/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Authored By Matthew Allum * * Copyright (C) 2006 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. */ /** * SECTION:clutter-main * @short_description: Various 'global' clutter functions. * * Functions to retrieve various global Clutter resources and other utility * functions for mainloops, events and threads */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include "clutter-event.h" #include "clutter-backend.h" #include "clutter-main.h" #include "clutter-feature.h" #include "clutter-actor.h" #include "clutter-stage.h" #include "clutter-private.h" #include "clutter-debug.h" #include "clutter-version.h" /* For flavour define */ #include "cogl.h" /* main context */ static ClutterMainContext *ClutterCntx = NULL; /* main lock and locking/unlocking functions */ static GMutex *clutter_threads_mutex = NULL; static GCallback clutter_threads_lock = NULL; static GCallback clutter_threads_unlock = NULL; static gboolean clutter_is_initialized = FALSE; static gboolean clutter_show_fps = FALSE; static gboolean clutter_fatal_warnings = FALSE; static guint clutter_default_fps = 60; static guint clutter_main_loop_level = 0; static GSList *main_loops = NULL; guint clutter_debug_flags = 0; /* global clutter debug flag */ #ifdef CLUTTER_ENABLE_DEBUG static const GDebugKey clutter_debug_keys[] = { { "misc", CLUTTER_DEBUG_MISC }, { "actor", CLUTTER_DEBUG_ACTOR }, { "texture", CLUTTER_DEBUG_TEXTURE }, { "event", CLUTTER_DEBUG_EVENT }, { "paint", CLUTTER_DEBUG_PAINT }, { "gl", CLUTTER_DEBUG_GL }, { "alpha", CLUTTER_DEBUG_ALPHA }, { "behaviour", CLUTTER_DEBUG_BEHAVIOUR }, { "pango", CLUTTER_DEBUG_PANGO }, { "backend", CLUTTER_DEBUG_BACKEND }, { "scheduler", CLUTTER_DEBUG_SCHEDULER }, { "script", CLUTTER_DEBUG_SCRIPT }, { "shader", CLUTTER_DEBUG_SHADER }, }; #endif /* CLUTTER_ENABLE_DEBUG */ /** * clutter_get_show_fps: * * Returns whether Clutter should print out the frames per second on the * console. You can enable this setting either using the * CLUTTER_SHOW_FPS environment variable or passing * the --clutter-show-fps command line argument. * * * Return value: %TRUE if Clutter should show the FPS. * * Since: 0.4 */ gboolean clutter_get_show_fps (void) { return clutter_show_fps; } /** * clutter_redraw: * * Forces a redraw of the entire stage. Applications should never use this * function, but queue a redraw using clutter_actor_queue_redraw(). */ void clutter_redraw (void) { ClutterMainContext *ctx; ClutterActor *stage; static GTimer *timer = NULL; static guint timer_n_frames = 0; ctx = clutter_context_get_default (); stage = _clutter_backend_get_stage (ctx->backend); CLUTTER_TIMESTAMP (SCHEDULER, "Redraw start"); CLUTTER_NOTE (PAINT, " Redraw enter"); /* Setup FPS count */ if (clutter_get_show_fps ()) { if (!timer) timer = g_timer_new (); } /* The below cant go in stage paint as base actor_paint will get * called before the below (and break picking etc) */ if (CLUTTER_PRIVATE_FLAGS (stage) & CLUTTER_ACTOR_SYNC_MATRICES) { ClutterPerspective perspective; clutter_stage_get_perspectivex (CLUTTER_STAGE (stage), &perspective); cogl_setup_viewport (clutter_actor_get_width (stage), clutter_actor_get_height (stage), perspective.fovy, perspective.aspect, perspective.z_near, perspective.z_far); CLUTTER_UNSET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES); } /* Call through to the actual backend to do the painting down from * the stage. It will likely need to swap buffers, vblank sync etc * which will be windowing system dependant. */ _clutter_backend_redraw (ctx->backend); /* 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"); CLUTTER_TIMESTAMP (SCHEDULER, "Redraw finish"); } /** * clutter_set_motion_events_enabled: * @enable: %TRUE to enable per-actor motion events * * Sets whether per-actor motion events should be enabled or not (the * default is to enable them). * * If @enable is %FALSE the following events will not work: * * ClutterActor::motion-event, unless on the * #ClutterStage * ClutterActor::enter-event * ClutterActor::leave-event * * * Since: 0.6 */ void clutter_set_motion_events_enabled (gboolean enable) { ClutterMainContext *context = clutter_context_get_default (); context->motion_events_per_actor = enable; } /** * clutter_get_motion_events_enabled: * * Gets whether the per-actor motion events are enabled. * * Return value: %TRUE if the motion events are enabled * * Since: 0.6 */ gboolean clutter_get_motion_events_enabled (void) { ClutterMainContext *context = clutter_context_get_default (); return context->motion_events_per_actor; } ClutterActor * _clutter_do_pick (ClutterStage *stage, gint x, gint y, ClutterPickMode mode) { ClutterMainContext *context; guchar pixel[4]; GLint viewport[4]; ClutterColor white = { 0xff, 0xff, 0xff, 0xff }; guint32 id; gint r,g,b; context = clutter_context_get_default (); cogl_paint_init (&white); cogl_enable (0); /* Disable dithering (if any) when doing the painting in pick mode */ glDisable (GL_DITHER); /* Render the entire scence in pick mode - just single colored silhouette's * are drawn offscreen (as we never swap buffers) */ context->pick_mode = mode; clutter_actor_paint (CLUTTER_ACTOR (stage)); context->pick_mode = CLUTTER_PICK_NONE; /* Calls should work under both GL and