mutter/clutter/clutter-stage.c
Robert Bragg c0d5af5de5 Adds initial clipped redraw support to Clutter
A new (internal only currently) API, _clutter_actor_queue_clipped_redraw
can be used to queue a redraw along with a clip rectangle in actor
coordinates. This clip rectangle propagates up to the stage and clutter
backend which may optionally use the information to optimize stage
redraws. The GLX backend in particular may scissor the next redraw to
the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage
subregion.

The intention is that any actors that can naturally determine the bounds
of updates should queue clipped redraws to reduce the cost of updating
small regions of the screen.

Notes:
» If GLX_MESA_copy_sub_buffer isn't available then the GLX backend
  ignores any clip rectangles.

» queuing multiple clipped redraws will result in the bounding box of
  each clip rectangle being used.

» If a clipped redraw has a height > 300 pixels then it's promoted into
  a full stage redraw, so that the GPU doesn't end up blocking too long
  waiting for the vsync to reach the optimal position to avoid tearing.

  » Note: no empirical data was used to come up with this threshold so
    we may need to tune this.

» Currently only ClutterX11TexturePixmap makes use of this new API. This
  is done via a new "queue-damage-redraw" signal that is emitted when
  the pixmap is updated. The default handler queues a clipped redraw
  with the assumption that the pixmap is being painted as a rectangle
  covering the actors transformed allocation. If you subclass
  ClutterX11TexturePixmap and change how it's painted you now also
  need to override the signal handler and queue your own redraw.

  Technically this is a semantic break, but it's assumed that no one
  is currently doing this.

This still leaves a few unsolved issues with regards to optimizing sub
stage redraws that need to be addressed in further work so this can only
be considered a stepping stone a this point:

» Because we have no reliable way to determine if the painting of any
  given actor is being modified any optimizations implemented using
  _clutter_actor_queue_redraw_with_clip must be overridable by a
  subclass, and technically must be opt-in for existing classes to avoid
  a change in semantics. E.g. consider that a user connects to the paint
  signal for ClutterTexture and paints a circle instead of a rectangle.
  In this case any original logic to queue clipped redraws would be
  incorrect.

» Currently only the implementation of an actor has enough information
  with which to queue clipped redraws. E.g. It is not possible for
  generic code in clutter-actor.c to queue a clipped redraw when hiding
  an actor because actors have no way to report a "paint box". (remember
  actors can draw outside their allocation and actors with depth may
  also be projected outside of their allocation)

  » The current plan is to add a actor_class->get_paint_cuboid()
    virtual so actors can report a bounding cube for everything they
    would draw in their current state and use that to queue clipped
    redraws against the stage by projecting the paint cube into stage
    coordinates.

» Our heuristics for promoting clipped redraws into full redraws to
  avoid blocking the GPU while we wait for the vsync need improving:

  » vsync issues aren't relevant for redirected/composited applications
    so they should use different heuristics. In this case we instead
    need to trade off the cost of blitting when using glXCopySubBuffer
    vs promoting to a full redraw and flipping instead.
2010-03-02 17:19:11 +00:00

2534 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, see <http://www.gnu.org/licenses/>.
*
*
*/
/**
* SECTION:clutter-stage
* @short_description: Top level visual element to which actors are placed.
*
* #ClutterStage is a top level 'window' on which child actors are placed
* and manipulated.
*
* Clutter creates a default stage upon initialization, which can be retrieved
* using clutter_stage_get_default(). Clutter always provides the default
* stage, unless the backend is unable to create one. The stage returned
* by clutter_stage_get_default() is guaranteed to always be the same.
*
* Backends might provide support for multiple stages. The support for this
* feature can be checked at run-time using the clutter_feature_available()
* function and the %CLUTTER_FEATURE_STAGE_MULTIPLE flag. If the backend used
* supports multiple stages, new #ClutterStage instances can be created
* using clutter_stage_new(). These stages must be managed by the developer
* using clutter_actor_destroy(), which will take care of destroying all the
* actors contained inside them.
*
* #ClutterStage is a proxy actor, wrapping the backend-specific
* implementation of the windowing system. It is possible to subclass
* #ClutterStage, as long as every overridden virtual function chains up to
* the parent class corresponding function.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-backend.h"
#include "clutter-stage.h"
#include "clutter-main.h"
#include "clutter-color.h"
#include "clutter-util.h"
#include "clutter-marshal.h"
#include "clutter-master-clock.h"
#include "clutter-enum-types.h"
#include "clutter-private.h"
#include "clutter-debug.h"
#include "clutter-stage-manager.h"
#include "clutter-stage-window.h"
#include "clutter-version.h" /* For flavour */
#include "clutter-id-pool.h"
#include "clutter-container.h"
#include "clutter-profile.h"
#include "clutter-input-device.h"
#include "cogl/cogl.h"
G_DEFINE_TYPE (ClutterStage, clutter_stage, CLUTTER_TYPE_GROUP);
#define CLUTTER_STAGE_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_STAGE, ClutterStagePrivate))
struct _ClutterStagePrivate
{
/* the stage implementation */
ClutterStageWindow *impl;
ClutterColor color;
ClutterPerspective perspective;
ClutterFog fog;
gchar *title;
ClutterActor *key_focused_actor;
GQueue *event_queue;
guint redraw_pending : 1;
guint is_fullscreen : 1;
guint is_cursor_visible : 1;
guint is_user_resizable : 1;
guint use_fog : 1;
guint throttle_motion_events : 1;
guint use_alpha : 1;
guint min_size_changed : 1;
};
enum
{
PROP_0,
PROP_COLOR,
PROP_FULLSCREEN_SET,
PROP_OFFSCREEN,
PROP_CURSOR_VISIBLE,
PROP_PERSPECTIVE,
PROP_TITLE,
PROP_USER_RESIZE,
PROP_USE_FOG,
PROP_FOG,
PROP_USE_ALPHA,
PROP_KEY_FOCUS
};
enum
{
FULLSCREEN,
UNFULLSCREEN,
ACTIVATE,
DEACTIVATE,
DELETE_EVENT,
LAST_SIGNAL
};
static guint stage_signals[LAST_SIGNAL] = { 0, };
static const ClutterColor default_stage_color = { 255, 255, 255, 255 };
static void
clutter_stage_get_preferred_width (ClutterActor *self,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
ClutterGeometry geom = { 0, };
if (priv->impl == NULL)
return;
_clutter_stage_window_get_geometry (priv->impl, &geom);
if (min_width_p)
*min_width_p = geom.width;
if (natural_width_p)
*natural_width_p = geom.width;
}
static void
clutter_stage_get_preferred_height (ClutterActor *self,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
ClutterGeometry geom = { 0, };
if (priv->impl == NULL)
return;
_clutter_stage_window_get_geometry (priv->impl, &geom);
if (min_height_p)
*min_height_p = geom.height;
if (natural_height_p)
*natural_height_p = geom.height;
}
static void
clutter_stage_allocate (ClutterActor *self,
const ClutterActorBox *box,
ClutterAllocationFlags flags)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
ClutterGeometry geom = { 0, };
gboolean origin_changed;
gint width, height;
origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED) ? TRUE : FALSE;
if (priv->impl == NULL)
return;
width = clutter_actor_box_get_width (box);
height = clutter_actor_box_get_height (box);
_clutter_stage_window_get_geometry (priv->impl, &geom);
/* XXX: Until Cogl becomes fully responsible for backend windows Clutter
* need to manually keep it informed of the current window size */
_cogl_onscreen_clutter_backend_set_size (geom.width, geom.height);
/* if the stage is fixed size (for instance, it's using a frame-buffer)
* then we simply ignore any allocation request and override the
* allocation chain.
