1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
use crate::{
    Attribute, Context, Framebuffer, Indices, Object, Pipeline, VertexP2, VertexP2C4, VertexP2T2,
    VertexP2T2C4, VertexP3, VertexP3C4, VertexP3T2, VertexP3T2C4, VerticesMode,
};

use glib::object::IsA;
use glib::translate::*;
use std::fmt;

glib_wrapper! {
    pub struct Primitive(Object<ffi::CoglPrimitive, PrimitiveClass>) @extends Object;

    match fn {
        get_type => || ffi::cogl_primitive_get_gtype(),
    }
}

impl Primitive {
    //pub fn new(mode: VerticesMode, n_vertices: i32, : /*Unknown conversion*//*Unimplemented*/Fundamental: VarArgs) -> Primitive {
    //    unsafe { TODO: call cogl_sys:cogl_primitive_new() }
    //}

    /// Provides a convenient way to describe a primitive, such as a single
    /// triangle strip or a triangle fan, that will internally allocate the
    /// necessary `AttributeBuffer` storage, describe the position
    /// attribute with a `Attribute` and upload your data.
    ///
    /// For example to draw a convex polygon you can do:
    ///
    /// ```text
    /// CoglVertexP2 triangle[] =
    /// {
    ///   { 0,   300 },
    ///   { 150, 0,  },
    ///   { 300, 300 }
    /// };
    /// prim = primitive_new_p2 (VERTICES_MODE_TRIANGLE_FAN,
    ///                               3, triangle);
    /// primitive_draw (prim);
    /// ```
    ///
    /// The value passed as `n_vertices` is initially used to determine how
    /// much can be read from `data` but it will also be used to update the
    /// `Primitive` `<structfield>`n_vertices`</structfield>` property as if
    /// `Primitive::set_n_vertices` were called. This property defines
    /// the number of vertices to read when drawing.
    ///
    /// `<note>`The primitive API doesn't support drawing with sliced
    /// textures (since switching between slices implies changing state and
    /// so that implies multiple primitives need to be submitted). You
    /// should pass the `TextureFlags::NoSlicing` flag to all textures that
    /// might be used while drawing with this API. If your hardware doesn't
    /// support non-power of two textures (For example you are using GLES
    /// 1.1) then you will need to make sure your assets are resized to a
    /// power-of-two size (though they don't have to be square)`</note>`
    /// ## `context`
    /// A `Context`
    /// ## `mode`
    /// A `VerticesMode` defining how to draw the vertices
    /// ## `n_vertices`
    /// The number of vertices to read from `data` and also
    ///  the number of vertices to read when later drawing.
    /// ## `data`
    /// An array
    ///  of `VertexP2` vertices
    ///
    /// # Returns
    ///
    /// A newly allocated `Primitive`
    /// with a reference of 1. This can be freed using `Object::unref`.
    pub fn new_p2(context: &Context, mode: VerticesMode, data: &[&VertexP2]) -> Primitive {
        let data: Vec<ffi::CoglVertexP2> = data
            .iter()
            .map(|e| unsafe { *e.to_glib_none().0 })
            .collect();
        let n_vertices = data.len() as i32;
        unsafe {
            from_glib_full(ffi::cogl_primitive_new_p2(
                context.to_glib_none().0,
                mode.to_glib(),
                n_vertices,
                data.as_ptr(),
            ))
        }
    }