GLES, note GLES needs RGBA */ glGetIntegerv(GL_VIEWPORT, viewport); /* Below to be safe, particularly on GL ES. an EGL wait call or full * could be nicer. */ glFinish(); /* glEnable (GL_DITHER); we never enabled this originally, so its probably not safe to then enable it */ glReadPixels(x, viewport[3] - y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel); if (pixel[0] == 0xff && pixel[1] == 0xff && pixel[2] == 0xff) return CLUTTER_ACTOR (stage); cogl_get_bitmasks (&r, &g, &b, NULL); /* Decode color back into an ID, taking into account fb depth */ id = pixel[2]>>(8-b) | pixel[1]<>(8-g) | pixel[0]<<(g+b)>>(8-r); return clutter_get_actor_by_gid (id); } static void clutter_context_free (ClutterMainContext *context) { /* this will take care of destroying the stage */ g_object_unref (context->backend); context->backend = NULL; g_array_free (context->actor_array, TRUE); context->actor_array = NULL; g_slist_free (context->free_actor_ids); context->free_actor_ids = NULL; /* XXX: The cleaning up of the event queue should be moved here from the backend base class. */ g_free (context); } /** * clutter_main_quit: * * Terminates the Clutter mainloop. */ void clutter_main_quit (void) { g_return_if_fail (main_loops != NULL); g_main_loop_quit (main_loops->data); } /** * clutter_main_level: * * Retrieves the depth of the Clutter mainloop. * * Return value: The level of the mainloop. */ gint clutter_main_level (void) { return clutter_main_loop_level; } /** * clutter_main: * * Starts the Clutter mainloop. */ void clutter_main (void) { ClutterMainContext *context = CLUTTER_CONTEXT (); GMainLoop *loop; if (!clutter_is_initialized) { g_warning ("Called clutter_main() but Clutter wasn't initialised. " "You must call clutter_init() first."); return; } CLUTTER_MARK (); clutter_main_loop_level++; loop = g_main_loop_new (NULL, TRUE); main_loops = g_slist_prepend (main_loops, loop); if (g_main_loop_is_running (main_loops->data)) { clutter_threads_leave (); g_main_loop_run (loop); clutter_threads_enter (); } main_loops = g_slist_remove (main_loops, loop); g_main_loop_unref (loop); clutter_main_loop_level--; if (clutter_main_loop_level == 0) { clutter_context_free (context); } CLUTTER_MARK (); } static void clutter_threads_impl_lock (void) { if (clutter_threads_mutex) g_mutex_lock (clutter_threads_mutex); } static void clutter_threads_impl_unlock (void) { if (clutter_threads_mutex) g_mutex_unlock (clutter_threads_mutex); } /** * clutter_threads_init: * * Initialises the Clutter threading mechanism, so that Clutter API can be * called by multiple threads, using clutter_threads_enter() and * clutter_threads_leave() to mark the critical sections. * * You must call g_thread_init() before this function. * * This function must be called before clutter_init(). * * Since: 0.4 */ void clutter_threads_init (void) { if (!g_thread_supported ()) g_error ("g_thread_init() must be called before clutter_threads_init()"); clutter_threads_mutex = g_mutex_new (); if (!clutter_threads_lock) clutter_threads_lock = clutter_threads_impl_lock; if (!clutter_threads_unlock) clutter_threads_unlock = clutter_threads_impl_unlock; } /** * clutter_threads_set_lock_functions: * @enter_fn: function called when aquiring the Clutter main lock * @leave_fn: function called when releasing the Clutter main lock * * Allows the application to replace the standard method that * Clutter uses to protect its data structures. Normally, Clutter * creates a single #GMutex that is locked by clutter_threads_enter(), * and released by clutter_threads_leave(); using this function an * application provides, instead, a function @enter_fn that is * called by clutter_threads_enter() and a function @leave_fn that is * called by clutter_threads_leave(). * * The functions must provide at least same locking functionality * as the default implementation, but can also do extra application * specific processing. * * As an example, consider an application that has its own recursive * lock that when held, holds the Clutter lock as well. When Clutter * unlocks the Clutter lock when entering a recursive main loop, the * application must temporarily release its lock as well. * * Most threaded Clutter apps won't need to use this method. * * This method must be called before clutter_threads_init(), and cannot * be called multiple times. * * Since: 0.4 */ void clutter_threads_set_lock_functions (GCallback enter_fn, GCallback leave_fn) { g_return_if_fail (clutter_threads_lock == NULL && clutter_threads_unlock == NULL); clutter_threads_lock = enter_fn; clutter_threads_unlock = leave_fn; } typedef struct { GSourceFunc func; gpointer data; GDestroyNotify notify; } ClutterThreadsDispatch; static gboolean clutter_threads_dispatch (gpointer data) { ClutterThreadsDispatch *dispatch = data; gboolean ret = FALSE; clutter_threads_enter (); if (!g_source_is_destroyed (g_main_current_source ())) ret = dispatch->func (dispatch->data); clutter_threads_leave (); return ret; } static void clutter_threads_dispatch_free (gpointer data) { ClutterThreadsDispatch *dispatch = data; /* XXX - we cannot hold the thread lock here because the main loop * might destroy a source while still in the dispatcher function; so * knowing whether the lock is being held or not is not known a priori. * * see