*/
if ((!clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC)))
{
ClutterActorClass *klass;
CLUTTER_NOTE (LAYOUT,
"Following allocation to %dx%d (origin %s)",
width, height,
origin_changed ? "changed" : "not changed");
klass = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class);
klass->allocate (self, box, flags);
/* Ensure the window is sized correctly */
if (!priv->is_fullscreen)
{
if (priv->min_size_changed)
{
gfloat min_width, min_height;
gboolean min_width_set, min_height_set;
g_object_get (G_OBJECT (self),
"min-width", &min_width,
"min-width-set", &min_width_set,
"min-height", &min_height,
"min-height-set", &min_height_set,
NULL);
if (!min_width_set)
min_width = 1;
if (!min_height_set)
min_height = 1;
if (width < min_width)
width = min_width;
if (height < min_height)
height = min_height;
priv->min_size_changed = FALSE;
}
if ((geom.width != width) || (geom.height != height))
_clutter_stage_window_resize (priv->impl, width, height);
}
}
else
{
ClutterActorBox override = { 0, };
ClutterActorClass *klass;
override.x1 = 0;
override.y1 = 0;
override.x2 = geom.width;
override.y2 = geom.height;
CLUTTER_NOTE (LAYOUT,
"Overrigin original allocation of %dx%d "
"with %dx%d (origin %s)",
width, height,
(int) (override.x2),
(int) (override.y2),
origin_changed ? "changed" : "not changed");
/* and store the overridden allocation */
klass = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class);
klass->allocate (self, &override, flags);
}
}
static void
clutter_stage_paint (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
CoglColor stage_color;
guint8 real_alpha;
CLUTTER_STATIC_TIMER (stage_clear_timer,
"Painting actors", /* parent */
"Stage clear",
"The time spent clearing the stage",
0 /* no application private data */);
CLUTTER_NOTE (PAINT, "Initializing stage paint");
/* composite the opacity to the stage color */
real_alpha = clutter_actor_get_opacity (self)
* priv->color.alpha
/ 255;
/* we use the real alpha to clear the stage if :use-alpha is
* set; the effect depends entirely on how the Clutter backend
*/
cogl_color_set_from_4ub (&stage_color,
priv->color.red,
priv->color.green,
priv->color.blue,
priv->use_alpha ? real_alpha
: 255);
cogl_color_premultiply (&stage_color);
CLUTTER_TIMER_START (_clutter_uprof_context, stage_clear_timer);
cogl_clear (&stage_color,
COGL_BUFFER_BIT_COLOR |
COGL_BUFFER_BIT_DEPTH);
CLUTTER_TIMER_STOP (_clutter_uprof_context, stage_clear_timer);
if (priv->use_fog)
{
/* we only expose the linear progression of the fog in
* the ClutterStage API, and that ignores the fog density.
* thus, we pass 1.0 as the density parameter
*/
cogl_set_fog (&stage_color,
COGL_FOG_MODE_LINEAR,
1.0,
priv->fog.z_near,
priv->fog.z_far);
}
else
cogl_disable_fog ();
/* this will take care of painting every child */
CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint (self);
}
static void
clutter_stage_pick (ClutterActor *self,
const ClutterColor *color)
{
/* Note: we don't chain up to our parent as we don't want any geometry
* emitted for the stage itself. The stage's pick id is effectively handled
* by the call to cogl_clear done in clutter-main.c:_clutter_do_pick_async()
*/
clutter_container_foreach (CLUTTER_CONTAINER (self),
CLUTTER_CALLBACK (clutter_actor_paint),
NULL);
}
static void
clutter_stage_realize (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
gboolean is_realized;
/* Make sure the viewport and projection matrix are valid for the
* first paint (which will likely occur before the ConfigureNotify
* is received)
*/
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_SYNC_MATRICES);
g_assert (priv->impl != NULL);
is_realized = _clutter_stage_window_realize (priv->impl);
/* ensure that the stage is using the context if the
* realization sequence was successful
*/
if (is_realized)
{
ClutterBackend *backend = clutter_get_default_backend ();
GError *error = NULL;
/* We want to select the context without calling
clutter_backend_ensure_context so that it doesn't call any
Cogl functions. Otherwise it would create the Cogl context
before we get a chance to check whether the GL version is
valid */
_clutter_backend_ensure_context_internal (backend, CLUTTER_STAGE (self));
/* Make sure Cogl can support the driver */
if (!_cogl_check_driver_valid (&error))
{
g_critical ("The GL driver is not supported: %s",
error->message);
g_clear_error (&error);
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
}
else
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
}
else
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
}
static void
clutter_stage_unrealize (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
/* and then unrealize the implementation */
g_assert (priv->impl != NULL);
_clutter_stage_window_unrealize (priv->impl);
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
clutter_stage_ensure_current (CLUTTER_STAGE (self));
}
static void
clutter_stage_show (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->show (self);
/* Possibly do an allocation run so that the stage will have the
right size before we map it */
_clutter_stage_maybe_relayout (self);
g_assert (priv->impl != NULL);
_clutter_stage_window_show (priv->impl, TRUE);
}
static void
clutter_stage_hide (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
g_assert (priv->impl != NULL);
_clutter_stage_window_hide (priv->impl);
CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->hide (self);
}
static void
clutter_stage_emit_key_focus_event (ClutterStage *stage,
gboolean focus_in)
{
ClutterStagePrivate *priv = stage->priv;
if (priv->key_focused_actor == NULL)
return;
if (focus_in)
g_signal_emit_by_name (priv->key_focused_actor, "key-focus-in");
else
g_signal_emit_by_name (priv->key_focused_actor, "key-focus-out");
}
static void
clutter_stage_real_activate (ClutterStage *stage)
{
clutter_stage_emit_key_focus_event (stage, TRUE);
}
static void
clutter_stage_real_deactivate (ClutterStage *stage)
{
clutter_stage_emit_key_focus_event (stage, FALSE);
}
static void
clutter_stage_real_fullscreen (ClutterStage *stage)
{
ClutterStagePrivate *priv = stage->priv;
ClutterGeometry geom;
ClutterActorBox box;
/* we need to force an allocation here because the size
* of the stage might have been changed by the backend
*
* this is a really bad solution to the issues caused by
* the fact that fullscreening the stage on the X11 backends
* is really an asynchronous operation
*/
_clutter_stage_window_get_geometry (priv->impl, &geom);
box.x1 = 0;
box.y1 = 0;
box.x2 = geom.width;
box.y2 = geom.height;
clutter_actor_allocate (CLUTTER_ACTOR (stage),
&box,
CLUTTER_ALLOCATION_NONE);
}
void
_clutter_stage_queue_event (ClutterStage *stage,
ClutterEvent *event)
{
ClutterStagePrivate *priv;
gboolean first_event;
ClutterInputDevice *device;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
first_event = priv->event_queue->length == 0;
g_queue_push_tail (priv->event_queue, clutter_event_copy (event));
if (first_event)
{
ClutterMasterClock *master_clock = _clutter_master_clock_get_default ();
_clutter_master_clock_start_running (master_clock);
}
/* if needed, update the state of the input device of the event.
