26646d255a
* configure.ac: Fix CLUTTER_NO_FPU typo.
725 lines
19 KiB
C
725 lines
19 KiB
C
/* Clutter.
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* An OpenGL based 'interactive canvas' library.
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* Authored By Matthew Allum <mallum@openedhand.com>
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* Copyright (C) 2006-2007 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-backend-glx.h"
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#include "clutter-stage-glx.h"
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#include "clutter-glx.h"
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#include "../clutter-main.h"
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#include "../clutter-feature.h"
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#include "../clutter-color.h"
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#include "../clutter-util.h"
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#include "../clutter-event.h"
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#include "../clutter-enum-types.h"
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#include "../clutter-private.h"
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#include "../clutter-debug.h"
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#include "cogl.h"
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#ifdef HAVE_XFIXES
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#include <X11/extensions/Xfixes.h>
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#endif
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#include <GL/glx.h>
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#include <GL/gl.h>
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#include <gdk-pixbuf-xlib/gdk-pixbuf-xlib.h>
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G_DEFINE_TYPE (ClutterStageGlx, clutter_stage_glx, CLUTTER_TYPE_STAGE);
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static void
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clutter_stage_glx_show (ClutterActor *actor)
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{
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ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (actor);
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if (stage_glx->xwin)
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XMapWindow (stage_glx->xdpy, stage_glx->xwin);
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}
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static void
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clutter_stage_glx_hide (ClutterActor *actor)
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{
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ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (actor);
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if (stage_glx->xwin)
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XUnmapWindow (stage_glx->xdpy, stage_glx->xwin);
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}
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static void
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clutter_stage_glx_unrealize (ClutterActor *actor)
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{
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ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (actor);
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gboolean was_offscreen;
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CLUTTER_MARK();
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g_object_get (actor, "offscreen", &was_offscreen, NULL);
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if (G_UNLIKELY (was_offscreen))
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{
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if (stage_glx->glxpixmap)
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{
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glXDestroyGLXPixmap (stage_glx->xdpy, stage_glx->glxpixmap);
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stage_glx->glxpixmap = None;
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}
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if (stage_glx->xpixmap)
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{
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XFreePixmap (stage_glx->xdpy, stage_glx->xpixmap);
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stage_glx->xpixmap = None;
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}
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}
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else
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{
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if (!stage_glx->is_foreign_xwin && stage_glx->xwin != None)
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{
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XDestroyWindow (stage_glx->xdpy, stage_glx->xwin);
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stage_glx->xwin = None;
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}
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else
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stage_glx->xwin = None;
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}
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glXMakeCurrent (stage_glx->xdpy, None, NULL);
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if (stage_glx->gl_context != None)
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{
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glXDestroyContext (stage_glx->xdpy, stage_glx->gl_context);
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stage_glx->gl_context = None;
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}
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}
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static void
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set_wm_protocols (Display *xdisplay,
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Window xwindow)
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{
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Atom protocols[2];
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int n = 0;
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protocols[n++] = XInternAtom (xdisplay, "WM_DELETE_WINDOW", False);
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protocols[n++] = XInternAtom (xdisplay, "_NET_WM_PING", False);
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XSetWMProtocols (xdisplay, xwindow, protocols, n);
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}
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static void
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clutter_stage_glx_realize (ClutterActor *actor)
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{
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ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (actor);
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gboolean is_offscreen;
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CLUTTER_NOTE (MISC, "Realizing main stage");
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g_object_get (actor, "offscreen", &is_offscreen, NULL);
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if (G_LIKELY (!is_offscreen))
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{
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int gl_attributes[] =
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{
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GLX_RGBA,
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GLX_DOUBLEBUFFER,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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GLX_STENCIL_SIZE, 1,
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0
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};
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if (stage_glx->xvisinfo)
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XFree (stage_glx->xvisinfo);
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if (stage_glx->xvisinfo == None)
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stage_glx->xvisinfo = glXChooseVisual (stage_glx->xdpy,
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stage_glx->xscreen,
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gl_attributes);
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if (!stage_glx->xvisinfo)
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{
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g_critical ("Unable to find suitable GL visual.");
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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return;
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}
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if (stage_glx->xwin == None)
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{
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CLUTTER_NOTE (MISC, "Creating stage X window");
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stage_glx->xwin = XCreateSimpleWindow (stage_glx->xdpy,
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stage_glx->xwin_root,
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0, 0,
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stage_glx->xwin_width,
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stage_glx->xwin_height,
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0, 0,
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WhitePixel (stage_glx->xdpy,
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stage_glx->xscreen));
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}
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CLUTTER_NOTE (MISC, "XSelectInput");
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XSelectInput (stage_glx->xdpy, stage_glx->xwin,
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StructureNotifyMask |
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ExposureMask |
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/* FIXME: we may want to eplicity enable MotionMask */