    /// Provides a convenient way to describe a primitive, such as a single
    /// triangle strip or a triangle fan, that will internally allocate the
    /// necessary `AttributeBuffer` storage, describe the position
    /// and color attributes with `Attribute`<!-- -->s and upload
    /// your data.
    ///
    /// For example to draw a convex polygon with a linear gradient you
    /// can do:
    ///
    /// ```text
    /// CoglVertexP2C4 triangle[] =
    /// {
    ///   { 0,   300,  0xff, 0x00, 0x00, 0xff },
    ///   { 150, 0,    0x00, 0xff, 0x00, 0xff },
    ///   { 300, 300,  0xff, 0x00, 0x00, 0xff }
    /// };
    /// prim = primitive_new_p2c4 (VERTICES_MODE_TRIANGLE_FAN,
    ///                                 3, triangle);
    /// primitive_draw (prim);
    /// ```
    ///
    /// The value passed as `n_vertices` is initially used to determine how
    /// much can be read from `data` but it will also be used to update the
    /// `Primitive` `<structfield>`n_vertices`</structfield>` property as if
    /// `Primitive::set_n_vertices` were called. This property defines
    /// the number of vertices to read when drawing.
    ///
    /// `<note>`The primitive API doesn't support drawing with sliced
    /// textures (since switching between slices implies changing state and
    /// so that implies multiple primitives need to be submitted). You
    /// should pass the `TextureFlags::NoSlicing` flag to all textures that
    /// might be used while drawing with this API. If your hardware doesn't
    /// support non-power of two textures (For example you are using GLES
    /// 1.1) then you will need to make sure your assets are resized to a
    /// power-of-two size (though they don't have to be square)`</note>`
    /// ## `context`
    /// A `Context`
    /// ## `mode`
    /// A `VerticesMode` defining how to draw the vertices
    /// ## `n_vertices`
    /// The number of vertices to read from `data` and also
    ///  the number of vertices to read when later drawing.
    /// ## `data`
    /// An array
    ///  of `VertexP2C4` vertices
    ///
    /// # Returns
    ///
    /// A newly allocated `Primitive`
    /// with a reference of 1. This can be freed using `Object::unref`.
    pub fn new_p2c4(context: &Context, mode: VerticesMode, data: &[&VertexP2C4]) -> Primitive {
        let data: Vec<ffi::CoglVertexP2C4> = data
            .iter()
            .map(|e| unsafe { *e.to_glib_none().0 })
            .collect();
        let n_vertices = data.len() as i32;
        unsafe {
            from_glib_full(ffi::cogl_primitive_new_p2c4(
                context.to_glib_none().0,
                mode.to_glib(),
                n_vertices,
                data.as_ptr(),
            ))
        }
    }

    /// Provides a convenient way to describe a primitive, such as a single
    /// triangle strip or a triangle fan, that will internally allocate the
    /// necessary `AttributeBuffer` storage, describe the position and
    /// texture coordinate attributes with `Attribute`<!-- -->s and
    /// upload your data.
    ///
    /// For example to draw a convex polygon with texture mapping you can
    /// do:
    ///
    /// ```text
    /// CoglVertexP2T2 triangle[] =
    /// {
    ///   { 0,   300,  0.0, 1.0},
    ///   { 150, 0,    0.5, 0.0},
    ///   { 300, 300,  1.0, 1.0}
    /// };
    /// prim = primitive_new_p2t2 (VERTICES_MODE_TRIANGLE_FAN,
    ///                                 3, triangle);
    /// primitive_draw (prim);
    /// ```
    ///
    /// The value passed as `n_vertices` is initially used to determine how
    /// much can be read from `data` but it will also be used to update the
    /// `Primitive` `<structfield>`n_vertices`</structfield>` property as if
    /// `Primitive::set_n_vertices` were called. This property defines
    /// the number of vertices to read when drawing.
    ///
    /// `<note>`The primitive API doesn't support drawing with sliced
    /// textures (since switching between slices implies changing state and
    /// so that implies multiple primitives need to be submitted). You
    /// should pass the `TextureFlags::NoSlicing` flag to all textures that
    /// might be used while drawing with this API. If your hardware doesn't
    /// support non-power of two textures (For example you are using GLES
    /// 1.1) then you will need to make sure your assets are resized to a
    /// power-of-two size (though they don't have to be square)`</note>`
    /// ## `context`
    /// A `Context`
    /// ## `mode`
    /// A `VerticesMode` defining how to draw the vertices
    /// ## `n_vertices`
    /// The number of vertices to read from `data` and also
    ///  the number of vertices to read when later drawing.
    /// ## `data`
    /// An array
    ///  of `VertexP2T2` vertices
    ///
    /// # Returns
    ///
    /// A newly allocated `Primitive`
    /// with a reference of 1. This can be freed using `Object::unref`.
    pub fn new_p2t2(context: &Context, mode: VerticesMode, data: &[&VertexP2T2]) -> Primitive {
        let data: Vec<ffi::CoglVertexP2T2> = data
            .iter()
            .map(|e| unsafe { *e.to_glib_none().0 })
            .collect();
        let n_vertices = data.len() as i32;
        unsafe {
            from_glib_full(ffi::cogl_primitive_new_p2t2(
                context.to_glib_none().0,
                mode.to_glib(),
                n_vertices,
                data.as_ptr(),
            ))
        }
    }

