2007-05-28 Matthew Allum <mallum@openedhand.com>
* clutter/clutter-backend.c: * clutter/clutter-backend.h: * clutter/glx/clutter-stage-glx.c: * clutter/glx/clutter-backend-glx.c: Fix up rendering pipeline removing clutter_backend_XXX_stage_paint and adding clutter_backend_XXX_redraw instead. Duplicates less code in backends, avoids clutter_actor_paint() getting called before stage is set up (viewport wise) and unbreaks things like picking. * clutter/clutter-actor.c: * clutter/clutter-actor.h: * clutter/clutter-main.c: * clutter/clutter-private.h: * clutter/clutter-stage.c: (clutter_stage_get_actor_at_pos): Redo picking functionality a different way (via color indexing) as to provide more flexibility, possibly speed and more likely work with GL/ES (doesn't currently however - not sure why). * clutter/clutter-group.c: Add groups own 'pick' method. * clutter/cogl/cogl.h: * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Move clipping funtionality into cogl. * clutter/cogl/gles/cogl-defines.h: Hack around missing BGR format in GL/ES. * clutter/egl/clutter-backend-egl.c: * clutter/egl/clutter-backend-egl.h: * clutter/egl/clutter-stage-egl.c: * clutter/sdl/clutter-backend-sdl.c: * clutter/sdl/clutter-backend-sdl.h: * clutter/sdl/clutter-event-sdl.c: * clutter/sdl/clutter-stage-sdl.c: Update backends to newer API. Add basic mouse event translation to SDL.
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ChangeLog
42
ChangeLog
@ -1,3 +1,45 @@
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2007-05-28 Matthew Allum <mallum@openedhand.com>
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* clutter/clutter-backend.c:
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* clutter/clutter-backend.h:
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* clutter/glx/clutter-stage-glx.c:
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* clutter/glx/clutter-backend-glx.c:
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Fix up rendering pipeline removing clutter_backend_XXX_stage_paint
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and adding clutter_backend_XXX_redraw instead. Duplicates less
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code in backends, avoids clutter_actor_paint() getting called
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before stage is set up (viewport wise) and unbreaks things like
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picking.
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* clutter/clutter-actor.c:
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* clutter/clutter-actor.h:
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* clutter/clutter-main.c:
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* clutter/clutter-private.h:
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* clutter/clutter-stage.c: (clutter_stage_get_actor_at_pos):
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Redo picking functionality a different way (via color indexing)
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as to provide more flexibility, possibly speed and more likely
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work with GL/ES (doesn't currently however - not sure why).
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* clutter/clutter-group.c:
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Add groups own 'pick' method.
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* clutter/cogl/cogl.h:
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* clutter/cogl/gl/cogl.c:
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* clutter/cogl/gles/cogl.c:
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Move clipping funtionality into cogl.
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* clutter/cogl/gles/cogl-defines.h:
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Hack around missing BGR format in GL/ES.
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* clutter/egl/clutter-backend-egl.c:
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* clutter/egl/clutter-backend-egl.h:
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* clutter/egl/clutter-stage-egl.c:
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* clutter/sdl/clutter-backend-sdl.c:
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* clutter/sdl/clutter-backend-sdl.h:
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* clutter/sdl/clutter-event-sdl.c:
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* clutter/sdl/clutter-stage-sdl.c:
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Update backends to newer API.
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Add basic mouse event translation to SDL.
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2007-05-25 Matthew Allum <mallum@openedhand.com>
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* clutter/clutter-color.c: (clutter_color_parse):
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@ -265,6 +265,40 @@ clutter_actor_unrealize (ClutterActor *self)
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(klass->unrealize) (self);
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}
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/**
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* clutter_actor_pick:
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* @self: A #ClutterActor
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* @color: A #ClutterColor
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*
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* Renders a silhouette of the actor in supplied color.
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*
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* This function should not never be called directly by applications.
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**/
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void
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clutter_actor_pick (ClutterActor *self,
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const ClutterColor *color)
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{
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ClutterActorClass *klass;
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klass = CLUTTER_ACTOR_GET_CLASS (self);
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if (G_UNLIKELY(klass->pick))
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{
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/* Its pretty unlikely anything other than a container actor
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* would need to supply its own pick method.
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*/
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(klass->pick) (self, color);
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}
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else
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{
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cogl_color (color);
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cogl_rectangle (0,
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0,
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clutter_actor_get_width(self),
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clutter_actor_get_height(self));
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}
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}
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/**
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* clutter_actor_paint:
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* @self: A #ClutterActor
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@ -279,6 +313,7 @@ clutter_actor_paint (ClutterActor *self)
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{
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ClutterActorPrivate *priv;
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ClutterActorClass *klass;
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ClutterMainContext *context;
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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priv = self->priv;
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@ -295,14 +330,11 @@ clutter_actor_paint (ClutterActor *self)
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}
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}
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context = clutter_context_get_default ();
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klass = CLUTTER_ACTOR_GET_CLASS (self);
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cogl_push_matrix();
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#if HAVE_COGL_GL
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glLoadName (clutter_actor_get_id (self));
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#endif
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if (clutter_actor_get_parent (self) != NULL)
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{
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cogl_translate (CLUTTER_UNITS_TO_INT (priv->coords.x1),
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@ -340,39 +372,35 @@ clutter_actor_paint (ClutterActor *self)
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cogl_scale (priv->scale_x, priv->scale_y);
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}
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#if HAVE_COGL_GL
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if (priv->has_clip)
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cogl_clip_set (&(priv->clip));
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if (G_UNLIKELY(context->pick_mode == TRUE))
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{
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ClutterGeometry *clip = &(priv->clip);
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ClutterColor col;
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guint32 id;
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/* FIXME: ES ... */
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glEnable (GL_STENCIL_TEST);
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id = clutter_actor_get_id (self);
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glClearStencil (0.0f);
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glClear (GL_STENCIL_BUFFER_BIT);
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/* Encode the actor id into a color */
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col.red = (id >> 16) & 0xff;
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col.green = (id >> 8) & 0xff;
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col.blue = id & 0xff;
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col.alpha = 0xff;
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glStencilFunc (GL_NEVER, 0x1, 0x1);
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glStencilOp (GL_INCR, GL_INCR, GL_INCR);
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glColor3f (1.0f, 1.0f, 1.0f);
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glRecti (clip->x,
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clip->y,
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clip->x + clip->width,
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clip->y + clip->height);
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glStencilFunc (GL_EQUAL, 0x1, 0x1);
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glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
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/* Actor will then paint silhouette of itself in supplied color.