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PointerMotionMask |
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KeyPressMask | KeyReleaseMask |
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ButtonPressMask | ButtonReleaseMask |
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PropertyChangeMask);
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set_wm_protocols (stage_glx->xdpy, stage_glx->xwin);
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if (stage_glx->gl_context)
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glXDestroyContext (stage_glx->xdpy, stage_glx->gl_context);
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CLUTTER_NOTE (GL, "Creating GL Context");
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stage_glx->gl_context = glXCreateContext (stage_glx->xdpy,
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stage_glx->xvisinfo,
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0,
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True);
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if (stage_glx->gl_context == None)
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{
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g_critical ("Unable to create suitable GL context.");
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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return;
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}
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CLUTTER_NOTE (GL, "glXMakeCurrent");
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glXMakeCurrent (stage_glx->xdpy, stage_glx->xwin, stage_glx->gl_context);
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}
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else
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{
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int gl_attributes[] = {
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GLX_RGBA,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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0
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};
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if (stage_glx->xvisinfo)
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XFree (stage_glx->xvisinfo);
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CLUTTER_NOTE (GL, "glXChooseVisual");
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stage_glx->xvisinfo = glXChooseVisual (stage_glx->xdpy,
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stage_glx->xscreen,
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gl_attributes);
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if (!stage_glx->xvisinfo)
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{
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g_critical ("Unable to find suitable GL visual.");
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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return;
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}
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if (stage_glx->gl_context)
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glXDestroyContext (stage_glx->xdpy, stage_glx->gl_context);
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stage_glx->xpixmap = XCreatePixmap (stage_glx->xdpy,
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stage_glx->xwin_root,
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stage_glx->xwin_width,
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stage_glx->xwin_height,
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stage_glx->xvisinfo->depth);
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stage_glx->glxpixmap = glXCreateGLXPixmap (stage_glx->xdpy,
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stage_glx->xvisinfo,
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stage_glx->xpixmap);
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/* indirect */
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stage_glx->gl_context = glXCreateContext (stage_glx->xdpy,
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stage_glx->xvisinfo,
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0,
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False);
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glXMakeCurrent (stage_glx->xdpy,
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stage_glx->glxpixmap,
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stage_glx->gl_context);
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#if 0
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/* Debug code for monitoring a off screen pixmap via window */
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{
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Colormap cmap;
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XSetWindowAttributes swa;
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cmap = XCreateColormap(clutter_glx_display(),
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clutter_glx_root_window(),
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backend->xvisinfo->visual, AllocNone);
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/* create a window */
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swa.colormap = cmap;
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foo_win = XCreateWindow(clutter_glx_display(),
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clutter_glx_root_window(),
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0, 0,
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backend->xwin_width, backend->xwin_height,
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0,
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backend->xvisinfo->depth,
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InputOutput,
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backend->xvisinfo->visual,
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CWColormap, &swa);
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XMapWindow(clutter_glx_display(), foo_win);
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}
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#endif
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}
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CLUTTER_NOTE (GL,
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"\n"
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"===========================================\n"
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"GL_VENDOR: %s\n"
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"GL_RENDERER: %s\n"
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"GL_VERSION: %s\n"
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"GL_EXTENSIONS: %s\n"
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"Direct Rendering: %s\n"
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"===========================================\n",
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glGetString (GL_VENDOR),
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glGetString (GL_RENDERER),
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glGetString (GL_VERSION),
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glGetString (GL_EXTENSIONS),
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glXIsDirect (stage_glx->xdpy, stage_glx->gl_context) ? "yes"
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: "no");
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_clutter_stage_sync_viewport (CLUTTER_STAGE (stage_glx));
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}
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static void
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clutter_stage_glx_paint (ClutterActor *self)
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{
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ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (self);
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ClutterStage *stage = CLUTTER_STAGE (self);
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ClutterColor stage_color;
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static GTimer *timer = NULL;
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static guint timer_n_frames = 0;
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CLUTTER_NOTE (PAINT, " Redraw enter");
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/* Setup FPS count */
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if (clutter_get_show_fps ())
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{
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if (!timer)
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timer = g_timer_new ();
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}
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/* Reset view matrices if needed. */
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if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_SYNC_MATRICES)
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{
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/*
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cogl_set_view_matrix (view_width,
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view_height,
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perspective)
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*/
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}
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/* Setup the initial paint */
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clutter_stage_get_color (stage, &stage_color);
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cogl_paint_init (&stage_color);
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/* chain up to reach ClutterGroup->paint here and actually paint all */
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CLUTTER_ACTOR_CLASS (clutter_stage_glx_parent_class)->paint (self);
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/* Why this paint is done in backend as likely GL windowing system
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* specific calls, like swapping buffers.
