mutter/clutter/clutter/clutter-stage.c
Jonas Dreßler 3a8b714e72 clutter: Use G_PARAM_EXPLICIT_NOTIFY for actor and stage properties
Turns out GObject implicitly notifies all properties by default as soon
as a property setter is called, no matter if the property actually
changed or not. One can opt-out of this behavior by setting the
G_PARAM_EXPLICIT_NOTIFY flag.

So since almost all our properties get notified explicitely (well,
except ClutterActors deprecated show-on-set-parent property), set this
flag for all properties of ClutterActor and ClutterStage now. This
significantly reduces the number of notify:: signals emitted on
ClutterActors, because in gnome-shell javascript we usually set GObject
properties directly, not by going through the extra setter method.

More cleanups can be done in the future, since this flag is suitable for
almost every property in Clutter and even Mutter.

This fixes a crash where we'd hit a newly introduced assertion in
on_device_actor_reactive_changed() of ClutterStage because
notify::reactive got emitted multiple times.

Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1651>
2020-12-20 12:37:34 +01:00

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/*
* 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.
*
* 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
* (a #StageWindow) 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.
*/
#include "clutter-build-config.h"
#include <math.h>
#include <cairo-gobject.h>
#define CLUTTER_DISABLE_DEPRECATION_WARNINGS
#define CLUTTER_ENABLE_EXPERIMENTAL_API
#include "clutter-stage.h"
#include "deprecated/clutter-container.h"
#include "clutter-actor-private.h"
#include "clutter-backend-private.h"
#include "clutter-cairo.h"
#include "clutter-container.h"
#include "clutter-debug.h"
#include "clutter-enum-types.h"
#include "clutter-event-private.h"
#include "clutter-frame-clock.h"
#include "clutter-id-pool.h"
#include "clutter-input-device-private.h"
#include "clutter-main.h"
#include "clutter-marshal.h"
#include "clutter-mutter.h"
#include "clutter-paint-context-private.h"
#include "clutter-paint-volume-private.h"
#include "clutter-pick-context-private.h"
#include "clutter-private.h"
#include "clutter-stage-manager-private.h"
#include "clutter-stage-private.h"
#include "clutter-stage-view-private.h"
#include "clutter-private.h"
#include "cogl/cogl.h"
#define MAX_FRUSTA 64
typedef struct _QueueRedrawEntry
{
gboolean has_clip;
ClutterPaintVolume clip;
} QueueRedrawEntry;
typedef struct _PickRecord
{
graphene_point_t vertex[4];
ClutterActor *actor;
int clip_stack_top;
} PickRecord;
typedef struct _PickClipRecord
{
int prev;
graphene_point_t vertex[4];
} PickClipRecord;
typedef struct _PointerDeviceEntry
{
ClutterStage *stage;
ClutterInputDevice *device;
ClutterEventSequence *sequence;
graphene_point_t coords;
ClutterActor *current_actor;
} PointerDeviceEntry;
struct _ClutterStagePrivate
{
/* the stage implementation */
ClutterStageWindow *impl;
ClutterPerspective perspective;
graphene_matrix_t projection;
graphene_matrix_t inverse_projection;
graphene_matrix_t view;
float viewport[4];
gchar *title;
ClutterActor *key_focused_actor;
GQueue *event_queue;
GArray *paint_volume_stack;
GSList *pending_relayouts;
GHashTable *pending_queue_redraws;
gint sync_delay;
int update_freeze_count;
gboolean needs_update_devices;
gboolean pending_finish_queue_redraws;
GHashTable *pointer_devices;
GHashTable *touch_sequences;
guint throttle_motion_events : 1;
guint min_size_changed : 1;
guint motion_events_enabled : 1;
guint actor_needs_immediate_relayout : 1;
};
enum
{
PROP_0,
PROP_PERSPECTIVE,
PROP_TITLE,
PROP_KEY_FOCUS,
PROP_LAST
};
static GParamSpec *obj_props[PROP_LAST] = { NULL, };
enum
{
ACTIVATE,
DEACTIVATE,
DELETE_EVENT,
BEFORE_UPDATE,
BEFORE_PAINT,
AFTER_PAINT,
AFTER_UPDATE,
PAINT_VIEW,
PRESENTED,
GL_VIDEO_MEMORY_PURGED,
LAST_SIGNAL
};
static guint stage_signals[LAST_SIGNAL] = { 0, };
static const ClutterColor default_stage_color = { 255, 255, 255, 255 };
static void free_queue_redraw_entry (QueueRedrawEntry *entry);
static void free_pointer_device_entry (PointerDeviceEntry *entry);
static void capture_view_into (ClutterStage *stage,
gboolean paint,
ClutterStageView *view,
cairo_rectangle_int_t *rect,
uint8_t *data,
int stride);
static void clutter_stage_update_view_perspective (ClutterStage *stage);
static void clutter_stage_set_viewport (ClutterStage *stage,
float width,
float height);
G_DEFINE_TYPE_WITH_PRIVATE (ClutterStage, clutter_stage, CLUTTER_TYPE_ACTOR)
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;
cairo_rectangle_int_t geom;
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;
cairo_rectangle_int_t geom;
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_add_redraw_clip (ClutterStage *stage,
cairo_rectangle_int_t *clip)
{
GList *l;
for (l = clutter_stage_peek_stage_views (stage); l; l = l->next)
{
ClutterStageView *view = l->data;
if (!clip)
{
clutter_stage_view_add_redraw_clip (view, NULL);
}
else
{
cairo_rectangle_int_t view_layout;
cairo_rectangle_int_t intersection;
clutter_stage_view_get_layout (view, &view_layout);
if (_clutter_util_rectangle_intersection (&view_layout, clip,
&intersection))
clutter_stage_view_add_redraw_clip (view, &intersection);
}
}
}
static inline void
queue_full_redraw (ClutterStage *stage)
{
ClutterStageWindow *stage_window;
if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
return;
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
/* Just calling clutter_actor_queue_redraw will typically only
* redraw the bounding box of the children parented on the stage but
* in this case we really need to ensure that the full stage is
* redrawn so we add a NULL redraw clip to the stage window. */
stage_window = _clutter_stage_get_window (stage);
if (stage_window == NULL)
return;
clutter_stage_add_redraw_clip (stage, NULL);
}
static void
clutter_stage_allocate (ClutterActor *self,
const ClutterActorBox *box)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
ClutterActorBox alloc = CLUTTER_ACTOR_BOX_INIT_ZERO;
float new_width, new_height;
float width, height;
cairo_rectangle_int_t window_size;
ClutterLayoutManager *layout_manager = clutter_actor_get_layout_manager (self);
if (priv->impl == NULL)
return;
/* the current allocation */
clutter_actor_box_get_size (box, &width, &height);
/* the current Stage implementation size */
_clutter_stage_window_get_geometry (priv->impl, &window_size);
/* if the stage is fixed size (for instance, it's using a EGL framebuffer)
* then we simply ignore any allocation request and override the
* allocation chain - because we cannot forcibly change the size of the
* stage window.