    /// Provides a convenient way to describe a primitive, such as a single
    /// triangle strip or a triangle fan, that will internally allocate the
    /// necessary `AttributeBuffer` storage, describe the position, texture
    /// coordinate and color attributes with `Attribute`<!-- -->s and
    /// upload your data.
    ///
    /// For example to draw a convex polygon with texture mapping and a
    /// linear gradient you can do:
    ///
    /// ```text
    /// CoglVertexP2T2C4 triangle[] =
    /// {
    ///   { 0,   300,  0.0, 1.0,  0xff, 0x00, 0x00, 0xff},
    ///   { 150, 0,    0.5, 0.0,  0x00, 0xff, 0x00, 0xff},
    ///   { 300, 300,  1.0, 1.0,  0xff, 0x00, 0x00, 0xff}
    /// };
    /// prim = primitive_new_p2t2c4 (VERTICES_MODE_TRIANGLE_FAN,
    ///                                   3, triangle);
    /// primitive_draw (prim);
    /// ```
    ///
    /// The value passed as `n_vertices` is initially used to determine how
    /// much can be read from `data` but it will also be used to update the
    /// `Primitive` `<structfield>`n_vertices`</structfield>` property as if
    /// `Primitive::set_n_vertices` were called. This property defines
    /// the number of vertices to read when drawing.
    ///
    /// `<note>`The primitive API doesn't support drawing with sliced
    /// textures (since switching between slices implies changing state and
    /// so that implies multiple primitives need to be submitted). You
    /// should pass the `TextureFlags::NoSlicing` flag to all textures that
    /// might be used while drawing with this API. If your hardware doesn't
    /// support non-power of two textures (For example you are using GLES
    /// 1.1) then you will need to make sure your assets are resized to a
    /// power-of-two size (though they don't have to be square)`</note>`
    /// ## `context`
    /// A `Context`
    /// ## `mode`
    /// A `VerticesMode` defining how to draw the vertices
    /// ## `n_vertices`
    /// The number of vertices to read from `data` and also
    ///  the number of vertices to read when later drawing.
    /// ## `data`
    /// An
    ///  array of `VertexP2T2C4` vertices
    ///
    /// # Returns
    ///
    /// A newly allocated `Primitive`
    /// with a reference of 1. This can be freed using `Object::unref`.
    pub fn new_p2t2c4(context: &Context, mode: VerticesMode, data: &[&VertexP2T2C4]) -> Primitive {
        let data: Vec<ffi::CoglVertexP2T2C4> = data
            .iter()
            .map(|e| unsafe { *e.to_glib_none().0 })
            .collect();
        let n_vertices = data.len() as i32;
        unsafe {
            from_glib_full(ffi::cogl_primitive_new_p2t2c4(
                context.to_glib_none().0,
                mode.to_glib(),
                n_vertices,
                data.as_ptr(),
            ))
        }
    }

    /// Provides a convenient way to describe a primitive, such as a single
    /// triangle strip or a triangle fan, that will internally allocate the
    /// necessary `AttributeBuffer` storage, describe the position
    /// attribute with a `Attribute` and upload your data.
    ///
    /// For example to draw a convex polygon you can do:
    ///
    /// ```text
    /// CoglVertexP3 triangle[] =
    /// {
    ///   { 0,   300, 0 },
    ///   { 150, 0,   0 },
    ///   { 300, 300, 0 }
    /// };
    /// prim = primitive_new_p3 (VERTICES_MODE_TRIANGLE_FAN,
    ///                               3, triangle);
    /// primitive_draw (prim);
    /// ```
    ///
    /// The value passed as `n_vertices` is initially used to determine how
    /// much can be read from `data` but it will also be used to update the
    /// `Primitive` `<structfield>`n_vertices`</structfield>` property as if
    /// `Primitive::set_n_vertices` were called. This property defines
    /// the number of vertices to read when drawing.
    ///
    /// `<note>`The primitive API doesn't support drawing with sliced
    /// textures (since switching between slices implies changing state and
    /// so that implies multiple primitives need to be submitted). You
    /// should pass the `TextureFlags::NoSlicing` flag to all textures that
    /// might be used while drawing with this API. If your hardware doesn't
    /// support non-power of two textures (For example you are using GLES
    /// 1.1) then you will need to make sure your assets are resized to a
    /// power-of-two size (though they don't have to be square)`</note>`
    /// ## `context`
    /// A `Context`
    /// ## `mode`
    /// A `VerticesMode` defining how to draw the vertices
    /// ## `n_vertices`
    /// The number of vertices to read from `data` and also
    ///  the number of vertices to read when later drawing.
    /// ## `data`
    /// An array of
    ///  `VertexP3` vertices
    ///
    /// # Returns
    ///
    /// A newly allocated `Primitive`
    /// with a reference of 1. This can be freed using `Object::unref`.
    pub fn new_p3(context: &Context, mode: VerticesMode, data: &[&VertexP3]) -> Primitive {
        let data: Vec<ffi::CoglVertexP3> = data
            .iter()
            .map(|e| unsafe { *e.to_glib_none().0 })
            .collect();
        let n_vertices = data.len() as i32;
        unsafe {
            from_glib_full(ffi::cogl_primitive_new_p3(
                context.to_glib_none().0,
                mode.to_glib(),
                n_vertices,
                data.as_ptr(),
            ))
        }
    }

