mutter/clutter/osx/clutter-stage-osx.c
Robert Bragg 6d9498da7c Adds a cogl_flush() to give developers breaking into raw GL a fighting chance
This function should only need to be called in exceptional circumstances
since Cogl can normally determine internally when a flush is necessary.

As an optimization Cogl drawing functions may batch up primitives
internally, so if you are trying to use raw GL outside of Cogl you stand a
better chance of being successful if you ask Cogl to flush any batched
geometry before making your state changes.

cogl_flush() ensures that the underlying driver is issued all the commands
necessary to draw the batched primitives.  It provides no guarantees about
when the driver will complete the rendering.

This provides no guarantees about the GL state upon returning and to avoid
confusing Cogl you should aim to restore any changes you make before
resuming use of Cogl.

If you are making state changes with the intention of affecting Cogl drawing
primitives you are 100% on your own since you stand a good chance of
conflicting with Cogl internals.  For example clutter-gst which currently
uses direct GL calls to bind ARBfp programs will very likely break when Cogl
starts to use ARBfb programs internally for the material API, but for now it
can use cogl_flush() to at least ensure that the ARBfp program isn't applied
to additional primitives.

This does not provide a robust generalized solution supporting safe use of
raw GL, its use is very much discouraged.
2009-06-30 17:13:38 +01:00