*/
if (!clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
{
ClutterActorBox children_box;
children_box.x1 = children_box.y1 = 0.f;
children_box.x2 = box->x2 - box->x1;
children_box.y2 = box->y2 - box->y1;
CLUTTER_NOTE (LAYOUT,
"Following allocation to %.2fx%.2f",
width, height);
clutter_actor_set_allocation (self, box);
clutter_layout_manager_allocate (layout_manager,
CLUTTER_CONTAINER (self),
&children_box);
/* Ensure the window is sized correctly */
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 (window_size.width != CLUTTER_NEARBYINT (width) ||
window_size.height != CLUTTER_NEARBYINT (height))
{
_clutter_stage_window_resize (priv->impl,
CLUTTER_NEARBYINT (width),
CLUTTER_NEARBYINT (height));
}
}
else
{
ClutterActorBox override = { 0, };
/* override the passed allocation */
override.x1 = 0;
override.y1 = 0;
override.x2 = window_size.width;
override.y2 = window_size.height;
CLUTTER_NOTE (LAYOUT,
"Overriding original allocation of %.2fx%.2f "
"with %.2fx%.2f",
width, height,
override.x2, override.y2);
/* and store the overridden allocation */
clutter_actor_set_allocation (self, &override);
clutter_layout_manager_allocate (layout_manager,
CLUTTER_CONTAINER (self),
&override);
}
/* set the viewport to the new allocation */
clutter_actor_get_allocation_box (self, &alloc);
clutter_actor_box_get_size (&alloc, &new_width, &new_height);
clutter_stage_set_viewport (CLUTTER_STAGE (self), new_width, new_height);
}
static void
setup_clip_frustum (ClutterStage *stage,
const cairo_rectangle_int_t *clip,
graphene_frustum_t *frustum)
{
ClutterStagePrivate *priv = stage->priv;
cairo_rectangle_int_t geom;
graphene_point3d_t camera_position;
graphene_point3d_t p[4];
graphene_plane_t planes[6];
graphene_vec4_t v;
int i;
_clutter_stage_window_get_geometry (priv->impl, &geom);
CLUTTER_NOTE (CLIPPING, "Creating stage clip frustum for "
"x=%d, y=%d, width=%d, height=%d",
clip->x, clip->y, clip->width, clip->height);
camera_position = GRAPHENE_POINT3D_INIT_ZERO;
p[0] = GRAPHENE_POINT3D_INIT (MAX (clip->x, 0), MAX (clip->y, 0), 0.f);
p[2] = GRAPHENE_POINT3D_INIT (MIN (clip->x + clip->width, geom.width),
MIN (clip->y + clip->height, geom.height),
0.f);
for (i = 0; i < 2; i++)
{
float w = 1.0;
cogl_graphene_matrix_project_point (&priv->view,
&p[2 * i].x,
&p[2 * i].y,
&p[2 * i].z,
&w);
}
graphene_point3d_init (&p[1], p[2].x, p[0].y, p[0].z);
graphene_point3d_init (&p[3], p[0].x, p[2].y, p[0].z);
for (i = 0; i < 4; i++)
{
graphene_plane_init_from_points (&planes[i],
&camera_position,
&p[i],
&p[(i + 1) % 4]);
}
graphene_vec4_init (&v, 0.f, 0.f, -1.f, priv->perspective.z_near);
graphene_plane_init_from_vec4 (&planes[4], &v);
graphene_vec4_init (&v, 0.f, 0.f, 1.f, priv->perspective.z_far);
graphene_plane_init_from_vec4 (&planes[5], &v);
graphene_frustum_init (frustum,
&planes[0], &planes[1],
&planes[2], &planes[3],
&planes[4], &planes[5]);
}
static void
clutter_stage_do_paint_view (ClutterStage *stage,
ClutterStageView *view,
const cairo_region_t *redraw_clip)
{
ClutterPaintContext *paint_context;
cairo_rectangle_int_t clip_rect;
g_autoptr (GArray) clip_frusta = NULL;
graphene_frustum_t clip_frustum;
int n_rectangles;
n_rectangles = redraw_clip ? cairo_region_num_rectangles (redraw_clip) : 0;
if (redraw_clip && n_rectangles < MAX_FRUSTA)
{
int i;
clip_frusta = g_array_sized_new (FALSE, FALSE,
sizeof (graphene_frustum_t),
n_rectangles);
for (i = 0; i < n_rectangles; i++)
{
cairo_region_get_rectangle (redraw_clip, i, &clip_rect);
setup_clip_frustum (stage, &clip_rect, &clip_frustum);
g_array_append_val (clip_frusta, clip_frustum);
}
}
else
{
clip_frusta = g_array_sized_new (FALSE, FALSE,
sizeof (graphene_frustum_t),
1);
if (redraw_clip)
cairo_region_get_extents (redraw_clip, &clip_rect);
else
clutter_stage_view_get_layout (view, &clip_rect);
setup_clip_frustum (stage, &clip_rect, &clip_frustum);
g_array_append_val (clip_frusta, clip_frustum);
}
_clutter_stage_paint_volume_stack_free_all (stage);
paint_context = clutter_paint_context_new_for_view (view,
redraw_clip,
clip_frusta,
CLUTTER_PAINT_FLAG_NONE);
clutter_actor_paint (CLUTTER_ACTOR (stage), paint_context);
clutter_paint_context_destroy (paint_context);
}
/* This provides a common point of entry for painting the scenegraph
* for picking or painting...