* we do it here to avoid calling the same code from every backend
* event processing function
*/
device = clutter_event_get_device (event);
if (device != NULL)
{
ClutterModifierType event_state = clutter_event_get_state (event);
guint32 event_time = clutter_event_get_time (event);
gfloat event_x, event_y;
clutter_event_get_coords (event, &event_x, &event_y);
_clutter_input_device_set_coords (device, event_x, event_y);
_clutter_input_device_set_state (device, event_state);
_clutter_input_device_set_time (device, event_time);
}
}
gboolean
_clutter_stage_has_queued_events (ClutterStage *stage)
{
ClutterStagePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
priv = stage->priv;
return priv->event_queue->length > 0;
}
void
_clutter_stage_process_queued_events (ClutterStage *stage)
{
ClutterStagePrivate *priv;
GList *events, *l;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (priv->event_queue->length == 0)
return;
/* In case the stage gets destroyed during event processing */
g_object_ref (stage);
/* Steal events before starting processing to avoid reentrancy
* issues */
events = priv->event_queue->head;
priv->event_queue->head = NULL;
priv->event_queue->tail = NULL;
priv->event_queue->length = 0;
for (l = events; l != NULL; l = l->next)
{
ClutterEvent *event;
ClutterEvent *next_event;
ClutterInputDevice *device;
ClutterInputDevice *next_device;
gboolean check_device = FALSE;
event = l->data;
next_event = l->next ? l->next->data : NULL;
device = clutter_event_get_device (event);
if (next_event != NULL)
next_device = clutter_event_get_device (next_event);
else
next_device = NULL;
if (device != NULL && next_device != NULL)
check_device = TRUE;
/* Skip consecutive motion events coming from the same device */
if (priv->throttle_motion_events &&
next_event != NULL &&
event->type == CLUTTER_MOTION &&
(next_event->type == CLUTTER_MOTION ||
next_event->type == CLUTTER_LEAVE) &&
(!check_device || (device == next_device)))
{
CLUTTER_NOTE (EVENT,
"Omitting motion event at %d, %d",
(int) event->motion.x,
(int) event->motion.y);
goto next_event;
}
_clutter_process_event (event);
next_event:
clutter_event_free (event);
}
g_list_free (events);
g_object_unref (stage);
}
/**
* _clutter_stage_needs_update:
* @stage: A #ClutterStage
*
* Determines if _clutter_stage_do_update() needs to be called.
*
* Return value: %TRUE if the stage need layout or painting
*/
gboolean
_clutter_stage_needs_update (ClutterStage *stage)
{
ClutterStagePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
priv = stage->priv;
return priv->redraw_pending;
}
/**
* _clutter_stage_do_update:
* @stage: A #ClutterStage
*
* Handles per-frame layout and repaint for the stage.
*
* Return value: %TRUE if the stage was updated
*/
gboolean
_clutter_stage_do_update (ClutterStage *stage)
{
ClutterStagePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
priv = stage->priv;
if (!priv->redraw_pending)
return FALSE;
/* clutter_do_redraw() will also call maybe_relayout(), but since a relayout
* can queue a redraw, we want to do the relayout before we clear the
* update_idle to avoid painting the stage twice. Calling maybe_relayout()
* twice in a row is cheap because of caching of requested and allocated
* size.
*/
_clutter_stage_maybe_relayout (CLUTTER_ACTOR (stage));
CLUTTER_NOTE (PAINT, "redrawing via idle for stage[%p]", stage);
_clutter_do_redraw (stage);
/* reset the guard, so that new redraws are possible */
priv->redraw_pending = FALSE;
if (CLUTTER_CONTEXT ()->redraw_count > 0)
{
CLUTTER_NOTE (SCHEDULER, "Queued %lu redraws during the last cycle",
CLUTTER_CONTEXT ()->redraw_count);
CLUTTER_CONTEXT ()->redraw_count = 0;
}
return TRUE;
}
static void
clutter_stage_real_queue_redraw (ClutterActor *actor,
ClutterActor *leaf)
{
ClutterStage *stage = CLUTTER_STAGE (actor);
ClutterStagePrivate *priv = stage->priv;
ClutterStageWindow *stage_window;
ClutterGeometry stage_clip;
const ClutterActorBox *clip;
ClutterActorBox bounds;
ClutterVertex v[4];
int i;
CLUTTER_NOTE (PAINT, "Redraw request number %lu",
CLUTTER_CONTEXT ()->redraw_count + 1);
if (!priv->redraw_pending)
{
ClutterMasterClock *master_clock;
priv->redraw_pending = TRUE;
master_clock = _clutter_master_clock_get_default ();
_clutter_master_clock_start_running (master_clock);
}
else
CLUTTER_CONTEXT ()->redraw_count += 1;
/* If the backend can't do anything with redraw clips (e.g. it already knows
* it needs to redraw everything anyway) then don't spend time transforming
* any clip regions into stage coordinates... */
stage_window = _clutter_stage_get_window (stage);
if (_clutter_stage_window_ignoring_redraw_clips (stage_window))
return;
/* Convert the clip rectangle (which is in leaf actor coordinates) into stage
* coordinates and then into an axis aligned stage coordinates bounding
* box...
*/
clip = _clutter_actor_get_queue_redraw_clip (leaf);
if (!clip)
{
_clutter_stage_window_add_redraw_clip (stage_window, NULL);
return;
}
_clutter_actor_transform_and_project_box (leaf, clip, v);
bounds.x1 = v[0].x; bounds.y1 = v[0].y;
bounds.x2 = v[0].x; bounds.y2 = v[0].y;
for (i = 0; i < 4; i++)
{
if (v[i].x < bounds.x1)
bounds.x1 = v[i].x;
else if (v[i].x > bounds.x2)
bounds.x2 = v[i].x;
if (v[i].y < bounds.y1)
bounds.y1 = v[i].y;
else if (v[i].y > bounds.y2)
bounds.y2 = v[i].y;
}
/* when converting to integer coordinates make sure we round the edges of the
* clip rectangle outwards... */
stage_clip.x = bounds.x1;
stage_clip.y = bounds.y1;
stage_clip.width = ceilf (bounds.x2) - stage_clip.x;
stage_clip.height = ceilf (bounds.y2) - stage_clip.y;
_clutter_stage_window_add_redraw_clip (stage_window, &stage_clip);
}
gboolean
_clutter_stage_has_full_redraw_queued (ClutterStage *stage)
{
ClutterStageWindow *stage_window = _clutter_stage_get_window (stage);
if (stage->priv->redraw_pending &&
!_clutter_stage_window_has_redraw_clips (stage_window))
return TRUE;
else
return FALSE;
}
static gboolean
clutter_stage_real_delete_event (ClutterStage *stage,
ClutterEvent *event)
{
if (clutter_stage_is_default (stage))
clutter_main_quit ();
else
clutter_actor_destroy (CLUTTER_ACTOR (stage));
return TRUE;
}
static void
clutter_stage_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterStage *stage = CLUTTER_STAGE (object);
switch (prop_id)
{
case PROP_COLOR:
clutter_stage_set_color (stage, clutter_value_get_color (value));
break;
case PROP_OFFSCREEN:
if (g_value_get_boolean (value))
g_warning ("Offscreen stages are currently not supported\n");
break;
case PROP_CURSOR_VISIBLE:
if (g_value_get_boolean (value))
clutter_stage_show_cursor (stage);
else
clutter_stage_hide_cursor (stage);
break;
case PROP_PERSPECTIVE:
clutter_stage_set_perspective (stage, g_value_get_boxed (value));
break;
case PROP_TITLE:
clutter_stage_set_title (stage, g_value_get_string (value));
break;
case PROP_USER_RESIZE:
clutter_stage_set_user_resizable (stage, g_value_get_boolean (value));
break;
case PROP_USE_FOG:
clutter_stage_set_use_fog (stage, g_value_get_boolean (value));
break;
case PROP_FOG:
clutter_stage_set_fog (stage, g_value_get_boxed (value));
break;
case PROP_USE_ALPHA:
clutter_stage_set_use_alpha (stage, g_value_get_boolean (value));
break;
case PROP_KEY_FOCUS:
clutter_stage_set_key_focus (stage, g_value_get_object (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_stage_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (gobject)->priv;
switch (prop_id)
{
case PROP_COLOR:
clutter_value_set_color (value, &priv->color);
break;
case PROP_OFFSCREEN:
g_value_set_boolean (value, FALSE);
break;
case PROP_FULLSCREEN_SET:
g_value_set_boolean (value, priv->is_fullscreen);
break;
case PROP_CURSOR_VISIBLE:
g_value_set_boolean (value, priv->is_cursor_visible);
break;
case PROP_PERSPECTIVE:
g_value_set_boxed (value, &priv->perspective);
break;
case PROP_TITLE:
g_value_set_string (value, priv->title);
break;
case PROP_USER_RESIZE:
g_value_set_boolean (value, priv->is_user_resizable);
break;
case PROP_USE_FOG:
g_value_set_boolean (value, priv->use_fog);
break;
case PROP_FOG:
g_value_set_boxed (value, &priv->fog);
break;
case PROP_USE_ALPHA:
g_value_set_boolean (value, priv->use_alpha);
break;
case PROP_KEY_FOCUS:
g_value_set_object (value, priv->key_focused_actor);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_stage_dispose (GObject *object)
{
ClutterStage *stage = CLUTTER_STAGE (object);
ClutterStagePrivate *priv = stage->priv;
ClutterStageManager *stage_manager = clutter_stage_manager_get_default ();
ClutterMainContext *context;
GList *l, *next;
clutter_actor_hide (CLUTTER_ACTOR (object));
_clutter_stage_manager_remove_stage (stage_manager, stage);
context = _clutter_context_get_default ();
/* Remove any pending events for this stage from the event queue */
for (l = context->events_queue->head; l; l = next)
{
ClutterEvent *event = l->data;
next = l->next;
if (event->any.stage == stage)
{
g_queue_delete_link (context->events_queue, l);
clutter_event_free (event);
}
}
if (priv->impl != NULL)
{
CLUTTER_NOTE (BACKEND, "Disposing of the stage implementation");
g_object_unref (priv->impl);
priv->impl = NULL;
}
G_OBJECT_CLASS (clutter_stage_parent_class)->dispose (object);
}
static void
clutter_stage_finalize (GObject *object)
{
ClutterStage *stage = CLUTTER_STAGE (object);
ClutterStagePrivate *priv = stage->priv;
g_queue_foreach (priv->event_queue, (GFunc)clutter_event_free, NULL);
g_queue_free (priv->event_queue);
g_free (stage->priv->title);
G_OBJECT_CLASS (clutter_stage_parent_class)->finalize (object);
}
static void
clutter_stage_class_init (ClutterStageClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
GParamSpec *pspec;
gobject_class->set_property = clutter_stage_set_property;
gobject_class->get_property = clutter_stage_get_property;
gobject_class->dispose = clutter_stage_dispose;
gobject_class->finalize = clutter_stage_finalize;
actor_class->allocate = clutter_stage_allocate;
actor_class->get_preferred_width = clutter_stage_get_preferred_width;
actor_class->get_preferred_height = clutter_stage_get_preferred_height;
actor_class->paint = clutter_stage_paint;
actor_class->pick = clutter_stage_pick;
actor_class->realize = clutter_stage_realize;
actor_class->unrealize = clutter_stage_unrealize;
actor_class->show = clutter_stage_show;
actor_class->hide = clutter_stage_hide;
actor_class->queue_redraw = clutter_stage_real_queue_redraw;
/**
* ClutterStage:fullscreen:
*
* Whether the stage should be fullscreen or not.
*
* This property is set by calling clutter_stage_set_fullscreen()
* but since the actual implementation is delegated to the backend
* you should connect to the notify::fullscreen-set signal in order
* to get notification if the fullscreen state has been successfully
* achieved.
*
* Since: 1.0
*/
pspec = g_param_spec_boolean ("fullscreen-set",
"Fullscreen Set",
"Whether the main stage is fullscreen",
FALSE,
CLUTTER_PARAM_READABLE);
g_object_class_install_property (gobject_class,
PROP_FULLSCREEN_SET,
pspec);
/**
* ClutterStage:offscreen:
*
* Whether the stage should be rendered in an offscreen buffer.
*
* <warning><para>Not every backend supports redirecting the
* stage to an offscreen buffer. This property might not work
* and it might be deprecated at any later date.</para></warning>
*/
pspec = g_param_spec_boolean ("offscreen",
"Offscreen",
"Whether the main stage should be "
"rendered offscreen",
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class,
PROP_OFFSCREEN,
pspec);
/**
* ClutterStage:cursor-visible:
*
* Whether the mouse pointer should be visible
*/
pspec = g_param_spec_boolean ("cursor-visible",
"Cursor Visible",
"Whether the mouse pointer is visible "
"on the main stage",
TRUE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class,
PROP_CURSOR_VISIBLE,
pspec);
/**
* ClutterStage:user-resizable:
*
* Whether the stage is resizable via user interaction.
*
* Since: 0.4
*/
pspec = g_param_spec_boolean ("user-resizable",
"User Resizable",
"Whether the stage is able to be resized "
"via user interaction",
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class,
PROP_USER_RESIZE,
pspec);
/**
* ClutterStage:color:
*
* The color of the main stage.
*/
pspec = clutter_param_spec_color ("color",
"Color",
"The color of the stage",
&default_stage_color,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_COLOR, pspec);
/**
* ClutterStage:perspective:
*
* The parameters used for the perspective projection from 3D
* coordinates to 2D
*
* Since: 0.8.2
*/
pspec = g_param_spec_boxed ("perspective",
"Perspective",
"Perspective projection parameters",
CLUTTER_TYPE_PERSPECTIVE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class,
PROP_PERSPECTIVE,
pspec);
/**
* ClutterStage:title:
*
* The stage's title - usually displayed in stage windows title decorations.
*
* Since: 0.4
*/
pspec = g_param_spec_string ("title",
"Title",
"Stage Title",
NULL,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_TITLE, pspec);
/**
* ClutterStage:use-fog:
*
* Whether the stage should use a linear GL "fog" in creating the
* depth-cueing effect, to enhance the perception of depth by fading
* actors farther from the viewpoint.
*
* Since: 0.6
*/
pspec = g_param_spec_boolean ("use-fog",
"Use Fog",
"Whether to enable depth cueing",
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_USE_FOG, pspec);
/**
* ClutterStage:fog:
*
* The settings for the GL "fog", used only if #ClutterStage:use-fog
* is set to %TRUE
*
* Since: 1.0
*/
pspec = g_param_spec_boxed ("fog",
"Fog",
"Settings for the depth cueing",
CLUTTER_TYPE_FOG,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_FOG, pspec);
/**
* ClutterStage:use-alpha:
*
* Whether the #ClutterStage should honour the alpha component of the
* #ClutterStage:color property when painting. If Clutter is run under
* a compositing manager this will result in the stage being blended
* with the underlying window(s)
*
* Since: 1.2
*/
pspec = g_param_spec_boolean ("use-alpha",
"Use Alpha",
"Whether to honour the alpha component of "
"the stage color",
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_USE_ALPHA, pspec);
/**
* ClutterStage:key-focus:
*
* The #ClutterActor that will receive key events from the underlying
* windowing system.
*
* If %NULL, the #ClutterStage will receive the events.
*
* Since: 1.2
*/
pspec = g_param_spec_object ("key-focus",
"Key Focus",
"The currently key focused actor",
CLUTTER_TYPE_ACTOR,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_KEY_FOCUS, pspec);
/**
* ClutterStage::fullscreen
* @stage: the stage which was fullscreened
*
* The ::fullscreen signal is emitted when the stage is made fullscreen.
*
* Since: 0.6
*/
stage_signals[FULLSCREEN] =
g_signal_new ("fullscreen",
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_FIRST,
G_STRUCT_OFFSET (ClutterStageClass, fullscreen),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterStage::unfullscreen
* @stage: the stage which has left a fullscreen state.
*
* The ::unfullscreen signal is emitted when the stage leaves a fullscreen
* state.
*
* Since: 0.6
*/
stage_signals[UNFULLSCREEN] =
g_signal_new ("unfullscreen",
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, unfullscreen),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterStage::activate
* @stage: the stage which was activated
*
* The ::activate signal is emitted when the stage receives key focus
* from the underlying window system.
