mutter/clutter/clutter-main.c
Neil Roberts b6cc701930 Bug 1230 - Pick fails on low precision color buffers
* clutter/clutter-main.c (_clutter_id_to_color): When using fuzzy
	picking to pick a color for an actor, it would previously set the
	fuzzy bit and then all but the most significant of the remaining
	unused bits. This meant that for 16-bit displays it would end up
	with a strange pattern for the unused bits like 1011 which could
	cause it to round up. Now it just sets all but the most
	significant of all of the unused bits giving a pattern like
	0111. Thanks to Guy Zadickario for the patch.
2008-11-06 12:03:05 +00:00

2588 lines
69 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* 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 <stdlib.h>
#include <glib/gi18n-lib.h>
#include <locale.h>
#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 "clutter-frame-source.h"
#include "cogl/cogl.h"
#include "pango/cogl-pango.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 },
{ "multistage", CLUTTER_DEBUG_MULTISTAGE },
};
#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
* <literal>CLUTTER_SHOW_FPS</literal> environment variable or passing
* the <literal>--clutter-show-fps</literal> 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;
}
void
_clutter_stage_maybe_relayout (ClutterActor *stage)
{
ClutterUnit natural_width, natural_height;
ClutterActorBox box = { 0, };
/* avoid reentrancy */
if (!(CLUTTER_PRIVATE_FLAGS (stage) & CLUTTER_ACTOR_IN_RELAYOUT))
{
CLUTTER_NOTE (ACTOR, "Recomputing layout");
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_IN_RELAYOUT);
natural_width = natural_height = 0;
clutter_actor_get_preferred_size (stage,
NULL, NULL,
&natural_width, &natural_height);
box.x1 = 0;
box.y1 = 0;
box.x2 = natural_width;
box.y2 = natural_height;
CLUTTER_NOTE (ACTOR, "Allocating (0, 0 - %d, %d) for the stage",
CLUTTER_UNITS_TO_DEVICE (natural_width),
CLUTTER_UNITS_TO_DEVICE (natural_height));
clutter_actor_allocate (stage, &box, FALSE);
CLUTTER_UNSET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_IN_RELAYOUT);
}
}
void
_clutter_stage_maybe_setup_viewport (ClutterStage *stage)
{
if (CLUTTER_PRIVATE_FLAGS (stage) & CLUTTER_ACTOR_SYNC_MATRICES)
{
ClutterPerspective perspective;
guint width, height;
clutter_actor_get_size (CLUTTER_ACTOR (stage), &width, &height);
clutter_stage_get_perspectivex (stage, &perspective);
CLUTTER_NOTE (PAINT, "Setting up the viewport");
cogl_setup_viewport (width, height,
perspective.fovy,
perspective.aspect,
perspective.z_near,
perspective.z_far);
CLUTTER_UNSET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
}
}
/**
* 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 (ClutterStage *stage)
{
ClutterMainContext *ctx;
static GTimer *timer = NULL;
static guint timer_n_frames = 0;
ctx = clutter_context_get_default ();
CLUTTER_TIMESTAMP (SCHEDULER, "Redraw start for stage:%p", stage);
CLUTTER_NOTE (PAINT, " Redraw enter for stage:%p", stage);
CLUTTER_NOTE (MULTISTAGE, "Redraw called for stage:%p", stage);
/* Before we can paint, we have to be sure we have the latest layout */
_clutter_stage_maybe_relayout (CLUTTER_ACTOR (stage));
_clutter_backend_ensure_context (ctx->backend, stage);
/* Setup FPS count - not currently across *all* stages rather than per */
if (G_UNLIKELY (clutter_get_show_fps ()))
{
if (!timer)
timer = g_timer_new ();
}
/* The code below can't go in stage paint as base actor_paint
* will get called before it (and break picking, etc)
*/
_clutter_stage_maybe_setup_viewport (stage);
/* 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, stage);
/* Complete FPS info */
if (G_UNLIKELY (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 for stage:%p", stage);