    /// Provides a convenient way to describe a primitive, such as a single
    /// triangle strip or a triangle fan, that will internally allocate the
    /// necessary `AttributeBuffer` storage, describe the position
    /// and color attributes with `Attribute`<!-- -->s and upload
    /// your data.
    ///
    /// For example to draw a convex polygon with a linear gradient you
    /// can do:
    ///
    /// ```text
    /// CoglVertexP3C4 triangle[] =
    /// {
    ///   { 0,   300, 0,  0xff, 0x00, 0x00, 0xff },
    ///   { 150, 0,   0,  0x00, 0xff, 0x00, 0xff },
    ///   { 300, 300, 0,  0xff, 0x00, 0x00, 0xff }
    /// };
    /// prim = primitive_new_p3c4 (VERTICES_MODE_TRIANGLE_FAN,
    ///                                 3, triangle);
    /// primitive_draw (prim);
    /// ```
    ///
    /// The value passed as `n_vertices` is initially used to determine how
    /// much can be read from `data` but it will also be used to update the
    /// `Primitive` `<structfield>`n_vertices`</structfield>` property as if
    /// `Primitive::set_n_vertices` were called. This property defines
    /// the number of vertices to read when drawing.
    ///
    /// `<note>`The primitive API doesn't support drawing with sliced
    /// textures (since switching between slices implies changing state and
    /// so that implies multiple primitives need to be submitted). You
    /// should pass the `TextureFlags::NoSlicing` flag to all textures that
    /// might be used while drawing with this API. If your hardware doesn't
    /// support non-power of two textures (For example you are using GLES
    /// 1.1) then you will need to make sure your assets are resized to a
    /// power-of-two size (though they don't have to be square)`</note>`
    /// ## `context`
    /// A `Context`
    /// ## `mode`
    /// A `VerticesMode` defining how to draw the vertices
    /// ## `n_vertices`
    /// The number of vertices to read from `data` and also
    ///  the number of vertices to read when later drawing.
    /// ## `data`
    /// An array
    ///  of `VertexP3C4` vertices
    ///
    /// # Returns
    ///
    /// A newly allocated `Primitive`
    /// with a reference of 1. This can be freed using `Object::unref`.
    pub fn new_p3c4(context: &Context, mode: VerticesMode, data: &[&VertexP3C4]) -> Primitive {
        let data: Vec<ffi::CoglVertexP3C4> = data
            .iter()
            .map(|e| unsafe { *e.to_glib_none().0 })
            .collect();
        let n_vertices = data.len() as i32;
        unsafe {
            from_glib_full(ffi::cogl_primitive_new_p3c4(
                context.to_glib_none().0,
                mode.to_glib(),
                n_vertices,
                data.as_ptr(),
            ))
        }
    }

