6d9498da7c
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.
568 lines
17 KiB
C
568 lines
17 KiB
C
/* Clutter - An OpenGL based 'interactive canvas' library.
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* OSX backend - integration with NSWindow and NSView
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*
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* Copyright (C) 2007-2008 Tommi Komulainen <tommi.komulainen@iki.fi>
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* Copyright (C) 2007 OpenedHand Ltd.
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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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#include "config.h"
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#include "clutter-osx.h"
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#include "clutter-stage-osx.h"
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#include "clutter-backend-osx.h"
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#import <AppKit/AppKit.h>
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#include <clutter/clutter-debug.h>
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#include <clutter/clutter-private.h>
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static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
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G_DEFINE_TYPE_WITH_CODE (ClutterStageOSX, clutter_stage_osx, CLUTTER_TYPE_ACTOR,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW,
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clutter_stage_window_iface_init))
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/* FIXME: this should be in clutter-stage.c */
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static void
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clutter_stage_osx_state_update (ClutterStageOSX *self,
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ClutterStageState unset_flags,
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ClutterStageState set_flags);
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#define CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL (NSMainMenuWindowLevel + 1)
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/*************************************************************************/
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@implementation ClutterGLWindow
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- (id)initWithView:(NSView *)aView UTF8Title:(const char *)aTitle stage:(ClutterStageOSX *)aStage
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{
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if ((self = [super initWithContentRect: [aView frame]
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styleMask: NSTitledWindowMask | NSClosableWindowMask | NSResizableWindowMask
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backing: NSBackingStoreBuffered
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defer: NO]) != nil)
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{
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[self setDelegate: self];
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[self useOptimizedDrawing: YES];
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[self setContentView: aView];
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[self setTitle:[NSString stringWithUTF8String: aTitle ? aTitle : ""]];
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self->stage_osx = aStage;
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}
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return self;
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}
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- (BOOL) windowShouldClose: (id) sender
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{
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CLUTTER_NOTE (BACKEND, "[%p] windowShouldClose", self->stage_osx);
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ClutterEvent event;
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event.type = CLUTTER_DELETE;
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event.any.stage = CLUTTER_STAGE (self->stage_osx->wrapper);
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clutter_event_put (&event);
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return NO;
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}
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- (NSRect) constrainFrameRect:(NSRect)frameRect toScreen:(NSScreen*)aScreen
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{
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/* in fullscreen mode we don't want to be constrained by menubar or dock
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* FIXME: calculate proper constraints depending on fullscreen mode
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*/
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return frameRect;
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}
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- (void) windowDidBecomeKey:(NSNotification*)aNotification
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{
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CLUTTER_NOTE (BACKEND, "[%p] windowDidBecomeKey", self->stage_osx);
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if (self->stage_osx->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
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[self setLevel: CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL];
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clutter_stage_osx_state_update (self->stage_osx, 0, CLUTTER_STAGE_STATE_ACTIVATED);
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}
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- (void) windowDidResignKey:(NSNotification*)aNotification
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{
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CLUTTER_NOTE (BACKEND, "[%p] windowDidResignKey", self->stage_osx);
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if (self->stage_osx->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
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{
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[self setLevel: NSNormalWindowLevel];
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[self orderBack: nil];
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}
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clutter_stage_osx_state_update (self->stage_osx, CLUTTER_STAGE_STATE_ACTIVATED, 0);
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}
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@end
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/*************************************************************************/
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@interface ClutterGLView : NSOpenGLView
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{
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ClutterStageOSX *stage_osx;
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}
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- (void) drawRect: (NSRect) bounds;
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@end
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@implementation ClutterGLView
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- (id) initWithFrame: (NSRect)aFrame pixelFormat:(NSOpenGLPixelFormat*)aFormat stage:(ClutterStageOSX*)aStage
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{
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if ((self = [super initWithFrame:aFrame pixelFormat:aFormat]) != nil)
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{
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self->stage_osx = aStage;
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}
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return self;
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}
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- (void) drawRect: (NSRect) bounds
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{
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clutter_actor_paint (CLUTTER_ACTOR (self->stage_osx->wrapper));
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cogl_flush ();
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[[self openGLContext] flushBuffer];
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}
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/* In order to receive key events */
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- (BOOL) acceptsFirstResponder
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{
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return YES;
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}
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/* We want 0,0 top left */
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- (BOOL) isFlipped
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{
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return YES;
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}
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- (void) setFrameSize: (NSSize) aSize
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{
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CLUTTER_NOTE (BACKEND, "[%p] setFrameSize: %dx%d", self->stage_osx,
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(int)aSize.width, (int)aSize.height);
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[super setFrameSize: aSize];
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clutter_actor_set_size (CLUTTER_ACTOR (self->stage_osx->wrapper),
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(int)aSize.width, (int)aSize.height);
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CLUTTER_SET_PRIVATE_FLAGS(self->stage_osx->wrapper, CLUTTER_ACTOR_SYNC_MATRICES);
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}
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/* Simply forward all events that reach our view to clutter. */
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#define EVENT_HANDLER(event) -(void)event:(NSEvent *)theEvent { \
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_clutter_event_osx_put (theEvent, self->stage_osx->wrapper); \
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}
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EVENT_HANDLER(mouseDown)
