mutter/clutter/glx/clutter-stage-glx.c

779 lines
20 KiB
C
Raw Normal View History

2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 14:21:59 -04:00
/* Clutter.
* An OpenGL based 'interactive canvas' library.
* Authored By Matthew Allum <mallum@openedhand.com>
* Copyright (C) 2006-2007 OpenedHand
*
* This library 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 of the License, or (at your option) any later version.
*
* This library 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; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-backend-glx.h"
#include "clutter-stage-glx.h"
#include "clutter-glx.h"
#include "../clutter-main.h"
#include "../clutter-feature.h"
#include "../clutter-color.h"
#include "../clutter-util.h"
#include "../clutter-event.h"
#include "../clutter-enum-types.h"
#include "../clutter-private.h"
#include "../clutter-debug.h"
#include <X11/extensions/Xfixes.h>
#include <GL/glx.h>
#include <GL/gl.h>
#include <gdk-pixbuf-xlib/gdk-pixbuf-xlib.h>
G_DEFINE_TYPE (ClutterStageGlx, clutter_stage_glx, CLUTTER_TYPE_STAGE);
static inline void
frustum (GLfloat left,
GLfloat right,
GLfloat bottom,
GLfloat top,
GLfloat nearval,
GLfloat farval)
{
GLfloat x, y, a, b, c, d;
GLfloat m[16];
x = (2.0 * nearval) / (right - left);
y = (2.0 * nearval) / (top - bottom);
a = (right + left) / (right - left);
b = (top + bottom) / (top - bottom);
c = -(farval + nearval) / ( farval - nearval);
d = -(2.0 * farval * nearval) / (farval - nearval);
#define M(row,col) m[col*4+row]
M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F;
M(1,0) = 0.0F; M(1,1) = y; M(1,2) = b; M(1,3) = 0.0F;
M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = c; M(2,3) = d;
M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = -1.0F; M(3,3) = 0.0F;
#undef M
glMultMatrixf (m);
}
static inline void
perspective (GLfloat fovy,
GLfloat aspect,
GLfloat zNear,
GLfloat zFar)
{
GLfloat xmin, xmax, ymin, ymax;
ymax = zNear * tan (fovy * M_PI / 360.0);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
frustum (xmin, xmax, ymin, ymax, zNear, zFar);
}
static void
sync_viewport (ClutterStageGlx *stage_glx)
{
glViewport (0, 0, stage_glx->xwin_width, stage_glx->xwin_height);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
perspective (60.0f, 1.0f, 0.1f, 100.0f);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
/* Then for 2D like transform */
/* camera distance from screen, 0.5 * tan (FOV) */
#define DEFAULT_Z_CAMERA 0.866025404f
glTranslatef (-0.5f, -0.5f, -DEFAULT_Z_CAMERA);
glScalef ( 1.0f / stage_glx->xwin_width,
-1.0f / stage_glx->xwin_height,
1.0f / stage_glx->xwin_width);
glTranslatef (0.0f, -1.0 * stage_glx->xwin_height, 0.0f);
}
static void
clutter_stage_glx_show (ClutterActor *actor)
{
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (actor);
if (stage_glx->xwin)
XMapWindow (stage_glx->xdpy, stage_glx->xwin);
}
static void
clutter_stage_glx_hide (ClutterActor *actor)
{
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (actor);
if (stage_glx->xwin)
XUnmapWindow (stage_glx->xdpy, stage_glx->xwin);
}
static void
clutter_stage_glx_unrealize (ClutterActor *actor)
{
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (actor);
gboolean was_offscreen;
CLUTTER_MARK();
g_object_get (actor, "offscreen", &was_offscreen, NULL);
