rgba: Add a few macros
... and use them. Those macros hopefully make code more readable.
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@@ -642,7 +642,7 @@ gdk_rgba_parser_parse (GtkCssParser *parser,
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{
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if (gtk_css_token_is_ident (token, "transparent"))
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{
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*rgba = (GdkRGBA) { 0, 0, 0, 0 };
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*rgba = GDK_RGBA_TRANSPARENT;
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}
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else if (gdk_rgba_parse (rgba, gtk_css_token_get_string (token)))
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{
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@@ -34,6 +34,11 @@
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((_GDK_RGBA_SELECT_COLOR(str, 2, 4) << 4) | _GDK_RGBA_SELECT_COLOR(str, 2, 5)) / 255., \
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((sizeof(str) % 4 == 1) ? ((_GDK_RGBA_SELECT_COLOR(str, 3, 6) << 4) | _GDK_RGBA_SELECT_COLOR(str, 3, 7)) : 0xFF) / 255. })
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#define GDK_RGBA_INIT_ALPHA(rgba,opacity) ((GdkRGBA) { (rgba)->red, (rgba)->green, (rgba)->blue, (rgba)->alpha * (opacity) })
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#define GDK_RGBA_TRANSPARENT ((GdkRGBA) { 0, 0, 0, 0 })
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#define GDK_RGBA_BLACK ((GdkRGBA) { 0, 0, 0, 1 })
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#define GDK_RGBA_WHITE ((GdkRGBA) { 1, 1, 1, 1 })
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gboolean gdk_rgba_parser_parse (GtkCssParser *parser,
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GdkRGBA *rgba);
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@@ -32,6 +32,8 @@
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#include "gskroundedrectprivate.h"
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#include "gsktransformprivate.h"
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#include "gdk/gdkrgbaprivate.h"
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/* A note about coordinate systems
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*
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* The rendering code keeps track of multiple coordinate systems to optimize rendering as
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@@ -889,7 +891,7 @@ gsk_gpu_node_processor_blur_op (GskGpuNodeProcessor *self,
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&other.offset,
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source_rect,
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&direction,
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&(GdkRGBA) { 0, 0, 0, 0 });
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&GDK_RGBA_TRANSPARENT);
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gsk_gpu_render_pass_end_op (other.frame,
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intermediate,
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@@ -909,7 +911,7 @@ gsk_gpu_node_processor_blur_op (GskGpuNodeProcessor *self,
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&real_offset,
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&intermediate_rect,
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&direction,
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blur_color_or_null ? blur_color_or_null : &(GdkRGBA) { 0, 0, 0, 0 });
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blur_color_or_null ? blur_color_or_null : &GDK_RGBA_TRANSPARENT);
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g_object_unref (intermediate);
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}
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@@ -1307,7 +1309,7 @@ gsk_gpu_node_processor_add_rounded_clip_node (GskGpuNodeProcessor *self,
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gsk_gpu_clip_get_shader_clip (&self->clip, &self->offset, &original_clip->bounds),
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original_clip,
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&self->offset,
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&(GdkRGBA) { rgba->red, rgba->green, rgba->blue, rgba->alpha * self->opacity });
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&GDK_RGBA_INIT_ALPHA (rgba, self->opacity));
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return;
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}
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@@ -1682,7 +1684,7 @@ gsk_gpu_node_processor_add_color_node (GskGpuNodeProcessor *self,
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gsk_gpu_clip_get_shader_clip (&self->clip, &self->offset, &node->bounds),
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&node->bounds,
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&self->offset,
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&(GdkRGBA) { color->red, color->green, color->blue, color->alpha * self->opacity });
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&GDK_RGBA_INIT_ALPHA (color, self->opacity));
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}
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static gboolean
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@@ -2735,7 +2737,7 @@ gsk_gpu_node_processor_create_repeat_pattern (GskGpuPatternWriter *self,
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if (gsk_rect_is_empty (child_bounds))
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{
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gsk_gpu_pattern_writer_append_uint (self, GSK_GPU_PATTERN_COLOR);
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gsk_gpu_pattern_writer_append_rgba (self, &(GdkRGBA) { 0, 0, 0, 0 });
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gsk_gpu_pattern_writer_append_rgba (self, &GDK_RGBA_TRANSPARENT);
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return TRUE;
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}
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@@ -2805,7 +2807,7 @@ gsk_gpu_node_processor_add_subsurface_node (GskGpuNodeProcessor *self,
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}
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gsk_gpu_clear_op (self->frame,
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&int_rect,
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&(GdkRGBA) { 0, 0, 0, 0 });
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&GDK_RGBA_TRANSPARENT);
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}
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}
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@@ -3129,7 +3131,7 @@ gsk_gpu_node_processor_create_node_pattern (GskGpuPatternWriter *self,
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if (image == NULL)
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{
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gsk_gpu_pattern_writer_append_uint (self, GSK_GPU_PATTERN_COLOR);
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gsk_gpu_pattern_writer_append_rgba (self, &(GdkRGBA) { 0, 0, 0, 0 });
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gsk_gpu_pattern_writer_append_rgba (self, &GDK_RGBA_TRANSPARENT);
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return TRUE;
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}
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