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*/
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if (stage_glx->xwin)
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{
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clutter_backend_glx_wait_for_vblank (stage_glx->backend);
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glXSwapBuffers (stage_glx->xdpy, stage_glx->xwin);
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}
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else
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{
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glXWaitGL ();
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CLUTTER_GLERR ();
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}
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/* Complete FPS info */
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if (clutter_get_show_fps ())
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{
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timer_n_frames++;
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if (g_timer_elapsed (timer, NULL) >= 1.0)
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{
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g_print ("*** FPS: %i ***\n", timer_n_frames);
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timer_n_frames = 0;
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g_timer_start (timer);
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}
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}
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CLUTTER_NOTE (PAINT, " Redraw leave");
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}
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static void
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clutter_stage_glx_allocate_coords (ClutterActor *self,
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ClutterActorBox *box)
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{
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ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (self);
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box->x1 = box->y1 = 0;
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box->x2 = box->x1 + stage_glx->xwin_width;
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box->y2 = box->y1 + stage_glx->xwin_height;
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}
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static void
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clutter_stage_glx_request_coords (ClutterActor *self,
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ClutterActorBox *box)
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{
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ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (self);
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gint new_width, new_height;
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new_width = ABS (box->x2 - box->x1);
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new_height = ABS (box->y2 - box->y1);
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if (new_width != stage_glx->xwin_width ||
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new_height != stage_glx->xwin_height)
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{
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stage_glx->xwin_width = new_width;
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stage_glx->xwin_height = new_height;
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if (stage_glx->xwin != None)
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XResizeWindow (stage_glx->xdpy,
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stage_glx->xwin,
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stage_glx->xwin_width,
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stage_glx->xwin_height);
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if (stage_glx->xpixmap != None)
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{
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/* Need to recreate to resize */
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clutter_actor_unrealize (self);
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clutter_actor_realize (self);
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}
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_clutter_stage_sync_viewport (CLUTTER_STAGE (stage_glx));
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}
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if (stage_glx->xwin != None) /* Do we want to bother ? */
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XMoveWindow (stage_glx->xdpy,
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stage_glx->xwin,
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box->x1,
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box->y1);
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}
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static void
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clutter_stage_glx_set_fullscreen (ClutterStage *stage,
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gboolean fullscreen)
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{
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ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (stage);
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Atom atom_WM_STATE, atom_WM_STATE_FULLSCREEN;
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atom_WM_STATE = XInternAtom (stage_glx->xdpy, "_NET_WM_STATE", False);