bug: http://bugzilla.gnome.org/show_bug.cgi?id=459555 */ if (dispatch->notify) dispatch->notify (dispatch->data); g_slice_free (ClutterThreadsDispatch, dispatch); } /** * clutter_threads_add_idle_full: * @priority: the priority of the timeout source. Typically this will be in the * range between #G_PRIORITY_DEFAULT_IDLE and #G_PRIORITY_HIGH_IDLE * @func: function to call * @data: data to pass to the function * @notify: functio to call when the idle source is removed * * Adds a function to be called whenever there are no higher priority * events pending. If the function returns %FALSE it is automatically * removed from the list of event sources and will not be called again. * * This variant of g_idle_add_full() calls @function with the Clutter lock * held. It can be thought of a MT-safe version for Clutter actors for the * following use case, where you have to worry about idle_callback() * running in thread A and accessing @self after it has been finalized * in thread B: * * * static gboolean * idle_callback (gpointer data) * { * // clutter_threads_enter(); would be needed for g_idle_add() * * SomeActor *self = data; * /* do stuff with self */ * * self->idle_id = 0; * * // clutter_threads_leave(); would be needed for g_idle_add() * return FALSE; * } * static void * some_actor_do_stuff_later (SomeActor *self) * { * self->idle_id = clutter_threads_add_idle (idle_callback, self) * // using g_idle_add() here would require thread protection in the callback * } * * static void * some_actor_finalize (GObject *object) * { * SomeActor *self = SOME_ACTOR (object); * if (self->idle_id) * g_source_remove (self->idle_id); * G_OBJECT_CLASS (parent_class)->finalize (object); * } * * * Return value: the ID (greater than 0) of the event source. * * Since: 0.4 */ guint clutter_threads_add_idle_full (gint priority, GSourceFunc func, gpointer data, GDestroyNotify notify) { ClutterThreadsDispatch *dispatch; g_return_val_if_fail (func != NULL, 0); dispatch = g_slice_new (ClutterThreadsDispatch); dispatch->func = func; dispatch->data = data; dispatch->notify = notify; return g_idle_add_full (priority, clutter_threads_dispatch, dispatch, clutter_threads_dispatch_free); } /** * clutter_threads_add_idle: * @func: function to call * @data: data to pass to the function * * Simple wrapper around clutter_threads_add_idle_full() * * Return value: the ID (greater than 0) of the event source. * * Since: 0.4 */ guint clutter_threads_add_idle (GSourceFunc func, gpointer data) { g_return_val_if_fail (func != NULL, 0); return clutter_threads_add_idle_full (G_PRIORITY_DEFAULT_IDLE, func, data, NULL); } /** * clutter_threads_add_timeout_full: * @priority: the priority of the timeout source. Typically this will be in the * range between #G_PRIORITY_DEFAULT and #G_PRIORITY_HIGH. * @interval: the time between calls to the function, in milliseconds * @func: function to call * @data: data to pass to the function * @notify: function to call when the timeout source is removed * * Sets a function to be called at regular intervals holding the Clutter lock, * with the given priority. The function is called repeatedly until it * returns %FALSE, at which point the timeout is automatically destroyed * and the function will not be called again. The @notify function is * called when the timeout is destroyed. The first call to the * function will be at the end of the first @interval. * * Note that timeout functions may be delayed, due to the processing of other * event sources. Thus they should not be relied on for precise timing. * After each call to the timeout function, the time of the next * timeout is recalculated based on the current time and the given interval * (it does not try to 'catch up' time lost in delays). * * This variant of g_timeout_add_full() can be thought of a MT-safe version * for Clutter actors. See also clutter_threads_add_idle_full(). * * Return value: the ID (greater than 0) of the event source. * * Since: 0.4 */ guint clutter_threads_add_timeout_full (gint priority, guint interval, GSourceFunc func, gpointer data, GDestroyNotify notify) { ClutterThreadsDispatch *dispatch; g_return_val_if_fail (func != NULL, 0); dispatch = g_slice_new (ClutterThreadsDispatch); dispatch->func = func; dispatch->data = data; dispatch->notify = notify; return g_timeout_add_full (priority, interval, clutter_threads_dispatch, dispatch, clutter_threads_dispatch_free); } /** * clutter_threads_add_timeout: * @interval: the time between calls to the function, in milliseconds * @func: function to call * @data: data to pass to the function * * Simple wrapper around clutter_threads_add_timeout_full(). * * Return value: the ID (greater than 0) of the event source. * * Since: 0.4 */ guint clutter_threads_add_timeout (guint interval, GSourceFunc func, gpointer data) { g_return_val_if_fail (func != NULL, 0); return clutter_threads_add_timeout_full (G_PRIORITY_DEFAULT, interval, func, data, NULL); } /** * clutter_threads_enter: * * Locks the Clutter thread lock. * * Since: 0.4 */ void clutter_threads_enter (void) { if (clutter_threads_lock) (* clutter_threads_lock) (); } /** * clutter_threads_leave: * * Unlocks the Clutter thread lock. * * Since: 0.4 */ void clutter_threads_leave (void) { if (clutter_threads_unlock) (* clutter_threads_unlock) (); } /** * clutter_get_debug_enabled: * * Check if clutter has debugging turned on. * * Return value: TRUE if debugging is turned on, FALSE otherwise. */ gboolean clutter_get_debug_enabled (void) { #ifdef CLUTTER_ENABLE_DEBUG return clutter_debug_flags != 0; #else return FALSE; #endif } ClutterMainContext * clutter_context_get_default (void) { if (G_UNLIKELY(!ClutterCntx)) { ClutterMainContext *ctx; ctx = g_new0 (ClutterMainContext, 1); ctx->backend = g_object_new (_clutter_backend_impl_get_type (), NULL); ctx->is_initialized = FALSE; ctx->motion_events_per_actor = TRUE; #ifdef CLUTTER_ENABLE_DEBUG ctx->timer = g_timer_new (); g_timer_start (ctx->timer); #endif ClutterCntx = ctx; } return ClutterCntx; } /** * clutter_get_timestamp: * * Returns the approximate number of microseconds passed since clutter was * intialised. * * Return value: Number of microseconds since clutter_init() was called. */ gulong clutter_get_timestamp (void) { #ifdef CLUTTER_ENABLE_DEBUG ClutterMainContext *ctx; gdouble seconds; ctx = clutter_context_get_default (); /* FIXME: may need a custom timer for embedded setups */ seconds = g_timer_elapsed (ctx->timer, NULL); return (gulong)(seconds / 1.0e-6); #else return 0; #endif } #ifdef CLUTTER_ENABLE_DEBUG static gboolean clutter_arg_debug_cb (const char *key, const char *value, gpointer user_data) { clutter_debug_flags |= g_parse_debug_string (value, clutter_debug_keys, G_N_ELEMENTS (clutter_debug_keys)); return TRUE; } static gboolean clutter_arg_no_debug_cb (const char *key, const char *value, gpointer user_data) { clutter_debug_flags &= ~g_parse_debug_string (value, clutter_debug_keys, G_N_ELEMENTS (clutter_debug_keys)); return TRUE; } #endif /* CLUTTER_ENABLE_DEBUG */ static GOptionEntry clutter_args[] = { { "clutter-show-fps", 0, 0, G_OPTION_ARG_NONE, &clutter_show_fps, "Show frames per second", NULL }, { "clutter-default-fps", 0, 0, G_OPTION_ARG_INT, &clutter_default_fps, "Default frame rate", "FPS" }, { "g-fatal-warnings", 0, 0, G_OPTION_ARG_NONE, &clutter_fatal_warnings, "Make all warnings fatal", NULL }, #ifdef CLUTTER_ENABLE_DEBUG { "clutter-debug", 0, 0, G_OPTION_ARG_CALLBACK, clutter_arg_debug_cb, "Clutter debugging flags to set", "FLAGS" }, { "clutter-no-debug", 0, 0, G_OPTION_ARG_CALLBACK, clutter_arg_no_debug_cb, "Clutter debugging flags to unset", "FLAGS" }, #endif /* CLUTTER_ENABLE_DEBUG */ { NULL, }, }; /* pre_parse_hook: initialise variables depending on environment * variables; these variables might be overridden by the command * line arguments that are going to be parsed after. */ static gboolean pre_parse_hook (GOptionContext *context, GOptionGroup *group, gpointer data, GError **error) { ClutterMainContext *clutter_context; ClutterBackend *backend; const char *env_string; if (clutter_is_initialized) return TRUE; clutter_context = clutter_context_get_default (); clutter_context->font_map = PANGO_FT2_FONT_MAP (pango_ft2_font_map_new ()); pango_ft2_font_map_set_resolution (clutter_context->font_map, 96.0, 96.0); clutter_context->actor_array = g_array_sized_new (FALSE, FALSE, sizeof (guint32), 256); clutter_context->free_actor_ids = NULL; backend = clutter_context->backend; g_assert (CLUTTER_IS_BACKEND (backend)); #ifdef CLUTTER_ENABLE_DEBUG env_string = g_getenv ("CLUTTER_DEBUG"); if (env_string != NULL) { clutter_debug_flags = g_parse_debug_string (env_string, clutter_debug_keys, G_N_ELEMENTS (clutter_debug_keys)); env_string = NULL; } #endif /* CLUTTER_ENABLE_DEBUG */ env_string = g_getenv ("CLUTTER_SHOW_FPS"); if (env_string) clutter_show_fps = TRUE; env_string = g_getenv ("CLUTTER_DEFAULT_FPS"); if (env_string) { gint default_fps = g_ascii_strtoll (env_string, NULL, 10); clutter_default_fps = CLAMP (default_fps, 1, 1000); } if (CLUTTER_BACKEND_GET_CLASS (backend)->pre_parse) return CLUTTER_BACKEND_GET_CLASS (backend)->pre_parse (backend, error); return TRUE; } /* post_parse_hook: initialise the context and data structures * and opens the X display */ static gboolean post_parse_hook (GOptionContext *context, GOptionGroup *group, gpointer data, GError **error) { ClutterMainContext *clutter_context; ClutterBackend *backend; gboolean retval = FALSE; if (clutter_is_initialized) return TRUE; clutter_context = clutter_context_get_default (); backend = clutter_context->backend; g_assert (CLUTTER_IS_BACKEND (backend)); if (clutter_fatal_warnings) { GLogLevelFlags fatal_mask; fatal_mask = g_log_set_always_fatal (G_LOG_FATAL_MASK); fatal_mask |= G_LOG_LEVEL_WARNING | G_LOG_LEVEL_CRITICAL; g_log_set_always_fatal (fatal_mask); } clutter_context->frame_rate = clutter_default_fps; if (CLUTTER_BACKEND_GET_CLASS (backend)->post_parse) retval = CLUTTER_BACKEND_GET_CLASS (backend)->post_parse (backend, error); else retval = TRUE; clutter_is_initialized = retval; return retval; } /** * clutter_get_option_group: * * Returns a #GOptionGroup for the command line arguments recognized * by Clutter. You should add this group to your #GOptionContext with * g_option_context_add_group(), if you are using g_option_context_parse() * to parse your commandline arguments. * * Return value: a GOptionGroup for the commandline arguments * recognized by Clutter * * Since: 0.2 */ GOptionGroup * clutter_get_option_group (void) { ClutterMainContext *context; GOptionGroup *group; context = clutter_context_get_default (); group = g_option_group_new ("clutter", "Clutter Options", "Show Clutter Options", NULL, NULL); g_option_group_set_parse_hooks (group, pre_parse_hook, post_parse_hook); g_option_group_add_entries (group, clutter_args); /* add backend-specific options */ _clutter_backend_add_options (context->backend, group); return group; } GQuark clutter_init_error_quark (void) { return g_quark_from_static_string ("clutter-init-error-quark"); } /** * clutter_init_with_args: * @argc: a pointer to the number of command line arguments * @argv: a pointer to the array of comman line arguments * @parameter_string: a string which is displayed in the * first line of output, after * programname [OPTION...] * @entries: a %NULL terminated array of #GOptionEntrys * describing the options of your program * @translation_domain: a translation domain to use for translating * the output for the options in @entries * with gettext(), or %NULL * @error: a return location for a #GError * * This function does the same work as clutter_init(). Additionally, * it allows you to add your own command line options, and it * automatically generates nicely formatted * output. Note that your program will be terminated after writing * out the help output. Also note that, in case of error, the * error message will be placed inside @error instead of being * printed on the display. * * Return value: %CLUTTER_INIT_SUCCESS if Clutter has been successfully * initialised, or other values or #ClutterInitError in case of * error. * * Since: 0.2 */ ClutterInitError clutter_init_with_args (int *argc, char ***argv, char *parameter_string, GOptionEntry *entries, char *translation_domain, GError **error) { ClutterMainContext *clutter_context; GOptionContext *context; GOptionGroup *group; gboolean res; GError *stage_error; if (clutter_is_initialized) return CLUTTER_INIT_SUCCESS; clutter_base_init (); if (argc && *argc > 0 && *argv) g_set_prgname ((*argv)[0]); group = clutter_get_option_group (); context = g_option_context_new (parameter_string); g_option_context_add_group (context, group); if (entries) g_option_context_add_main_entries (context, entries, translation_domain); res = g_option_context_parse (context, argc, argv, error); g_option_context_free (context); /* if res is FALSE, the error is filled for * us by g_option_context_parse() */ if (!res) return CLUTTER_INIT_ERROR_INTERNAL; clutter_context = clutter_context_get_default (); stage_error = NULL; if (!_clutter_backend_init_stage (clutter_context->backend, &stage_error)) { g_propagate_error (error, stage_error); return CLUTTER_INIT_ERROR_INTERNAL; } _clutter_backend_init_events (clutter_context->backend); _clutter_feature_init (); clutter_stage_set_title (CLUTTER_STAGE(clutter_stage_get_default()), g_get_prgname ()); return CLUTTER_INIT_SUCCESS; } static gboolean clutter_parse_args (int *argc, char ***argv) { GOptionContext *option_context; GOptionGroup *clutter_group; GError *error = NULL; gboolean ret = TRUE; if (clutter_is_initialized) return TRUE; option_context = g_option_context_new (NULL); g_option_context_set_ignore_unknown_options (option_context, TRUE); g_option_context_set_help_enabled (option_context, FALSE); /* Initiate any command line options from the backend */ clutter_group = clutter_get_option_group (); g_option_context_set_main_group (option_context, clutter_group); if (!g_option_context_parse (option_context, argc, argv, &error)) { g_warning ("%s", error->message); g_error_free (error); ret = FALSE; } g_option_context_free (option_context); return ret; } /** * clutter_init: * @argc: The number of arguments in @argv * @argv: A pointer to an array of arguments. * * It will initialise everything needed to operate with Clutter and * parses some standard command line options. @argc and @argv are * adjusted accordingly so your own code will never see those standard * arguments. * * Return value: 1 on success, < 0 on failure. */ ClutterInitError clutter_init (int *argc, char ***argv) { ClutterMainContext *context; GError *stage_error; if (clutter_is_initialized) return CLUTTER_INIT_SUCCESS; clutter_base_init (); if (argc && *argc > 0 && *argv) g_set_prgname ((*argv)[0]); /* parse_args will trigger backend creation and things like * DISPLAY connection etc. */ if (clutter_parse_args (argc, argv) == FALSE) { CLUTTER_NOTE (MISC, "failed to parse arguments."); return CLUTTER_INIT_ERROR_INTERNAL; } /* Note, creates backend if not already existing (though parse args will * have likely created it) */ context = clutter_context_get_default (); /* Stage will give us a GL Context etc */ stage_error = NULL; if (!