*/
void
clutter_stage_paint_view (ClutterStage *stage,
ClutterStageView *view,
const cairo_region_t *redraw_clip)
{
ClutterStagePrivate *priv = stage->priv;
if (!priv->impl)
return;
COGL_TRACE_BEGIN_SCOPED (ClutterStagePaintView, "Paint (view)");
if (g_signal_has_handler_pending (stage, stage_signals[PAINT_VIEW],
0, TRUE))
g_signal_emit (stage, stage_signals[PAINT_VIEW], 0, view, redraw_clip);
else
CLUTTER_STAGE_GET_CLASS (stage)->paint_view (stage, view, redraw_clip);
}
void
clutter_stage_emit_before_update (ClutterStage *stage,
ClutterStageView *view)
{
g_signal_emit (stage, stage_signals[BEFORE_UPDATE], 0, view);
}
void
clutter_stage_emit_before_paint (ClutterStage *stage,
ClutterStageView *view)
{
g_signal_emit (stage, stage_signals[BEFORE_PAINT], 0, view);
}
void
clutter_stage_emit_after_paint (ClutterStage *stage,
ClutterStageView *view)
{
g_signal_emit (stage, stage_signals[AFTER_PAINT], 0, view);
}
void
clutter_stage_emit_after_update (ClutterStage *stage,
ClutterStageView *view)
{
g_signal_emit (stage, stage_signals[AFTER_UPDATE], 0, view);
}
static gboolean
clutter_stage_get_paint_volume (ClutterActor *self,
ClutterPaintVolume *volume)
{
/* Returning False effectively means Clutter has to assume it covers
* everything... */
return FALSE;
}
static void
clutter_stage_realize (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
gboolean is_realized;
g_assert (priv->impl != NULL);
is_realized = _clutter_stage_window_realize (priv->impl);
if (!is_realized)
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);
}
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_all (ClutterActor *self)
{
ClutterActorIter iter;
ClutterActor *child;
clutter_actor_hide (self);
/* we don't do a recursive hide_all(), to maintain the old invariants
* from ClutterGroup
*/
clutter_actor_iter_init (&iter, self);
while (clutter_actor_iter_next (&iter, &child))
clutter_actor_hide (child);
}
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;
_clutter_actor_set_has_key_focus (CLUTTER_ACTOR (stage), focus_in);
g_object_notify_by_pspec (G_OBJECT (stage), obj_props[PROP_KEY_FOCUS]);
}
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);
}
void
_clutter_stage_queue_event (ClutterStage *stage,
ClutterEvent *event,
gboolean copy_event)
{
ClutterStagePrivate *priv;
gboolean first_event;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
first_event = priv->event_queue->length == 0;
if (copy_event)
event = clutter_event_copy (event);
if (first_event)
{
gboolean compressible = event->type == CLUTTER_MOTION ||
event->type == CLUTTER_TOUCH_UPDATE;
if (!compressible)
{
_clutter_process_event (event);
clutter_event_free (event);
return;
}
}
g_queue_push_tail (priv->event_queue, event);
if (first_event)
clutter_stage_schedule_update (stage);
}
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;
}
static void
clutter_stage_compress_motion (ClutterStage *stage,
ClutterEvent *event,
const ClutterEvent *to_discard)
{
double dx, dy;
double dx_unaccel, dy_unaccel;
double dst_dx = 0.0, dst_dy = 0.0;
double dst_dx_unaccel = 0.0, dst_dy_unaccel = 0.0;
if (!clutter_event_get_relative_motion (to_discard,
&dx, &dy,
&dx_unaccel, &dy_unaccel))
return;
clutter_event_get_relative_motion (event,
&dst_dx, &dst_dy,
&dst_dx_unaccel, &dst_dy_unaccel);
event->motion.flags |= CLUTTER_EVENT_FLAG_RELATIVE_MOTION;
event->motion.dx = dx + dst_dx;
event->motion.dy = dy + dst_dy;
event->motion.dx_unaccel = dx_unaccel + dst_dx_unaccel;
event->motion.dy_unaccel = dy_unaccel + dst_dy_unaccel;
}
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;
ClutterInputDeviceType device_type;
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;
device_type = clutter_input_device_get_device_type (device);
/* Skip consecutive motion events coming from the same device,
* except those of tablet tools, since users of these events
* want no precision loss.
*/
if (priv->throttle_motion_events && next_event != NULL &&
device_type != CLUTTER_TABLET_DEVICE &&
device_type != CLUTTER_PEN_DEVICE &&
device_type != CLUTTER_ERASER_DEVICE)
{
if (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);
if (next_event->type == CLUTTER_MOTION)
clutter_stage_compress_motion (stage, next_event, event);
goto next_event;
}
else if (event->type == CLUTTER_TOUCH_UPDATE &&
next_event->type == CLUTTER_TOUCH_UPDATE &&
event->touch.sequence == next_event->touch.sequence &&
(!check_device || (device == next_device)))
{
CLUTTER_NOTE (EVENT,
"Omitting touch update event at %d, %d",
(int) event->touch.x,
(int) event->touch.y);
goto next_event;
}
}
_clutter_process_event (event);
next_event:
clutter_event_free (event);
}
g_list_free (events);
g_object_unref (stage);
}
void
clutter_stage_queue_actor_relayout (ClutterStage *stage,
ClutterActor *actor)
{
ClutterStagePrivate *priv = stage->priv;
if (priv->pending_relayouts == NULL)
clutter_stage_schedule_update (stage);
priv->pending_relayouts = g_slist_prepend (priv->pending_relayouts,
g_object_ref (actor));
}
void
clutter_stage_dequeue_actor_relayout (ClutterStage *stage,
ClutterActor *actor)
{
ClutterStagePrivate *priv = stage->priv;
GSList *l;
for (l = priv->pending_relayouts; l; l = l->next)
{
ClutterActor *relayout_actor = l->data;
if (relayout_actor == actor)
{
g_object_unref (relayout_actor);
priv->pending_relayouts =
g_slist_delete_link (priv->pending_relayouts, l);
return;
}
}
}
void
clutter_stage_maybe_relayout (ClutterActor *actor)
{
ClutterStage *stage = CLUTTER_STAGE (actor);
ClutterStagePrivate *priv = stage->priv;
g_autoptr (GSList) stolen_list = NULL;
GSList *l;
int count = 0;
/* No work to do? Avoid the extraneous debug log messages too. */
if (priv->pending_relayouts == NULL)
return;
COGL_TRACE_BEGIN_SCOPED (ClutterStageRelayout, "Layout");
CLUTTER_NOTE (ACTOR, ">>> Recomputing layout");
stolen_list = g_steal_pointer (&priv->pending_relayouts);
for (l = stolen_list; l; l = l->next)
{
g_autoptr (ClutterActor) queued_actor = l->data;
float x = 0.f;
float y = 0.f;
if (CLUTTER_ACTOR_IN_RELAYOUT (queued_actor)) /* avoid reentrancy */
continue;
if (queued_actor == actor)
CLUTTER_NOTE (ACTOR, " Deep relayout of stage %s",
_clutter_actor_get_debug_name (queued_actor));
else
CLUTTER_NOTE (ACTOR, " Shallow relayout of actor %s",
_clutter_actor_get_debug_name (queued_actor));
CLUTTER_SET_PRIVATE_FLAGS (queued_actor, CLUTTER_IN_RELAYOUT);
clutter_actor_get_fixed_position (queued_actor, &x, &y);
clutter_actor_allocate_preferred_size (queued_actor, x, y);
CLUTTER_UNSET_PRIVATE_FLAGS (queued_actor, CLUTTER_IN_RELAYOUT);
count++;
}
CLUTTER_NOTE (ACTOR, "<<< Completed recomputing layout of %d subtrees", count);
if (count)
priv->needs_update_devices = TRUE;
}
GSList *
clutter_stage_find_updated_devices (ClutterStage *stage)
{
ClutterStagePrivate *priv = stage->priv;
GSList *updating = NULL;
GHashTableIter iter;
gpointer value;
if (!priv->needs_update_devices)
return NULL;
priv->needs_update_devices = FALSE;
g_hash_table_iter_init (&iter, priv->pointer_devices);
while (g_hash_table_iter_next (&iter, NULL, &value))
{
PointerDeviceEntry *entry = value;
ClutterStageView *view;
const cairo_region_t *clip;
view = clutter_stage_get_view_at (stage, entry->coords.x, entry->coords.y);
if (!view)
continue;
clip = clutter_stage_view_peek_redraw_clip (view);
if (!clip || cairo_region_contains_point (clip, entry->coords.x, entry->coords.y))
updating = g_slist_prepend (updating, entry->device);
}
return updating;
}
void
clutter_stage_update_actor_stage_views (ClutterStage *stage)
{
ClutterActor *actor = CLUTTER_ACTOR (stage);
ClutterStagePrivate *priv = stage->priv;
int phase;
COGL_TRACE_BEGIN_SCOPED (ClutterStageUpdateActorStageViews,
"Actor stage-views");
/* If an actor needs an immediate relayout because its resource scale
* changed, we give it another chance to allocate correctly before
* the paint.
*
* We're doing the whole thing twice and pass the phase to
* clutter_actor_update_stage_views() to allow actors to detect loops:
* If the resource scale changes again after the relayout, the new
* allocation of an actor probably moved the actor onto another stage
* view, so if an actor sees phase == 1, it can choose a "final" scale.