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atom_WM_STATE_FULLSCREEN = XInternAtom (stage_glx->xdpy,
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"_NET_WM_STATE_FULLSCREEN",
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False);
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if (fullscreen)
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{
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gint width, height;
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width = DisplayWidth (stage_glx->xdpy, stage_glx->xscreen);
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height = DisplayHeight (stage_glx->xdpy, stage_glx->xscreen);
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clutter_actor_set_size (CLUTTER_ACTOR (stage_glx), width, height);
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if (stage_glx->xwin != None)
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XChangeProperty (stage_glx->xdpy,
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stage_glx->xwin,
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atom_WM_STATE, XA_ATOM, 32,
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PropModeReplace,
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(unsigned char *) &atom_WM_STATE_FULLSCREEN, 1);
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}
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else
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{
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if (stage_glx->xwin != None)
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XDeleteProperty (stage_glx->xdpy, stage_glx->xwin, atom_WM_STATE);
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}
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_clutter_stage_sync_viewport (stage);
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}
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static void
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clutter_stage_glx_set_cursor_visible (ClutterStage *stage,
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gboolean show_cursor)
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{
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ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (stage);
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if (stage_glx->xwin == None)
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return;
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CLUTTER_NOTE (MISC, "setting cursor state ('%s') over stage window (%u)",
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show_cursor ? "visible" : "invisible",
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(unsigned int) stage_glx->xwin);
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if (show_cursor)
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{
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#ifdef HAVE_XFIXES
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XFixesShowCursor (stage_glx->xdpy, stage_glx->xwin);
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#else
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XUndefineCursor (stage_glx->xdpy, stage_glx->xwin);
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#endif /* HAVE_XFIXES */
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}
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else
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{
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#ifdef HAVE_XFIXES
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XFixesHideCursor (stage_glx->xdpy, stage_glx->xwin);
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#else
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XColor col;
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Pixmap pix;
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Cursor curs;
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pix = XCreatePixmap (stage_glx->xdpy, stage_glx->xwin, 1, 1, 1);
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memset (&col, 0, sizeof (col));
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curs = XCreatePixmapCursor (stage_glx->xdpy,
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pix, pix,
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&col, &col,
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1, 1);
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XFreePixmap (stage_glx->xdpy, pix);
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XDefineCursor (stage_glx->xdpy, stage_glx->xwin, curs);
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#endif /* HAVE_XFIXES */
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}
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_clutter_stage_sync_viewport (stage);
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}
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static void
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clutter_stage_glx_set_offscreen (ClutterStage *stage,
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gboolean offscreen)
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{
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}
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static void
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snapshot_pixbuf_free (guchar *pixels,
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gpointer data)
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{
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g_free (pixels);
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}
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static void
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clutter_stage_glx_draw_to_pixbuf (ClutterStage *stage,