_clutter_backend_init_stage (context->backend, &stage_error)) { CLUTTER_NOTE (MISC, "stage failed to initialise."); g_critical (stage_error->message); g_error_free (stage_error); return CLUTTER_INIT_ERROR_INTERNAL; } /* Initiate event collection */ _clutter_backend_init_events (context->backend); /* finally features - will call to backend and cogl */ _clutter_feature_init (); clutter_stage_set_title (CLUTTER_STAGE(clutter_stage_get_default()), g_get_prgname()); return CLUTTER_INIT_SUCCESS; } gboolean _clutter_boolean_handled_accumulator (GSignalInvocationHint *ihint, GValue *return_accu, const GValue *handler_return, gpointer dummy) { gboolean continue_emission; gboolean signal_handled; signal_handled = g_value_get_boolean (handler_return); g_value_set_boolean (return_accu, signal_handled); continue_emission = !signal_handled; return continue_emission; } static void event_click_count_generate (ClutterEvent *event) { /* multiple button click detection */ static gint click_count = 0; static gint previous_x = -1; static gint previous_y = -1; static guint32 previous_time = 0; static gint previous_button_number = -1; ClutterBackend *backend; guint double_click_time; guint double_click_distance; backend = clutter_context_get_default ()->backend; double_click_distance = clutter_backend_get_double_click_distance (backend); double_click_time = clutter_backend_get_double_click_time (backend); switch (event->type) { case CLUTTER_BUTTON_PRESS: case CLUTTER_SCROLL: /* check if we are in time and within distance to increment an * existing click count */ if (event->button.time < previous_time + double_click_time && (ABS (event->button.x - previous_x) <= double_click_distance) && (ABS (event->button.y - previous_y) <= double_click_distance) && event->button.button == previous_button_number) { click_count ++; } else /* start a new click count*/ { click_count=1; previous_button_number = event->button.button; } /* store time and position for this click for comparison with next event */ previous_time = event->button.time; previous_x = event->button.x; previous_y = event->button.y; /* fallthrough */ case CLUTTER_BUTTON_RELEASE: event->button.click_count=click_count; break; default: g_assert (NULL); } } static inline void emit_event (ClutterEvent *event, gboolean is_key_event) { #define MAX_EVENT_DEPTH 512 static ClutterActor **event_tree = NULL; static gboolean lock = FALSE; ClutterActor *actor; gint i = 0, n_tree_events = 0; if (!event->any.source) { g_warning ("No event source set, discarding event"); return; } /* reentrancy check */ if (lock != FALSE) return; lock = TRUE; /* Sorry Mr Bassi. */ if (G_UNLIKELY (event_tree == NULL)) event_tree = g_new0 (ClutterActor *, MAX_EVENT_DEPTH); actor = event->any.source; /* Build 'tree' of emitters for the event */ while (actor && n_tree_events < MAX_EVENT_DEPTH) { ClutterActor *parent; parent = clutter_actor_get_parent (actor); if (clutter_actor_get_reactive (actor) || parent == NULL || /* stage gets all events */ is_key_event) /* keyboard events are always emitted */ { event_tree[n_tree_events++] = g_object_ref (actor); } actor = parent; } /* Capture */ for (i = n_tree_events-1; i >= 0; i--) if (clutter_actor_event (event_tree[i], event, TRUE)) goto done; /* Bubble */ for (i = 0; i < n_tree_events; i++) if (clutter_actor_event (event_tree[i], event, FALSE)) goto done; done: for (i = 0; i < n_tree_events; i++) g_object_unref (event_tree[i]); lock = FALSE; #undef MAX_EVENT_DEPTH } static inline void emit_pointer_event (ClutterEvent *event) { /* Using the global variable directly, since it has to be initialized * at this point */ ClutterMainContext *context = ClutterCntx; if (G_UNLIKELY (context->pointer_grab_actor != NULL)) clutter_actor_event (context->pointer_grab_actor, event, FALSE); else emit_event (event, FALSE); } static inline void emit_keyboard_event (ClutterEvent *event) { ClutterMainContext *context = ClutterCntx; if (G_UNLIKELY (context->keyboard_grab_actor != NULL)) clutter_actor_event (context->keyboard_grab_actor, event, FALSE); else emit_event (event, TRUE); } static void unset_motion_last_actor (ClutterActor *actor) { ClutterMainContext *context = ClutterCntx; context->motion_last_actor = NULL; } static inline void generate_enter_leave_events (ClutterEvent *event) { ClutterMainContext *context = ClutterCntx; ClutterActor *motion_current_actor = event->motion.source; if (context->motion_last_actor != motion_current_actor) { if (motion_current_actor) { ClutterEvent cev; if (context->motion_last_actor) { cev.crossing.type = CLUTTER_LEAVE; cev.crossing.time = event->any.time; cev.crossing.flags = 0; cev.crossing.x = event->motion.x; cev.crossing.y = event->motion.y; cev.crossing.source = context->motion_last_actor; /* unref in free */ cev.crossing.related = motion_current_actor; g_queue_push_head (context->events_queue, clutter_event_copy (&cev)); } cev.crossing.type = CLUTTER_ENTER; cev.crossing.time = event->any.time; cev.crossing.flags = 0; cev.crossing.x = event->motion.x; cev.crossing.y = event->motion.y; cev.crossing.source = motion_current_actor; if (context->motion_last_actor) cev.crossing.related = context->motion_last_actor; else { /* the previous actor we were getting events from seems to have * vanished */ cev.crossing.related = NULL; } g_queue_push_head (context->events_queue, clutter_event_copy (&cev)); } } if (context->motion_last_actor && context->motion_last_actor != motion_current_actor) { g_signal_handlers_disconnect_by_func (context->motion_last_actor, G_CALLBACK (unset_motion_last_actor), NULL); } if (motion_current_actor && context->motion_last_actor != motion_current_actor) { g_signal_connect (motion_current_actor, "destroy", G_CALLBACK (unset_motion_last_actor), NULL); } context->motion_last_actor = motion_current_actor; } /** * clutter_do_event * @event: a #ClutterEvent. * * Processes an event. This function