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* See clutter_stage_get_actor_at_pos() for where picking is enabled.
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*/
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clutter_actor_pick (self, &col);
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}
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#endif
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if (klass->paint)
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else
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{
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if (G_LIKELY(klass->paint))
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(klass->paint) (self);
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}
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#if CLUTTER_COGL_GL
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if (priv->has_clip)
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glDisable (GL_STENCIL_TEST);
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#endif
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cogl_clip_unset();
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if (priv->scale_x != CFX_ONE || priv->scale_y != CFX_ONE)
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cogl_scale (CFX_ONE, CFX_ONE);
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@ -31,6 +31,7 @@
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#include <glib-object.h>
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#include <clutter/clutter-fixed.h>
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#include <clutter/clutter-units.h>
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#include <clutter/clutter-color.h>
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G_BEGIN_DECLS
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@ -140,9 +141,7 @@ struct _ClutterActorClass
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ClutterActor *old_parent);
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void (* destroy) (ClutterActor *actor);
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/* to go ? */
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void (* queue_redraw) (ClutterActor *actor);
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void (* pick) (ClutterActor *actor, const ClutterColor *color);
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/* padding for future expansion */
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void (*_clutter_actor_1) (void);
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@ -161,6 +160,8 @@ void clutter_actor_hide_all (ClutterActor *sel
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void clutter_actor_realize (ClutterActor *self);
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void clutter_actor_unrealize (ClutterActor *self);
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void clutter_actor_paint (ClutterActor *self);
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void clutter_actor_pick (ClutterActor *actor,
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const ClutterColor *color);
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void clutter_actor_queue_redraw (ClutterActor *self);
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void clutter_actor_destroy (ClutterActor *self);
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void clutter_actor_request_coords (ClutterActor *self,
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@ -143,6 +143,16 @@ _clutter_backend_init_stage (ClutterBackend *backend,
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return TRUE;
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}
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void
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_clutter_backend_redraw (ClutterBackend *backend)
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{
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ClutterBackendClass *klass;
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klass = CLUTTER_BACKEND_GET_CLASS (backend);
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if (G_LIKELY(klass->redraw))
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klass->redraw (backend);
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}
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ClutterFeatureFlags
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_clutter_backend_get_features (ClutterBackend *backend)
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{
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@ -68,6 +68,7 @@ struct _ClutterBackendClass
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void (* add_options) (ClutterBackend *backend,
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GOptionGroup *group);
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ClutterFeatureFlags (* get_features) (ClutterBackend *backend);
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void (* redraw) (ClutterBackend *backend);
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};
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GType clutter_backend_get_type (void) G_GNUC_CONST;
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@ -46,6 +46,8 @@
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#include "clutter-marshal.h"
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#include "clutter-enum-types.h"
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#include "cogl.h"
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enum
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{
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ADD,
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@ -66,6 +68,7 @@ struct _ClutterGroupPrivate
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GList *children;
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};
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static void
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clutter_group_paint (ClutterActor *actor)
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{
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@ -93,6 +96,19 @@ clutter_group_paint (ClutterActor *actor)
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CLUTTER_NOTE (PAINT, "ClutterGroup paint leave");
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}
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static void
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clutter_group_pick (ClutterActor *actor,
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const ClutterColor *color)
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{
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/* Just forward to the paint call which in turn will trigger
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* the child actors also getting 'picked'. To make ourselves
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* 'sensitive' to clicks we could also paint a bounding rect
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* but this is not currently done.
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*/
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clutter_group_paint (actor);
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}
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static void
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clutter_group_request_coords (ClutterActor *self,
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ClutterActorBox *box)
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@ -224,6 +240,7 @@ clutter_group_class_init (ClutterGroupClass *klass)
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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actor_class->paint = clutter_group_paint;
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actor_class->pick = clutter_group_pick;
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actor_class->show_all = clutter_group_real_show_all;
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actor_class->hide_all = clutter_group_real_hide_all;
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actor_class->request_coords = clutter_group_request_coords;
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@ -46,6 +46,8 @@
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#include "clutter-debug.h"
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#include "clutter-version.h" /* For flavour define */
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#include "cogl.h"
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static ClutterMainContext *ClutterCntx = NULL;
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static gboolean clutter_is_initialized = FALSE;
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@ -94,10 +96,61 @@ void
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clutter_redraw (void)
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{
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ClutterMainContext *ctx;
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ClutterColor stage_color;
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ClutterActor *stage;
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static GTimer *timer = NULL;
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static guint timer_n_frames = 0;
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ctx = clutter_context_get_default ();
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if (ctx->backend)
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clutter_actor_paint (_clutter_backend_get_stage (ctx->backend));
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stage = _clutter_backend_get_stage (ctx->backend);
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CLUTTER_NOTE (PAINT, " Redraw enter");
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/* Setup FPS count */
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if (clutter_get_show_fps ())
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{
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if (!timer)
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timer = g_timer_new ();
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}
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/* The below cant go in stage paint as base actor_paint will get
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* called before the below (and break picking etc)
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*/
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if (CLUTTER_PRIVATE_FLAGS (stage) & CLUTTER_ACTOR_SYNC_MATRICES)
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{
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cogl_setup_viewport (clutter_actor_get_width (stage),
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clutter_actor_get_height (stage),
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171, /* 60 degrees */
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CFX_ONE,
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CLUTTER_FLOAT_TO_FIXED (0.1),
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CLUTTER_FLOAT_TO_FIXED (100.0));
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}
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/* Setup the initial paint */
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clutter_stage_get_color (CLUTTER_STAGE(stage), &stage_color);
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cogl_paint_init (&stage_color);
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/* Call through ti the actual backend to do the painting down from
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* the stage. It will likely need to swap buffers, vblank sync etc
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* which will be windowing system dependant.