*
* Since: 0.6
*/
stage_signals[ACTIVATE] =
g_signal_new ("activate",
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, activate),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterStage::deactivate
* @stage: the stage which was deactivated
*
* The ::activate signal is emitted when the stage loses key focus
* from the underlying window system.
*
* Since: 0.6
*/
stage_signals[DEACTIVATE] =
g_signal_new ("deactivate",
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, deactivate),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterStage::delete-event:
* @stage: the stage that received the event
* @event: a #ClutterEvent of type %CLUTTER_DELETE
*
* The ::delete-event signal is emitted when the user closes a
* #ClutterStage window using the window controls.
*
* Clutter by default will call clutter_main_quit() if @stage is
* the default stage, and clutter_actor_destroy() for any other
* stage.
*
* It is possible to override the default behaviour by connecting
* a new handler and returning %TRUE there.
*
* <note>This signal is emitted only on Clutter backends that
* embed #ClutterStage in native windows. It is not emitted for
* backends that use a static frame buffer.</note>
*
* Since: 1.2
*/
stage_signals[DELETE_EVENT] =
g_signal_new (I_("delete-event"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, delete_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
klass->fullscreen = clutter_stage_real_fullscreen;
klass->activate = clutter_stage_real_activate;
klass->deactivate = clutter_stage_real_deactivate;
klass->delete_event = clutter_stage_real_delete_event;
g_type_class_add_private (gobject_class, sizeof (ClutterStagePrivate));
}
static void
clutter_stage_notify_min_size (ClutterStage *self)
{
self->priv->min_size_changed = TRUE;
}
static void
clutter_stage_init (ClutterStage *self)
{
ClutterStagePrivate *priv;
ClutterBackend *backend;
/* a stage is a top-level object */
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IS_TOPLEVEL);
self->priv = priv = CLUTTER_STAGE_GET_PRIVATE (self);
CLUTTER_NOTE (BACKEND, "Creating stage from the default backend");
backend = clutter_get_default_backend ();
priv->impl = _clutter_backend_create_stage (backend, self, NULL);
if (!priv->impl)
{
g_warning ("Unable to create a new stage, falling back to the "
"default stage.");
priv->impl = _clutter_stage_get_default_window ();
/* at this point we must have a default stage, or we're screwed */
g_assert (priv->impl != NULL);
}
priv->event_queue = g_queue_new ();
priv->is_fullscreen = FALSE;
priv->is_user_resizable = FALSE;
priv->is_cursor_visible = TRUE;
priv->use_fog = FALSE;
priv->throttle_motion_events = TRUE;
priv->min_size_changed = FALSE;
priv->color = default_stage_color;
priv->perspective.fovy = 60.0; /* 60 Degrees */
priv->perspective.aspect = 1.0;
priv->perspective.z_near = 0.1;
priv->perspective.z_far = 100.0;
/* depth cueing */
priv->fog.z_near = 1.0;
priv->fog.z_far = 2.0;
clutter_actor_set_reactive (CLUTTER_ACTOR (self), TRUE);
clutter_stage_set_title (self, g_get_prgname ());
clutter_stage_set_key_focus (self, NULL);
g_signal_connect (self, "notify::min-width",
G_CALLBACK (clutter_stage_notify_min_size), NULL);
g_signal_connect (self, "notify::min-height",
G_CALLBACK (clutter_stage_notify_min_size), NULL);
}
/**
* clutter_stage_get_default:
*
* Returns the main stage. The default #ClutterStage is a singleton,
* so the stage will be created the first time this function is
* called (typically, inside clutter_init()); all the subsequent
* calls to clutter_stage_get_default() will return the same instance.
*
* Clutter guarantess the existence of the default stage.
*
* Return value: (transfer none): the main #ClutterStage. You should never
* destroy or unref the returned actor.
*/
ClutterActor *
clutter_stage_get_default (void)
{
ClutterStageManager *stage_manager = clutter_stage_manager_get_default ();
ClutterStage *stage;
stage = clutter_stage_manager_get_default_stage (stage_manager);
if (G_UNLIKELY (stage == NULL))
{
/* This will take care of automatically adding the stage to the
* stage manager and setting it as the default. Its floating
* reference will be claimed by the stage manager.
*/
stage = g_object_new (CLUTTER_TYPE_STAGE, NULL);
_clutter_stage_manager_set_default_stage (stage_manager, stage);
/* the default stage is realized by default */
clutter_actor_realize (CLUTTER_ACTOR (stage));
}
return CLUTTER_ACTOR (stage);
}
/**
* clutter_stage_set_color:
* @stage: A #ClutterStage
* @color: A #ClutterColor
*
* Sets the stage color.
*/
void
clutter_stage_set_color (ClutterStage *stage,
const ClutterColor *color)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (color != NULL);
priv = stage->priv;
priv->color = *color;
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
g_object_notify (G_OBJECT (stage), "color");
}
/**
* clutter_stage_get_color:
* @stage: A #ClutterStage
* @color: return location for a #ClutterColor
*
* Retrieves the stage color.
*/
void
clutter_stage_get_color (ClutterStage *stage,
ClutterColor *color)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (color != NULL);
priv = stage->priv;
*color = priv->color;
}
/**
* clutter_stage_set_perspective:
* @stage: A #ClutterStage
* @perspective: A #ClutterPerspective
*
* Sets the stage perspective.
*/
void
clutter_stage_set_perspective (ClutterStage *stage,
ClutterPerspective *perspective)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (perspective != NULL);
g_return_if_fail (perspective->z_far - perspective->z_near != 0);
priv = stage->priv;
priv->perspective = *perspective;
/* this will cause the viewport to be reset; see
* clutter_maybe_setup_viewport() inside clutter-main.c
*/
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
}
/**
* clutter_stage_get_perspective:
* @stage: A #ClutterStage
* @perspective: return location for a #ClutterPerspective
*
* Retrieves the stage perspective.
*/
void
clutter_stage_get_perspective (ClutterStage *stage,
ClutterPerspective *perspective)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (perspective != NULL);
*perspective = stage->priv->perspective;
}
/**
* clutter_stage_set_fullscreen:
* @stage: a #ClutterStage
* @fullscreen: %TRUE to to set the stage fullscreen
*
* Asks to place the stage window in the fullscreen or unfullscreen
* states.
*
( Note that you shouldn't assume the window is definitely full screen
* afterward, because other entities (e.g. the user or window manager)
* could unfullscreen it again, and not all window managers honor
* requests to fullscreen windows.
*
* If you want to receive notification of the fullscreen state you
* should either use the #ClutterStage::fullscreen and
* #ClutterStage::unfullscreen signals, or use the notify signal
* for the #ClutterStage:fullscreen-set property
*
* Since: 1.0
*/
void
clutter_stage_set_fullscreen (ClutterStage *stage,
gboolean fullscreen)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (priv->is_fullscreen != fullscreen)
{
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
ClutterStageWindowIface *iface;
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
/* Only set if backend implements.
*
* Also see clutter_stage_event() for setting priv->is_fullscreen
* on state change event.
*/
if (iface->set_fullscreen)
iface->set_fullscreen (impl, fullscreen);
}
}
/**
* clutter_stage_get_fullscreen:
* @stage: a #ClutterStage
*
* Retrieves whether the stage is full screen or not
*
* Return value: %TRUE if the stage is full screen
*
* Since: 1.0
*/
gboolean
clutter_stage_get_fullscreen (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
return stage->priv->is_fullscreen;
}
/**
* clutter_stage_set_user_resizable:
* @stage: a #ClutterStage
* @resizable: whether the stage should be user resizable.