CLUTTER_TIMESTAMP (SCHEDULER, "Redraw finish for stage:%p", stage);
}
/**
* 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:
* <itemizedlist>
* <listitem><para>ClutterActor::motion-event, unless on the
* #ClutterStage</para></listitem>
* <listitem><para>ClutterActor::enter-event</para></listitem>
* <listitem><para>ClutterActor::leave-event</para></listitem>
* </itemizedlist>
*
* 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;
}
guint _clutter_pix_to_id (guchar pixel[4]);
static inline void init_bits (void)
{
ClutterMainContext *ctx;
static gboolean done = FALSE;
if (G_LIKELY (done))
return;
ctx = clutter_context_get_default ();
done = TRUE;
}
void
_clutter_id_to_color (guint id, ClutterColor *col)
{
ClutterMainContext *ctx;
gint red, green, blue;
ctx = clutter_context_get_default ();
/* compute the numbers we'll store in the components */
red = (id >> (ctx->fb_g_mask_used+ctx->fb_b_mask_used))
& (0xff >> (8-ctx->fb_r_mask_used));
green = (id >> ctx->fb_b_mask_used) & (0xff >> (8-ctx->fb_g_mask_used));
blue = (id) & (0xff >> (8-ctx->fb_b_mask_used));
/* shift left bits a bit and add one, this circumvents
* at least some potential rounding errors in GL/GLES
* driver / hw implementation.
*/
if (ctx->fb_r_mask_used != ctx->fb_r_mask)
red = red * 2;
if (ctx->fb_g_mask_used != ctx->fb_g_mask)
green = green * 2;
if (ctx->fb_b_mask_used != ctx->fb_b_mask)
blue = blue * 2;
/* shift up to be full 8bit values */
red = (red << (8 - ctx->fb_r_mask)) | (0x7f >> (ctx->fb_r_mask_used));
green = (green << (8 - ctx->fb_g_mask)) | (0x7f >> (ctx->fb_g_mask_used));
blue = (blue << (8 - ctx->fb_b_mask)) | (0x7f >> (ctx->fb_b_mask_used));
col->red = red;
col->green = green;
col->blue = blue;
col->alpha = 0xff;
}
guint
_clutter_pixel_to_id (guchar pixel[4])
{
ClutterMainContext *ctx;
gint red, green, blue;
guint id;
ctx = clutter_context_get_default ();
/* reduce the pixel components to the number of bits actually used of the
* 8bits.
*/
red = pixel[0] >> (8 - ctx->fb_r_mask);
green = pixel[1] >> (8 - ctx->fb_g_mask);
blue = pixel[2] >> (8 - ctx->fb_b_mask);
/* divide potentially by two if 'fuzzy' */
red = red >> (ctx->fb_r_mask - ctx->fb_r_mask_used);
green = green >> (ctx->fb_g_mask - ctx->fb_g_mask_used);
blue = blue >> (ctx->fb_b_mask - ctx->fb_b_mask_used);
/* combine the correct per component values into the final id */
id = blue + (green << ctx->fb_b_mask_used)
+ (red << (ctx->fb_b_mask_used + ctx->fb_g_mask_used));
return id;
}
ClutterActor *
_clutter_do_pick (ClutterStage *stage,
gint x,
gint y,
ClutterPickMode mode)
{
ClutterMainContext *context;
guchar pixel[4];
GLint viewport[4];
CoglColor white;
guint32 id;
GLboolean dither_was_on;
context = clutter_context_get_default ();
_clutter_backend_ensure_context (context->backend, stage);
/* needed for when a context switch happens */
_clutter_stage_maybe_setup_viewport (stage);
cogl_color_set_from_4ub (&white, 255, 255, 255, 255);
cogl_paint_init (&white);
/* Disable dithering (if any) when doing the painting in pick mode */
dither_was_on = glIsEnabled (GL_DITHER);
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();
/* Restore whether GL_DITHER was enabled */
if (dither_was_on)
glEnable (GL_DITHER);
/* Read the color of the screen co-ords pixel */
glReadPixels (x, viewport[3] - y -1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
if (pixel[0] == 0xff && pixel[1] == 0xff && pixel[2] == 0xff)
return CLUTTER_ACTOR (stage);
id = _clutter_pixel_to_id (pixel);
return clutter_get_actor_by_gid (id);
}
PangoContext *
_clutter_context_create_pango_context (ClutterMainContext *self)
{
PangoContext *context;
gdouble resolution;
cairo_font_options_t *font_options;
resolution = clutter_backend_get_resolution (self->backend);