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*/
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_clutter_backend_redraw (ctx->backend);
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/* Complete FPS info */
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if (clutter_get_show_fps ())
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{
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timer_n_frames++;
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if (g_timer_elapsed (timer, NULL) >= 1.0)
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{
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g_print ("*** FPS: %i ***\n", timer_n_frames);
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timer_n_frames = 0;
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g_timer_start (timer);
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}
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}
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CLUTTER_NOTE (PAINT, " Redraw leave");
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}
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/**
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@ -271,7 +324,7 @@ clutter_get_debug_enabled (void)
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ClutterMainContext*
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clutter_context_get_default (void)
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{
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if (!ClutterCntx)
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if (G_UNLIKELY(!ClutterCntx))
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{
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ClutterMainContext *ctx;
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@ -56,6 +56,7 @@ struct _ClutterMainContext
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guint main_loop_level;
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GSList *main_loops;
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guint is_initialized : 1;
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guint pick_mode :1;
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};
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#define CLUTTER_CONTEXT() (clutter_context_get_default ())
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@ -98,6 +99,8 @@ GType _clutter_backend_impl_get_type (void);
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ClutterActor *_clutter_backend_get_stage (ClutterBackend *backend);
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void _clutter_backend_redraw (ClutterBackend *backend);
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void _clutter_backend_add_options (ClutterBackend *backend,
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GOptionGroup *group);
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gboolean _clutter_backend_pre_parse (ClutterBackend *backend,
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|
@ -94,12 +94,9 @@ enum
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static guint stage_signals[LAST_SIGNAL] = { 0, };
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static void
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clutter_stage_paint (ClutterActor *actor)
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clutter_stage_paint (ClutterActor *self)
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{
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/* chain up */
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CLUTTER_NOTE (PAINT, "Chaining up to parent class paint");
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CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint (actor);
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CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint (self);
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}
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static void
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@ -766,68 +763,41 @@ clutter_stage_get_actor_at_pos (ClutterStage *stage,
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gint x,
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gint y)
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{
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#if HAVE_COGL_GL
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ClutterMainContext *context;
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guchar pixel[3];
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GLint viewport[4];
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ClutterColor white = { 0xff, 0xff, 0xff, 0xff };
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guint32 id;
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/* FIXME: Add a clutter feature flag for this or figure out
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* for gles.
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context = clutter_context_get_default ();
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cogl_paint_init (&white);
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cogl_enable (0);
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/* Render the entire scence in pick mode - just single colored silhouette's
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* are drawn offscreen (as we never swap buffers)
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*/
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ClutterActor *found = NULL;
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GLuint buff[512] = { 0 };
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GLint hits;
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GLint view[4];
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g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
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glSelectBuffer (512, buff);
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glGetIntegerv (GL_VIEWPORT, view);
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glRenderMode (GL_SELECT);
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glInitNames ();
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glPushName (0);
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||||
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glMatrixMode (GL_PROJECTION);
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glPushMatrix ();
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glLoadIdentity ();
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||||
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||||
/* This is gluPickMatrix(x, y, 1.0, 1.0, view); */
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glTranslatef ((view[2] - 2 * (x - view[0])),
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(view[3] - 2 * (y - view[1])), 0);
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glScalef (view[2], -view[3], 1.0);
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||||
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cogl_perspective (171, /* 60 degrees */
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CFX_ONE,
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CLUTTER_FLOAT_TO_FIXED (0.1),
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||||
CLUTTER_FLOAT_TO_FIXED (100.0));
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glMatrixMode (GL_MODELVIEW);
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context->pick_mode = TRUE;
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clutter_actor_paint (CLUTTER_ACTOR (stage));
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context->pick_mode = FALSE;
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glMatrixMode (GL_PROJECTION);
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glPopMatrix ();
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/* Calls should work under both GL and GLES
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*
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* FIXME: of course we need to handle the case where the frame buffer isn't
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* 24bpp, i.e 16bpp which could be the case with GLES.