if (G_UNLIKELY (was_offscreen))
{
if (stage_glx->glxpixmap)
{
glXDestroyGLXPixmap (stage_glx->xdpy, stage_glx->glxpixmap);
stage_glx->glxpixmap = None;
}
if (stage_glx->xpixmap)
{
XFreePixmap (stage_glx->xdpy, stage_glx->xpixmap);
stage_glx->xpixmap = None;
}
}
else
{
if (!stage_glx->is_foreign_xwin && stage_glx->xwin != None)
{
XDestroyWindow (stage_glx->xdpy, stage_glx->xwin);
stage_glx->xwin = None;
}
else
stage_glx->xwin = None;
}
glXMakeCurrent (stage_glx->xdpy, None, NULL);
if (stage_glx->gl_context != None)
{
glXDestroyContext (stage_glx->xdpy, stage_glx->gl_context);
stage_glx->gl_context = None;
}
}
static void
clutter_stage_glx_realize (ClutterActor *actor)
{
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (actor);
gboolean is_offscreen;
CLUTTER_NOTE (MISC, "Realizing main stage");
g_object_get (actor, "offscreen", &is_offscreen, NULL);
if (G_LIKELY (!is_offscreen))
{
int gl_attributes[] =
{
GLX_RGBA,
GLX_DOUBLEBUFFER,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
GLX_STENCIL_SIZE, 1,
0
};
if (stage_glx->xvisinfo)
XFree (stage_glx->xvisinfo);
if (stage_glx->xvisinfo == None)
stage_glx->xvisinfo = glXChooseVisual (stage_glx->xdpy,
stage_glx->xscreen,
gl_attributes);
if (!stage_glx->xvisinfo)
{
g_critical ("Unable to find suitable GL visual.");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
if (stage_glx->xwin == None)
{
CLUTTER_NOTE (MISC, "XCreateSimpleWindow");
stage_glx->xwin = XCreateSimpleWindow (stage_glx->xdpy,
stage_glx->xwin_root,
0, 0,
stage_glx->xwin_width,
stage_glx->xwin_height,
0, 0,
WhitePixel (stage_glx->xdpy,
stage_glx->xscreen));
}
CLUTTER_NOTE (MISC, "XSelectInput");
XSelectInput (stage_glx->xdpy, stage_glx->xwin,
StructureNotifyMask |
ExposureMask |
/* FIXME: we may want to eplicity enable MotionMask */
PointerMotionMask |
KeyPressMask | KeyReleaseMask |
ButtonPressMask | ButtonReleaseMask |
PropertyChangeMask);
if (stage_glx->gl_context)
glXDestroyContext (stage_glx->xdpy, stage_glx->gl_context);
CLUTTER_NOTE (GL, "glXCreateContext");
stage_glx->gl_context = glXCreateContext (stage_glx->xdpy,
stage_glx->xvisinfo,
0,
True);
if (stage_glx->gl_context == None)
{
g_critical ("Unable to create suitable GL context.");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
CLUTTER_NOTE (GL, "glXMakeCurrent");
glXMakeCurrent (stage_glx->xdpy, stage_glx->xwin, stage_glx->gl_context);
}
else
{
int gl_attributes[] = {
GLX_RGBA,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
0
};
if (stage_glx->xvisinfo)
XFree (stage_glx->xvisinfo);
CLUTTER_NOTE (GL, "glXChooseVisual");
stage_glx->xvisinfo = glXChooseVisual (stage_glx->xdpy,
stage_glx->xscreen,
gl_attributes);
if (!stage_glx->xvisinfo)
{
g_critical ("Unable to find suitable GL visual.");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
if (stage_glx->gl_context)
glXDestroyContext (stage_glx->xdpy, stage_glx->gl_context);
stage_glx->xpixmap = XCreatePixmap (stage_glx->xdpy,
stage_glx->xwin_root,
stage_glx->xwin_width,
stage_glx->xwin_height,
stage_glx->xvisinfo->depth);
stage_glx->glxpixmap = glXCreateGLXPixmap (stage_glx->xdpy,
stage_glx->xvisinfo,
stage_glx->xpixmap);
/* indirect */
stage_glx->gl_context = glXCreateContext (stage_glx->xdpy,
stage_glx->xvisinfo,
0,
False);
glXMakeCurrent (stage_glx->xdpy,