*/
for (phase = 0; phase < 2; phase++)
{
clutter_actor_update_stage_views (actor, phase);
if (!priv->actor_needs_immediate_relayout)
break;
priv->actor_needs_immediate_relayout = FALSE;
clutter_stage_maybe_relayout (actor);
}
g_warn_if_fail (!priv->actor_needs_immediate_relayout);
}
void
clutter_stage_update_devices (ClutterStage *stage,
GSList *devices)
{
ClutterStagePrivate *priv = stage->priv;
GSList *l;
COGL_TRACE_BEGIN (ClutterStageUpdateDevices, "UpdateDevices");
for (l = devices; l; l = l->next)
{
ClutterInputDevice *device = l->data;
PointerDeviceEntry *entry = NULL;
ClutterActor *new_actor;
entry = g_hash_table_lookup (priv->pointer_devices, device);
g_assert (entry != NULL);
new_actor = _clutter_stage_do_pick (stage,
entry->coords.x,
entry->coords.y,
CLUTTER_PICK_REACTIVE);
clutter_stage_update_device (stage,
device, NULL,
entry->coords,
CLUTTER_CURRENT_TIME,
new_actor,
TRUE);
}
}
static void
clutter_stage_real_queue_relayout (ClutterActor *self)
{
ClutterStage *stage = CLUTTER_STAGE (self);
ClutterActorClass *parent_class;
clutter_stage_queue_actor_relayout (stage, self);
/* chain up */
parent_class = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class);
parent_class->queue_relayout (self);
}
static gboolean
is_full_stage_redraw_queued (ClutterStage *stage)
{
GList *l;
for (l = clutter_stage_peek_stage_views (stage); l; l = l->next)
{
ClutterStageView *view = l->data;
if (!clutter_stage_view_has_full_redraw_clip (view))
return FALSE;
}
return TRUE;
}
gboolean
_clutter_stage_has_full_redraw_queued (ClutterStage *stage)
{
if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
return FALSE;
return is_full_stage_redraw_queued (stage);
}
static void
setup_ray_for_coordinates (ClutterStage *stage,
float x,
float y,
graphene_point3d_t *point,
graphene_ray_t *ray)
{
ClutterStagePrivate *priv = stage->priv;
graphene_point3d_t camera_position;
graphene_point3d_t p;
graphene_vec3_t direction;
graphene_vec3_t cv;
graphene_vec3_t v;
camera_position = GRAPHENE_POINT3D_INIT_ZERO;
graphene_vec3_init (&cv,
camera_position.x,
camera_position.y,
camera_position.z);
p = GRAPHENE_POINT3D_INIT (x, y, 0.f);
graphene_matrix_transform_point3d (&priv->view, &p, &p);
graphene_vec3_init (&v, p.x, p.y, p.z);
graphene_vec3_subtract (&v, &cv, &direction);
graphene_vec3_normalize (&direction, &direction);
graphene_ray_init (ray, &camera_position, &direction);
graphene_point3d_init_from_point (point, &p);
}
static ClutterActor *
_clutter_stage_do_pick_on_view (ClutterStage *stage,
float x,
float y,
ClutterPickMode mode,
ClutterStageView *view)
{
g_autoptr (ClutterPickStack) pick_stack = NULL;
ClutterPickContext *pick_context;
graphene_point3d_t p;
graphene_ray_t ray;
ClutterActor *actor;
COGL_TRACE_BEGIN_SCOPED (ClutterStagePickView, "Pick (view)");
setup_ray_for_coordinates (stage, x, y, &p, &ray);
pick_context = clutter_pick_context_new_for_view (view, mode, &p, &ray);
clutter_actor_pick (CLUTTER_ACTOR (stage), pick_context);
pick_stack = clutter_pick_context_steal_stack (pick_context);
clutter_pick_context_destroy (pick_context);
actor = clutter_pick_stack_search_actor (pick_stack, &p, &ray);
return actor ? actor : CLUTTER_ACTOR (stage);
}
/**
* clutter_stage_get_view_at: (skip)
*/
ClutterStageView *
clutter_stage_get_view_at (ClutterStage *stage,
float x,
float y)
{
ClutterStagePrivate *priv = stage->priv;
GList *l;
for (l = _clutter_stage_window_get_views (priv->impl); l; l = l->next)
{
ClutterStageView *view = l->data;
cairo_rectangle_int_t view_layout;
clutter_stage_view_get_layout (view, &view_layout);
if (x >= view_layout.x &&
x < view_layout.x + view_layout.width &&
y >= view_layout.y &&
y < view_layout.y + view_layout.height)
return view;
}
return NULL;
}
ClutterActor *
_clutter_stage_do_pick (ClutterStage *stage,
float x,
float y,
ClutterPickMode mode)
{
ClutterActor *actor = CLUTTER_ACTOR (stage);
ClutterStagePrivate *priv = stage->priv;
float stage_width, stage_height;
ClutterStageView *view = NULL;
priv = stage->priv;
if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
return actor;
if (G_UNLIKELY (clutter_pick_debug_flags & CLUTTER_DEBUG_NOP_PICKING))
return actor;
if (G_UNLIKELY (priv->impl == NULL))
return actor;
clutter_actor_get_size (CLUTTER_ACTOR (stage), &stage_width, &stage_height);
if (x < 0 || x >= stage_width || y < 0 || y >= stage_height)
return actor;
view = clutter_stage_get_view_at (stage, x, y);
if (view)
return _clutter_stage_do_pick_on_view (stage, x, y, mode, view);
return actor;
}
static void
clutter_stage_real_apply_transform (ClutterActor *stage,
graphene_matrix_t *matrix)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (stage)->priv;
/* FIXME: we probably shouldn't be explicitly resetting the matrix
* here... */
graphene_matrix_init_from_matrix (matrix, &priv->view);
}
static void
clutter_stage_constructed (GObject *gobject)
{
ClutterStage *self = CLUTTER_STAGE (gobject);
ClutterStageManager *stage_manager;
stage_manager = clutter_stage_manager_get_default ();
/* this will take care to sinking the floating reference */
_clutter_stage_manager_add_stage (stage_manager, self);
/* if this stage has been created on a backend that does not
* support multiple stages then it becomes the default stage
* as well; any other attempt at creating a ClutterStage will
* fail.