*
* Sets if the stage is resizable by user interaction (e.g. via
* window manager controls)
*
* Since: 0.4
*/
void
clutter_stage_set_user_resizable (ClutterStage *stage,
gboolean resizable)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (clutter_feature_available (CLUTTER_FEATURE_STAGE_USER_RESIZE)
&& priv->is_user_resizable != resizable)
{
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
ClutterStageWindowIface *iface;
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
if (iface->set_user_resizable)
{
priv->is_user_resizable = resizable;
iface->set_user_resizable (impl, resizable);
g_object_notify (G_OBJECT (stage), "user-resizable");
}
}
}
/**
* clutter_stage_get_user_resizable:
* @stage: a #ClutterStage
*
* Retrieves the value set with clutter_stage_set_user_resizable().
*
* Return value: %TRUE if the stage is resizable by the user.
*
* Since: 0.4
*/
gboolean
clutter_stage_get_user_resizable (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
return stage->priv->is_user_resizable;
}
/**
* clutter_stage_show_cursor:
* @stage: a #ClutterStage
*
* Shows the cursor on the stage window
*/
void
clutter_stage_show_cursor (ClutterStage *stage)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (!priv->is_cursor_visible)
{
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
ClutterStageWindowIface *iface;
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
if (iface->set_cursor_visible)
{
priv->is_cursor_visible = TRUE;
iface->set_cursor_visible (impl, TRUE);
g_object_notify (G_OBJECT (stage), "cursor-visible");
}
}
}
/**
* clutter_stage_hide_cursor:
* @stage: a #ClutterStage
*
* Makes the cursor invisible on the stage window
*
* Since: 0.4
*/
void
clutter_stage_hide_cursor (ClutterStage *stage)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (priv->is_cursor_visible)
{
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
ClutterStageWindowIface *iface;
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
if (iface->set_cursor_visible)
{
priv->is_cursor_visible = FALSE;
iface->set_cursor_visible (impl, FALSE);
g_object_notify (G_OBJECT (stage), "cursor-visible");
}
}
}
/**
* clutter_stage_read_pixels:
* @stage: A #ClutterStage
* @x: x coordinate of the first pixel that is read from stage
* @y: y coordinate of the first pixel that is read from stage
* @width: Width dimention of pixels to be read, or -1 for the
* entire stage width
* @height: Height dimention of pixels to be read, or -1 for the
* entire stage height
*
* Makes a screenshot of the stage in RGBA 8bit data, returns a
* linear buffer with @width * 4 as rowstride.
*
* The alpha data contained in the returned buffer is driver-dependent,
* and not guaranteed to hold any sensible value.
*
* Return value: a pointer to newly allocated memory with the buffer
* or %NULL if the read failed. Use g_free() on the returned data
* to release the resources it has allocated.
*/
guchar *
clutter_stage_read_pixels (ClutterStage *stage,
gint x,
gint y,
gint width,
gint height)
{
guchar *pixels;
GLint viewport[4];
gint rowstride;
gint stage_width, stage_height;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
/* according to glReadPixels documentation pixels outside the viewport are
* undefined, but no error should be provoked, thus this is probably unnneed.
*/
g_return_val_if_fail (x >= 0 && y >= 0, NULL);
/* Force a redraw of the stage before reading back pixels */
clutter_stage_ensure_current (stage);
clutter_actor_paint (CLUTTER_ACTOR (stage));
glGetIntegerv (GL_VIEWPORT, viewport);
stage_width = viewport[2];
stage_height = viewport[3];
if (width < 0 || width > stage_width)
width = stage_width;
if (height < 0 || height > stage_height)
height = stage_height;
rowstride = width * 4;
pixels = g_malloc (height * rowstride);
cogl_read_pixels (x, y, width, height,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
pixels);
return pixels;
}
/**
* clutter_stage_get_actor_at_pos:
* @stage: a #ClutterStage
* @pick_mode: how the scene graph should be painted
* @x: X coordinate to check
* @y: Y coordinate to check
*
* Checks the scene at the coordinates @x and @y and returns a pointer
* to the #ClutterActor at those coordinates.
*
* By using @pick_mode it is possible to control which actors will be
* painted and thus available.
*
* Return value: (transfer none): the actor at the specified coordinates,
* if any
*/
ClutterActor *
clutter_stage_get_actor_at_pos (ClutterStage *stage,
ClutterPickMode pick_mode,
gint x,
gint y)
{
return _clutter_do_pick (stage, x, y, pick_mode);
}
/**
* clutter_stage_event:
* @stage: a #ClutterStage
* @event: a #ClutterEvent
*
* This function is used to emit an event on the main stage.
*
* You should rarely need to use this function, except for
* synthetised events.
*
* Return value: the return value from the signal emission
*
* Since: 0.4
*/
gboolean
clutter_stage_event (ClutterStage *stage,
ClutterEvent *event)
{
ClutterStagePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
g_return_val_if_fail (event != NULL, FALSE);
priv = stage->priv;
if (event->type == CLUTTER_DELETE)
{
gboolean retval = FALSE;
g_signal_emit_by_name (stage, "event", event, &retval);
if (!retval)
g_signal_emit_by_name (stage, "delete-event", event, &retval);
return retval;
}
if (event->type != CLUTTER_STAGE_STATE)
return FALSE;
/* emit raw event */
if (clutter_actor_event (CLUTTER_ACTOR (stage), event, FALSE))
return TRUE;
if (event->stage_state.changed_mask & CLUTTER_STAGE_STATE_FULLSCREEN)
{
if (event->stage_state.new_state & CLUTTER_STAGE_STATE_FULLSCREEN)
{
priv->is_fullscreen = TRUE;
g_signal_emit (stage, stage_signals[FULLSCREEN], 0);
g_object_notify (G_OBJECT (stage), "fullscreen-set");
}
else
{
priv->is_fullscreen = FALSE;
g_signal_emit (stage, stage_signals[UNFULLSCREEN], 0);
g_object_notify (G_OBJECT (stage), "fullscreen-set");
}
}
if (event->stage_state.changed_mask & CLUTTER_STAGE_STATE_ACTIVATED)
{
if (event->stage_state.new_state & CLUTTER_STAGE_STATE_ACTIVATED)
g_signal_emit (stage, stage_signals[ACTIVATE], 0);
else
g_signal_emit (stage, stage_signals[DEACTIVATE], 0);
}
return TRUE;
}
/**
* clutter_stage_set_title
* @stage: A #ClutterStage
* @title: A utf8 string for the stage windows title.
*
* Sets the stage title.
*
* Since: 0.4
**/
void
clutter_stage_set_title (ClutterStage *stage,
const gchar *title)
{
ClutterStagePrivate *priv;
ClutterStageWindow *impl;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
g_free (priv->title);
priv->title = g_strdup (title);
impl = CLUTTER_STAGE_WINDOW (priv->impl);
if (CLUTTER_STAGE_WINDOW_GET_IFACE(impl)->set_title != NULL)
CLUTTER_STAGE_WINDOW_GET_IFACE (impl)->set_title (impl, priv->title);
g_object_notify (G_OBJECT (stage), "title");
}
/**
* clutter_stage_get_title
* @stage: A #ClutterStage
*
* Gets the stage title.
*
* Return value: pointer to the title string for the stage. The
* returned string is owned by the actor and should not
* be modified or freed.
*
* Since: 0.4
**/
G_CONST_RETURN gchar *
clutter_stage_get_title (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
return stage->priv->title;
}
static void
on_key_focused_weak_notify (gpointer data,
GObject *where_the_object_was)
{
ClutterStagePrivate *priv;
ClutterStage *stage = CLUTTER_STAGE (data);
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
priv->key_focused_actor = NULL;
/* focused actor has dissapeared - fall back to stage
* FIXME: need some kind of signal dance/block here.