stage_glx->glxpixmap,
stage_glx->gl_context);
#if 0
/* Debug code for monitoring a off screen pixmap via window */
{
Colormap cmap;
XSetWindowAttributes swa;
cmap = XCreateColormap(clutter_glx_display(),
clutter_glx_root_window(),
backend->xvisinfo->visual, AllocNone);
/* create a window */
swa.colormap = cmap;
foo_win = XCreateWindow(clutter_glx_display(),
clutter_glx_root_window(),
0, 0,
backend->xwin_width, backend->xwin_height,
0,
backend->xvisinfo->depth,
InputOutput,
backend->xvisinfo->visual,
CWColormap, &swa);
XMapWindow(clutter_glx_display(), foo_win);
}
#endif
}
CLUTTER_NOTE (GL,
"\n"
"===========================================\n"
"GL_VENDOR: %s\n"
"GL_RENDERER: %s\n"
"GL_VERSION: %s\n"
"GL_EXTENSIONS: %s\n"
"Direct Rendering: %s\n"
"===========================================\n",
glGetString (GL_VENDOR),
glGetString (GL_RENDERER),
glGetString (GL_VERSION),
glGetString (GL_EXTENSIONS),
glXIsDirect (stage_glx->xdpy, stage_glx->gl_context) ? "yes"
: "no");
sync_viewport (stage_glx);
}
static void
clutter_stage_glx_paint (ClutterActor *self)
{
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (self);
ClutterStage *stage = CLUTTER_STAGE (self);
ClutterColor stage_color;
static GTimer *timer = NULL;
static guint timer_n_frames = 0;
static ClutterActorClass *parent_class = NULL;
CLUTTER_NOTE (PAINT, " Redraw enter");
if (!parent_class)
parent_class = g_type_class_peek_parent (CLUTTER_STAGE_GET_CLASS (stage));
if (clutter_get_show_fps ())
{
if (!timer)
timer = g_timer_new ();
}
clutter_stage_get_color (stage, &stage_color);
glClearColor (((float) stage_color.red / 0xff * 1.0),
((float) stage_color.green / 0xff * 1.0),
((float) stage_color.blue / 0xff * 1.0),
0.0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDisable (GL_LIGHTING);
glDisable (GL_DEPTH_TEST);
parent_class->paint (self);
if (stage_glx->xwin)
{
clutter_feature_wait_for_vblank ();
glXSwapBuffers (stage_glx->xdpy, stage_glx->xwin);
}
else
{
glXWaitGL ();
CLUTTER_GLERR ();
}
if (clutter_get_show_fps ())
{
timer_n_frames++;
if (g_timer_elapsed (timer, NULL) >= 1.0)
{
g_print ("*** FPS: %i ***\n", timer_n_frames);
timer_n_frames = 0;
g_timer_start (timer);
}
}
CLUTTER_NOTE (PAINT, " Redraw leave");
}
static void
clutter_stage_glx_allocate_coords (ClutterActor *self,
ClutterActorBox *box)
{
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (self);
box->x2 = box->x1 + stage_glx->xwin_width;
box->y2 = box->y1 + stage_glx->xwin_height;
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 14:21:59 -04:00
return;
}
static void
clutter_stage_glx_request_coords (ClutterActor *self,
ClutterActorBox *box)
{
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (self);
gint new_width, new_height;
/* FIXME: some how have X configure_notfiys call this ? */
new_width = ABS (box->x2 - box->x1);
new_height = ABS (box->y2 - box->y1);
if (new_width != stage_glx->xwin_width ||
new_height != stage_glx->xwin_height)
{
stage_glx->xwin_width = new_width;
stage_glx->xwin_height = new_height;
if (stage_glx->xwin != None)
XResizeWindow (stage_glx->xdpy,
stage_glx->xwin,
stage_glx->xwin_width,
stage_glx->xwin_height);
if (stage_glx->xpixmap != None)
{
/* Need to recreate to resize */
clutter_actor_unrealize (self);
clutter_actor_realize (self);
}