should never be called by applications. * * Since: 0.4 */ void clutter_do_event (ClutterEvent *event) { /* FIXME: This should probably be clutter_cook_event() - it would * take a raw event from the backend and 'cook' it so its more tasty. * */ ClutterMainContext *context; ClutterBackend *backend; ClutterActor *stage; static gint32 motion_last_time = 0L; context = clutter_context_get_default (); backend = context->backend; stage = _clutter_backend_get_stage (backend); if (!stage) return; CLUTTER_TIMESTAMP (EVENT, "Event received"); switch (event->type) { case CLUTTER_NOTHING: event->any.source = stage; break; case CLUTTER_ENTER: case CLUTTER_LEAVE: emit_pointer_event (event); break; case CLUTTER_DESTROY_NOTIFY: case CLUTTER_DELETE: event->any.source = stage; /* the stage did not handle the event, so we just quit */ if (!clutter_stage_event (CLUTTER_STAGE (stage), event)) clutter_main_quit (); break; case CLUTTER_KEY_PRESS: case CLUTTER_KEY_RELEASE: { ClutterActor *actor = NULL; /* check that we're not a synthetic event with source set */ if (event->any.source == NULL) { actor = clutter_stage_get_key_focus (CLUTTER_STAGE (stage)); event->any.source = actor; if (G_UNLIKELY (actor == NULL)) { g_warning ("No key focus set, discarding"); return; } } emit_keyboard_event (event); } break; case CLUTTER_MOTION: /* avoid rate throttling for synthetic motion events or if * the per-actor events are disabled */ if (!(event->any.flags & CLUTTER_EVENT_FLAG_SYNTHETIC) || !context->motion_events_per_actor) { gint32 frame_rate, delta; /* avoid issuing too many motion events, which leads to many * redraws in pick mode (performance penalty) */ frame_rate = clutter_get_motion_events_frequency (); delta = 1000 / frame_rate; CLUTTER_NOTE (EVENT, "skip motion event: %s (last:%d, delta:%d, time:%d)", (event->any.time < (motion_last_time + delta) ? "yes" : "no"), motion_last_time, delta, event->any.time); if (event->any.time < (motion_last_time + delta)) break; else motion_last_time = event->any.time; } /* Only stage gets motion events if clutter_set_motion_events is TRUE, * and the event is not a synthetic event with source set. */ if (!context->motion_events_per_actor && event->any.source == NULL) { /* Only stage gets motion events */ event->any.source = stage; if (context->pointer_grab_actor != NULL) { clutter_actor_event (context->pointer_grab_actor, event, FALSE); break; } /* Trigger handlers on stage in both capture .. */ if (!clutter_actor_event (stage, event, TRUE)) { /* and bubbling phase */ clutter_actor_event (stage, event, FALSE); } break; } /* fallthrough */ case CLUTTER_BUTTON_PRESS: case CLUTTER_BUTTON_RELEASE: case CLUTTER_SCROLL: { ClutterActor *actor; gint x,y; clutter_event_get_coords (event, &x, &y); /* Only do a pick to find the source if source is not already set * (as it could be in a synthetic event) */ if (event->any.source == NULL) { /* Handle release off stage */ if ((x >= CLUTTER_STAGE_WIDTH () || y >= CLUTTER_STAGE_HEIGHT() || x < 0 || y < 0)) { if (event->type == CLUTTER_BUTTON_RELEASE) { CLUTTER_NOTE (EVENT,"Release off stage received at %i, %i", x, y); event->button.source = stage; emit_pointer_event (event); } break; } /* Map the event to a reactive actor */ actor = _clutter_do_pick (CLUTTER_STAGE (stage), x, y, CLUTTER_PICK_REACTIVE); event->any.source = actor; if (!actor) break; } else { /* use the source already set in the synthetic event */ actor = event->any.source; } /* FIXME: for an optimisation should check if there are * actually any reactive actors and avoid the pick all togeather * (signalling just the stage). Should be big help for gles. */ CLUTTER_NOTE (EVENT, "Reactive event received at %i, %i - actor: %p", x, y, actor); if (event->type == CLUTTER_MOTION) { /* Generate enter leave events (if any) */ generate_enter_leave_events (event); } else /* (button event) */ { /* Generate click count */ event_click_count_generate (event); } emit_pointer_event (event); break; } case CLUTTER_STAGE_STATE: /* fullscreen / focus - forward to stage */ event->any.source = stage; clutter_stage_event (CLUTTER_STAGE (stage), event); break; case CLUTTER_CLIENT_MESSAGE: break; } } /** * clutter_get_actor_by_gid * @id: a #ClutterActor ID. * * Retrieves the #ClutterActor with @id. * * Return value: the actor with the passed id or %NULL. The returned * actor does not have its reference count increased. * * Since: 0.6 */ ClutterActor* clutter_get_actor_by_gid (guint32 id) { ClutterMainContext *context; ClutterActor **array; context = clutter_context_get_default (); g_return_val_if_fail (context != NULL, NULL); g_return_val_if_fail (context->actor_array != NULL, NULL); g_assert (id < context->actor_array->len); g_return_val_if_fail (id < context->actor_array->len, NULL); array = (void*) context->actor_array->data; return array[id]; } void clutter_base_init (void) { static gboolean initialised = FALSE; if (!initialised) { GType foo; /* Quiet gcc */ initialised = TRUE; /* initialise GLib type system */ g_type_init (); /* CLUTTER_TYPE_ACTOR */ foo = clutter_actor_get_type (); } } /** * clutter_get_default_frame_rate: * * Retrieves the default frame rate used when creating #ClutterTimelines. * * This value is also used to compute the default frequency of motion * events. * * Return value: the default frame rate * * Since: 0.6 */ guint clutter_get_default_frame_rate (void) { ClutterMainContext *context; context = clutter_context_get_default (); return context->frame_rate; } /** * clutter_set_default_frame_rate: * @frames_per_sec: the new default frame rate * * Sets the default frame rate to be used when creating #ClutterTimelines * * Since: 0.6 */ void clutter_set_default_frame_rate (guint frames_per_sec) { ClutterMainContext *context; context = clutter_context_get_default (); if (context->frame_rate != frames_per_sec) context->frame_rate = frames_per_sec; } static void on_pointer_grab_weak_notify (gpointer data, GObject *where_the_object_was) { ClutterMainContext *context; context = clutter_context_get_default (); context->pointer_grab_actor = NULL; clutter_ungrab_pointer (); } /** * clutter_grab_pointer: * @actor: a #ClutterActor * * Grabs pointer events, after the grab is done all pointer related events * (press, motion, release, enter, leave and scroll) are delivered to this * actor directly. The source set in the event will be the actor that would * have received the event if the pointer grab was not in effect. * * Since: 0.6 */ void clutter_grab_pointer (ClutterActor *actor) { ClutterMainContext *context; g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor)); context = clutter_context_get_default (); if (context->pointer_grab_actor == actor) return; if (context->pointer_grab_actor) { g_object_weak_unref (G_OBJECT (context->pointer_grab_actor), on_pointer_grab_weak_notify, NULL); context->pointer_grab_actor = NULL; } if (actor) { context->pointer_grab_actor = actor; g_object_weak_ref (G_OBJECT (actor), on_pointer_grab_weak_notify, NULL); } } /** * clutter_ungrab_pointer: * * Removes an existing grab of the pointer. * * Since: 0.6 */ void clutter_ungrab_pointer (void) { clutter_grab_pointer (NULL); } /** * clutter_get_pointer_grab: * * Queries the current pointer grab of clutter. * * Return value: the actor currently holding the pointer grab, or NULL if there is no grab. * * Since: 0.6 */ ClutterActor * clutter_get_pointer_grab (void) { ClutterMainContext *context; context = clutter_context_get_default (); return context->pointer_grab_actor; } static void on_keyboard_grab_weak_notify (gpointer data, GObject *where_the_object_was) { ClutterMainContext *context; context = clutter_context_get_default (); context->keyboard_grab_actor = NULL; clutter_ungrab_keyboard (); } /** * clutter_grab_keyboard: * @actor: a #ClutterActor * * Grabs keyboard events, after the grab is done keyboard events ("key-press-event" * and "key-release-event") are delivered to this actor directly. The source * set in the event will be the actor that would have received the event if the * keyboard grab was not in effect. * * Since: 0.6 */ void clutter_grab_keyboard (ClutterActor *actor) { ClutterMainContext *context; g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor)); context = clutter_context_get_default (); if (context->keyboard_grab_actor == actor) return; if (context->keyboard_grab_actor) { g_object_weak_unref (G_OBJECT (context->keyboard_grab_actor), on_keyboard_grab_weak_notify, NULL); context->keyboard_grab_actor = NULL; } if (actor) { context->keyboard_grab_actor = actor; g_object_weak_ref (G_OBJECT (actor), on_keyboard_grab_weak_notify, NULL); } } /** * clutter_ungrab_keyboard: * * Removes an existing grab of the keyboard. * * Since: 0.6 */ void clutter_ungrab_keyboard (void) { clutter_grab_keyboard (NULL); } /** * clutter_get_keyboard_grab: * * Queries the current keyboard grab of clutter. * * Return value: the actor currently holding the keyboard grab, or NULL if there is no grab. * * Since: 0.6 */ ClutterActor * clutter_get_keyboard_grab (void) { ClutterMainContext *context; context = clutter_context_get_default (); return context->keyboard_grab_actor; } /** * clutter_get_motion_events_frequency: * * Retrieves the number of motion events per second that are delivered * to the stage. * * See clutter_set_motion_events_frequency(). * * Return value: the number of motion events per second * * Since: 0.6 */ guint clutter_get_motion_events_frequency (void) { ClutterMainContext *context = clutter_context_get_default (); if (G_LIKELY (context->motion_frequency == 0)) { guint frequency; frequency = clutter_default_fps / 4; frequency = CLAMP (frequency, 20, 45); return frequency; } else return context->motion_frequency; } /** * clutter_set_motion_events_frequency: * @frequency: the number of motion events per second, or 0 for the * default value * * Sets the motion events frequency. Setting this to a non-zero value * will override the default setting, so it should be rarely used. * * Motion events are delivered from the default backend to the stage * and are used to generate the enter/leave events pair. This might lead * to a performance penalty due to the way the actors are identified. * Using this function is possible to reduce the frequency of the motion * events delivery to the stage. * * Since: 0.6 */ void clutter_set_motion_events_frequency (guint frequency) { ClutterMainContext *context = clutter_context_get_default (); /* never allow the motion events to exceed the default frame rate */ context->motion_frequency = CLAMP (frequency, 1, clutter_default_fps); }