*/
clutter_stage_set_key_focus (stage, NULL);
}
/**
* clutter_stage_set_key_focus:
* @stage: the #ClutterStage
* @actor: (allow-none): the actor to set key focus to, or %NULL
*
* Sets the key focus on @actor. An actor with key focus will receive
* all the key events. If @actor is %NULL, the stage will receive
* focus.
*
* Since: 0.6
*/
void
clutter_stage_set_key_focus (ClutterStage *stage,
ClutterActor *actor)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor));
priv = stage->priv;
if (priv->key_focused_actor == actor)
return;
if (priv->key_focused_actor)
{
ClutterActor *old_focused_actor;
old_focused_actor = priv->key_focused_actor;
/* set key_focused_actor to NULL before emitting the signal or someone
* might hide the previously focused actor in the signal handler and we'd
* get re-entrant call and get glib critical from g_object_weak_unref
*/
g_object_weak_unref (G_OBJECT (priv->key_focused_actor),
on_key_focused_weak_notify,
stage);
priv->key_focused_actor = NULL;
g_signal_emit_by_name (old_focused_actor, "key-focus-out");
}
else
g_signal_emit_by_name (stage, "key-focus-out");
/* Note, if someone changes key focus in focus-out signal handler we'd be
* overriding the latter call below moving the focus where it was originally
* intended. The order of events would be:
* 1st focus-out, 2nd focus-out (on stage), 2nd focus-in, 1st focus-in
*/
if (actor)
{
priv->key_focused_actor = actor;
g_object_weak_ref (G_OBJECT (actor),
on_key_focused_weak_notify,
stage);
g_signal_emit_by_name (priv->key_focused_actor, "key-focus-in");
}
else
g_signal_emit_by_name (stage, "key-focus-in");
g_object_notify (G_OBJECT (stage), "key-focus");
}
/**
* clutter_stage_get_key_focus:
* @stage: the #ClutterStage
*
* Retrieves the actor that is currently under key focus.
*
* Return value: (transfer none): the actor with key focus, or the stage
*
* Since: 0.6
*/
ClutterActor *
clutter_stage_get_key_focus (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
if (stage->priv->key_focused_actor)
return stage->priv->key_focused_actor;
return CLUTTER_ACTOR (stage);
}
/**
* clutter_stage_get_use_fog:
* @stage: the #ClutterStage
*
* Gets whether the depth cueing effect is enabled on @stage.
*
* Return value: %TRUE if the the depth cueing effect is enabled
*
* Since: 0.6
*/
gboolean
clutter_stage_get_use_fog (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
return stage->priv->use_fog;
}
/**
* clutter_stage_set_use_fog:
* @stage: the #ClutterStage
* @fog: %TRUE for enabling the depth cueing effect
*
* Sets whether the depth cueing effect on the stage should be enabled
* or not.
*
* Depth cueing is a 3D effect that makes actors farther away from the
* viewing point less opaque, by fading them with the stage color.
* The parameters of the GL fog used can be changed using the
* clutter_stage_set_fog() function.
*
* Since: 0.6
*/
void
clutter_stage_set_use_fog (ClutterStage *stage,
gboolean fog)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (priv->use_fog != fog)
{
priv->use_fog = fog;
CLUTTER_NOTE (MISC, "%s depth-cueing inside stage",
priv->use_fog ? "enabling" : "disabling");
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
g_object_notify (G_OBJECT (stage), "use-fog");
}
}
/**
* clutter_stage_set_fog:
* @stage: the #ClutterStage
* @fog: a #ClutterFog structure
*
* Sets the fog (also known as "depth cueing") settings for the @stage.
*
* A #ClutterStage will only use a linear fog progression, which
* depends solely on the distance from the viewer. The cogl_set_fog()
* function in COGL exposes more of the underlying implementation,
* and allows changing the for progression function. It can be directly
* used by disabling the #ClutterStage:use-fog property and connecting
* a signal handler to the #ClutterActor::paint signal on the @stage,
* like:
*
* |[
* clutter_stage_set_use_fog (stage, FALSE);
* g_signal_connect (stage, "paint", G_CALLBACK (on_stage_paint), NULL);
* ]|
*
* The paint signal handler will call cogl_set_fog() with the
* desired settings:
*
* |[
* static void
* on_stage_paint (ClutterActor *actor)
* {
* ClutterColor stage_color = { 0, };
* CoglColor fog_color = { 0, };
*
* /&ast; set the fog color to the stage background color &ast;/
* clutter_stage_get_color (CLUTTER_STAGE (actor), &amp;stage_color);
* cogl_color_set_from_4ub (&amp;fog_color,
* stage_color.red,
* stage_color.green,
* stage_color.blue,
* stage_color.alpha);
*
* /&ast; enable fog &ast;/
* cogl_set_fog (&amp;fog_color,
* COGL_FOG_MODE_EXPONENTIAL, /&ast; mode &ast;/
* 0.5, /&ast; density &ast;/
* 5.0, 30.0); /&ast; z_near and z_far &ast;/
* }
* ]|
*
* Note: The fogging functions only work correctly when the visible actors use
* unmultiplied alpha colors. By default Cogl will premultiply textures
* and cogl_set_source_color will premultiply colors, so unless you
* explicitly load your textures requesting an unmultiplied
* internal_format and use cogl_material_set_color you can only use
* fogging with fully opaque actors.
*
* We can look to improve this in the future when we can depend on
* fragment shaders.
*
* Since: 0.6
*/
void
clutter_stage_set_fog (ClutterStage *stage,
ClutterFog *fog)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (fog != NULL);
priv = stage->priv;
priv->fog = *fog;
if (priv->use_fog)
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
}
/**
* clutter_stage_get_fog:
* @stage: the #ClutterStage
* @fog: return location for a #ClutterFog structure
*
* Retrieves the current depth cueing settings from the stage.
*
* Since: 0.6
*/
void
clutter_stage_get_fog (ClutterStage *stage,
ClutterFog *fog)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (fog != NULL);
*fog = stage->priv->fog;
}
/*** Perspective boxed type ******/
static gpointer
clutter_perspective_copy (gpointer data)
{
if (G_LIKELY (data))
return g_slice_dup (ClutterPerspective, data);
return NULL;
}
static void
clutter_perspective_free (gpointer data)
{
if (G_LIKELY (data))
g_slice_free (ClutterPerspective, data);
}
GType
clutter_perspective_get_type (void)
{
static GType our_type = 0;
if (!our_type)
our_type = g_boxed_type_register_static (I_("ClutterPerspective"),
clutter_perspective_copy,
clutter_perspective_free);
return our_type;
}
static gpointer
clutter_fog_copy (gpointer data)
{
if (G_LIKELY (data))
return g_slice_dup (ClutterFog, data);
return NULL;
}
static void
clutter_fog_free (gpointer data)
{
if (G_LIKELY (data))
g_slice_free (ClutterFog, data);
}
GType
clutter_fog_get_type (void)
{
static GType our_type = 0;
if (G_UNLIKELY (our_type == 0))
our_type = g_boxed_type_register_static (I_("ClutterFog"),
clutter_fog_copy,
clutter_fog_free);
return our_type;
}
/**
* clutter_stage_new:
*
* Creates a new, non-default stage. A non-default stage is a new
* top-level actor which can be used as another container. It works
* exactly like the default stage, but while clutter_stage_get_default()
* will always return the same instance, you will have to keep a pointer
* to any #ClutterStage returned by clutter_stage_create().
*
* The ability to support multiple stages depends on the current
* backend. Use clutter_feature_available() and
* %CLUTTER_FEATURE_STAGE_MULTIPLE to check at runtime whether a
* backend supports multiple stages.
*
* Return value: a new stage, or %NULL if the default backend does
* not support multiple stages. Use clutter_actor_destroy() to
* programmatically close the returned stage.