sync_viewport (stage_glx);
}
if (stage_glx->xwin != None) /* Do we want to bother ? */
XMoveWindow (stage_glx->xdpy,
stage_glx->xwin,
box->x1,
box->y1);
}
static void
clutter_stage_glx_set_fullscreen (ClutterStage *stage,
gboolean fullscreen)
{
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (stage);
Atom atom_WM_STATE, atom_WM_STATE_FULLSCREEN;
atom_WM_STATE = XInternAtom (stage_glx->xdpy, "_NET_WM_STATE", False);
atom_WM_STATE_FULLSCREEN = XInternAtom (stage_glx->xdpy,
"_NET_WM_STATE_FULLSCREEN",
False);
if (fullscreen)
{
gint width, height;
width = DisplayWidth (stage_glx->xdpy, stage_glx->xscreen);
height = DisplayHeight (stage_glx->xdpy, stage_glx->xscreen);
clutter_actor_set_size (CLUTTER_ACTOR (stage_glx), width, height);
if (stage_glx->xwin != None)
XChangeProperty (stage_glx->xdpy,
stage_glx->xwin,
atom_WM_STATE, XA_ATOM, 32,
PropModeReplace,
(unsigned char *) &atom_WM_STATE_FULLSCREEN, 1);
}
else
{
if (stage_glx->xwin != None)
XDeleteProperty (stage_glx->xdpy, stage_glx->xwin, atom_WM_STATE);
}
sync_viewport (stage_glx);
}
static void
clutter_stage_glx_set_cursor_visible (ClutterStage *stage,
gboolean show_cursor)
{
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (stage);
if (stage_glx->xwin == None)
return;
CLUTTER_NOTE (MISC, "setting cursor state (%s) over stage window (%u)",
show_cursor ? "visible" : "invisible",
(unsigned int) stage_glx->xwin);
if (show_cursor)
{
#ifdef HAVE_XFIXES
XFixesShowCursor (stage_glx->xdpy, stage_glx->xwin);
#else
XUndefineCursor (stage_glx->xdpy, stage_glx->xwin);
#endif
}
else
{
#ifdef HAVE_XFIXES
XFixesHideCursor (stage_glx->xdpy, stage_glx->xwin);
#else
XColor col;
Pixmap pix;
Cursor curs;
pix = XCreatePixmap (stage_glx->xdpy, stage_glx->xwin, 1, 1, 1);
memset (&col, 0, sizeof (col));
curs = XCreatePixmapCursor (stage_glx->xdpy,
pix, pix,
&col, &col,
1, 1);
XFreePixmap (stage_glx->xdpy, pix);
XDefineCursor (stage_glx->xdpy, stage_glx->xwin, curs);
#endif
}
sync_viewport (stage_glx);
}
static void
clutter_stage_glx_set_offscreen (ClutterStage *stage,
gboolean offscreen)
{
}
static ClutterActor *
clutter_stage_glx_get_actor_at_pos (ClutterStage *stage,
gint x,
gint y)
{
ClutterActor *found = NULL;
GLuint buff[64] = { 0 };
GLint hits;
GLint view[4];
glSelectBuffer (sizeof (buff), buff);
glGetIntegerv (GL_VIEWPORT, view);
glRenderMode (GL_SELECT);
glInitNames ();
glPushName (0);
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
/* This is gluPickMatrix(x, y, 1.0, 1.0, view); */
glTranslatef ((view[2] - 2 * (x - view[0])),
(view[3] - 2 * (y - view[1])), 0);
glScalef (view[2], -view[3], 1.0);
perspective (60.0f, 1.0f, 0.1f, 100.0f);
glMatrixMode (GL_MODELVIEW);
clutter_actor_paint (CLUTTER_ACTOR (stage));
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
hits = glRenderMode(GL_RENDER);
if (hits != 0)
{
#if 0
gint i
for (i = 0; i < hits; i++)
g_print ("Hit at %i\n", buff[i * 4 + 3]);
#endif
found = clutter_group_find_child_by_id (CLUTTER_GROUP (stage),
buff[(hits-1) * 4 + 3]);
}
clutter_stage_flush (stage);
return found;
}
static void
snapshot_pixbuf_free (guchar *pixels,
gpointer data)
{
g_free (pixels);
}
static void
clutter_stage_glx_draw_to_pixbuf (ClutterStage *stage,
GdkPixbuf *dest,
gint x,
gint y,
gint width,
gint height)
{
guchar *data;
