043f804452
The id pool used for the actor's id should be a per-stage field. At some point, we might have a Stage mapped to multiple framebuffers, or each Stage mapped to a different framebuffer; also, on backend with low color precision we don't want to exhaust the size of the available ids with a global pool. Finally, it's yet another thing we can remove from the global Clutter context. Having the id pool allocated per-stage, and the pick id assigned on Actor:mapped will make the whole pick-id more reliable and future proof. http://bugzilla.clutter-project.org/show_bug.cgi?id=2633 https://bugzilla.gnome.org/show_bug.cgi?id=647876
109 lines
6.0 KiB
C
109 lines
6.0 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Copyright (C) 2010 Intel Corporation.
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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, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __CLUTTER_STAGE_PRIVATE_H__
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#define __CLUTTER_STAGE_PRIVATE_H__
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#include <clutter/clutter-stage-window.h>
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#include <clutter/clutter-stage.h>
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#include <clutter/clutter-input-device.h>
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#include <clutter/clutter-private.h>
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#include <cogl/cogl.h>
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G_BEGIN_DECLS
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typedef struct _ClutterStageQueueRedrawEntry ClutterStageQueueRedrawEntry;
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/* stage */
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ClutterStageWindow *_clutter_stage_get_default_window (void);
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void _clutter_stage_do_paint (ClutterStage *stage,
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const ClutterGeometry *clip);
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void _clutter_stage_set_window (ClutterStage *stage,
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ClutterStageWindow *stage_window);
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ClutterStageWindow *_clutter_stage_get_window (ClutterStage *stage);
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void _clutter_stage_get_projection_matrix (ClutterStage *stage,
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CoglMatrix *projection);
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void _clutter_stage_dirty_projection (ClutterStage *stage);
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void _clutter_stage_set_viewport (ClutterStage *stage,
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float x,
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float y,
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float width,
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float height);
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void _clutter_stage_get_viewport (ClutterStage *stage,
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float *x,
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float *y,
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float *width,
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float *height);
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void _clutter_stage_dirty_viewport (ClutterStage *stage);
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void _clutter_stage_maybe_setup_viewport (ClutterStage *stage);
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void _clutter_stage_maybe_relayout (ClutterActor *stage);
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gboolean _clutter_stage_needs_update (ClutterStage *stage);
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gboolean _clutter_stage_do_update (ClutterStage *stage);
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void _clutter_stage_queue_event (ClutterStage *stage,
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ClutterEvent *event);
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gboolean _clutter_stage_has_queued_events (ClutterStage *stage);
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void _clutter_stage_process_queued_events (ClutterStage *stage);
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void _clutter_stage_update_input_devices (ClutterStage *stage);
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int _clutter_stage_get_pending_swaps (ClutterStage *stage);
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gboolean _clutter_stage_has_full_redraw_queued (ClutterStage *stage);
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ClutterActor *_clutter_stage_do_pick (ClutterStage *stage,
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gint x,
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gint y,
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ClutterPickMode mode);
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ClutterPaintVolume *_clutter_stage_paint_volume_stack_allocate (ClutterStage *stage);
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void _clutter_stage_paint_volume_stack_free_all (ClutterStage *stage);
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const ClutterPlane *_clutter_stage_get_clip (ClutterStage *stage);
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ClutterStageQueueRedrawEntry *_clutter_stage_queue_actor_redraw (ClutterStage *stage,
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ClutterStageQueueRedrawEntry *entry,
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ClutterActor *actor,
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ClutterPaintVolume *clip);
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void _clutter_stage_queue_redraw_entry_invalidate (ClutterStageQueueRedrawEntry *entry);
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void _clutter_stage_add_device (ClutterStage *stage,
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ClutterInputDevice *device);
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void _clutter_stage_remove_device (ClutterStage *stage,
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ClutterInputDevice *device);
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gboolean _clutter_stage_has_device (ClutterStage *stage,
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ClutterInputDevice *device);
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void _clutter_stage_set_motion_events_enabled (ClutterStage *stage,
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gboolean enabled);
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gboolean _clutter_stage_get_motion_events_enabled (ClutterStage *stage);
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CoglFramebuffer *_clutter_stage_get_active_framebuffer (ClutterStage *stage);
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gint32 _clutter_stage_acquire_pick_id (ClutterStage *stage,
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ClutterActor *actor);
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void _clutter_stage_release_pick_id (ClutterStage *stage,
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gint32 pick_id);
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ClutterActor * _clutter_stage_get_actor_by_pick_id (ClutterStage *stage,
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gint32 pick_id);
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G_END_DECLS
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#endif /* __CLUTTER_STAGE_PRIVATE_H__ */
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