568 lines
17 KiB
C

/* Clutter - An OpenGL based 'interactive canvas' library.
* OSX backend - integration with NSWindow and NSView
*
* Copyright (C) 2007-2008 Tommi Komulainen <tommi.komulainen@iki.fi>
* Copyright (C) 2007 OpenedHand Ltd.
*
* 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.
*/
#include "config.h"
#include "clutter-osx.h"
#include "clutter-stage-osx.h"
#include "clutter-backend-osx.h"
#import <AppKit/AppKit.h>
#include <clutter/clutter-debug.h>
#include <clutter/clutter-private.h>
static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterStageOSX, clutter_stage_osx, CLUTTER_TYPE_ACTOR,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW,
clutter_stage_window_iface_init))
/* FIXME: this should be in clutter-stage.c */
static void
clutter_stage_osx_state_update (ClutterStageOSX *self,
ClutterStageState unset_flags,
ClutterStageState set_flags);
#define CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL (NSMainMenuWindowLevel + 1)
/*************************************************************************/
@implementation ClutterGLWindow
- (id)initWithView:(NSView *)aView UTF8Title:(const char *)aTitle stage:(ClutterStageOSX *)aStage
{
if ((self = [super initWithContentRect: [aView frame]
styleMask: NSTitledWindowMask | NSClosableWindowMask | NSResizableWindowMask
backing: NSBackingStoreBuffered
defer: NO]) != nil)
{
[self setDelegate: self];
[self useOptimizedDrawing: YES];
[self setContentView: aView];
[self setTitle:[NSString stringWithUTF8String: aTitle ? aTitle : ""]];
self->stage_osx = aStage;
}
return self;
}
- (BOOL) windowShouldClose: (id) sender
{
CLUTTER_NOTE (BACKEND, "[%p] windowShouldClose", self->stage_osx);
ClutterEvent event;
event.type = CLUTTER_DELETE;
event.any.stage = CLUTTER_STAGE (self->stage_osx->wrapper);
clutter_event_put (&event);
return NO;
}
- (NSRect) constrainFrameRect:(NSRect)frameRect toScreen:(NSScreen*)aScreen
{
/* in fullscreen mode we don't want to be constrained by menubar or dock
* FIXME: calculate proper constraints depending on fullscreen mode
*/
return frameRect;
}
- (void) windowDidBecomeKey:(NSNotification*)aNotification
{
CLUTTER_NOTE (BACKEND, "[%p] windowDidBecomeKey", self->stage_osx);
if (self->stage_osx->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
[self setLevel: CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL];
clutter_stage_osx_state_update (self->stage_osx, 0, CLUTTER_STAGE_STATE_ACTIVATED);
}
- (void) windowDidResignKey:(NSNotification*)aNotification
{
CLUTTER_NOTE (BACKEND, "[%p] windowDidResignKey", self->stage_osx);
if (self->stage_osx->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
{
[self setLevel: NSNormalWindowLevel];
[self orderBack: nil];
}
clutter_stage_osx_state_update (self->stage_osx, CLUTTER_STAGE_STATE_ACTIVATED, 0);
}
@end
/*************************************************************************/
@interface ClutterGLView : NSOpenGLView
{
ClutterStageOSX *stage_osx;
}
- (void) drawRect: (NSRect) bounds;
@end
@implementation ClutterGLView
- (id) initWithFrame: (NSRect)aFrame pixelFormat:(NSOpenGLPixelFormat*)aFormat stage:(ClutterStageOSX*)aStage
{
if ((self = [super initWithFrame:aFrame pixelFormat:aFormat]) != nil)
{
self->stage_osx = aStage;
}
return self;
}
- (void) drawRect: (NSRect) bounds
{
clutter_actor_paint (CLUTTER_ACTOR (self->stage_osx->wrapper));
cogl_flush ();
[[self openGLContext] flushBuffer];
}
/* In order to receive key events */
- (BOOL) acceptsFirstResponder
{
return YES;
}
/* We want 0,0 top left */
- (BOOL) isFlipped
{
return YES;
}
- (void) setFrameSize: (NSSize) aSize
{
CLUTTER_NOTE (BACKEND, "[%p] setFrameSize: %dx%d", self->stage_osx,
(int)aSize.width, (int)aSize.height);
[super setFrameSize: aSize];
clutter_actor_set_size (CLUTTER_ACTOR (self->stage_osx->wrapper),
(int)aSize.width, (int)aSize.height);
CLUTTER_SET_PRIVATE_FLAGS(self->stage_osx->wrapper, CLUTTER_ACTOR_SYNC_MATRICES);
}
/* Simply forward all events that reach our view to clutter. */
#define EVENT_HANDLER(event) -(void)event:(NSEvent *)theEvent { \
_clutter_event_osx_put (theEvent, self->stage_osx->wrapper); \
}
EVENT_HANDLER(mouseDown)
EVENT_HANDLER(mouseDragged)
EVENT_HANDLER(mouseUp)
EVENT_HANDLER(mouseMoved)
EVENT_HANDLER(mouseEntered)
EVENT_HANDLER(mouseExited)
EVENT_HANDLER(rightMouseDown)
EVENT_HANDLER(rightMouseDragged)
EVENT_HANDLER(rightMouseUp)
EVENT_HANDLER(otherMouseDown)
EVENT_HANDLER(otherMouseDragged)
EVENT_HANDLER(otherMouseUp)
EVENT_HANDLER(scrollWheel)
EVENT_HANDLER(keyDown)
EVENT_HANDLER(keyUp)
EVENT_HANDLER(flagsChanged)
EVENT_HANDLER(helpRequested)
EVENT_HANDLER(tabletPoint)
EVENT_HANDLER(tabletProximity)
#undef EVENT_HANDLER
@end
/*************************************************************************/
static void
