mutter/clutter/sdl/clutter-stage-sdl.c
Robert Bragg 15d7a86621 [backends] Remove the idea of offscreen stages from all backends
The only backend that tried to implement offscreen stages was the GLX backend
and even this has apparently be broken for some time without anyone noticing.

The property still remains and since the property already clearly states that
it may not work I don't expect anyone to notice.

This simplifies quite a bit of the GLX code which is very desireable from the
POV that we want to start migrating window system code down to Cogl and the
simpler the code is the more straight forward this work will be.

In the future when Cogl has a nicely designed API for framebuffer objects then
re-implementing offscreen stages cleanly for *all* backends should be quite
straightforward.
2009-10-16 18:58:47 +01:00

198 lines
5.1 KiB
C

#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-stage-sdl.h"
#include "clutter-sdl.h"
#include "../clutter-main.h"
#include "../clutter-feature.h"
#include "../clutter-color.h"
#include "../clutter-util.h"
#include "../clutter-event.h"
#include "../clutter-enum-types.h"
#include "../clutter-private.h"
#include "../clutter-debug.h"
#include "../clutter-units.h"
#include "../clutter-stage-window.h"
#include "cogl/cogl.h"
static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterStageSDL,
clutter_stage_sdl,
G_TYPE_OBJECT,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW,
clutter_stage_window_iface_init));
static ClutterActor *
clutter_stage_sdl_get_wrapper (ClutterStageWindow *stage_window)
{
return CLUTTER_ACTOR (CLUTTER_STAGE_SDL (stage_window)->wrapper);
}
static void
clutter_stage_sdl_show (ClutterStageWindow *stage_window,
gboolean do_raise G_GNUC_UNUSED)
{
clutter_actor_map (clutter_stage_sdl_get_wrapper (stage_window));
}
static void
clutter_stage_sdl_hide (ClutterStageWindow *stage_window)
{
clutter_actor_unmap (clutter_stage_sdl_get_wrapper (stage_window));
}
static void
clutter_stage_sdl_unrealize (ClutterStageWindow *stage_window)
{
}
static gboolean
clutter_stage_sdl_realize (ClutterStageWindow *stage_window)
{
ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (stage_window);
gboolean is_fullscreen = FALSE;
gint flags = SDL_OPENGL;
CLUTTER_NOTE (BACKEND, "Realizing main stage");
g_object_get (stage_sdl->wrapper,
"fullscreen-set", &is_fullscreen,
NULL);
if (is_fullscreen)
flags |= SDL_FULLSCREEN;
SDL_GL_SetAttribute (SDL_GL_ACCUM_RED_SIZE, 0);
SDL_GL_SetAttribute (SDL_GL_ACCUM_GREEN_SIZE, 0);
SDL_GL_SetAttribute (SDL_GL_ACCUM_BLUE_SIZE, 0);
SDL_GL_SetAttribute (SDL_GL_ACCUM_ALPHA_SIZE, 0);
if (SDL_SetVideoMode (stage_sdl->win_width,
stage_sdl->win_height,
0, flags) == NULL)
{
CLUTTER_NOTE (BACKEND, "SDL appears not to handle this mode - %s",
SDL_GetError ());
return FALSE;
}
return TRUE;
}
static void
clutter_stage_sdl_get_geometry (ClutterStageWindow *stage_window,
ClutterGeometry *geometry)
{
ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (stage_window);
gboolean is_fullscreen = FALSE;
is_fullscreen = clutter_stage_get_fullscreen (stage_sdl->wrapper);
if (is_fullscreen)
{
const SDL_VideoInfo *v_info;
v_info = SDL_GetVideoInfo ();
geometry->width = v_info->current_w;
geometry->height = v_info->current_h;
}
else
{
geometry->width = stage_sdl->win_width;
geometry->height = stage_sdl->win_height;
}
}
static void
clutter_stage_sdl_resize (ClutterStageWindow *stage_window,
gint width,
gint height)
{
ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (stage_window);
if (width != stage_sdl->win_width ||
height != stage_sdl->win_height)
{
if (SDL_SetVideoMode (width, height, 0, SDL_OPENGL) == NULL)
{
/* Failed */
return;
}
stage_sdl->win_width = width;
stage_sdl->win_height = height;
}
}
static void
clutter_stage_sdl_set_fullscreen (ClutterStageWindow *stage_window,
gboolean fullscreen)
{
ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (stage_window);
int flags = SDL_OPENGL;
if (fullscreen)
flags |= SDL_FULLSCREEN;
SDL_SetVideoMode (stage_sdl->win_width,
stage_sdl->win_height,
0, flags);
}
static void
clutter_stage_sdl_set_cursor_visible (ClutterStageWindow *stage_window,
gboolean show_cursor)
{
SDL_ShowCursor (show_cursor);
}
static void
clutter_stage_sdl_set_title (ClutterStageWindow *stage_window,
const gchar *title)
{
SDL_WM_SetCaption (title, NULL);
}
static void
clutter_stage_sdl_dispose (GObject *gobject)
{
G_OBJECT_CLASS (clutter_stage_sdl_parent_class)->dispose (gobject);
}
static void
clutter_stage_sdl_class_init (ClutterStageSDLClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
gobject_class->dispose = clutter_stage_sdl_dispose;
}
static void
clutter_stage_window_iface_init (ClutterStageWindowIface *iface)
{
iface->set_fullscreen = clutter_stage_sdl_set_fullscreen;
iface->set_cursor_visible = clutter_stage_sdl_set_cursor_visible;
iface->set_title = clutter_stage_sdl_set_title;
iface->show = clutter_stage_sdl_show;
iface->hide = clutter_stage_sdl_hide;
iface->realize = clutter_stage_sdl_realize;
iface->unrealize = clutter_stage_sdl_unrealize;
iface->resize = clutter_stage_sdl_resize;
iface->get_geometry = clutter_stage_sdl_get_geometry;
iface->get_wrapper = clutter_stage_sdl_get_wrapper;
}
static void
clutter_stage_sdl_init (ClutterStageSDL *stage)
{
stage->win_width = 640;
stage->win_height = 480;
}