*/
if (!clutter_feature_available (CLUTTER_FEATURE_STAGE_MULTIPLE))
{
if (G_UNLIKELY (clutter_stage_manager_get_default_stage (stage_manager) != NULL))
{
g_error ("Unable to create another stage: the backend of "
"type '%s' does not support multiple stages. Use "
"clutter_stage_manager_get_default_stage() instead "
"to access the stage singleton.",
G_OBJECT_TYPE_NAME (clutter_get_default_backend ()));
}
_clutter_stage_manager_set_default_stage (stage_manager, self);
}
G_OBJECT_CLASS (clutter_stage_parent_class)->constructed (gobject);
}
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_TITLE:
clutter_stage_set_title (stage, g_value_get_string (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_PERSPECTIVE:
g_value_set_boxed (value, &priv->perspective);
break;
case PROP_TITLE:
g_value_set_string (value, priv->title);
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_actor_hide (CLUTTER_ACTOR (object));
_clutter_clear_events_queue ();
if (priv->impl != NULL)
{
CLUTTER_NOTE (BACKEND, "Disposing of the stage implementation");
if (CLUTTER_ACTOR_IS_REALIZED (object))
_clutter_stage_window_unrealize (priv->impl);
g_object_unref (priv->impl);
priv->impl = NULL;
}
clutter_actor_destroy_all_children (CLUTTER_ACTOR (object));
g_hash_table_remove_all (priv->pending_queue_redraws);
g_slist_free_full (priv->pending_relayouts,
(GDestroyNotify) g_object_unref);
priv->pending_relayouts = NULL;
/* this will release the reference on the stage */
stage_manager = clutter_stage_manager_get_default ();
_clutter_stage_manager_remove_stage (stage_manager, stage);
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_hash_table_destroy (priv->pointer_devices);
g_hash_table_destroy (priv->touch_sequences);
g_free (priv->title);
g_array_free (priv->paint_volume_stack, TRUE);
G_OBJECT_CLASS (clutter_stage_parent_class)->finalize (object);
}
static void
clutter_stage_real_paint_view (ClutterStage *stage,
ClutterStageView *view,
const cairo_region_t *redraw_clip)
{
clutter_stage_do_paint_view (stage, view, redraw_clip);
}
static void
clutter_stage_class_init (ClutterStageClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
gobject_class->constructed = clutter_stage_constructed;
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->get_paint_volume = clutter_stage_get_paint_volume;
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->hide_all = clutter_stage_hide_all;
actor_class->queue_relayout = clutter_stage_real_queue_relayout;
actor_class->apply_transform = clutter_stage_real_apply_transform;
klass->paint_view = clutter_stage_real_paint_view;
/**
* ClutterStage:perspective:
*
* The parameters used for the perspective projection from 3D
* coordinates to 2D
*
* Since: 0.8
*/
obj_props[PROP_PERSPECTIVE] =
g_param_spec_boxed ("perspective",
P_("Perspective"),
P_("Perspective projection parameters"),
CLUTTER_TYPE_PERSPECTIVE,
CLUTTER_PARAM_READABLE |
G_PARAM_EXPLICIT_NOTIFY);
/**
* ClutterStage:title:
*
* The stage's title - usually displayed in stage windows title decorations.
*
* Since: 0.4
*/
obj_props[PROP_TITLE] =
g_param_spec_string ("title",
P_("Title"),
P_("Stage Title"),
NULL,
CLUTTER_PARAM_READWRITE |
G_PARAM_EXPLICIT_NOTIFY);
/**
* 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
*/
obj_props[PROP_KEY_FOCUS] =
g_param_spec_object ("key-focus",
P_("Key Focus"),
P_("The currently key focused actor"),
CLUTTER_TYPE_ACTOR,
CLUTTER_PARAM_READWRITE |
G_PARAM_EXPLICIT_NOTIFY);
g_object_class_install_properties (gobject_class, PROP_LAST, obj_props);
/**
* 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 (I_("activate"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, activate),
NULL, NULL, NULL,
G_TYPE_NONE, 0);
/**
* ClutterStage::deactivate:
* @stage: the stage which was deactivated
*
* The ::deactivate signal is emitted when the stage loses key focus
* from the underlying window system.
*
* Since: 0.6
*/
stage_signals[DEACTIVATE] =
g_signal_new (I_("deactivate"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, deactivate),
NULL, NULL, NULL,
G_TYPE_NONE, 0);
/**
* ClutterStage::before-update:
* @stage: the #ClutterStage
* @view: a #ClutterStageView
*/
stage_signals[BEFORE_UPDATE] =
g_signal_new (I_("before-update"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
0,
NULL, NULL, NULL,
G_TYPE_NONE, 1,
CLUTTER_TYPE_STAGE_VIEW);
/**
* ClutterStage::before-paint:
* @stage: the stage that received the event
* @view: a #ClutterStageView
*
* The ::before-paint signal is emitted before the stage is painted.
*/
stage_signals[BEFORE_PAINT] =
g_signal_new (I_("before-paint"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, before_paint),
NULL, NULL, NULL,
G_TYPE_NONE, 1,
CLUTTER_TYPE_STAGE_VIEW);
/**
* ClutterStage::after-paint:
* @stage: the stage that received the event
* @view: a #ClutterStageView
*
* The ::after-paint signal is emitted after the stage is painted,
* but before the results are displayed on the screen.
*
* Since: 1.20
*/
stage_signals[AFTER_PAINT] =
g_signal_new (I_("after-paint"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
0, /* no corresponding vfunc */
NULL, NULL, NULL,
G_TYPE_NONE, 1,
CLUTTER_TYPE_STAGE_VIEW);
/**
* ClutterStage::after-update:
* @stage: the #ClutterStage
* @view: a #ClutterStageView
*/
stage_signals[AFTER_UPDATE] =
g_signal_new (I_("after-update"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
0,
NULL, NULL, NULL,
G_TYPE_NONE, 1,
CLUTTER_TYPE_STAGE_VIEW);
/**
* ClutterStage::paint-view:
* @stage: the stage that received the event
* @view: a #ClutterStageView
* @redraw_clip: a #cairo_region_t with the redraw clip
*
* The ::paint-view signal is emitted before a #ClutterStageView is being
* painted.
*
* The view is painted in the default handler. Hence, if you want to perform
* some action after the view is painted, like reading the contents of the
* framebuffer, use g_signal_connect_after() or pass %G_CONNECT_AFTER.
*/
stage_signals[PAINT_VIEW] =
g_signal_new (I_("paint-view"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, paint_view),
NULL, NULL, NULL,
G_TYPE_NONE, 2,
CLUTTER_TYPE_STAGE_VIEW,
CAIRO_GOBJECT_TYPE_REGION);
/**
* ClutterStage::presented: (skip)
* @stage: the stage that received the event
* @view: the #ClutterStageView presented
* @frame_info: a #ClutterFrameInfo
*
* Signals that the #ClutterStage was presented on the screen to the user.
*/
stage_signals[PRESENTED] =
g_signal_new (I_("presented"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
0,
NULL, NULL, NULL,
G_TYPE_NONE, 2,
CLUTTER_TYPE_STAGE_VIEW,
G_TYPE_POINTER);
/**
* ClutterStage::gl-video-memory-purged: (skip)
* @stage: the stage that received the event
*
* Signals that the underlying GL driver has had its texture memory purged
* so anything presently held in texture memory is now invalidated, and
* likely corrupt. It needs redrawing.