clutter_stage_osx_state_update (ClutterStageOSX *self,
ClutterStageState unset_flags,
ClutterStageState set_flags)
{
ClutterStageStateEvent event;
event.new_state = self->stage_state;
event.new_state |= set_flags;
event.new_state &= ~unset_flags;
if (event.new_state == self->stage_state)
return;
event.changed_mask = event.new_state ^ self->stage_state;
self->stage_state = event.new_state;
event.type = CLUTTER_STAGE_STATE;
event.stage = CLUTTER_STAGE (self->wrapper);
clutter_event_put ((ClutterEvent*)&event);
}
static void
clutter_stage_osx_save_frame (ClutterStageOSX *self)
{
if (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)))
{
g_assert (self->window != NULL);
self->normalFrame = [self->window frame];
self->haveNormalFrame = TRUE;
}
}
static void
clutter_stage_osx_set_frame (ClutterStageOSX *self)
{
g_assert (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)));
g_assert (self->window != NULL);
if (self->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
{
/* Raise above the menubar (and dock) covering the whole screen.
*
* NOTE: This effectively breaks Option-Tabbing as our window covers
* all other applications completely. However we deal with the situation
* by lowering the window to the bottom of the normal level stack on
* windowDidResignKey notification.
*/
[self->window setLevel: CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL];
[self->window setFrame: [self->window frameRectForContentRect: [[self->window screen] frame]] display: NO];
}
else
{
[self->window setLevel: NSNormalWindowLevel];
if (self->haveNormalFrame)
[self->window setFrame: self->normalFrame display: NO];
else
/* looks better than positioning to 0,0 (bottom right) */
[self->window center];
}
}
/*************************************************************************/
static void
clutter_stage_osx_realize (ClutterActor *actor)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
ClutterBackendOSX *backend_osx;
gboolean offscreen;
CLUTTER_NOTE (BACKEND, "[%p] realize", self);
/* ensure we get realize+unrealize properly paired */
g_return_if_fail (self->view == NULL && self->window == NULL);
CLUTTER_OSX_POOL_ALLOC();
g_object_get (self->wrapper, "offscreen", &offscreen, NULL);
if (offscreen)
{
g_warning("OSX Backend does not yet support offscreen rendering\n");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
backend_osx = CLUTTER_BACKEND_OSX (self->backend);
NSRect rect = NSMakeRect(0, 0, self->requisition_width, self->requisition_height);
self->view = [[ClutterGLView alloc]
initWithFrame: rect
pixelFormat: backend_osx->pixel_format
stage: self];
[self->view setOpenGLContext:backend_osx->context];
self->window = [[ClutterGLWindow alloc]
initWithView: self->view
UTF8Title: clutter_stage_get_title (CLUTTER_STAGE (self->wrapper))
stage: self];
/* looks better than positioning to 0,0 (bottom right) */
[self->window center];
CLUTTER_OSX_POOL_RELEASE();
CLUTTER_NOTE (BACKEND, "Stage successfully realized");
}
static void
clutter_stage_osx_unrealize (ClutterActor *actor)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
CLUTTER_NOTE (BACKEND, "[%p] unrealize", self);
/* ensure we get realize+unrealize properly paired */
g_return_if_fail (self->view != NULL && self->window != NULL);
CLUTTER_OSX_POOL_ALLOC();
[self->view release];
[self->window close];
self->view = NULL;
self->window = NULL;
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_show (ClutterActor *actor)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
CLUTTER_NOTE (BACKEND, "[%p] show", self);
if (CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->show)
CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->show (actor);
CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
CLUTTER_OSX_POOL_ALLOC();
clutter_stage_osx_set_frame (self);
[self->window makeKeyAndOrderFront: nil];
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_hide (ClutterActor *actor)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
CLUTTER_NOTE (BACKEND, "[%p] hide", self);
CLUTTER_OSX_POOL_ALLOC();
[self->window orderOut: nil];
CLUTTER_OSX_POOL_RELEASE();
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
if (CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->hide)
CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->hide (actor);
}
static void
clutter_stage_osx_get_preferred_width (ClutterActor *actor,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
gboolean is_resizable;
CLUTTER_OSX_POOL_ALLOC();
is_resizable = clutter_stage_get_user_resizable (self->wrapper);
if (min_width_p)
{
if (is_resizable)
*min_width_p = CLUTTER_UNITS_FROM_FLOAT (1.0);
else
*min_width_p = CLUTTER_UNITS_FROM_FLOAT (self->requisition_width);
}
if (natural_width_p)
*natural_width_p = CLUTTER_UNITS_FROM_FLOAT (self->requisition_width);