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*/
|
||||
glGetIntegerv(GL_VIEWPORT, viewport);
|
||||
glReadPixels(x, viewport[3] - y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, pixel);
|
||||
|
||||
hits = glRenderMode (GL_RENDER);
|
||||
/* printf("x: %i , y: %i %x:%x:%x\n", x, y, pixel[0], pixel[1], pixel[2]); */
|
||||
|
||||
if (hits != 0)
|
||||
{
|
||||
#if 1
|
||||
gint i;
|
||||
for (i = 0; i < hits; i++)
|
||||
g_print ("Hit at %i\n", buff[(hits-1) * 4 + 3]);
|
||||
#endif
|
||||
if (pixel[0] == 0xff && pixel[1] == 0xff && pixel[2] == 0xff)
|
||||
return CLUTTER_ACTOR(stage);
|
||||
|
||||
found = clutter_group_find_child_by_id (CLUTTER_GROUP (stage),
|
||||
buff[(hits-1) * 4 + 3]);
|
||||
}
|
||||
/* Decode color back into an ID */
|
||||
id = pixel[2] | pixel[1] << 8 | pixel[0] << 16;
|
||||
|
||||
CLUTTER_SET_PRIVATE_FLAGS(stage, CLUTTER_ACTOR_SYNC_MATRICES);
|
||||
|
||||
return found;
|
||||
#else
|
||||
/* GL/ES cannot do this yet.. */
|
||||
return NULL;
|
||||
#endif
|
||||
return clutter_group_find_child_by_id (CLUTTER_GROUP (stage), id);
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -77,7 +77,7 @@ cogl_setup_viewport (guint width,
|
||||
ClutterFixed z_far);
|
||||
|
||||
void
|
||||
cogl_paint_init (ClutterColor *color);
|
||||
cogl_paint_init (const ClutterColor *color);
|
||||
|
||||
void
|
||||
cogl_push_matrix (void);
|
||||
@ -101,7 +101,13 @@ void
|
||||
cogl_rotate (gint angle, gint x, gint y, gint z);
|
||||
|
||||
void
|
||||
cogl_color (ClutterColor *color);
|
||||
cogl_color (const ClutterColor *color);
|
||||
|
||||
void
|
||||
cogl_clip_set (const ClutterGeometry *clip);
|
||||
|
||||
void
|
||||
cogl_clip_unset (void);
|
||||
|
||||
void
|
||||
cogl_enable (gulong flags);
|
||||
|
@ -139,7 +139,7 @@ cogl_check_extension (const gchar *name, const gchar *ext)
|
||||
}
|
||||
|
||||
void
|
||||
cogl_paint_init (ClutterColor *color)
|
||||
cogl_paint_init (const ClutterColor *color)
|
||||
{
|
||||
GE( glClearColor (((float) color->red / 0xff * 1.0),
|
||||
((float) color->green / 0xff * 1.0),
|
||||
@ -266,11 +266,39 @@ cogl_enable (gulong flags)
|
||||
}
|
||||
|
||||
void
|
||||
cogl_color (ClutterColor *color)
|
||||
cogl_color (const ClutterColor *color)
|
||||
{
|
||||
glColor4ub (color->red, color->green, color->blue, color->alpha);
|
||||
}
|
||||
|
||||
void
|
||||
cogl_clip_set (const ClutterGeometry *clip)
|
||||
{
|
||||
GE( glEnable (GL_STENCIL_TEST) );
|
||||
|
||||
GE( glClearStencil (0.0f) );
|
||||
GE( glClear (GL_STENCIL_BUFFER_BIT) );
|
||||
|
||||
GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
|
||||
GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
|
||||
|
||||
GE( glColor3f (1.0f, 1.0f, 1.0f) );
|
||||
|
||||
GE( glRecti (clip->x,
|
||||
clip->y,
|
||||
clip->x + clip->width,
|
||||
clip->y + clip->height) );
|
||||
|
||||
GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
|
||||
; GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
|
||||
}
|
||||
|
||||
void
|
||||
cogl_clip_unset (void)
|
||||
{
|
||||
GE( glDisable (GL_STENCIL_TEST) );
|
||||
}
|
||||
|
||||
gboolean
|
||||
cogl_texture_can_size (COGLenum pixel_format,
|
||||
COGLenum pixel_type,
|
||||
@ -423,7 +451,6 @@ cogl_trapezoid (gint y1,
|
||||
GE( glEnd () );
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
cogl_alpha_func (COGLenum func,
|
||||
ClutterFixed ref)
|
||||
@ -431,61 +458,6 @@ cogl_alpha_func (COGLenum func,
|
||||
GE( glAlphaFunc (func, CLUTTER_FIXED_TO_FLOAT(ref)) );
|
||||
}
|
||||
|
||||
#if 0
|
||||
/*
|
||||
* Original floating point implementaiton of the perspective function,
|
||||
* retained for reference purposes
|
||||
*/
|
||||
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
|
||||
|
||||
GE( 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;
|
||||
|
||||
printf ("%f, %f, %f, %f\n", xmin, xmax, ymin, ymax);
|
||||
|
||||
frustum (xmin, xmax, ymin, ymax, zNear, zFar);
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
* Fixed point implementation of the perspective function
|
||||
*/
|
||||
void
|
||||
cogl_perspective (ClutterAngle fovy,
|
||||
ClutterFixed aspect,
|
||||
@ -495,11 +467,7 @@ cogl_perspective (ClutterAngle fovy,
|
||||
ClutterFixed xmax, ymax;
|
||||
ClutterFixed x, y, c, d;
|
||||
|
||||
#ifdef HAVE_COGL_GL
|
||||
GLfloat m[16];
|
||||
#else
|
||||
GLfixed m[16];
|
||||
#endif
|
||||
|
||||
memset (&m[0], 0, sizeof (m));
|
||||
|
||||
@ -521,7 +489,6 @@ cogl_perspective (ClutterAngle fovy,
|
||||
d = CFX_DIV (-(clutter_qmulx (2*zFar, zNear)), (zFar - zNear));
|
||||
|
||||
#define M(row,col) m[col*4+row]
|
||||
#ifdef HAVE_COGL_GL
|
||||
M(0,0) = CLUTTER_FIXED_TO_FLOAT (x);
|
||||
M(1,1) = CLUTTER_FIXED_TO_FLOAT (y);
|
||||
M(2,2) = CLUTTER_FIXED_TO_FLOAT (c);
|
||||
@ -529,15 +496,6 @@ cogl_perspective (ClutterAngle fovy,
|
||||
M(3,2) = -1.0F;
|
||||
|
||||
GE( glMultMatrixf (m) );
|
||||
#else
|
||||
M(0,0) = x;
|
||||
M(1,1) = y;
|
||||
M(2,2) = c;
|
||||
M(2,3) = d;
|
||||
M(3,2) = 1 + ~CFX_ONE;
|
||||
|
||||
GE( glMultMatrixx (m) );
|
||||
#endif
|
||||
#undef M
|
||||
}
|
||||
|
||||
|
@ -444,6 +444,13 @@ typedef GLint COGLint;
|
||||
|
||||
#define CGL_TEXTURE_2D GL_TEXTURE_2D
|
||||
#define CGL_ARGB GL_ARGB
|
||||
|
||||
/* FIXME: There is no BGR support in GLES - so with below BGR textures are
|
||||
* borked. Will likely need a feature flag and some coversion..