if (resolution < 0)
resolution = 96.0; /* fall back */
context = cogl_pango_font_map_create_context (self->font_map);
pango_cairo_context_set_resolution (context, resolution);
font_options = clutter_backend_get_font_options (self->backend);
pango_cairo_context_set_font_options (context, font_options);
return 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)
{
GMainLoop *loop;
/* Make sure there is a context */
CLUTTER_CONTEXT ();
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);
#ifdef HAVE_CLUTTER_FRUITY
/* clutter fruity creates an application that forwards events and manually
* spins the mainloop
*/
clutter_fruity_main ();
#else
if (g_main_loop_is_running (main_loops->data))
{
clutter_threads_leave ();
g_main_loop_run (loop);
clutter_threads_enter ();
}
#endif
main_loops = g_slist_remove (main_loops, loop);
g_main_loop_unref (loop);
clutter_main_loop_level--;
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 function can be considered a thread-safe variant of g_idle_add_full():
* it will call @function while holding the Clutter lock. It is logically
* equivalent to the following implementation:
*
* |[
* static gboolean
* idle_safe_callback (gpointer data)
* {
* SafeClosure *closure = data;
* gboolean res = FALSE;
*
* /&ast; mark the critical section &ast;/
*
* clutter_threads_enter();
*
* /&ast; the callback does not need to acquire the Clutter
* &ast; lock itself, as it is held by the this proxy handler
* &ast;/
* res = closure->callback (closure->data);
*
* clutter_threads_leave();
*
* return res;
* }
* static gulong
* add_safe_idle (GSourceFunc callback,
* gpointer data)
* {
* SafeClosure *closure = g_new0 (SafeClosure, 1);
*
* closure-&gt;callback = callback;
* closure-&gt;data = data;
*
* return g_add_idle_full (G_PRIORITY_DEFAULT_IDLE,
* idle_safe_callback,
* closure,
* g_free)
* }
*]|
*
* This function should be used by threaded applications to make sure
* that @func is emitted under the Clutter threads lock and invoked
* from the same thread that started the Clutter main loop. For instance,
* it can be used to update the UI using the results from a worker
* thread:
*
* |[
* static gboolean
* update_ui (gpointer data)
* {
* SomeClosure *closure = data;
*
* /&ast; it is safe to call Clutter API from this function because
* &ast; it is invoked from the same thread that started the main
* &ast; loop and under the Clutter thread lock
* &ast;/
* clutter_label_set_text (CLUTTER_LABEL (closure-&gt;label),
* closure-&gt;text);
*
* g_object_unref (closure-&gt;label);
* g_free (closure);
*
* return FALSE;
* }
*
* /&ast; within another thread &ast;/
* closure = g_new0 (SomeClosure, 1);
* /&ast; always take a reference on GObject instances &ast;/
* closure-&gt;label = g_object_ref (my_application-&gt;label);
* closure-&gt;text = g_strdup (processed_text_to_update_the_label);
*
* clutter_threads_add_idle_full (G_PRIORITY_HIGH_IDLE,
* update_ui,
* closure,
* NULL);
* ]|
*
* 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() using the
* default priority.
*
* 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
* threads lock, with the given priority. The function is called repeatedly
* until it returns %FALSE, at which point the timeout is automatically
* removed and the function will not be called again. The @notify function
* is called when the timeout is removed.
*
* The first call to the function will be at the end of the first @interval.
*
* It is important to note that, due to how the Clutter main loop is
* implemented, the timing will not be accurate and it will not try to
* "keep up" with the interval. A more reliable source is available
* using clutter_threads_add_frame_source_full(), which is also internally
* used by #ClutterTimeline.