*/
stage_signals[GL_VIDEO_MEMORY_PURGED] =
g_signal_new (I_("gl-video-memory-purged"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
0,
NULL, NULL, NULL,
G_TYPE_NONE, 0);
klass->activate = clutter_stage_real_activate;
klass->deactivate = clutter_stage_real_deactivate;
}
static void
clutter_stage_notify_min_size (ClutterStage *self)
{
self->priv->min_size_changed = TRUE;
}
static void
clutter_stage_init (ClutterStage *self)
{
cairo_rectangle_int_t geom = { 0, };
ClutterStagePrivate *priv;
ClutterStageWindow *impl;
ClutterBackend *backend;
GError *error;
/* a stage is a top-level object */
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IS_TOPLEVEL);
self->priv = priv = clutter_stage_get_instance_private (self);
CLUTTER_NOTE (BACKEND, "Creating stage from the default backend");
backend = clutter_get_default_backend ();
error = NULL;
impl = _clutter_backend_create_stage (backend, self, &error);
if (G_LIKELY (impl != NULL))
{
_clutter_stage_set_window (self, impl);
_clutter_stage_window_get_geometry (priv->impl, &geom);
}
else
{
if (error != NULL)
{
g_critical ("Unable to create a new stage implementation: %s",
error->message);
g_error_free (error);
}
else
g_critical ("Unable to create a new stage implementation.");
}
priv->event_queue = g_queue_new ();
priv->throttle_motion_events = TRUE;
priv->min_size_changed = FALSE;
priv->sync_delay = -1;
priv->motion_events_enabled = TRUE;
priv->pointer_devices =
g_hash_table_new_full (NULL, NULL,
NULL, (GDestroyNotify) free_pointer_device_entry);
priv->touch_sequences =
g_hash_table_new_full (NULL, NULL,
NULL, (GDestroyNotify) free_pointer_device_entry);
clutter_actor_set_background_color (CLUTTER_ACTOR (self),
&default_stage_color);
clutter_stage_queue_actor_relayout (self, CLUTTER_ACTOR (self));
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_set_viewport (self, geom.width, geom.height);
priv->pending_queue_redraws =
g_hash_table_new_full (NULL, NULL,
g_object_unref,
(GDestroyNotify) free_queue_redraw_entry);
priv->paint_volume_stack =
g_array_new (FALSE, FALSE, sizeof (ClutterPaintVolume));
}
static void
clutter_stage_set_perspective (ClutterStage *stage,
ClutterPerspective *perspective)
{
ClutterStagePrivate *priv = stage->priv;
if (priv->perspective.fovy == perspective->fovy &&
priv->perspective.aspect == perspective->aspect &&
priv->perspective.z_near == perspective->z_near &&
priv->perspective.z_far == perspective->z_far)
return;
priv->perspective = *perspective;
graphene_matrix_init_perspective (&priv->projection,
priv->perspective.fovy,
priv->perspective.aspect,
priv->perspective.z_near,
priv->perspective.z_far);
graphene_matrix_inverse (&priv->projection,
&priv->inverse_projection);
_clutter_stage_dirty_projection (stage);
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
}
/**
* clutter_stage_get_perspective:
* @stage: A #ClutterStage
* @perspective: (out caller-allocates) (allow-none): 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_get_projection_matrix:
* @stage: A #ClutterStage
* @projection: return location for a #graphene_matrix_t representing the
* perspective projection applied to actors on the given
* @stage.
*
* Retrieves the @stage's projection matrix. This is derived from the
* current perspective.
*
* Since: 1.6
*/
void
_clutter_stage_get_projection_matrix (ClutterStage *stage,
graphene_matrix_t *projection)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (projection != NULL);
*projection = stage->priv->projection;
}
/* This simply provides a simple mechanism for us to ensure that
* the projection matrix gets re-asserted before painting.
*
* This is used when switching between multiple stages */
void
_clutter_stage_dirty_projection (ClutterStage *stage)
{
ClutterStagePrivate *priv;
GList *l;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
for (l = _clutter_stage_window_get_views (priv->impl); l; l = l->next)
{
ClutterStageView *view = l->data;
clutter_stage_view_invalidate_projection (view);
}
}
/*
* clutter_stage_set_viewport:
* @stage: A #ClutterStage
* @width: The width to render the stage at, in window coordinates
* @height: The height to render the stage at, in window coordinates
*
* Sets the stage viewport. The viewport defines a final scale and
* translation of your rendered stage and actors. This lets you render
* your stage into a subregion of the stage window or you could use it to
* pan a subregion of the stage if your stage window is smaller then
* the stage. (XXX: currently this isn't possible)
*
* Unlike a scale and translation done using the modelview matrix this
* is done after everything has had perspective projection applied, so
* for example if you were to pan across a subregion of the stage using
* the viewport then you would not see a change in perspective for the
* actors on the stage.
*
* Normally the stage viewport will automatically track the size of the
* stage window with no offset so the stage will fill your window. This
* behaviour can be changed with the "viewport-mimics-window" property
* which will automatically be set to FALSE if you use this API. If
* you want to revert to the original behaviour then you should set
* this property back to %TRUE using
* clutter_stage_set_viewport_mimics_window().
* (XXX: If we were to make this API public then we might want to do
* add that property.)
*
* Note: currently this interface only support integer precision
* offsets and sizes for viewports but the interface takes floats because
* OpenGL 4.0 has introduced floating point viewports which we might
* want to expose via this API eventually.
*
* Since: 1.6
*/
static void
clutter_stage_set_viewport (ClutterStage *stage,
float width,
float height)
{
ClutterStagePrivate *priv;
float x, y;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
x = 0.f;
y = 0.f;
width = roundf (width);
height = roundf (height);
if (x == priv->viewport[0] &&
y == priv->viewport[1] &&
width == priv->viewport[2] &&
height == priv->viewport[3])
return;
priv->viewport[0] = x;
priv->viewport[1] = y;
priv->viewport[2] = width;
priv->viewport[3] = height;
clutter_stage_update_view_perspective (stage);
_clutter_stage_dirty_viewport (stage);
queue_full_redraw (stage);
}
/* This simply provides a simple mechanism for us to ensure that
* the viewport gets re-asserted before next painting.
*
* This is used when switching between multiple stages */
void
_clutter_stage_dirty_viewport (ClutterStage *stage)
{
ClutterStagePrivate *priv;
GList *l;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
for (l = _clutter_stage_window_get_views (priv->impl); l; l = l->next)
{
ClutterStageView *view = l->data;
clutter_stage_view_invalidate_viewport (view);
}
}
/*
* clutter_stage_get_viewport:
* @stage: A #ClutterStage
* @x: A location for the X position where the stage is rendered,
* in window coordinates.
* @y: A location for the Y position where the stage is rendered,
* in window coordinates.
* @width: A location for the width the stage is rendered at,
* in window coordinates.
* @height: A location for the height the stage is rendered at,
* in window coordinates.
*
* Returns the viewport offset and size set using
* clutter_stage_set_viewport() or if the "viewport-mimics-window" property
* is TRUE then @x and @y will be set to 0 and @width and @height will equal
* the width if the stage window.