|
||||
*/
|
||||
#define CGL_BGR GL_RGB
|
||||
#define CGL_BGRA GL_RGBA
|
||||
|
||||
#define CGL_TEXTURE_RECTANGLE_ARB 0 /* Its unlikely we support this */
|
||||
|
||||
G_END_DECLS
|
||||
|
@ -100,7 +100,7 @@ cogl_check_extension (const gchar *name, const gchar *ext)
|
||||
}
|
||||
|
||||
void
|
||||
cogl_paint_init (ClutterColor *color)
|
||||
cogl_paint_init (const ClutterColor *color)
|
||||
{
|
||||
#if COGL_DEBUG
|
||||
fprintf(stderr, "\n ============== Paint Start ================ \n");
|
||||
@ -234,7 +234,7 @@ cogl_enable (gulong flags)
|
||||
}
|
||||
|
||||
void
|
||||
cogl_color (ClutterColor *color)
|
||||
cogl_color (const ClutterColor *color)
|
||||
{
|
||||
GE( glColor4x ((color->red << 16) / 0xff,
|
||||
(color->green << 16) / 0xff,
|
||||
@ -242,19 +242,45 @@ cogl_color (ClutterColor *color)
|
||||
(color->alpha << 16) / 0xff) );
|
||||
}
|
||||
|
||||
void
|
||||
cogl_clip_set (const ClutterGeometry *clip)
|
||||
{
|
||||
GE( glEnable (GL_STENCIL_TEST) );
|
||||
|
||||
GE( glClearStencil (0) );
|
||||
GE( glClear (GL_STENCIL_BUFFER_BIT) );
|
||||
|
||||
GE( glStencilFunc (GL_NEVER, 0x1, 0x1) );
|
||||
GE( glStencilOp (GL_INCR, GL_INCR, GL_INCR) );
|
||||
|
||||
GE( glColor4x (CFX_ONE, CFX_ONE, CFX_ONE, CFX_ONE ) );
|
||||
|
||||
cogl_rectangle (clip->x, clip->y, clip->width, clip->height);
|
||||
|
||||
GE( glStencilFunc (GL_EQUAL, 0x1, 0x1) );
|
||||
GE( glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP) );
|
||||
}
|
||||
|
||||
void
|
||||
cogl_clip_unset (void)
|
||||
{
|
||||
GE( glDisable (GL_STENCIL_TEST) );
|
||||
}
|
||||
|
||||
|
||||
|
||||
gboolean
|
||||
cogl_texture_can_size (COGLenum pixel_format,
|
||||
COGLenum pixel_type,
|
||||
int width,
|
||||
int height)
|
||||
{
|
||||
GLint new_width = 0;
|
||||
|
||||
|
||||
/* FIXME */
|
||||
return TRUE;
|
||||
|
||||
#if 0
|
||||
GLint new_width = 0;
|
||||
|
||||
GE( glTexImage2D (GL_PROXY_TEXTURE_2D, 0, GL_RGBA,
|
||||
width, height, 0 /* border */,
|
||||
pixel_format, pixel_type, NULL) );
|
||||
@ -433,8 +459,6 @@ cogl_alpha_func (COGLenum func,
|
||||
GE( glAlphaFunc (func, CLUTTER_FIXED_TO_FLOAT(ref)) );
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
* Fixed point implementation of the perspective function
|
||||
*/
|
||||
@ -508,7 +532,14 @@ cogl_setup_viewport (guint w,
|
||||
#define DEFAULT_Z_CAMERA 0.866025404f
|
||||
z_camera = clutter_tani (fovy) << 1;
|
||||
|
||||
GE( glTranslatex (-1 << 15, -1 << 15, -z_camera );
|
||||
/*
|
||||
printf("%i vs %i\n",
|
||||
CLUTTER_FLOAT_TO_FIXED(DEFAULT_Z_CAMERA),
|
||||
clutter_tani (fovy) << 1);
|
||||
*/
|
||||
|
||||
GE( glTranslatex (-1 << 15, -1 << 15, /*-z_camera*/
|
||||
-CLUTTER_FLOAT_TO_FIXED(DEFAULT_Z_CAMERA)));
|
||||
|
||||
GE( glScalex ( CFX_ONE / width,
|
||||
-CFX_ONE / height,
|
||||
|
@ -166,6 +166,30 @@ static const GOptionEntry entries[] =
|
||||
{ NULL }
|
||||
};
|
||||
|
||||
static void
|
||||
clutter_backend_egl_redraw (ClutterBackend *backend)
|
||||
{
|
||||
ClutterBackendEgl *backend_egl = CLUTTER_BACKEND_EGL (backend);
|
||||
ClutterStageEgl *stage_egl;
|
||||
|
||||
stage_egl = CLUTTER_STAGE_EGL(backend_egl->stage);
|
||||
|
||||
clutter_actor_paint (CLUTTER_ACTOR(stage_egl));
|
||||
|
||||
/* Why this paint is done in backend as likely GL windowing system
|
||||
* specific calls, like swapping buffers.