GdkPixbuf *pixb;
ClutterActor *actor;
ClutterStageGlx *stage_glx;
gboolean is_offscreen = FALSE;
stage_glx = CLUTTER_STAGE_GLX (stage);
actor = CLUTTER_ACTOR (stage);
if (width < 0)
width = clutter_actor_get_width (actor);
if (height < 0)
height = clutter_actor_get_height (actor);
g_object_get (stage, "offscreen", &is_offscreen, NULL);
if (G_UNLIKELY (is_offscreen))
{
gdk_pixbuf_xlib_init (stage_glx->xdpy, stage_glx->xscreen);
dest = gdk_pixbuf_xlib_get_from_drawable (NULL,
(Drawable) stage_glx->xpixmap,
DefaultColormap (stage_glx->xdpy,
stage_glx->xscreen),
stage_glx->xvisinfo->visual,
x, y,
0, 0,
width, height);
}
else
{
data = g_malloc0 (sizeof (guchar) * width * height * 4);
glReadPixels (x,
clutter_actor_get_height (actor) - y - height,
width,
height, GL_RGBA, GL_UNSIGNED_BYTE, data);
pixb = gdk_pixbuf_new_from_data (data,
GDK_COLORSPACE_RGB,
TRUE,
8,
width, height,
width * 4,
snapshot_pixbuf_free,
NULL);
dest = gdk_pixbuf_flip (pixb, TRUE);
g_object_unref (pixb);
}
}
static void
clutter_stage_glx_flush (ClutterStage *stage)
{
sync_viewport (CLUTTER_STAGE_GLX (stage));
}
static void
clutter_stage_glx_dispose (GObject *gobject)
{
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (gobject);
if (stage_glx->xwin)
clutter_actor_unrealize (CLUTTER_ACTOR (stage_glx));
G_OBJECT_CLASS (clutter_stage_glx_parent_class)->dispose (gobject);
}
static void
clutter_stage_glx_class_init (ClutterStageGlxClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
ClutterStageClass *stage_class = CLUTTER_STAGE_CLASS (klass);
gobject_class->dispose = clutter_stage_glx_dispose;
actor_class->show = clutter_stage_glx_show;
actor_class->hide = clutter_stage_glx_hide;
actor_class->realize = clutter_stage_glx_realize;
actor_class->unrealize = clutter_stage_glx_unrealize;
actor_class->paint = clutter_stage_glx_paint;
actor_class->request_coords = clutter_stage_glx_request_coords;
actor_class->allocate_coords = clutter_stage_glx_allocate_coords;
stage_class->set_fullscreen = clutter_stage_glx_set_fullscreen;
stage_class->set_cursor_visible = clutter_stage_glx_set_cursor_visible;
stage_class->set_offscreen = clutter_stage_glx_set_offscreen;
stage_class->get_actor_at_pos = clutter_stage_glx_get_actor_at_pos;
stage_class->draw_to_pixbuf = clutter_stage_glx_draw_to_pixbuf;
stage_class->flush = clutter_stage_glx_flush;
}
static void
clutter_stage_glx_init (ClutterStageGlx *stage)
{
stage->xdpy = NULL;
stage->xwin_root = None;
stage->xscreen = 0;
stage->xwin = None;
stage->xwin_width = 640;
stage->xwin_height = 480;
stage->xvisinfo = None;
stage->is_foreign_xwin = FALSE;
}
/**
* clutter_glx_get_stage_window:
* @stage: a #ClutterStage
*
* FIXME
*
* Return value: FIXME
*
* Since: 0.4
*/
Window
clutter_glx_get_stage_window (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE_GLX (stage), None);
return CLUTTER_STAGE_GLX (stage)->xwin;
}
/**
* clutter_glx_get_stage_visual:
* @stage: a #ClutterStage
*
* FIXME
*
* Return value: FIXME
*
* Since: 0.4
*/
XVisualInfo *
clutter_glx_get_stage_visual (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE_GLX (stage), NULL);
return CLUTTER_STAGE_GLX (stage)->xvisinfo;
}
void
clutter_glx_set_stage_foreign (ClutterStage *stage,
Window window)
{
g_return_if_fail (CLUTTER_IS_STAGE_GLX (stage));
/* FIXME */
}