static void
evas_object_rectangle_render(Evas_Object *obj, void *output, void *context, void *surface, int x, int y)
{
- Evas_Object_Rectangle *o;
-
/* render object to surface with context, and offxet by x,y */
- o = (Evas_Object_Rectangle *)(obj->object_data);
obj->layer->evas->engine.func->context_color_set(output,
context,
obj->cur.cache.clip.r,
static void
evas_object_rectangle_render_pre(Evas_Object *obj)
{
- Evas_Object_Rectangle *o;
int is_v, was_v;
/* dont pre-render the obj twice! */
/* elsewhere, decoding video etc. */
/* then when this is done the object needs to figure if it changed and */
/* if so what and where and add the appropriate redraw rectangles */
- o = (Evas_Object_Rectangle *)(obj->object_data);
/* if someone is clipping this obj - go calculate the clipper */
if (obj->cur.clipper)
{
static void
evas_object_rectangle_render_post(Evas_Object *obj)
{
- Evas_Object_Rectangle *o;
/* this moves the current data to the previous state parts of the object */
/* in whatever way is safest for the object. also if we don't need object */
/* data anymore we can free it if the object deems this is a good idea */
- o = (Evas_Object_Rectangle *)(obj->object_data);
/* remove those pesky changes */
evas_object_clip_changes_clean(obj);
/* move cur to prev safely for object data */
static int
evas_object_rectangle_is_opaque(Evas_Object *obj)
{
- Evas_Object_Rectangle *o;
-
/* this returns 1 if the internal object data implies that the object is */
/* currently fully opaque over the entire rectangle it occupies */
- o = (Evas_Object_Rectangle *)(obj->object_data);
if (obj->cur.render_op == EVAS_RENDER_COPY)
return 1;
if (obj->cur.render_op != EVAS_RENDER_BLEND)
static int
evas_object_rectangle_was_opaque(Evas_Object *obj)
{
- Evas_Object_Rectangle *o;
-
/* this returns 1 if the internal object data implies that the object was */
/* previously fully opaque over the entire rectangle it occupies */
- o = (Evas_Object_Rectangle *)(obj->object_data);
if (obj->prev.render_op == EVAS_RENDER_COPY)
return 1;
if (obj->prev.render_op != EVAS_RENDER_BLEND)
static int
evas_object_rectangle_is_visible(Evas_Object *obj)
{
- Evas_Object_Rectangle *o;
-
/* this returns 1 if the internal object data would imply that it is */
/* visible (ie drawing it draws something. this is not to do with events */
- o = (Evas_Object_Rectangle *)(obj->object_data);
return 1;
}
static int
evas_object_rectangle_was_visible(Evas_Object *obj)
{
- Evas_Object_Rectangle *o;
-
/* this returns 1 if the internal object data would imply that it was */
/* visible (ie drawing it draws something. this is not to do with events */
- o = (Evas_Object_Rectangle *)(obj->object_data);
return 1;
}
static int
evas_object_rectangle_is_inside(Evas_Object *obj, double x, double y)
{
- Evas_Object_Rectangle *o;
-
/* this returns 1 if the canvas co-ordinates are inside the object based */
/* on object private data. not much use for rects, but for polys, images */
/* and other complex objects it might be */
- o = (Evas_Object_Rectangle *)(obj->object_data);
return 1;
}
static int
evas_object_rectangle_was_inside(Evas_Object *obj, double x, double y)
{
- Evas_Object_Rectangle *o;
-
/* this returns 1 if the canvas co-ordinates were inside the object based */
/* on object private data. not much use for rects, but for polys, images */
/* and other complex objects it might be */
- o = (Evas_Object_Rectangle *)(obj->object_data);
return 1;
}
#endif