    /// Provides a convenient way to describe a primitive, such as a single
    /// triangle strip or a triangle fan, that will internally allocate the
    /// necessary `AttributeBuffer` storage, describe the position and
    /// texture coordinate attributes with `Attribute`<!-- -->s and
    /// upload your data.
    ///
    /// For example to draw a convex polygon with texture mapping you can
    /// do:
    ///
    /// ```text
    /// CoglVertexP3T2 triangle[] =
    /// {
    ///   { 0,   300, 0,  0.0, 1.0},
    ///   { 150, 0,   0,  0.5, 0.0},
    ///   { 300, 300, 0,  1.0, 1.0}
    /// };
    /// prim = primitive_new_p3t2 (VERTICES_MODE_TRIANGLE_FAN,
    ///                                 3, triangle);
    /// primitive_draw (prim);
    /// ```
    ///
    /// The value passed as `n_vertices` is initially used to determine how
    /// much can be read from `data` but it will also be used to update the
    /// `Primitive` `<structfield>`n_vertices`</structfield>` property as if
    /// `Primitive::set_n_vertices` were called. This property defines
    /// the number of vertices to read when drawing.
    ///
    /// `<note>`The primitive API doesn't support drawing with sliced
    /// textures (since switching between slices implies changing state and
    /// so that implies multiple primitives need to be submitted). You
    /// should pass the `TextureFlags::NoSlicing` flag to all textures that
    /// might be used while drawing with this API. If your hardware doesn't
    /// support non-power of two textures (For example you are using GLES
    /// 1.1) then you will need to make sure your assets are resized to a
    /// power-of-two size (though they don't have to be square)`</note>`
    /// ## `context`
    /// A `Context`
    /// ## `mode`
    /// A `VerticesMode` defining how to draw the vertices
    /// ## `n_vertices`
    /// The number of vertices to read from `data` and also
    ///  the number of vertices to read when later drawing.
    /// ## `data`
    /// An array
    ///  of `VertexP3T2` vertices
    ///
    /// # Returns
    ///
    /// A newly allocated `Primitive`
    /// with a reference of 1. This can be freed using `Object::unref`.
    pub fn new_p3t2(context: &Context, mode: VerticesMode, data: &[&VertexP3T2]) -> Primitive {
        let data: Vec<ffi::CoglVertexP3T2> = data
            .iter()
            .map(|e| unsafe { *e.to_glib_none().0 })
            .collect();
        let n_vertices = data.len() as i32;
        unsafe {
            from_glib_full(ffi::cogl_primitive_new_p3t2(
                context.to_glib_none().0,
                mode.to_glib(),
                n_vertices,
                data.as_ptr(),
            ))
        }
    }

    /// Provides a convenient way to describe a primitive, such as a single
    /// triangle strip or a triangle fan, that will internally allocate the
    /// necessary `AttributeBuffer` storage, describe the position, texture
    /// coordinate and color attributes with `Attribute`<!-- -->s and
    /// upload your data.
    ///
    /// For example to draw a convex polygon with texture mapping and a
    /// linear gradient you can do:
    ///
    /// ```text
    /// CoglVertexP3T2C4 triangle[] =
    /// {
    ///   { 0,   300, 0,  0.0, 1.0,  0xff, 0x00, 0x00, 0xff},
    ///   { 150, 0,   0,  0.5, 0.0,  0x00, 0xff, 0x00, 0xff},
    ///   { 300, 300, 0,  1.0, 1.0,  0xff, 0x00, 0x00, 0xff}
    /// };
    /// prim = primitive_new_p3t2c4 (VERTICES_MODE_TRIANGLE_FAN,
    ///                                   3, triangle);
    /// primitive_draw (prim);
    /// ```
    ///
    /// The value passed as `n_vertices` is initially used to determine how
    /// much can be read from `data` but it will also be used to update the
    /// `Primitive` `<structfield>`n_vertices`</structfield>` property as if
    /// `Primitive::set_n_vertices` were called. This property defines
    /// the number of vertices to read when drawing.
    ///
    /// `<note>`The primitive API doesn't support drawing with sliced
    /// textures (since switching between slices implies changing state and
    /// so that implies multiple primitives need to be submitted). You
    /// should pass the `TextureFlags::NoSlicing` flag to all textures that
    /// might be used while drawing with this API. If your hardware doesn't
    /// support non-power of two textures (For example you are using GLES
    /// 1.1) then you will need to make sure your assets are resized to a
    /// power-of-two size (though they don't have to be square)`</note>`
    /// ## `context`
    /// A `Context`
    /// ## `mode`
    /// A `VerticesMode` defining how to draw the vertices
    /// ## `n_vertices`
    /// The number of vertices to read from `data` and also
    ///  the number of vertices to read when later drawing.
    /// ## `data`
    /// An
    ///  array of `VertexP3T2C4` vertices
    ///
    /// # Returns
    ///
    /// A newly allocated `Primitive`
    /// with a reference of 1. This can be freed using `Object::unref`.
    pub fn new_p3t2c4(context: &Context, mode: VerticesMode, data: &[&VertexP3T2C4]) -> Primitive {
        let data: Vec<ffi::CoglVertexP3T2C4> = data
            .iter()
            .map(|e| unsafe { *e.to_glib_none().0 })
            .collect();
        let n_vertices = data.len() as i32;
        unsafe {
            from_glib_full(ffi::cogl_primitive_new_p3t2c4(
                context.to_glib_none().0,
                mode.to_glib(),
                n_vertices,
                data.as_ptr(),
            ))
        }
    }