*
* 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_add_frame_source_full:
* @priority: the priority of the frame 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
* threads lock, with the given priority. The function is called repeatedly
* until it returns %FALSE, at which point the timeout is automatically
* removed and the function will not be called again. The @notify function
* is called when the timeout is removed.
*
* This function is similar to clutter_threads_add_timeout_full()
* except that it will try to compensate for delays. For example, if
* @func takes half the interval time to execute then the function
* will be called again half the interval time after it finished. In
* contrast clutter_threads_add_timeout_full() would not fire until a
* full interval after the function completes so the delay between
* calls would be @interval * 1.5. This function does not however try
* to invoke the function multiple times to catch up missing frames if
* @func takes more than @interval ms to execute.
*
* See also clutter_threads_add_idle_full().
*
* Return value: the ID (greater than 0) of the event source.
*
* Since: 0.8
*/
guint
clutter_threads_add_frame_source_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 clutter_frame_source_add_full (priority,
interval,
clutter_threads_dispatch, dispatch,
clutter_threads_dispatch_free);
}
/**
* clutter_threads_add_frame_source:
* @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_frame_source_full().
*
* Return value: the ID (greater than 0) of the event source.
*
* Since: 0.8
*/
guint
clutter_threads_add_frame_source (guint interval,
GSourceFunc func,
gpointer data)
{
g_return_val_if_fail (func != NULL, 0);
return clutter_threads_add_frame_source_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;
ClutterCntx = 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
}
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 */
GQuark
clutter_init_error_quark (void)
{
return g_quark_from_static_string ("clutter-init-error-quark");
}
static ClutterInitError
clutter_init_real (GError **error)
{
ClutterMainContext *ctx;
ClutterActor *stage;
gdouble resolution;
ClutterBackend *backend;
/* Note, creates backend if not already existing, though parse args will
* have likely created it
*/
ctx = clutter_context_get_default ();
backend = ctx->backend;
if (!ctx->options_parsed)
{
g_set_error (error, CLUTTER_INIT_ERROR,
CLUTTER_INIT_ERROR_INTERNAL,
"When using clutter_get_option_group_without_init() "
"you must parse options before calling clutter_init()");
return CLUTTER_INIT_ERROR_INTERNAL;
}
/*
* Call backend post parse hooks.
*/
if (!_clutter_backend_post_parse (backend, error))
return CLUTTER_INIT_ERROR_BACKEND;
/*
* Resolution requires display to be open, so can only be queried after
* the post_parse hooks run.
*/
ctx->font_map = COGL_PANGO_FONT_MAP (cogl_pango_font_map_new ());
resolution = clutter_backend_get_resolution (ctx->backend);
cogl_pango_font_map_set_resolution (ctx->font_map, resolution);
cogl_pango_font_map_set_use_mipmapping (ctx->font_map, TRUE);
/* Stage will give us a GL Context etc */
stage = clutter_stage_get_default ();
if (!stage)
{
if (error)
g_set_error (error, CLUTTER_INIT_ERROR,
CLUTTER_INIT_ERROR_INTERNAL,
"Unable to create the default stage");
else
g_critical ("Unable to create the default stage");
return CLUTTER_INIT_ERROR_INTERNAL;
}
clutter_actor_realize (stage);
if (!CLUTTER_ACTOR_IS_REALIZED (stage))
{
if (error)
g_set_error (error, CLUTTER_INIT_ERROR,
CLUTTER_INIT_ERROR_INTERNAL,
"Unable to realize the default stage");
else
g_critical ("Unable to realize the default stage");
return CLUTTER_INIT_ERROR_INTERNAL;
}
/* Now we can safely assume we have a valid GL context and can
* start issueing cogl commands
*/
/* Figure out framebuffer masks used for pick */
cogl_get_bitmasks (&ctx->fb_r_mask, &ctx->fb_g_mask, &ctx->fb_b_mask, NULL);
ctx->fb_r_mask_used = ctx->fb_r_mask;
ctx->fb_g_mask_used = ctx->fb_g_mask;
ctx->fb_b_mask_used = ctx->fb_b_mask;
#ifndef HAVE_CLUTTER_FRUITY
