_node_get_private(n); return &st->hdl;}void R2D_InitAnchor(Render2D *sr, GF_Node *node){ AnchorStack *stack; M_Anchor *an = (M_Anchor *)node; GF_SAFEALLOC(stack, AnchorStack); SetupGroupingNode2D((GroupingNode2D*)stack, sr, node); sr->compositor->interaction_sensors++; an->on_activate = on_activate_anchor; stack->hdl.IsEnabled = anchor_is_enabled; stack->hdl.OnUserEvent = OnAnchor; stack->hdl.owner = node; gf_node_set_private(node, stack); gf_node_set_callback_function(node, RenderAnchor);}struct og_pos{ Fixed priority; u32 position;};typedef struct{ GF_Node *owner; GF_Renderer *compositor; GROUPINGNODESTACK2D struct og_pos *priorities; u32 count;} OrderedGroupStack;static s32 compare_priority(const void* elem1, const void* elem2){ struct og_pos *p1, *p2; p1 = (struct og_pos *)elem1; p2 = (struct og_pos *)elem2; if (p1->priority < p2->priority) return -1; if (p1->priority > p2->priority) return 1; return 0;}static void RenderOrderedGroup(GF_Node *node, void *rs, Bool is_destroy){ u32 i, count; GF_Node *child; Bool split_text_backup, invalidate_backup; M_OrderedGroup *og; u32 count2; GF_List *sensor_backup; SensorHandler *hsens; OrderedGroupStack *ogs = (OrderedGroupStack *) gf_node_get_private(node); RenderEffect2D *eff = (RenderEffect2D *)rs; if (is_destroy) { DeleteGroupingNode2D((GroupingNode2D *)ogs); if (ogs->priorities) free(ogs->priorities); free(ogs); return; } og = (M_OrderedGroup *) ogs->owner; if (!og->order.count) { group2d_traverse((GroupingNode2D*)ogs, og->children, eff); return; } count = gf_node_list_get_count(og->children); invalidate_backup = eff->invalidate_all; /*check whether the OrderedGroup node has changed*/ if (gf_node_dirty_get(node) & GF_SG_NODE_DIRTY) { if (ogs->priorities) free(ogs->priorities); ogs->priorities = (struct og_pos*)malloc(sizeof(struct og_pos)*count); for (i=0; i<count; i++) { ogs->priorities[i].position = i; ogs->priorities[i].priority = (i<og->order.count) ? og->order.vals[i] : 0; } qsort(ogs->priorities, count, sizeof(struct og_pos), compare_priority); eff->invalidate_all = 1; } sensor_backup = NULL; if (gf_node_dirty_get(node) & GF_SG_CHILD_DIRTY) { /*rebuild sensor list*/ if (gf_list_count(ogs->sensors)) { gf_list_del(ogs->sensors); ogs->sensors = gf_list_new(); } for (i=0; i<count; i++) { child = (GF_Node*)gf_node_list_get_child(og->children, ogs->priorities[i].position); if (!child || !is_sensor_node(child) ) continue; hsens = get_sensor_handler(child); if (hsens) gf_list_add(ogs->sensors, hsens); } } /*if we have an active sensor at this level discard all sensors in current render context (cf VRML)*/ count2 = gf_list_count(ogs->sensors); if (count2) { sensor_backup = eff->sensors; eff->sensors = gf_list_new(); /*add sensor to effects*/ for (i=0; i <count2; i++) { SensorHandler *hsens = (SensorHandler *)gf_list_get(ogs->sensors, i); effect_add_sensor(eff, hsens, &eff->transform); } } gf_node_dirty_clear(node, 0); if (eff->parent == (GroupingNode2D *) ogs) { for (i=0; i<count; i++) { group2d_start_child((GroupingNode2D *) ogs); child = (GF_Node*)gf_node_list_get_child(og->children, ogs->priorities[i].position); gf_node_render(child, eff); group2d_end_child((GroupingNode2D *) ogs); } } else { split_text_backup = eff->text_split_mode; if (count>1) eff->text_split_mode = 0; for (i=0; i<count; i++) { child = (GF_Node*)gf_node_list_get_child(og->children, ogs->priorities[i].position); gf_node_render(child, eff); } eff->text_split_mode = split_text_backup; } /*restore effect*/ invalidate_backup = eff->invalidate_all; if (count2) { /*destroy current effect list and restore previous*/ effect_reset_sensors(eff); gf_list_del(eff->sensors); eff->sensors = sensor_backup; }}void R2D_InitOrderedGroup(Render2D *sr, GF_Node *node){ OrderedGroupStack *ptr; GF_SAFEALLOC(ptr, OrderedGroupStack); SetupGroupingNode2D((GroupingNode2D*)ptr, sr, node); gf_node_set_private(node, ptr); gf_node_set_callback_function(node, RenderOrderedGroup);}typedef struct{ GF_Node *owner; GF_Renderer *compositor; GROUPINGNODESTACK2D GF_List *backs; GF_List *views; Bool first; GF_Rect clip;} Layer2DStack;static void