    // TODO:
    // pub fn with_attributes(
    //     mode: VerticesMode,
    //     n_vertices: i32,
    //     attributes: &[&Attribute],
    //     n_attributes: i32,
    // ) -> Primitive {
    //
    //     unsafe {
    //         from_glib_full(ffi::cogl_primitive_new_with_attributes(
    //             mode.to_glib(),
    //             n_vertices,
    //             attributes.to_glib_none().0,
    //             n_attributes,
    //         ))
    //     }
    // }

    /// Makes a copy of an existing `Primitive`. Note that the primitive
    /// is a shallow copy which means it will use the same attributes and
    /// attribute buffers as the original primitive.
    ///
    /// # Returns
    ///
    /// the new primitive
    pub fn copy(&self) -> Option<Primitive> {
        unsafe { from_glib_full(ffi::cogl_primitive_copy(self.to_glib_none().0)) }
    }

    /// Draws the given `self` geometry to the specified destination
    /// `framebuffer` using the graphics processing state described by `pipeline`.
    ///
    /// This drawing api doesn't support high-level meta texture types such
    /// as `Texture2DSliced` so it is the user's responsibility to
    /// ensure that only low-level textures that can be directly sampled by
    /// a GPU such as `Texture2D`, `TextureRectangle` or `Texture3D`
    /// are associated with layers of the given `pipeline`.
    /// ## `framebuffer`
    /// A destination `Framebuffer`
    /// ## `pipeline`
    /// A `Pipeline` state object
    pub fn draw<P: IsA<Framebuffer>>(&self, framebuffer: &P, pipeline: &Pipeline) {
        unsafe {
            ffi::cogl_primitive_draw(
                self.to_glib_none().0,
                framebuffer.as_ref().to_glib_none().0,
                pipeline.to_glib_none().0,
            );
        }
    }

    /// Iterates all the attributes of the given `Primitive`.
    /// ## `callback`
    /// A `CoglPrimitiveAttributeCallback` to be
    ///  called for each attribute
    /// ## `user_data`
    /// Private data that will be passed to the
    ///  callback
    pub fn foreach_attribute<P: FnMut(&Primitive, &Attribute) -> i32>(&self, callback: P) {
        //TODO: should replace i32 to bool in callback
        let callback_data: P = callback;
        unsafe extern "C" fn callback_func<P: FnMut(&Primitive, &Attribute) -> i32>(
            primitive: *mut ffi::CoglPrimitive,
            attribute: *mut ffi::CoglAttribute,
            user_data: glib_sys::gpointer,
        ) -> ffi::CoglBool {
            let primitive = from_glib_borrow(primitive);
            let attribute = from_glib_borrow(attribute);
            let callback: *mut P = user_data as *const _ as usize as *mut P;
            (*callback)(&primitive, &attribute)
        }
        let callback = Some(callback_func::<P> as _);
        let super_callback0: &P = &callback_data;
        unsafe {
            ffi::cogl_primitive_foreach_attribute(
                self.to_glib_none().0,
                callback,
                super_callback0 as *const _ as usize as *mut _,
            );
        }
    }

    pub fn get_first_vertex(&self) -> i32 {
        unsafe { ffi::cogl_primitive_get_first_vertex(self.to_glib_none().0) }
    }