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GdkPixbuf *dest,
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gint x,
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gint y,
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gint width,
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gint height)
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{
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guchar *data;
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GdkPixbuf *pixb;
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ClutterActor *actor;
|
|
ClutterStageGlx *stage_glx;
|
|
gboolean is_offscreen = FALSE;
|
|
|
|
stage_glx = CLUTTER_STAGE_GLX (stage);
|
|
actor = CLUTTER_ACTOR (stage);
|
|
|
|
if (width < 0)
|
|
width = clutter_actor_get_width (actor);
|
|
|
|
if (height < 0)
|
|
height = clutter_actor_get_height (actor);
|
|
|
|
g_object_get (stage, "offscreen", &is_offscreen, NULL);
|
|
|
|
if (G_UNLIKELY (is_offscreen))
|
|
{
|
|
gdk_pixbuf_xlib_init (stage_glx->xdpy, stage_glx->xscreen);
|
|
|
|
dest = gdk_pixbuf_xlib_get_from_drawable (NULL,
|
|
(Drawable) stage_glx->xpixmap,
|
|
DefaultColormap (stage_glx->xdpy,
|
|
stage_glx->xscreen),
|
|
stage_glx->xvisinfo->visual,
|
|
x, y,
|
|
0, 0,
|
|
width, height);
|
|
}
|
|
else
|
|
{
|
|
data = g_malloc0 (sizeof (guchar) * width * height * 4);
|
|
|
|
glReadPixels (x,
|
|
clutter_actor_get_height (actor) - y - height,
|
|
width,
|
|
height, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
|
|
|
pixb = gdk_pixbuf_new_from_data (data,
|
|
GDK_COLORSPACE_RGB,
|
|
TRUE,
|
|
8,
|
|
width, height,
|
|
width * 4,
|
|
snapshot_pixbuf_free,
|
|
NULL);
|
|
|
|
dest = gdk_pixbuf_flip (pixb, TRUE);
|
|
|
|
g_object_unref (pixb);
|
|
}
|
|
}
|
|
|
|
static void
|
|
clutter_stage_glx_dispose (GObject *gobject)
|
|
{
|
|
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (gobject);
|
|
|
|
if (stage_glx->xwin)
|
|
clutter_actor_unrealize (CLUTTER_ACTOR (stage_glx));
|
|
|
|
G_OBJECT_CLASS (clutter_stage_glx_parent_class)->dispose (gobject);
|
|
}
|
|
|
|
static void
|
|
clutter_stage_glx_class_init (ClutterStageGlxClass *klass)
|
|
{
|
|
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
|
|
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
|
|
ClutterStageClass *stage_class = CLUTTER_STAGE_CLASS (klass);
|
|
|
|
gobject_class->dispose = clutter_stage_glx_dispose;
|
|
|
|
actor_class->show = clutter_stage_glx_show;
|
|
actor_class->hide = clutter_stage_glx_hide;
|
|
actor_class->realize = clutter_stage_glx_realize;
|
|
actor_class->unrealize = clutter_stage_glx_unrealize;
|
|
actor_class->paint = clutter_stage_glx_paint;
|
|
actor_class->request_coords = clutter_stage_glx_request_coords;
|
|
actor_class->allocate_coords = clutter_stage_glx_allocate_coords;
|
|
|
|
stage_class->set_fullscreen = clutter_stage_glx_set_fullscreen;
|
|
stage_class->set_cursor_visible = clutter_stage_glx_set_cursor_visible;
|
|
stage_class->set_offscreen = clutter_stage_glx_set_offscreen;
|
|
stage_class->draw_to_pixbuf = clutter_stage_glx_draw_to_pixbuf;
|
|
}
|
|
|
|
static void
|
|
clutter_stage_glx_init (ClutterStageGlx *stage)
|
|
{
|
|
stage->xdpy = NULL;
|
|
stage->xwin_root = None;
|
|
stage->xscreen = 0;
|
|
|
|
stage->xwin = None;
|
|
stage->xwin_width = 640;
|
|
stage->xwin_height = 480;
|
|
stage->xvisinfo = None;
|
|
|
|
stage->is_foreign_xwin = FALSE;
|
|
}
|
|
|
|
/**
|
|
* clutter_glx_get_stage_window:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* FIXME
|
|
*
|
|
* Return value: FIXME
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
Window
|
|
clutter_glx_get_stage_window (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE_GLX (stage), None);
|
|
|
|
return CLUTTER_STAGE_GLX (stage)->xwin;
|
|
}
|
|
|
|
/**
|
|
* clutter_glx_get_stage_visual:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* FIXME
|
|
*
|
|
* Return value: FIXME
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
XVisualInfo *
|
|
clutter_glx_get_stage_visual (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE_GLX (stage), NULL);
|
|
|
|
return CLUTTER_STAGE_GLX (stage)->xvisinfo;
|
|
}
|
|
|
|
/**
|
|
* clutter_glx_set_stage_foreign:
|
|
* @stage: a #ClutterStage
|
|
* @xwindow: an existing X Window id
|
|
*
|
|
* Target the #ClutterStage to use an existing external X Window
|
|
*
|
|
* Return value: %TRUE if foreign window is valid
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
gboolean
|
|
clutter_glx_set_stage_foreign (ClutterStage *stage,
|
|
Window xwindow)
|
|
{
|
|
ClutterStageGlx *stage_glx;
|
|
ClutterActor *actor;
|
|
gint x, y;
|
|
guint width, height, border, depth;
|
|
Window root_return;
|
|
Status status;
|
|
ClutterGeometry geom;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE_GLX (stage), FALSE);
|
|
g_return_val_if_fail (xwindow != None, FALSE);
|
|
|
|
stage_glx = CLUTTER_STAGE_GLX (stage);
|
|
actor = CLUTTER_ACTOR (stage);
|
|
|
|
clutter_glx_trap_x_errors ();
|
|
|
|
status = XGetGeometry (stage_glx->xdpy,
|
|
xwindow,
|
|
&root_return,
|
|
&x, &y,
|
|
&width, &height,
|
|
&border,
|
|
&depth);
|
|
|
|
if (clutter_glx_untrap_x_errors () ||
|
|
!status ||
|
|
width == 0 || height == 0 ||
|
|
depth != stage_glx->xvisinfo->depth)
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
clutter_actor_unrealize (actor);
|
|
|
|
stage_glx->xwin = xwindow;
|
|
stage_glx->is_foreign_xwin = TRUE;
|
|
|
|
geom.x = x;
|
|
geom.y = y;
|
|
geom.width = stage_glx->xwin_width = width;
|
|
geom.height = stage_glx->xwin_height = height;
|
|
|
|
clutter_actor_set_geometry (actor, &geom);
|
|
clutter_actor_realize (actor);
|
|
|
|
return TRUE;
|
|
}
|