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EVENT_HANDLER(mouseDragged)
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EVENT_HANDLER(mouseUp)
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EVENT_HANDLER(mouseMoved)
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EVENT_HANDLER(mouseEntered)
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EVENT_HANDLER(mouseExited)
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EVENT_HANDLER(rightMouseDown)
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EVENT_HANDLER(rightMouseDragged)
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EVENT_HANDLER(rightMouseUp)
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EVENT_HANDLER(otherMouseDown)
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EVENT_HANDLER(otherMouseDragged)
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EVENT_HANDLER(otherMouseUp)
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EVENT_HANDLER(scrollWheel)
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EVENT_HANDLER(keyDown)
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EVENT_HANDLER(keyUp)
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EVENT_HANDLER(flagsChanged)
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EVENT_HANDLER(helpRequested)
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EVENT_HANDLER(tabletPoint)
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EVENT_HANDLER(tabletProximity)
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#undef EVENT_HANDLER
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@end
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/*************************************************************************/
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static void
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clutter_stage_osx_state_update (ClutterStageOSX *self,
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ClutterStageState unset_flags,
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ClutterStageState set_flags)
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{
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ClutterStageStateEvent event;
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event.new_state = self->stage_state;
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event.new_state |= set_flags;
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event.new_state &= ~unset_flags;
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if (event.new_state == self->stage_state)
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return;
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event.changed_mask = event.new_state ^ self->stage_state;
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self->stage_state = event.new_state;
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event.type = CLUTTER_STAGE_STATE;
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event.stage = CLUTTER_STAGE (self->wrapper);
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clutter_event_put ((ClutterEvent*)&event);
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}
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static void
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clutter_stage_osx_save_frame (ClutterStageOSX *self)
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{
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if (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)))
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{
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g_assert (self->window != NULL);
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self->normalFrame = [self->window frame];
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self->haveNormalFrame = TRUE;
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}
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}
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static void
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clutter_stage_osx_set_frame (ClutterStageOSX *self)
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{
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g_assert (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)));
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g_assert (self->window != NULL);
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if (self->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
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{
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/* Raise above the menubar (and dock) covering the whole screen.
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*
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* NOTE: This effectively breaks Option-Tabbing as our window covers
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* all other applications completely. However we deal with the situation
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* by lowering the window to the bottom of the normal level stack on
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* windowDidResignKey notification.
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*/
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[self->window setLevel: CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL];
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[self->window setFrame: [self->window frameRectForContentRect: [[self->window screen] frame]] display: NO];
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}
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else
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{
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[self->window setLevel: NSNormalWindowLevel];
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if (self->haveNormalFrame)
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[self->window setFrame: self->normalFrame display: NO];
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else
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/* looks better than positioning to 0,0 (bottom right) */
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[self->window center];
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}
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}
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/*************************************************************************/
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static void
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clutter_stage_osx_realize (ClutterActor *actor)
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{
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ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
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ClutterBackendOSX *backend_osx;
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gboolean offscreen;
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CLUTTER_NOTE (BACKEND, "[%p] realize", self);
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/* ensure we get realize+unrealize properly paired */
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g_return_if_fail (self->view == NULL && self->window == NULL);
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CLUTTER_OSX_POOL_ALLOC();
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g_object_get (self->wrapper, "offscreen", &offscreen, NULL);
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if (offscreen)
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{
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g_warning("OSX Backend does not yet support offscreen rendering\n");
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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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backend_osx = CLUTTER_BACKEND_OSX (self->backend);
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NSRect rect = NSMakeRect(0, 0, self->requisition_width, self->requisition_height);
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self->view = [[ClutterGLView alloc]
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initWithFrame: rect
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pixelFormat: backend_osx->pixel_format
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stage: self];
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[self->view setOpenGLContext:backend_osx->context];
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self->window = [[ClutterGLWindow alloc]
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initWithView: self->view
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UTF8Title: clutter_stage_get_title (CLUTTER_STAGE (self->wrapper))
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stage: self];
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/* looks better than positioning to 0,0 (bottom right) */
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[self->window center];
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CLUTTER_OSX_POOL_RELEASE();
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CLUTTER_NOTE (BACKEND, "Stage successfully realized");
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}
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static void
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clutter_stage_osx_unrealize (ClutterActor *actor)
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{
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ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
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CLUTTER_NOTE (BACKEND, "[%p] unrealize", self);
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/* ensure we get realize+unrealize properly paired */
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g_return_if_fail (self->view != NULL && self->window != NULL);
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CLUTTER_OSX_POOL_ALLOC();
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[self->view release];
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[self->window close];
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self->view = NULL;
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self->window = NULL;
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CLUTTER_OSX_POOL_RELEASE();
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}
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static void
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clutter_stage_osx_show (ClutterActor *actor)