    ///
    /// # Returns
    ///
    /// the indices that were set with
    /// `Primitive::set_indices` or `None` if no indices were set.
    pub fn get_indices(&self) -> Option<Indices> {
        unsafe { from_glib_none(ffi::cogl_primitive_get_indices(self.to_glib_none().0)) }
    }

    pub fn get_mode(&self) -> VerticesMode {
        unsafe { from_glib(ffi::cogl_primitive_get_mode(self.to_glib_none().0)) }
    }

    /// Queries the number of vertices to read when drawing the given
    /// `self`. Usually this value is implicitly set when associating
    /// vertex data or indices with a `Primitive`.
    ///
    /// If `Primitive::set_indices` has been used to associate a
    /// sequence of `Indices` with the given `self` then the
    /// number of vertices to read can also be phrased as the number
    /// of indices to read.
    ///
    /// `<note>`To be clear; it doesn't refer to the number of vertices - in
    /// terms of data - associated with the primitive it's just the number
    /// of vertices to read and draw.`</note>`
    ///
    /// # Returns
    ///
    /// The number of vertices to read when drawing.
    pub fn get_n_vertices(&self) -> i32 {
        unsafe { ffi::cogl_primitive_get_n_vertices(self.to_glib_none().0) }
    }

    // TODO:
    // /// Replaces all the attributes of the given `Primitive` object.
    // /// ## `attributes`
    // /// an array of `Attribute` pointers
    // /// ## `n_attributes`
    // /// the number of elements in `attributes`
    // pub fn set_attributes(&self, attributes: &[&Attribute], n_attributes: i32) {
    //     unsafe {
    //         ffi::cogl_primitive_set_attributes(
    //             self.to_glib_none().0,
    //             attributes.to_glib_none().0,
    //             n_attributes,
    //         );
    //     }
    // }

    pub fn set_first_vertex(&self, first_vertex: i32) {
        unsafe {
            ffi::cogl_primitive_set_first_vertex(self.to_glib_none().0, first_vertex);
        }
    }

    /// Associates a sequence of `Indices` with the given `self`.
    ///
    /// `Indices` provide a way to virtualize your real vertex data by
    /// providing a sequence of indices that index into your real vertex
    /// data. The GPU will walk though the index values to indirectly
    /// lookup the data for each vertex instead of sequentially walking
    /// through the data directly. This lets you save memory by indexing
    /// shared data multiple times instead of duplicating the data.
    ///
    /// The value passed as `n_indices` will simply update the
    /// `Primitive` `<structfield>`n_vertices`</structfield>` property as if
    /// `Primitive::set_n_vertices` were called. This property defines
    /// the number of vertices to draw or, put another way, how many
    /// indices should be read from `indices` when drawing.
    ///
    /// `<note>`The `Primitive` `<structfield>`first_vertex`</structfield>` property
    /// also affects drawing with indices by defining the first entry of the
    /// indices to start drawing from.`</note>`
    /// ## `indices`
    /// A `Indices` array
    /// ## `n_indices`
    /// The number of indices to reference when drawing
    pub fn set_indices(&self, indices: &Indices, n_indices: i32) {
        unsafe {
            ffi::cogl_primitive_set_indices(
                self.to_glib_none().0,
                indices.to_glib_none().0,
                n_indices,
            );
        }
    }

    pub fn set_mode(&self, mode: VerticesMode) {
        unsafe {
            ffi::cogl_primitive_set_mode(self.to_glib_none().0, mode.to_glib());
        }
    }

    /// Specifies how many vertices should be read when drawing the given
    /// `self`.
    ///
    /// Usually this value is set implicitly when associating vertex data
    /// or indices with a `Primitive`.
    ///
    /// `<note>`To be clear; it doesn't refer to the number of vertices - in
    /// terms of data - associated with the primitive it's just the number
    /// of vertices to read and draw.`</note>`
    /// ## `n_vertices`
    /// The number of vertices to read when drawing.
    pub fn set_n_vertices(&self, n_vertices: i32) {
        unsafe {
            ffi::cogl_primitive_set_n_vertices(self.to_glib_none().0, n_vertices);
        }
    }

    //pub fn texture_set_auto_mipmap(primitive_texture: /*Unknown conversion*//*Unimplemented*/PrimitiveTexture, value: Bool) {
    //    unsafe { TODO: call cogl_sys:cogl_primitive_texture_set_auto_mipmap() }
    //}
}

impl fmt::Display for Primitive {
    fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
        write!(f, "Primitive")
    }
}