*
* Since: 1.6
*/
void
_clutter_stage_get_viewport (ClutterStage *stage,
float *x,
float *y,
float *width,
float *height)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
*x = priv->viewport[0];
*y = priv->viewport[1];
*width = priv->viewport[2];
*height = priv->viewport[3];
}
/**
* 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 dimension of pixels to be read, or -1 for the
* entire stage width
* @height: Height dimension 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: (transfer full) (array): 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)
{
ClutterStagePrivate *priv;
ClutterActorBox box;
GList *l;
ClutterStageView *view;
cairo_region_t *clip;
cairo_rectangle_int_t clip_rect;
CoglFramebuffer *framebuffer;
float view_scale;
float pixel_width;
float pixel_height;
uint8_t *pixels;
COGL_TRACE_BEGIN_SCOPED (ClutterStageReadPixels, "Read Pixels");
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
priv = stage->priv;
clutter_actor_get_allocation_box (CLUTTER_ACTOR (stage), &box);
if (width < 0)
width = ceilf (box.x2 - box.x1);
if (height < 0)
height = ceilf (box.y2 - box.y1);
l = _clutter_stage_window_get_views (priv->impl);
if (!l)
return NULL;
/* XXX: We only read the first view. Needs different API for multi view screen
* capture. */
view = l->data;
clutter_stage_view_get_layout (view, &clip_rect);
clip = cairo_region_create_rectangle (&clip_rect);
cairo_region_intersect_rectangle (clip,
&(cairo_rectangle_int_t) {
.x = x,
.y = y,
.width = width,
.height = height,
});
cairo_region_get_extents (clip, &clip_rect);
if (clip_rect.width == 0 || clip_rect.height == 0)
{
cairo_region_destroy (clip);
return NULL;
}
framebuffer = clutter_stage_view_get_framebuffer (view);
clutter_stage_do_paint_view (stage, view, clip);
cairo_region_destroy (clip);
view_scale = clutter_stage_view_get_scale (view);
pixel_width = roundf (clip_rect.width * view_scale);
pixel_height = roundf (clip_rect.height * view_scale);
pixels = g_malloc0 (pixel_width * pixel_height * 4);
cogl_framebuffer_read_pixels (framebuffer,
clip_rect.x * view_scale,
clip_rect.y * view_scale,
pixel_width, pixel_height,
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. The result is the actor which
* would be at the specified location on the next redraw, and is not
* necessarily that which was there on the previous redraw. This allows the
* function to perform chronologically correctly after any queued changes to
* the scene, and even if nothing has been drawn.
*
* 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,
float x,
float y)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
return _clutter_stage_do_pick (stage, x, y, pick_mode);
}
/**
* 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_by_pspec (G_OBJECT (stage), obj_props[PROP_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
**/
const gchar *
clutter_stage_get_title (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
return stage->priv->title;
}
/**
* 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;
/* normalize the key focus. NULL == stage */
if (actor == CLUTTER_ACTOR (stage))
actor = NULL;
/* avoid emitting signals and notifications if we're setting the same
* actor as the key focus
*/
if (priv->key_focused_actor == actor)
return;
if (priv->key_focused_actor != NULL)
{
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
*/
priv->key_focused_actor = NULL;
_clutter_actor_set_has_key_focus (old_focused_actor, FALSE);
}
else
_clutter_actor_set_has_key_focus (CLUTTER_ACTOR (stage), FALSE);
/* 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 != NULL)
{
priv->key_focused_actor = actor;
_clutter_actor_set_has_key_focus (actor, TRUE);
}
else
_clutter_actor_set_has_key_focus (CLUTTER_ACTOR (stage), TRUE);
g_object_notify_by_pspec (G_OBJECT (stage), obj_props[PROP_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);
}
/*** 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);
}
G_DEFINE_BOXED_TYPE (ClutterPerspective, clutter_perspective,
clutter_perspective_copy,
clutter_perspective_free);
/**
* 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_stage_dirty_viewport (stage);
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
}
# define _DEG_TO_RAD(d) ((d) * ((float) G_PI / 180.0f))
/* This calculates a distance into the view frustum to position the
* stage so there is a decent amount of space to position geometry
* between the stage and the near clipping plane.
*
* Some awkward issues with this problem are:
* - It's not possible to have a gap as large as the stage size with
* a fov > 53° which is basically always the case since the default
* fov is 60°.
* - This can be deduced if you consider that this requires a
* triangle as wide as it is deep to fit in the frustum in front
* of the z_near plane. That triangle will always have an angle
* of 53.13° at the point sitting on the z_near plane, but if the
* frustum has a wider fov angle the left/right clipping planes
* can never converge with the two corners of our triangle no
* matter what size the triangle has.
* - With a fov > 53° there is a trade off between maximizing the gap
* size relative to the stage size but not losing depth precision.
* - Perhaps ideally we wouldn't just consider the fov on the y-axis
* that is usually used to define a perspective, we would consider
* the fov of the axis with the largest stage size so the gap would
* accommodate that size best.
*
* After going around in circles a few times with how to handle these
* issues, we decided in the end to go for the simplest solution to
* start with instead of an elaborate function that handles arbitrary
* fov angles that we currently have no use-case for.
*
* The solution assumes a fovy of 60° and for that case gives a gap
* that's 85% of the stage height. We can consider more elaborate
* functions if necessary later.
*
* One guide we had to steer the gap size we support is the
* interactive test, test-texture-quality which expects to animate an
* actor to +400 on the z axis with a stage size of 640x480. A gap
* that's 85% of the stage height gives a gap of 408 in that case.
*/
static float
calculate_z_translation (float z_near)
{
/* This solution uses fairly basic trigonometry, but is seems worth
* clarifying the particular geometry we are looking at in-case
* anyone wants to develop this further later. Not sure how well an
* ascii diagram is going to work :-)
*
* |--- stage_height ---|
* | stage line |
* ╲━━━━━━━━━━━━━━━━━━━━━╱------------
* ╲. (2) │ . | |
* C ╲ . │ . gap| |
* =0.5°╲ . a │ . | |
* b╲(1). D│ . | |
* ╲ B.│. near plane | |
* A= ╲━━━━━━━━━╱------------- |
* 120° ╲ c │ | z_2d
* ╲ │ z_near |
* left ╲ │ | |
* clip 60°fovy | |
* plane ----------------------
* |
* |
* origin line
*
* The area of interest is the triangle labeled (1) at the top left
* marked with the ... line (a) from where the origin line crosses
* the near plane to the top left where the stage line cross the
* left clip plane.
*
* The sides of the triangle are a, b and c and the corresponding
* angles opposite those sides are A, B and C.
*
* The angle of C is what trades off the gap size we have relative
* to the stage size vs the depth precision we have.
*
* As mentioned above we arove at the angle for C is by working
* backwards from how much space we want for test-texture-quality.
* With a stage_height of 480 we want a gap > 400, ideally we also
* wanted a somewhat round number as a percentage of the height for
* documentation purposes. ~87% or a gap of ~416 is the limit
* because that's where we approach a C angle of 0° and effectively
* loose all depth precision.
*
* So for our test app with a stage_height of 480 if we aim for a
* gap of 408 (85% of 480) we can get the angle D as
* atan (stage_height/2/408) = 30.5°.
