Instead of implementing create_stage() and a constructor for
ClutterStageOSX, we can use the default implementations in
ClutterBackend, and spare us some code duplication.
Create the device manager during the event initialization, where it
makes sense.
This allows us to get rid of the per-backend get_device_manager()
virtual function, and just store the DeviceManager pointer into the
ClutterBackend structure.
Input backends are, in some cases, independent from the windowing system
backends; we can initialize input handling using a model similar to what
we use for windowing backends, including an environment variable and
compile-/run-time checks.
This model allows us to remove the backend-specific init_events(), and
use a generic implementation directly inside the base ClutterBackend
class, thus further reducing the backend-specific code that every
platform has to implement.
This requires some minor surgery to every single backend, to make sure
that the function exposed to initialize the event loop is similar and
performs roughly the same operations.
The Clutter backend split is opaque enough that should allow us to just
build all possible backends inside the same shared object, and select
the wanted backend at initialization time.
This requires some work in the build system, as well as the
initialization code, to remove duplicate functions that might cause
conflicts at build and link time. We also need to defer all the checks
of the internal state of the platform-specific API to run-time type
checks.
This function is called when the backend is being disposed - as a way
of releasing all ClutterShader. This doesn't take into account three
things:
- ClutterShader is deprecated
- the Backend is *never* disposed
- once the process terminates, all its resources are automatically
released by the OS
So the _clutter_shader_release_all() function is a pointless exercise
in futility.
Instead of asking all backends to do that for us, we can call
ClutterStageWindow::redraw ourselves by default.
This changeset fixes all backends to actually do the right thing, and
move the stage implementation redraw inside the ClutterStageWindow
implementation itself.
The redraw function might be called during destruction phase, when the
Stage state has not entirely been tore down. We need to be slightly more
resilient to that scenario.
Use a DeviceManager sub-class similar to the Win32 backend one, which
creates two InputDevices: a core pointer and a core keyboard.
The event translation code then uses these two devices to fill out the
.device field of the events.
Throw in enter/leave tracking, given that we need to update the device's
state.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2490
It's important step of initialization because all features calls from
font rendering libs based on this parameter. By default it equals to
-1 and test-text-cache test crashes in this case.
Problem was in incorrect application initialization.
[NSApplication sharedApplication] should be call in backend init(not
in init stage). It doesn't require any data and only makes a
connection to window server.
Cleanup clutter_backend_osx_post_parse function and move context
initialization to clutter_backend_osx_create_context. The OpenGL pixel
format attributes were taken as is. Also move bringing application to
foreground in clutter_stage_osx_realize, it seems there is best place
for it.
This is a blind patch because I don't know enough about the osx backend
and the osx backend probably doesn't even work these days anyway but
since people have filed bugs specifically on OSX that imply they don't
have a depth or stencil buffer this tries to fix that.
Maybe someone will eventually pick up the osx backend again and verify
if this helps.
http://bugzilla.clutter-project.org/show_bug.cgi?id=1394
Since using addresses that might change is something that finally
the FSF acknowledge as a plausible scenario (after changing address
twice), the license blurb in the source files should use the URI
for getting the license in case the library did not come with it.
Not that URIs cannot possibly change, but at least it's easier to
set up a redirection at the same place.
As a side note: this commit closes the oldes bug in Clutter's bug
report tool.
http://bugzilla.openedhand.com/show_bug.cgi?id=521
Apple where nice and changed API between releases. This patch checks the
version of the compilation environment and tries to use the right parameter
type.
http://bugzilla.openedhand.com/show_bug.cgi?id=1866
In the new Clutter world backend stage implementations should be lightweight
objects implementing the ClutterStageWindow interface and not ClutterActor
subclasses.
This patch performs various cut-n-pastes to acheive that for the OSX backend
http://bugzilla.openedhand.com/show_bug.cgi?id=1864
* clutter/clutter-actor.c:
(clutter_actor_set_min_width),
(clutter_actor_set_min_height),
(clutter_actor_set_natural_width),
(clutter_actor_set_natural_height): Ignore any override of the
minimum and natural size of the stage on backends that only
support static stages.
* clutter/clutter-stage.c (clutter_stage_allocate): Use the
preferred size of the ClutterStage implementation instead of
the display size.
* clutter/clutter-backend.[ch]: Remove get_display_size() and
clutter_backend_get_display_size().
* clutter/eglnative/clutter-backend-egl.c:
* clutter/fruity/clutter-backend-fruity.c:
* clutter/osx/clutter-backend-osx.c:
* clutter/sdl/clutter-backend-sdl.c:
* clutter/win32/clutter-backend-win32.c:
* clutter/x11/clutter-backend-x11.c: Remove get_display_size()
implementations.
Bug #911 - OSX: add multistage support
* clutter/osx/clutter-backend-osx.{c,h}
(clutter_backend_osx_init_stage, clutter_backend_osx_get_stage,
clutter_backend_osx_redraw, clutter_backend_osx_create_stage,
clutter_backend_osx_ensure_context, clutter_backend_osx_class_init,
clutter_backend_osx_dispose, ClutterGLView:drawRect:):
* clutter/osx/clutter-stage-osx.{c,h} (clutter_stage_osx_realize,
ClutterGLWindow:setFrameSize:):
Adapt to new multistage backend API. Don't keep a pointer to
default stage. Derive from ClutterActor instead of ClutterStage.
Implement ClutterStageWindow interface. Paint, resize and
otherwise manipulate the wrapper rather than self when necessary.
(clutter_backend_post_parse): Create our singleton GL context
here. We could probably create the context when the default
stage is created, but I think this is more clean.
* clutter/osx/clutter-event-osx.c (clutter_event_osx_translate)
* clutter/osx/clutter-stage-osx.c (clutter_stage_osx_state_update,
ClutterGLWindow:windowShouldClose:):
* clutter/osx/clutter-stage-osx.h: Export ClutterGLWindow interface
for clutter-event-osx.c to easily get the stage for NSWindow.
Fill in ClutterEventAny::stage on our events.
Consistently use 'stage_osx' and 'wrapper' as variable names
when referring to ClutterStageOSX and ClutterStage objects
respectively.
* clutter/clutter-actor.c (clutter_actor_destroy): Bail out
if clutter_actor_destroy() was called on the stage: the stage
is not for the user to destroy.
* clutter/x11/clutter-backend-x11.c:
* clutter/eglnative/clutter-backend-egl.c:
* clutter/sdl/clutter-backend-sdl.c:
* clutter/osx/clutter-backend-osx.c: Unset the top-level private
flag on the stage when disposing it, so the backends can safely
call clutter_actor_destroy().
* clutter/clutter-private.h: Tweak the private flags accessors,
to avoid the typecheck.