|
||||
*/
|
||||
if (stage_egl->xwin)
|
||||
{
|
||||
/* clutter_feature_wait_for_vblank (); */
|
||||
eglSwapBuffers ((EGLDisplay)stage_egl->xdpy, stage_egl->egl_surface);
|
||||
}
|
||||
else
|
||||
{
|
||||
eglWaitGL ();
|
||||
CLUTTER_GLERR ();
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
clutter_backend_egl_add_options (ClutterBackend *backend,
|
||||
@ -237,7 +261,6 @@ clutter_backend_egl_constructor (GType gtype,
|
||||
return g_object_ref (backend_singleton);
|
||||
}
|
||||
|
||||
|
||||
static void
|
||||
clutter_backend_egl_class_init (ClutterBackendEglClass *klass)
|
||||
{
|
||||
@ -254,6 +277,7 @@ clutter_backend_egl_class_init (ClutterBackendEglClass *klass)
|
||||
backend_class->init_events = clutter_backend_egl_init_events;
|
||||
backend_class->get_stage = clutter_backend_egl_get_stage;
|
||||
backend_class->add_options = clutter_backend_egl_add_options;
|
||||
backend_class->redraw = clutter_backend_egl_redraw;
|
||||
}
|
||||
|
||||
static void
|
||||
|
@ -72,6 +72,9 @@ struct _ClutterBackendEglClass
|
||||
|
||||
GType clutter_backend_egl_get_type (void) G_GNUC_CONST;
|
||||
|
||||
void _clutter_events_init (ClutterBackend *backend);
|
||||
void _clutter_events_uninit (ClutterBackend *backend);
|
||||
|
||||
G_END_DECLS
|
||||
|
||||
#endif /* __CLUTTER_BACKEND_EGL_H__ */
|
||||
|
@ -182,60 +182,7 @@ clutter_stage_egl_realize (ClutterActor *actor)
|
||||
/* FIXME */
|
||||
}
|
||||
|
||||
_clutter_stage_sync_viewport (CLUTTER_STAGE (stage_egl));
|
||||
}
|
||||
|
||||
static void
|
||||
clutter_stage_egl_paint (ClutterActor *self)
|
||||
{
|
||||
ClutterStageEgl *stage_egl = CLUTTER_STAGE_EGL (self);
|
||||
ClutterStage *stage = CLUTTER_STAGE (self);
|
||||
ClutterColor stage_color;
|
||||
static GTimer *timer = NULL;
|
||||
static guint timer_n_frames = 0;
|
||||
|
||||
CLUTTER_NOTE (PAINT, " Redraw enter");
|
||||
|
||||
if (clutter_get_show_fps ())
|
||||
{
|
||||
if (!timer)
|
||||
timer = g_timer_new ();
|
||||
}
|
||||
|
||||
clutter_stage_get_color (stage, &stage_color);
|
||||
|
||||
cogl_paint_init (&stage_color);
|
||||
|
||||
/* Basically call up to ClutterGroup paint here */
|
||||
CLUTTER_ACTOR_CLASS (clutter_stage_egl_parent_class)->paint (self);
|
||||
|
||||
/* Why this paint is done in backend as likely GL windowing system
|
||||
* specific calls, like swapping buffers.
|
||||
*/
|
||||
if (stage_egl->xwin)
|
||||
{
|
||||
/* clutter_feature_wait_for_vblank (); */
|
||||
eglSwapBuffers ((EGLDisplay)stage_egl->xdpy, stage_egl->egl_surface);
|
||||
}
|
||||
else
|
||||
{
|
||||
eglWaitGL ();
|
||||
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");
|
||||
CLUTTER_SET_PRIVATE_FLAGS(actor, CLUTTER_ACTOR_SYNC_MATRICES);
|
||||
}
|
||||
|
||||
static void
|
||||
@ -272,7 +219,7 @@ clutter_stage_egl_request_coords (ClutterActor *self,
|
||||
stage_egl->xwin_width,
|
||||
stage_egl->xwin_height);
|
||||
|
||||
_clutter_stage_sync_viewport (CLUTTER_STAGE (stage_egl));
|
||||
CLUTTER_SET_PRIVATE_FLAGS(self, CLUTTER_ACTOR_SYNC_MATRICES);
|
||||
}
|
||||
|
||||
if (stage_egl->xwin != None) /* Do we want to bother ? */
|
||||
@ -316,7 +263,7 @@ clutter_stage_egl_set_fullscreen (ClutterStage *stage,
|
||||
XDeleteProperty (stage_egl->xdpy, stage_egl->xwin, atom_WM_STATE);
|
||||
}
|
||||
|
||||
_clutter_stage_sync_viewport (stage);
|
||||
CLUTTER_SET_PRIVATE_FLAGS(stage, CLUTTER_ACTOR_SYNC_MATRICES);
|
||||
}
|
||||
|
||||
static void
|
||||
@ -359,8 +306,6 @@ clutter_stage_egl_set_cursor_visible (ClutterStage *stage,
|
||||
XDefineCursor (stage_egl->xdpy, stage_egl->xwin, curs);
|
||||
#endif /* HAVE_XFIXES */
|
||||
}
|
||||
|
||||
_clutter_stage_sync_viewport (stage);
|
||||
}
|
||||
|
||||
static void
|
||||
@ -371,13 +316,6 @@ clutter_stage_egl_set_offscreen (ClutterStage *stage,
|
||||
G_OBJECT_TYPE_NAME (stage));
|
||||
}
|
||||
|
||||
static void
|
||||
snapshot_pixbuf_free (guchar *pixels,
|
||||
gpointer data)
|
||||
{
|
||||
g_free (pixels);
|
||||
}
|
||||
|
||||
static void
|
||||
clutter_stage_egl_draw_to_pixbuf (ClutterStage *stage,
|
||||
GdkPixbuf *dest,
|
||||
@ -414,7 +352,6 @@ clutter_stage_egl_class_init (ClutterStageEglClass *klass)
|
||||
actor_class->hide = clutter_stage_egl_hide;
|
||||
actor_class->realize = clutter_stage_egl_realize;
|
||||
actor_class->unrealize = clutter_stage_egl_unrealize;
|
||||
actor_class->paint = clutter_stage_egl_paint;
|
||||
actor_class->request_coords = clutter_stage_egl_request_coords;
|
||||
actor_class->allocate_coords = clutter_stage_egl_allocate_coords;
|
||||
|
||||
|
@ -468,6 +468,33 @@ clutter_backend_glx_get_features (ClutterBackend *backend)
|
||||
return flags;
|
||||
}
|
||||
|
||||
static void
|
||||
clutter_backend_glx_redraw (ClutterBackend *backend)
|
||||
{
|
||||
ClutterBackendGlx *backend_glx = CLUTTER_BACKEND_GLX (backend);
|
||||
ClutterStageGlx *stage_glx;
|
||||
|
||||
stage_glx = CLUTTER_STAGE_GLX(backend_glx->stage);
|
||||
|
||||
clutter_actor_paint (CLUTTER_ACTOR(stage_glx));
|
||||
|
||||
/* Why this paint is done in backend as likely GL windowing system
|
||||
* specific calls, like swapping buffers.
