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📄 grouping.h

📁 一个用于智能手机的多媒体库适合S60 WinCE的跨平台开发库
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/* *			GPAC - Multimedia Framework C SDK * *			Copyright (c) Jean Le Feuvre 2000-2005 *					All rights reserved * *  This file is part of GPAC / 3D rendering module * *  GPAC 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, or (at your option) *  any later version. *    *  GPAC 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; see the file COPYING.  If not, write to *  the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.  * */#ifndef GROUPING_H#define GROUPING_H#include "visual_surface.h"/*		NOTES about grouping nodes***when a grouping node impacts placement of its children, rendering is done in 2 step: first traversethe children and collect each direct child bounding rect (empty if 3D), then computes local transform per child according to the display rules of the node (form, layout).  */typedef struct {	/*the one and only child*/	GF_Node *child;	/*bounds before (projection of bound_vol) and after placement*/	GF_Rect original, final;	/*set if this group contains only text graphic nodes*/	Bool is_text_group;	/*in which case ascent and descent of the text is stored for baseline alignment*/	Fixed ascent, descent;	u32 split_text_idx;} ChildGroup;/*	@children: pointer to children field	@groups: list of ChildGroup visually render - used for post placement	@sensors: cached list of sensors at this level, NULL if none	@lights: cached list of lights (local and global) at this level, NULL if none	@bbox: bounding box of sub-tree	@dont_cull: if set, traversing always occur (needed for audio subgraph)*/#define GROUPINGNODESTACK	\	GF_ChildNodeItem **children;		\	GF_List *groups;			\	GF_List *sensors;			\	GF_List *lights;			\	GF_BBox bbox;			\	Bool dont_cull;			\typedef struct _parent_group{	GF_Node *owner;	GF_Renderer *compositor;	GROUPINGNODESTACK} GroupingNode;/*performs stack init/destroy - doesn't free stack*/void SetupGroupingNode(GroupingNode *ptr, GF_Renderer *sr, GF_Node *node, GF_ChildNodeItem **children);void DeleteGroupingNode(GroupingNode *gr);/*destroy base stack*/void DestroyBaseGrouping(GF_Node *node);/*creates grouping stack and register callbacks*/void NewGroupingNodeStack(GF_Renderer *sr, GF_Node *node, GF_ChildNodeItem **children);/*traverse all children of the node @alt_positions: alternate order for children - MUST HAVE THE EXACT SAME NUMBER OF INDICES AS THERE ARE CHILDREN - null for normal order*/void grouping_traverse(GroupingNode *group, RenderEffect3D *effects, u32 *alt_positions);/*starts new child group. If n is NULL, uses previous child group node for node (this is for text only)*/void group_start_child(GroupingNode *group, GF_Node *n);void group_end_child(GroupingNode *group, GF_BBox *bounds);void group_end_text_child(GroupingNode *group, GF_Rect *bounds, Fixed ascent, Fixed descent, u32 split_text_idx);/*reset ChildGroup info - does NOT reset real children*/void group_reset_children(GroupingNode *group);/*update clipers and matrices in regular mode (translations only)*/void child_render_done(ChildGroup *cg, RenderEffect3D *eff);/*update clipers and matrices in complex mode (free-form transforms) - if @mat is NULL group isn't rendered*/void child_render_done_complex(ChildGroup *cg, RenderEffect3D *eff, GF_Matrix2D *mat);/*activates all sensors in a group*/void grouping_activate_sensors(GF_Node *group, Bool mouse_over, Bool is_active, SFVec3f *hit_point);#endif

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