/* We always do fuzzy picking for the fruity backend */
if (g_getenv ("CLUTTER_FUZZY_PICK") != NULL)
#endif
{
ctx->fb_r_mask_used--;
ctx->fb_g_mask_used--;
ctx->fb_b_mask_used--;
}
/* Initiate event collection */
_clutter_backend_init_events (ctx->backend);
/* finally features - will call to backend and cogl */
_clutter_feature_init ();
clutter_stage_set_title (CLUTTER_STAGE (stage), g_get_prgname ());
clutter_is_initialized = TRUE;
ctx->is_initialized = TRUE;
return CLUTTER_INIT_SUCCESS;
}
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;
if (setlocale (LC_ALL, "") == NULL)
g_warning ("Locale not supported by C library.\n"
"Using the fallback 'C' locale.");
clutter_context = clutter_context_get_default ();
clutter_context->id_pool = clutter_id_pool_new (256);
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);
}
return _clutter_backend_pre_parse (backend, error);
}
/* 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;
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;
clutter_context->options_parsed = TRUE;
/*
* If not asked to defer display setup, call clutter_init_real(),
* which in turn calls the backend post parse hooks.
*/
if (!clutter_context->defer_display_setup)
return clutter_init_real (error);
return TRUE;
}
/**
* 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.
*
* Calling g_option_context_parse() with Clutter's #GOptionGroup will result
* in Clutter's initialization. That is, the following code:
*
* |[
* g_option_context_set_main_group (context, clutter_get_option_group ());
* res = g_option_context_parse (context, &amp;argc, &amp;argc, NULL);
* ]|
*
* is functionally equivalent to:
*
* |[
* clutter_init (&amp;argc, &amp;argv);
* ]|
*
* After g_option_context_parse() on a #GOptionContext containing the
* Clutter #GOptionGroup has returned %TRUE, Clutter is guaranteed to be
* initialized.
*
* Return value: a #GOptionGroup for the commandline arguments
* recognized by Clutter
*
* Since: 0.2
*/
GOptionGroup *
clutter_get_option_group (void)
{
ClutterMainContext *context;
GOptionGroup *group;
clutter_base_init ();
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;
}
/**
* clutter_get_option_group_without_init:
*
* 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. Unlike clutter_get_option_group(),
* calling g_option_context_parse() with the #GOptionGroup returned by this
* function requires a subsequent explicit call to clutter_init(); use this
* function when needing to set foreign display connection with
* clutter_x11_set_display(), or with gtk_clutter_init().
*
* Return value: a #GOptionGroup for the commandline arguments
* recognized by Clutter
*
* Since: 0.8.2
*/
GOptionGroup *
clutter_get_option_group_without_init (void)
{
ClutterMainContext *context;
GOptionGroup *group;
clutter_base_init ();
context = clutter_context_get_default ();
context->defer_display_setup = TRUE;
group = clutter_get_option_group ();
return group;
}
/**
* clutter_init_with_args:
* @argc: a pointer to the number of command line arguments
* @argv: a pointer to the array of command line arguments
* @parameter_string: a string which is displayed in the
* first line of <option>--help</option> output, after
* <literal><replaceable>programname</replaceable> [OPTION...]</literal>
* @entries: a %NULL terminated array of #GOptionEntry<!-- -->s
* describing the options of your program
* @translation_domain: a translation domain to use for translating
* the <option>--help</option> 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 <option>--help</option>
* 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,
const char *parameter_string,
GOptionEntry *entries,
const char *translation_domain,
GError **error)
{
GOptionContext *context;
GOptionGroup *group;
gboolean res;
ClutterMainContext *ctx;
if (clutter_is_initialized)
return CLUTTER_INIT_SUCCESS;
clutter_base_init ();
ctx = clutter_context_get_default ();
if (!ctx->defer_display_setup)
{
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)
{
/* if there has been an error in the initialization, the