*
* Since: 0.8
*/
ClutterActor *
clutter_stage_new (void)
{
if (!clutter_feature_available (CLUTTER_FEATURE_STAGE_MULTIPLE))
{
g_warning ("Unable to create a new stage: the %s backend does not "
"support multiple stages.",
CLUTTER_FLAVOUR);
return NULL;
}
/* The stage manager will grab the floating reference when the stage
is added to it in the constructor */
return g_object_new (CLUTTER_TYPE_STAGE, NULL);
}
/**
* clutter_stage_ensure_current:
* @stage: the #ClutterStage
*
* This function essentially makes sure the right GL context is
* current for the passed stage. It is not intended to
* be used by applications.
*
* Since: 0.8
*/
void
clutter_stage_ensure_current (ClutterStage *stage)
{
ClutterBackend *backend;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
backend = clutter_get_default_backend ();
_clutter_backend_ensure_context (backend, stage);
}
/**
* clutter_stage_ensure_viewport:
* @stage: a #ClutterStage
*
* Ensures that the GL viewport is updated with the current
* stage window size.
*
* This function will queue a redraw of @stage.
*
* This function should not be called by applications; it is used
* when embedding a #ClutterStage into a toolkit with another
* windowing system, like GTK+.
*
* Since: 1.0
*/
void
clutter_stage_ensure_viewport (ClutterStage *stage)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
}
/**
* clutter_stage_ensure_redraw:
* @stage: a #ClutterStage
*
* Ensures that @stage is redrawn
*
* This function should not be called by applications: it is
* used when embedding a #ClutterStage into a toolkit with
* another windowing system, like GTK+.
*
* Since: 1.0
*/
void
clutter_stage_ensure_redraw (ClutterStage *stage)
{
ClutterMasterClock *master_clock;
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
priv->redraw_pending = TRUE;
master_clock = _clutter_master_clock_get_default ();
_clutter_master_clock_start_running (master_clock);
}
/**
* clutter_stage_queue_redraw:
* @stage: the #ClutterStage
*
* Queues a redraw for the passed stage.
*
* <note>Applications should call clutter_actor_queue_redraw() and not
* this function.</note>
*
* <note>This function is just a wrapper for clutter_actor_queue_redraw()
* and should probably go away.</note>
*
* Since: 0.8
*/
void
clutter_stage_queue_redraw (ClutterStage *stage)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
}
/**
* clutter_stage_is_default:
* @stage: a #ClutterStage
*
* Checks if @stage is the default stage, or an instance created using
* clutter_stage_new() but internally using the same implementation.
*
* Return value: %TRUE if the passed stage is the default one
*
* Since: 0.8
*/
gboolean
clutter_stage_is_default (ClutterStage *stage)
{
ClutterStageWindow *impl;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
if (CLUTTER_ACTOR (stage) == clutter_stage_get_default ())
return TRUE;
impl = _clutter_stage_get_window (stage);
if (impl == _clutter_stage_get_default_window ())
return TRUE;
return FALSE;
}
void
_clutter_stage_set_window (ClutterStage *stage,
ClutterStageWindow *stage_window)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (CLUTTER_IS_STAGE_WINDOW (stage_window));
if (stage->priv->impl)
g_object_unref (stage->priv->impl);
stage->priv->impl = stage_window;
}
ClutterStageWindow *
_clutter_stage_get_window (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
return CLUTTER_STAGE_WINDOW (stage->priv->impl);
}
ClutterStageWindow *
_clutter_stage_get_default_window (void)
{
ClutterActor *stage = clutter_stage_get_default ();
return _clutter_stage_get_window (CLUTTER_STAGE (stage));
}
/**
* clutter_stage_set_throttle_motion_events:
* @stage: a #ClutterStage
* @throttle: %TRUE to throttle motion events
*
* Sets whether motion events received between redraws should
* be throttled or not. If motion events are throttled, those
* events received by the windowing system between redraws will
* be compressed so that only the last event will be propagated
* to the @stage and its actors.
*
* This function should only be used if you want to have all
* the motion events delivered to your application code.
*
* Since: 1.0
*/
void
clutter_stage_set_throttle_motion_events (ClutterStage *stage,
gboolean throttle)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (priv->throttle_motion_events != throttle)
priv->throttle_motion_events = throttle;
}
/**
* clutter_stage_get_throttle_motion_events:
* @stage: a #ClutterStage
*
* Retrieves the value set with clutter_stage_set_throttle_motion_events()
*
* Return value: %TRUE if the motion events are being throttled,
* and %FALSE otherwise
*
* Since: 1.0
*/
gboolean
clutter_stage_get_throttle_motion_events (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
return stage->priv->throttle_motion_events;
}
/**
* clutter_stage_set_use_alpha:
* @stage: a #ClutterStage
* @use_alpha: whether the stage should honour the opacity or the
* alpha channel of the stage color
*
* Sets whether the @stage should honour the #ClutterActor:opacity and
* the alpha channel of the #ClutterStage:color
*
* Since: 1.2
*/
void
clutter_stage_set_use_alpha (ClutterStage *stage,
gboolean use_alpha)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (priv->use_alpha != use_alpha)
{
priv->use_alpha = use_alpha;
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
g_object_notify (G_OBJECT (stage), "use-alpha");
}
}
/**
* clutter_stage_get_use_alpha:
* @stage: a #ClutterStage
*
* Retrieves the value set using clutter_stage_set_use_alpha()
*
* Return value: %TRUE if the stage should honour the opacity and the
* alpha channel of the stage color
*
* Since: 1.2
*/
gboolean
clutter_stage_get_use_alpha (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
return stage->priv->use_alpha;
}
/**
* clutter_stage_set_minimum_size:
* @stage: a #ClutterStage
* @width: width, in pixels
* @height: height, in pixels
*
* Sets the minimum size for a stage window, if the default backend
* uses #ClutterStage inside a window
*
* This is a convenience function, and it is equivalent to setting the
* #ClutterActor:min-width and #ClutterActor:min-height on @stage
*
* If the current size of @stage is smaller than the minimum size, the
* @stage will be resized to the new @width and @height
*
* This function has no effect if @stage is fullscreen
*
* Since: 1.2
*/
void
clutter_stage_set_minimum_size (ClutterStage *stage,
guint width,
guint height)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail ((width > 0) && (height > 0));
g_object_set (G_OBJECT (stage),
"min-width", (gfloat) width,
"min-height", (gfloat )height,
NULL);
}
/**
* clutter_stage_get_minimum_size:
* @stage: a #ClutterStage
* @width: (out): return location for the minimum width, in pixels,
* or %NULL
* @height: (out): return location for the minimum height, in pixels,
* or %NULL
*
* Retrieves the minimum size for a stage window as set using
* clutter_stage_set_minimum_size().
*
* The returned size may not correspond to the actual minimum size and
* it is specific to the #ClutterStage implementation inside the
* Clutter backend
*
* Since: 1.2
*/
void
clutter_stage_get_minimum_size (ClutterStage *stage,
guint *width_p,
guint *height_p)
{
gfloat width, height;
gboolean width_set, height_set;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_object_get (G_OBJECT (stage),
"min-width", &width,
"min-width-set", &width_set,
"min-height", &height,
"min-height-set", &height_set,
NULL);
/* if not width or height have been set, then the Stage
* minimum size is defined to be 1x1
*/
if (!width_set)
width = 1;
if (!height_set)
height = 1;
if (width_p)
*width_p = (guint) width;
if (height_p)
*height_p = (guint) height;
}
/* Returns the number of swap buffers pending completion for the stage */
int
_clutter_stage_get_pending_swaps (ClutterStage *stage)
{
ClutterStageWindow *stage_window;
if (CLUTTER_PRIVATE_FLAGS (stage) & CLUTTER_ACTOR_IN_DESTRUCTION)
return 0;
stage_window = _clutter_stage_get_window (stage);
if (stage_window == NULL)
return 0;
return _clutter_stage_window_get_pending_swaps (stage_window);
}