|
||||
*/
|
||||
if (stage_glx->xwin)
|
||||
{
|
||||
clutter_backend_glx_wait_for_vblank (stage_glx->backend);
|
||||
glXSwapBuffers (stage_glx->xdpy, stage_glx->xwin);
|
||||
}
|
||||
else
|
||||
{
|
||||
/* offscreen */
|
||||
glXWaitGL ();
|
||||
CLUTTER_GLERR ();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
static void
|
||||
clutter_backend_glx_class_init (ClutterBackendGlxClass *klass)
|
||||
{
|
||||
@ -485,6 +512,7 @@ clutter_backend_glx_class_init (ClutterBackendGlxClass *klass)
|
||||
backend_class->get_stage = clutter_backend_glx_get_stage;
|
||||
backend_class->add_options = clutter_backend_glx_add_options;
|
||||
backend_class->get_features = clutter_backend_glx_get_features;
|
||||
backend_class->redraw = clutter_backend_glx_redraw;
|
||||
}
|
||||
|
||||
static void
|
||||
|
@ -305,72 +305,6 @@ clutter_stage_glx_realize (ClutterActor *actor)
|
||||
return;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
CLUTTER_NOTE (PAINT, " Redraw enter");
|
||||
|
||||
/* Setup FPS count */
|
||||
if (clutter_get_show_fps ())
|
||||
{
|
||||
if (!timer)
|
||||
timer = g_timer_new ();
|
||||
}
|
||||
|
||||
/* Reset view matrices if needed. */
|
||||
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_SYNC_MATRICES)
|
||||
{
|
||||
cogl_setup_viewport (clutter_actor_get_width (self),
|
||||
clutter_actor_get_height (self),
|
||||
171, /* 60 degrees */
|
||||
CFX_ONE,
|
||||
CLUTTER_FLOAT_TO_FIXED (0.1),
|
||||
CLUTTER_FLOAT_TO_FIXED (100.0));
|
||||
}
|
||||
|
||||
/* Setup the initial paint */
|
||||
clutter_stage_get_color (stage, &stage_color);
|
||||
cogl_paint_init (&stage_color);
|
||||
|
||||
/* chain up to reach ClutterGroup->paint here and actually paint all */
|
||||
CLUTTER_ACTOR_CLASS (clutter_stage_glx_parent_class)->paint (self);
|
||||
|
||||
/* Why this paint is done in backend as likely GL windowing system
|
||||
* specific calls, like swapping buffers.
|
||||
*/
|
||||
if (stage_glx->xwin)
|
||||
{
|
||||
clutter_backend_glx_wait_for_vblank (stage_glx->backend);
|
||||
glXSwapBuffers (stage_glx->xdpy, stage_glx->xwin);
|
||||
}
|
||||
else
|
||||
{
|
||||
glXWaitGL ();
|
||||
CLUTTER_GLERR ();
|
||||
}
|
||||
|
||||
/* Complete FPS info */
|
||||
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)
|
||||
@ -600,7 +534,6 @@ clutter_stage_glx_class_init (ClutterStageGlxClass *klass)
|
||||
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;
|
||||
|
||||
|
@ -113,6 +113,19 @@ clutter_backend_sdl_get_stage (ClutterBackend *backend)
|
||||
return backend_sdl->stage;
|
||||
}
|
||||
|
||||
static void
|
||||
clutter_backend_sdl_redraw (ClutterBackend *backend)
|
||||
{
|
||||
ClutterBackendSDL *backend_sdl = CLUTTER_BACKEND_SDL (backend);
|
||||
ClutterStageSDL *stage_sdl;
|
||||
|
||||
stage_sdl = CLUTTER_STAGE_SDL(backend_sdl->stage);
|
||||
|
||||
clutter_actor_paint (CLUTTER_ACTOR(stage_sdl));
|
||||
|
||||
SDL_GL_SwapBuffers();
|
||||
}
|
||||
|
||||
static void
|
||||
clutter_backend_sdl_finalize (GObject *gobject)
|
||||
{
|
||||
@ -181,6 +194,7 @@ clutter_backend_sdl_class_init (ClutterBackendSDLClass *klass)
|
||||
backend_class->init_events = clutter_backend_sdl_init_events;
|
||||
backend_class->get_stage = clutter_backend_sdl_get_stage;
|
||||
backend_class->add_options = clutter_backend_sdl_add_options;
|
||||
backend_class->redraw = clutter_backend_sdl_redraw;
|
||||
}
|
||||
|
||||
static void
|
||||
|
@ -58,6 +58,9 @@ struct _ClutterBackendSDLClass
|
||||
|
||||
GType clutter_backend_sdl_get_type (void) G_GNUC_CONST;
|
||||
|
||||
void _clutter_events_init (ClutterBackend *backend);
|
||||
void _clutter_events_uninit (ClutterBackend *backend);
|
||||
|
||||
G_END_DECLS
|
||||
|
||||
#endif /* __CLUTTER_BACKEND_SDL_H__ */
|
||||
|
@ -123,6 +123,91 @@ clutter_event_check (GSource *source)
|
||||
return SDL_PeepEvents(&events, 1, SDL_PEEKEVENT, SDL_ALLEVENTS);
|
||||
}
|
||||
|
||||
static gboolean
|
||||
event_translate (ClutterBackend *backend,
|
||||
ClutterEvent *event,
|
||||
SDL_Event *sdl_event)
|
||||
{
|
||||
/* FIXME: Complete */
|
||||
gboolean res;
|
||||
|
||||
res = TRUE;
|
||||
|
||||
switch (sdl_event->type)
|
||||
{
|
||||
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
switch (sdl_event->button.button)
|
||||
{
|
||||
case 4: /* up */
|
||||
case 5: /* down */
|
||||
case 6: /* left */
|
||||
case 7: /* right */
|
||||
event->scroll.type = event->type = CLUTTER_SCROLL;
|
||||
|
||||
if (sdl_event->button.button == 4)
|
||||
event->scroll.direction = CLUTTER_SCROLL_UP;
|
||||
else if (sdl_event->button.button == 5)
|
||||
event->scroll.direction = CLUTTER_SCROLL_DOWN;
|
||||
else if (sdl_event->button.button == 6)
|
||||
event->scroll.direction = CLUTTER_SCROLL_LEFT;
|
||||
else
|
||||