* error id will be preserved inside the GError code
*/
if (error && *error)
return (*error)->code;
else
return CLUTTER_INIT_ERROR_INTERNAL;
}
return CLUTTER_INIT_SUCCESS;
}
else
return clutter_init_real (error);
}
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))
{
if (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 *ctx;
GError *error = NULL;
if (clutter_is_initialized)
return CLUTTER_INIT_SUCCESS;
clutter_base_init ();
ctx = clutter_context_get_default ();
if (!ctx->defer_display_setup)
{
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;
}
return CLUTTER_INIT_SUCCESS;
}
else
return clutter_init_real (&error);
}
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);
if (event->button.device != NULL)
{
click_count = event->button.device->click_count;
previous_x = event->button.device->previous_x;
previous_y = event->button.device->previous_y;
previous_time = event->button.device->previous_time;
previous_button_number = event->button.device->previous_button_number;
}
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);
}
if (event->button.device != NULL)
{
event->button.device->click_count = click_count;
event->button.device->previous_x = previous_x;
event->button.device->previous_y = previous_y;
event->button.device->previous_time = previous_time;
event->button.device->previous_button_number = previous_button_number;
}
}
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
}
/*
* Emits a pointer event after having prepared the event for delivery (setting
* source, computing click_count, generating enter/leave etc.).
*/
static inline void
emit_pointer_event (ClutterEvent *event,
ClutterInputDevice *device)
{
/* 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 &&
device == NULL))
{
/* global grab */
clutter_actor_event (context->pointer_grab_actor, event, FALSE);
}
else if (G_UNLIKELY (device != NULL &&
device->pointer_grab_actor != NULL))
{
/* per device grab */
clutter_actor_event (device->pointer_grab_actor, event, FALSE);
}
else
{
/* no grab, time to capture and bubble */
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, ClutterInputDevice *dev)
{
ClutterMainContext *context = ClutterCntx;
if (dev == NULL)
context->motion_last_actor = NULL;
else
dev->motion_last_actor = NULL;
}
static ClutterInputDevice * clutter_event_get_device (ClutterEvent *event);
/* This function should perhaps be public and in clutter-event.c ?
*/
static ClutterInputDevice *
clutter_event_get_device (ClutterEvent *event)
{
g_return_val_if_fail (event != NULL, NULL);
switch (event->type)
{
case CLUTTER_NOTHING:
case CLUTTER_STAGE_STATE:
case CLUTTER_DESTROY_NOTIFY:
case CLUTTER_CLIENT_MESSAGE:
case CLUTTER_DELETE:
case CLUTTER_ENTER:
case CLUTTER_LEAVE:
return NULL;
break;
case CLUTTER_BUTTON_PRESS:
case CLUTTER_BUTTON_RELEASE:
return event->button.device;
case CLUTTER_MOTION:
return event->motion.device;
case CLUTTER_SCROLL:
return event->scroll.device;
break;
case CLUTTER_KEY_PRESS:
case CLUTTER_KEY_RELEASE:
break;
}
return NULL;
}
static inline void
generate_enter_leave_events (ClutterEvent *event)
{
ClutterMainContext *context = ClutterCntx;
ClutterActor *motion_current_actor = event->motion.source;
ClutterActor *last_actor = context->motion_last_actor;
ClutterInputDevice *device = clutter_event_get_device (event);
if (device != NULL)
last_actor = device->motion_last_actor;
if (last_actor != motion_current_actor)
{
if (motion_current_actor)
{
gint x, y;
ClutterEvent cev;
cev.crossing.device = device;
clutter_event_get_coords (event, &x, &y);
if (context->motion_last_actor)
{
cev.crossing.type = CLUTTER_LEAVE;
cev.crossing.time = event->any.time;
cev.crossing.flags = 0;
cev.crossing.x = x;
cev.crossing.y = y;
cev.crossing.source = last_actor;
cev.crossing.stage = event->any.stage;
cev.crossing.related = motion_current_actor;
emit_pointer_event (&cev, device);
}
cev.crossing.type = CLUTTER_ENTER;
cev.crossing.time = event->any.time;
cev.crossing.flags = 0;
cev.crossing.x = x;
cev.crossing.y = y;
cev.crossing.source = motion_current_actor;
cev.crossing.stage = event->any.stage;