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_get_preferred_height (ClutterActor *actor,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
gboolean is_resizable;
CLUTTER_OSX_POOL_ALLOC();
is_resizable = clutter_stage_get_user_resizable (self->wrapper);
if (min_height_p)
{
if (is_resizable)
*min_height_p = CLUTTER_UNITS_FROM_FLOAT (1.0);
else
*min_height_p = CLUTTER_UNITS_FROM_FLOAT (self->requisition_height);
}
if (natural_height_p)
*natural_height_p = CLUTTER_UNITS_FROM_FLOAT (self->requisition_height);
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_allocate (ClutterActor *actor,
const ClutterActorBox *box,
ClutterAllocationFlags flags)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
ClutterActorClass *parent_class;
CLUTTER_NOTE (BACKEND, "[%p], allocate: %d, %d - %d x %d", self,
CLUTTER_UNITS_TO_INT (box->x1),
CLUTTER_UNITS_TO_INT (box->y1),
CLUTTER_UNITS_TO_INT (box->x2 - box->x1),
CLUTTER_UNITS_TO_INT (box->y2 - box->y1));
self->requisition_width = CLUTTER_UNITS_TO_INT (box->x2 - box->x1);
self->requisition_height = CLUTTER_UNITS_TO_INT (box->y2 - box->y1);
if (CLUTTER_ACTOR_IS_REALIZED (actor))
{
CLUTTER_OSX_POOL_ALLOC();
NSSize size = NSMakeSize(self->requisition_width,
self->requisition_height);
[self->window setContentSize: size];
CLUTTER_OSX_POOL_RELEASE();
}
/* make sure that the viewport is updated */
CLUTTER_SET_PRIVATE_FLAGS (self->wrapper, CLUTTER_ACTOR_SYNC_MATRICES);
/* chain up */
parent_class = CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class);
parent_class->allocate (actor, box, flags);
}
/*************************************************************************/
static ClutterActor *
clutter_stage_osx_get_wrapper (ClutterStageWindow *stage_window)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
return CLUTTER_ACTOR (self->wrapper);
}
static void
clutter_stage_osx_set_title (ClutterStageWindow *stage_window,
const char *title)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
CLUTTER_NOTE (BACKEND, "[%p] set_title: %s", self, title);
CLUTTER_OSX_POOL_ALLOC();
if (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)))
[self->window setTitle:[NSString stringWithUTF8String: title ? title : ""]];
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_set_fullscreen (ClutterStageWindow *stage_window,
gboolean fullscreen)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
CLUTTER_NOTE (BACKEND, "[%p] set_fullscreen: %u", self, fullscreen);
CLUTTER_OSX_POOL_ALLOC();
/* Make sure to update the state before clutter_stage_osx_set_frame.
*
* Toggling fullscreen isn't atomic, there's two "events" involved:
* - stage state change (via state_update)
* - stage size change (via set_frame -> setFrameSize / set_size)
*
* We do state change first. Not sure there's any difference.
*/
if (fullscreen)
clutter_stage_osx_state_update (self, 0, CLUTTER_STAGE_STATE_FULLSCREEN);
else
clutter_stage_osx_state_update (self, CLUTTER_STAGE_STATE_FULLSCREEN, 0);
if (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)))
{
if (fullscreen)
clutter_stage_osx_save_frame (self);
clutter_stage_osx_set_frame (self);
}
else if (fullscreen)
{
/* FIXME: if you go fullscreen before realize we throw away the normal
* stage size and can't return. Need to maintain them separately.
*/
NSSize size = [[NSScreen mainScreen] frame].size;
clutter_actor_set_size (CLUTTER_ACTOR (self),
(int)size.width, (int)size.height);
}
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_window_iface_init (ClutterStageWindowIface *iface)
{
iface->get_wrapper = clutter_stage_osx_get_wrapper;
iface->set_title = clutter_stage_osx_set_title;
iface->set_fullscreen = clutter_stage_osx_set_fullscreen;
}
/*************************************************************************/
ClutterActor *
clutter_stage_osx_new (ClutterBackend *backend,
ClutterStage *wrapper)
{
ClutterStageOSX *self;
self = g_object_new (CLUTTER_TYPE_STAGE_OSX, NULL);
self->backend = backend;
self->wrapper = wrapper;
return CLUTTER_ACTOR(self);
}
/*************************************************************************/
static void
clutter_stage_osx_init (ClutterStageOSX *self)
{
self->requisition_width = 640;
self->requisition_height = 480;
CLUTTER_SET_PRIVATE_FLAGS(self, CLUTTER_ACTOR_IS_TOPLEVEL);
}
static void
clutter_stage_osx_class_init (ClutterStageOSXClass *klass)
{
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
actor_class->realize = clutter_stage_osx_realize;
actor_class->unrealize = clutter_stage_osx_unrealize;
actor_class->show = clutter_stage_osx_show;
actor_class->hide = clutter_stage_osx_hide;
actor_class->allocate = clutter_stage_osx_allocate;
actor_class->get_preferred_width = clutter_stage_osx_get_preferred_width;
actor_class->get_preferred_height = clutter_stage_osx_get_preferred_height;
}