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{
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ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
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CLUTTER_NOTE (BACKEND, "[%p] show", self);
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if (CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->show)
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CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->show (actor);
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CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
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CLUTTER_OSX_POOL_ALLOC();
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clutter_stage_osx_set_frame (self);
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[self->window makeKeyAndOrderFront: nil];
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CLUTTER_OSX_POOL_RELEASE();
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}
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static void
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clutter_stage_osx_hide (ClutterActor *actor)
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{
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ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
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CLUTTER_NOTE (BACKEND, "[%p] hide", self);
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CLUTTER_OSX_POOL_ALLOC();
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[self->window orderOut: nil];
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CLUTTER_OSX_POOL_RELEASE();
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
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if (CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->hide)
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CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->hide (actor);
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}
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static void
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clutter_stage_osx_get_preferred_width (ClutterActor *actor,
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gfloat for_height,
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gfloat *min_width_p,
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gfloat *natural_width_p)
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{
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ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
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gboolean is_resizable;
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CLUTTER_OSX_POOL_ALLOC();
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is_resizable = clutter_stage_get_user_resizable (self->wrapper);
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if (min_width_p)
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{
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if (is_resizable)
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*min_width_p = CLUTTER_UNITS_FROM_FLOAT (1.0);
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else
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*min_width_p = CLUTTER_UNITS_FROM_FLOAT (self->requisition_width);
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}
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if (natural_width_p)
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*natural_width_p = CLUTTER_UNITS_FROM_FLOAT (self->requisition_width);
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CLUTTER_OSX_POOL_RELEASE();
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}
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static void
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clutter_stage_osx_get_preferred_height (ClutterActor *actor,
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gfloat for_width,
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gfloat *min_height_p,
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gfloat *natural_height_p)
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{
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ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
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gboolean is_resizable;
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CLUTTER_OSX_POOL_ALLOC();
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is_resizable = clutter_stage_get_user_resizable (self->wrapper);
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if (min_height_p)
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{
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if (is_resizable)
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*min_height_p = CLUTTER_UNITS_FROM_FLOAT (1.0);
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else
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*min_height_p = CLUTTER_UNITS_FROM_FLOAT (self->requisition_height);
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}
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if (natural_height_p)
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*natural_height_p = CLUTTER_UNITS_FROM_FLOAT (self->requisition_height);
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CLUTTER_OSX_POOL_RELEASE();
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}
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static void
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clutter_stage_osx_allocate (ClutterActor *actor,
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const ClutterActorBox *box,
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ClutterAllocationFlags flags)
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{
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ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
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ClutterActorClass *parent_class;
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CLUTTER_NOTE (BACKEND, "[%p], allocate: %d, %d - %d x %d", self,
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CLUTTER_UNITS_TO_INT (box->x1),
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CLUTTER_UNITS_TO_INT (box->y1),
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CLUTTER_UNITS_TO_INT (box->x2 - box->x1),
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CLUTTER_UNITS_TO_INT (box->y2 - box->y1));
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self->requisition_width = CLUTTER_UNITS_TO_INT (box->x2 - box->x1);
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self->requisition_height = CLUTTER_UNITS_TO_INT (box->y2 - box->y1);
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if (CLUTTER_ACTOR_IS_REALIZED (actor))
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{
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CLUTTER_OSX_POOL_ALLOC();
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NSSize size = NSMakeSize(self->requisition_width,
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self->requisition_height);
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[self->window setContentSize: size];
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CLUTTER_OSX_POOL_RELEASE();
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}
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/* make sure that the viewport is updated */
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CLUTTER_SET_PRIVATE_FLAGS (self->wrapper, CLUTTER_ACTOR_SYNC_MATRICES);
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/* chain up */
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parent_class = CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class);
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parent_class->allocate (actor, box, flags);
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}
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/*************************************************************************/
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static ClutterActor *
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clutter_stage_osx_get_wrapper (ClutterStageWindow *stage_window)
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{
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ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
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return CLUTTER_ACTOR (self->wrapper);
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}
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static void
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clutter_stage_osx_set_title (ClutterStageWindow *stage_window,
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const char *title)
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{
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ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
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CLUTTER_NOTE (BACKEND, "[%p] set_title: %s", self, title);
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CLUTTER_OSX_POOL_ALLOC();
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if (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)))
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[self->window setTitle:[NSString stringWithUTF8String: title ? title : ""]];
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CLUTTER_OSX_POOL_RELEASE();
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}
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static void
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clutter_stage_osx_set_fullscreen (ClutterStageWindow *stage_window,
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gboolean fullscreen)
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{
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ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
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CLUTTER_NOTE (BACKEND, "[%p] set_fullscreen: %u", self, fullscreen);
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CLUTTER_OSX_POOL_ALLOC();
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/* Make sure to update the state before clutter_stage_osx_set_frame.
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*
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* 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;
|
|
}
|