event->scroll.direction = CLUTTER_SCROLL_RIGHT;
|
||||
|
||||
event->scroll.time = 0;
|
||||
event->scroll.x = sdl_event->button.x;
|
||||
event->scroll.y = sdl_event->button.y;
|
||||
event->scroll.modifier_state = sdl_event->button.state;
|
||||
|
||||
break;
|
||||
default:
|
||||
event->button.type = event->type = CLUTTER_BUTTON_PRESS;
|
||||
event->button.time = 0;
|
||||
event->button.x = sdl_event->button.x;
|
||||
event->button.y = sdl_event->button.y;
|
||||
event->button.modifier_state = sdl_event->button.state;
|
||||
event->button.button = sdl_event->button.button;
|
||||
_clutter_event_button_generate (backend, event);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
/* scroll events don't have a corresponding release */
|
||||
if (sdl_event->button.button == 4 ||
|
||||
sdl_event->button.button == 5 ||
|
||||
sdl_event->button.button == 6 ||
|
||||
sdl_event->button.button == 7)
|
||||
{
|
||||
res = FALSE;
|
||||
break;
|
||||
}
|
||||
|
||||
event->button.type = event->type = CLUTTER_BUTTON_RELEASE;
|
||||
event->button.time = 0;
|
||||
event->button.x = sdl_event->button.x;
|
||||
event->button.y = sdl_event->button.y;
|
||||
event->button.modifier_state = sdl_event->button.state;
|
||||
event->button.button = sdl_event->button.button;
|
||||
break;
|
||||
|
||||
case SDL_MOUSEMOTION:
|
||||
event->motion.type = event->type = CLUTTER_MOTION;
|
||||
event->motion.time = 0;
|
||||
event->motion.x = sdl_event->motion.x;
|
||||
event->motion.y = sdl_event->motion.y;
|
||||
event->motion.modifier_state = sdl_event->motion.state;;
|
||||
break;
|
||||
|
||||
default:
|
||||
res = FALSE;
|
||||
break;
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
|
||||
static gboolean
|
||||
clutter_event_dispatch (GSource *source,
|
||||
GSourceFunc callback,
|
||||
@ -130,6 +215,10 @@ clutter_event_dispatch (GSource *source,
|
||||
{
|
||||
SDL_Event sdl_event;
|
||||
ClutterEvent *event = NULL;
|
||||
ClutterBackend *backend = ((ClutterEventSource *) source)->backend;
|
||||
ClutterMainContext *clutter_context;
|
||||
|
||||
clutter_context = clutter_context_get_default ();
|
||||
|
||||
while (SDL_PollEvent(&sdl_event))
|
||||
{
|
||||
@ -141,10 +230,21 @@ clutter_event_dispatch (GSource *source,
|
||||
SDL_Quit();
|
||||
exit(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
event = clutter_event_new (CLUTTER_NOTHING);
|
||||
|
||||
if (event_translate (backend, event, &sdl_event))
|
||||
{
|
||||
/* push directly here to avoid copy of queue_put */
|
||||
g_queue_push_head (clutter_context->events_queue, event);
|
||||
}
|
||||
else
|
||||
{
|
||||
clutter_event_free (event);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
|
||||
event = clutter_event_get ();
|
||||
|
||||
|
@ -77,51 +77,7 @@ clutter_stage_sdl_realize (ClutterActor *actor)
|
||||
return;
|
||||
}
|
||||
|
||||
_clutter_stage_sync_viewport (CLUTTER_STAGE (stage_sdl));
|
||||
}
|
||||
|
||||
static void
|
||||
clutter_stage_sdl_paint (ClutterActor *self)
|
||||
{
|
||||
ClutterStage *stage = CLUTTER_STAGE (self);
|
||||
ClutterColor stage_color;
|
||||
static GTimer *timer = NULL;
|
||||
static guint timer_n_frames = 0;
|
||||
|
||||
CLUTTER_NOTE (PAINT, " Redraw enter");
|
||||
|
||||
if (clutter_get_show_fps ())
|
||||
{
|
||||
if (!timer)
|
||||
timer = g_timer_new ();
|
||||
}
|
||||
|
||||
clutter_stage_get_color (stage, &stage_color);
|
||||
|
||||
cogl_paint_init (&stage_color);
|
||||
|
||||
/* Basically call up to ClutterGroup paint here */
|
||||
CLUTTER_ACTOR_CLASS (clutter_stage_sdl_parent_class)->paint (self);
|
||||
|
||||
/* Why this paint is done in backend as likely GL windowing system
|
||||
* specific calls, like swapping buffers.
|
||||
*/
|
||||
|
||||
SDL_GL_SwapBuffers();
|
||||
|
||||
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");
|
||||
CLUTTER_SET_PRIVATE_FLAGS(actor, CLUTTER_ACTOR_SYNC_MATRICES);
|
||||
}
|
||||
|
||||
static void
|
||||
@ -163,7 +119,7 @@ clutter_stage_sdl_request_coords (ClutterActor *self,
|
||||
stage_sdl->win_width = new_width;
|
||||
stage_sdl->win_height = new_height;
|
||||
|
||||
_clutter_stage_sync_viewport (CLUTTER_STAGE (stage_sdl));
|
||||
CLUTTER_SET_PRIVATE_FLAGS(self, CLUTTER_ACTOR_SYNC_MATRICES);
|
||||
}
|
||||
}
|
||||
|
||||
@ -231,7 +187,6 @@ clutter_stage_sdl_class_init (ClutterStageSDLClass *klass)
|
||||
actor_class->hide = clutter_stage_sdl_hide;
|
||||
actor_class->realize = clutter_stage_sdl_realize;
|
||||
actor_class->unrealize = clutter_stage_sdl_unrealize;
|
||||
actor_class->paint = clutter_stage_sdl_paint;
|
||||
actor_class->request_coords = clutter_stage_sdl_request_coords;
|
||||
actor_class->allocate_coords = clutter_stage_sdl_allocate_coords;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user