if (context->motion_last_actor)
cev.crossing.related = last_actor;
else
cev.crossing.related = NULL;
emit_pointer_event (&cev, device);
}
}
if (last_actor && last_actor != motion_current_actor)
{
g_signal_handlers_disconnect_by_func
(last_actor,
G_CALLBACK (unset_motion_last_actor),
device);
}
if (motion_current_actor && last_actor != motion_current_actor)
{
g_signal_connect (motion_current_actor, "destroy",
G_CALLBACK (unset_motion_last_actor),
device);
}
if (device != NULL)
device->motion_last_actor = motion_current_actor;
else
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;
ClutterInputDevice *device = NULL;
static gint32 motion_last_time = 0L;
gint32 local_motion_time;
context = clutter_context_get_default ();
backend = context->backend;
stage = CLUTTER_ACTOR(event->any.stage);
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, event->crossing.device);
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))
{
if (stage == clutter_stage_get_default())
clutter_main_quit ();
else
clutter_actor_destroy (stage);
}
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:
device = event->motion.device;
if (device)
local_motion_time = device->motion_last_time;
else
local_motion_time = motion_last_time;
/* 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 < (local_motion_time + delta) ? "yes" : "no"),
local_motion_time,
delta,
event->any.time);
/* we need to guard against roll-overs and the
* case where the time is rolled backwards and
* the backend is not ensuring a monotonic clock
* for the events.
*
* see:
* http://bugzilla.openedhand.com/show_bug.cgi?id=1130
*/
if (event->any.time >= local_motion_time &&
event->any.time < (local_motion_time + delta))
break;
else
local_motion_time = event->any.time;
}
if (device)
device->motion_last_time = local_motion_time;
else
motion_last_time = local_motion_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;
/* global grabs */
if (context->pointer_grab_actor != NULL)
{
clutter_actor_event (context->pointer_grab_actor,
event, FALSE);
break;
}
else if (device != NULL && device->pointer_grab_actor != NULL)
{
clutter_actor_event (device->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_actor_get_width (stage) ||
y >= clutter_actor_get_height (stage) ||
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, event->button.device);
}
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);
/* Create, enter/leave events if needed */
generate_enter_leave_events (event);
if (event->type != CLUTTER_MOTION)
{
/* Generate click count */
event_click_count_generate (event);
}
if (device == NULL)
{
switch (event->type)
{
case CLUTTER_BUTTON_PRESS:
case CLUTTER_BUTTON_RELEASE:
device = event->button.device;
break;
case CLUTTER_SCROLL:
device = event->scroll.device;
break;
case CLUTTER_MOTION:
/* already handled in the MOTION case of the switch */
default:
break;
}
}
emit_pointer_event (event, device);
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;
context = clutter_context_get_default ();
g_return_val_if_fail (context != NULL, NULL);
return CLUTTER_ACTOR (clutter_id_pool_lookup (context->id_pool, 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 #ClutterTimeline<!--
* -->s.
*
* 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 #ClutterTimeline<!--
* -->s
*
* 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)
{
ClutterInputDevice *dev = (ClutterInputDevice *)data;
ClutterMainContext *context;
context = clutter_context_get_default ();
if (dev)
{
dev->pointer_grab_actor = NULL;
clutter_ungrab_pointer_for_device (dev->id);
}
else
{
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.
*
* If you wish to grab all the pointer events for a specific input device,
* you should use clutter_grab_pointer_for_device().
*
* 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_grab_pointer_for_device:
* @actor: a #ClutterActor
* @id: a device id, or -1
*
* Grabs all the pointer events coming from the device @id for @actor.
*
* If @id is -1 then this function is equivalent to clutter_grab_pointer().