RenderLayer2D(GF_Node *node, void *rs, Bool is_destroy){ u32 i; GF_List *prevback, *prevviews; GF_Rect clip; M_Viewport *vp; ChildGroup2D *cg; GF_Matrix2D gf_mx2d_bck; GroupingNode2D *parent_bck; DrawableContext *back_ctx; Bool bool_bck; DrawableContext *ctx; M_Background2D *back; M_Layer2D *l = (M_Layer2D *)node; Layer2DStack *l2D = (Layer2DStack *) gf_node_get_private(node); RenderEffect2D *eff; if (is_destroy) { DeleteGroupingNode2D((GroupingNode2D *)l2D); gf_list_del(l2D->backs); gf_list_del(l2D->views); free(l2D); return; } eff = (RenderEffect2D *) rs; gf_mx2d_copy(gf_mx2d_bck, eff->transform); parent_bck = eff->parent; eff->parent = (GroupingNode2D *) l2D; gf_mx2d_init(eff->transform); bool_bck = eff->draw_background; prevback = eff->back_stack; prevviews = eff->view_stack; eff->back_stack = l2D->backs; eff->view_stack = l2D->views; if (l2D->first) { /*render on back first to register with stack*/ if (l->background) { eff->draw_background = 0; gf_node_render((GF_Node*) l->background, eff); group2d_reset_children((GroupingNode2D*) l2D); eff->draw_background = 1; } vp = (M_Viewport*)l->viewport; if (vp) { gf_list_add(l2D->views, vp); if (!vp->isBound) { vp->isBound = 1; gf_node_event_out_str((GF_Node*)vp, "isBound"); } } } back = NULL; if (gf_list_count(l2D->backs) ) { back = (M_Background2D*)gf_list_get(l2D->backs, 0); if (!back->isBound) back = NULL; } vp = NULL; if (gf_list_count(l2D->views)) { vp = (M_Viewport*)gf_list_get(l2D->views, 0); if (!vp->isBound) vp = NULL; } if (!eff->is_pixel_metrics) gf_mx2d_add_scale(&eff->transform, eff->min_hsize, eff->min_hsize); l2D->clip = R2D_ClipperToPixelMetrics(eff, l->size); /*apply viewport*/ if (vp) { clip = l2D->clip; vp_setup((GF_Node *) vp, eff, &clip); } back_ctx = NULL; if (back) { /*setup back size and render*/ group2d_start_child((GroupingNode2D *)l2D); eff->draw_background = 1; ctx = b2D_GetContext(back, l2D->backs); ctx->bi->unclip = l2D->clip; ctx->bi->clip = gf_rect_pixelize(&ctx->bi->unclip); gf_mx2d_init(ctx->transform); gf_node_render((GF_Node *) back, eff); eff->draw_background = 0; /*we need a trick since we're not using a dedicated surface for layer rendering, we emulate the back context: remove previous context and insert fake one*/ if (!(eff->trav_flags & TF_RENDER_DIRECT) && (gf_list_count(l2D->groups)==1)) { ChildGroup2D *cg = (ChildGroup2D *)gf_list_get(l2D->groups, 0); back_ctx = VS2D_GetDrawableContext(eff->surface); gf_list_rem(cg->contexts, 0); gf_list_add(cg->contexts, back_ctx); back_ctx->h_texture = ctx->h_texture; back_ctx->flags = ctx->flags; back_ctx->flags &= ~CTX_IS_TRANSPARENT; back_ctx->flags |= CTX_IS_BACKGROUND; back_ctx->aspect = ctx->aspect; back_ctx->drawable = ctx->drawable; drawable_check_bounds(back_ctx, eff->surface); back_ctx->bi->clip = ctx->bi->clip; back_ctx->bi->unclip = ctx->bi->unclip; } group2d_end_child((GroupingNode2D *)l2D); } group2d_traverse((GroupingNode2D *)l2D, l->children, eff); /*restore effect*/ eff->draw_background = bool_bck; gf_mx2d_copy(eff->transform, gf_mx2d_bck); eff->parent = parent_bck; eff->back_stack = prevback; eff->view_stack = prevviews; /*check bindables*/ if (l2D->first) { Bool redraw = 0; l2D->first = 0; if (!back && gf_list_count(l2D->backs)) redraw = 1; if (!vp && gf_list_count(l2D->views) ) redraw = 1; /*we missed background or viewport (was not declared as bound during traversal, and is bound now)*/ if (redraw) { group2d_reset_children((GroupingNode2D*)l2D); gf_sr_invalidate(l2D->compositor, NULL); return; } } i=0; while ((cg = (ChildGroup2D *)gf_list_enum(l2D->groups, &i))) { child2d_render_done(cg, eff, &l2D->clip); } group2d_reset_children((GroupingNode2D*)l2D); group2d_force_bounds(eff->parent, &l2D->clip);}void R2D_InitLayer2D(Render2D *sr, GF_Node *node){ Layer2DStack *stack = (Layer2DStack *)malloc(sizeof(Layer2DStack)); SetupGroupingNode2D((GroupingNode2D*)stack, sr, node); stack->backs = gf_list_new(); stack->views = gf_list_new(); stack->first = 1; gf_node_set_private(node, stack); gf_node_set_callback_function(node, RenderLayer2D);}
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