*
* Since: 0.8
*/
void
clutter_grab_pointer_for_device (ClutterActor *actor,
gint id)
{
ClutterInputDevice *dev;
g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor));
/* essentially a global grab */
if (id == -1)
{
clutter_grab_pointer (actor);
return;
}
dev = clutter_get_input_device_for_id (id);
if (!dev)
return;
if (dev->pointer_grab_actor == actor)
return;
if (dev->pointer_grab_actor)
{
g_object_weak_unref (G_OBJECT (dev->pointer_grab_actor),
on_pointer_grab_weak_notify,
dev);
dev->pointer_grab_actor = NULL;
}
if (actor)
{
dev->pointer_grab_actor = actor;
g_object_weak_ref (G_OBJECT (actor),
on_pointer_grab_weak_notify,
dev);
}
}
/**
* clutter_ungrab_pointer:
*
* Removes an existing grab of the pointer.
*
* Since: 0.6
*/
void
clutter_ungrab_pointer (void)
{
clutter_grab_pointer (NULL);
}
/**
* clutter_ungrab_pointer_for_device:
* @id: a device id
*
* Removes an existing grab of the pointer events for device @id.
*
* Since: 0.8
*/
void
clutter_ungrab_pointer_for_device (gint id)
{
clutter_grab_pointer_for_device (NULL, id);
}
/**
* 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);
}
/**
* clutter_clear_glyph_cache:
*
* Clears the internal cache of glyphs used by the Pango
* renderer. This will free up some memory and GL texture
* resources. The cache will be automatically refilled as more text is
* drawn.
*
* Since: 0.8
*/
void
clutter_clear_glyph_cache (void)
{
if (CLUTTER_CONTEXT ()->font_map)
cogl_pango_font_map_clear_glyph_cache (CLUTTER_CONTEXT ()->font_map);
}
/**
* clutter_set_use_mipmapped_text:
* @value: %TRUE to enable mipmapping or %FALSE to disable.
*
* Sets whether subsequent text rendering operations will use
* mipmapped textures or not. Using mipmapped textures will improve
* the quality for scaled down text but will use more texture memory.
*
* Since: 0.8
*/
void
clutter_set_use_mipmapped_text (gboolean value)
{
if (CLUTTER_CONTEXT ()->font_map)
cogl_pango_font_map_set_use_mipmapping (CLUTTER_CONTEXT ()->font_map,
value);
}
/**
* clutter_get_use_mipmapped_text:
*
* Gets whether mipmapped textures are used in text operations.
* See clutter_set_use_mipmapped_text().
*
* Return value: %TRUE if text operations should use mipmapped
* textures
*
* Since: 0.8
*/
gboolean
clutter_get_use_mipmapped_text (void)
{
CoglPangoFontMap *font_map = NULL;
font_map = CLUTTER_CONTEXT ()->font_map;
if (G_LIKELY (font_map))
return cogl_pango_font_map_get_use_mipmapping (font_map);
return FALSE;
}
/**
* clutter_get_input_device_for_id:
* @id: a device id
*
* Retrieves the #ClutterInputDevice from its id.
*
* Return value: a #ClutterInputDevice, or %NULL
*
* Since: 0.8
*/
ClutterInputDevice *
clutter_get_input_device_for_id (gint id)
{
GSList *item;
ClutterInputDevice *device = NULL;
ClutterMainContext *context;
context = clutter_context_get_default ();
for (item = context->input_devices;
item != NULL;
item = item->next)
{
device = item->data;
if (device->id == id)
return device;
}
return NULL;
}
/**
* clutter_get_font_map:
*
* Retrieves the #PangoFontMap instance used by Clutter.
* You can use the global font map object with the COGL
* Pango API.
*
* Return value: the #PangoFontMap instance. The returned
* value is owned by Clutter and it should never be
* unreferenced.
*
* Since: 1.0
*/
PangoFontMap *
clutter_get_font_map (void)
{
if (CLUTTER_CONTEXT ()->font_map)
return PANGO_FONT_MAP (CLUTTER_CONTEXT ()->font_map);
return NULL;
}