*
* That gives us the angle for B as 90° - 30.5° = 59.5°
*
* We can already determine that A has an angle of (fovy/2 + 90°) =
* 120°
*
* Therefore C = 180 - A - B = 0.5°
*
* The length of c = z_near * tan (30°)
*
* Now we can use the rule a/SinA = c/SinC to calculate the
* length of a. After some rearranging that gives us:
*
* a c
* ---------- = ----------
* sin (120°) sin (0.5°)
*
* c * sin (120°)
* a = --------------
* sin (0.5°)
*
* And with that we can determine z_2d = cos (D) * a =
* cos (30.5°) * a + z_near:
*
* c * sin (120°) * cos (30.5°)
* z_2d = --------------------------- + z_near
* sin (0.5°)
*/
/* We expect the compiler should boil this down to z_near * CONSTANT
* already, but just in case we use precomputed constants
*/
#if 0
# define A tanf (_DEG_TO_RAD (30.f))
# define B sinf (_DEG_TO_RAD (120.f))
# define C cosf (_DEG_TO_RAD (30.5f))
# define D sinf (_DEG_TO_RAD (.5f))
#else
# define A 0.57735025882720947265625f
# define B 0.866025388240814208984375f
# define C 0.86162912845611572265625f
# define D 0.00872653536498546600341796875f
#endif
return z_near
* A * B * C
/ D
+ z_near;
}
static void
view_2d_in_perspective (graphene_matrix_t *matrix,
float fov_y,
float aspect,
float z_near,
float z_2d,
float width_2d,
float height_2d)
{
float top = z_near * tan (fov_y * G_PI / 360.0);
float left = -top * aspect;
float right = top * aspect;
float bottom = -top;
float left_2d_plane = left / z_near * z_2d;
float right_2d_plane = right / z_near * z_2d;
float bottom_2d_plane = bottom / z_near * z_2d;
float top_2d_plane = top / z_near * z_2d;
float width_2d_start = right_2d_plane - left_2d_plane;
float height_2d_start = top_2d_plane - bottom_2d_plane;
/* Factors to scale from framebuffer geometry to frustum
* cross-section geometry. */
float width_scale = width_2d_start / width_2d;
float height_scale = height_2d_start / height_2d;
graphene_matrix_init_scale (matrix, width_scale, -height_scale, width_scale);
graphene_matrix_translate (matrix,
&GRAPHENE_POINT3D_INIT (left_2d_plane,
top_2d_plane,
-z_2d));
}
static void
clutter_stage_update_view_perspective (ClutterStage *stage)
{
ClutterStagePrivate *priv = stage->priv;
ClutterPerspective perspective;
float z_2d;
perspective = priv->perspective;
perspective.fovy = 60.0; /* 60 Degrees */
perspective.z_near = 1.0;
perspective.aspect = priv->viewport[2] / priv->viewport[3];
z_2d = calculate_z_translation (perspective.z_near);
/* NB: z_2d is only enough room for 85% of the stage_height between
* the stage and the z_near plane. For behind the stage plane we
* want a more consistent gap of 10 times the stage_height before
* hitting the far plane so we calculate that relative to the final
* height of the stage plane at the z_2d_distance we got... */
perspective.z_far = z_2d +
tanf (_DEG_TO_RAD (perspective.fovy / 2.0f)) * z_2d * 20.0f;
clutter_stage_set_perspective (stage, &perspective);
view_2d_in_perspective (&priv->view,
perspective.fovy,
perspective.aspect,
perspective.z_near,
z_2d,
priv->viewport[2],
priv->viewport[3]);
clutter_actor_invalidate_transform (CLUTTER_ACTOR (stage));
}
void
_clutter_stage_maybe_setup_viewport (ClutterStage *stage,
ClutterStageView *view)
{
ClutterStagePrivate *priv = stage->priv;
if (clutter_stage_view_is_dirty_viewport (view))
{
cairo_rectangle_int_t view_layout;
float fb_scale;
float viewport_offset_x;
float viewport_offset_y;
float viewport_x;
float viewport_y;
float viewport_width;
float viewport_height;
CLUTTER_NOTE (PAINT,
"Setting up the viewport { w:%f, h:%f }",
priv->viewport[2],
priv->viewport[3]);
fb_scale = clutter_stage_view_get_scale (view);
clutter_stage_view_get_layout (view, &view_layout);
viewport_offset_x = view_layout.x * fb_scale;
viewport_offset_y = view_layout.y * fb_scale;
viewport_x = roundf (priv->viewport[0] * fb_scale - viewport_offset_x);
viewport_y = roundf (priv->viewport[1] * fb_scale - viewport_offset_y);
viewport_width = roundf (priv->viewport[2] * fb_scale);
viewport_height = roundf (priv->viewport[3] * fb_scale);
clutter_stage_view_set_viewport (view,
viewport_x, viewport_y,
viewport_width, viewport_height);
}
if (clutter_stage_view_is_dirty_projection (view))
clutter_stage_view_set_projection (view, &priv->projection);
}
#undef _DEG_TO_RAD
/**
* clutter_stage_is_redraw_queued_on_view: (skip)
*/
gboolean
clutter_stage_is_redraw_queued_on_view (ClutterStage *stage,
ClutterStageView *view)
{
clutter_stage_maybe_finish_queue_redraws (stage);
return clutter_stage_view_has_redraw_clip (view);
}
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 != NULL)
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)
{
ClutterStageManager *manager = clutter_stage_manager_get_default ();
ClutterStage *stage;
stage = clutter_stage_manager_get_default_stage (manager);
if (stage == NULL)
return NULL;
return _clutter_stage_get_window (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_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
*
* 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;
}
/**
* clutter_stage_schedule_update:
* @stage: a #ClutterStage actor
*
* Schedules a redraw of the #ClutterStage at the next optimal timestamp.
*/
void
clutter_stage_schedule_update (ClutterStage *stage)
{
ClutterStageWindow *stage_window;
GList *l;
if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
return;
stage_window = _clutter_stage_get_window (stage);
if (stage_window == NULL)
return;
for (l = clutter_stage_peek_stage_views (stage); l; l = l->next)
{
ClutterStageView *view = l->data;
clutter_stage_view_schedule_update (view);
}
}
ClutterPaintVolume *
_clutter_stage_paint_volume_stack_allocate (ClutterStage *stage)
{
GArray *paint_volume_stack = stage->priv->paint_volume_stack;
g_array_set_size (paint_volume_stack,
paint_volume_stack->len+1);
return &g_array_index (paint_volume_stack,
ClutterPaintVolume,
paint_volume_stack->len - 1);
}
void
_clutter_stage_paint_volume_stack_free_all (ClutterStage *stage)
{
GArray *paint_volume_stack = stage->priv->paint_volume_stack;
int i;
for (i = 0; i < paint_volume_stack->len; i++)
{
ClutterPaintVolume *pv =
&g_array_index (paint_volume_stack, ClutterPaintVolume, i);
clutter_paint_volume_free (pv);
}
g_array_set_size (paint_volume_stack, 0);
}
/* When an actor queues a redraw we add it to a list on the stage that
* gets processed once all updates to the stage have been finished.
*
* This deferred approach to processing queue_redraw requests means
* that we can avoid redundant transformations of clip volumes if
* something later triggers a full stage redraw anyway. It also means
* we can be more sure that all the referenced actors will have valid
* allocations improving the chance that we can determine the actors
* paint volume so we can clip the redraw request even if the user
* didn't explicitly do so.
*/
void
clutter_stage_queue_actor_redraw (ClutterStage *stage,
ClutterActor *actor,
const ClutterPaintVolume *clip)
{
ClutterStagePrivate *priv = stage->priv;
QueueRedrawEntry *entry = NULL;
CLUTTER_NOTE (CLIPPING, "stage_queue_actor_redraw (actor=%s, clip=%p): ",
_clutter_actor_get_debug_name (actor), clip);
if (!priv->pending_finish_queue_redraws)
{
GList *l;
for (l = clutter_stage_peek_stage_views (stage); l; l = l->next)
{
ClutterStageView *view = l->data;
clutter_stage_view_schedule_update (view);
}
priv->pending_finish_queue_redraws = TRUE;
}
entry = g_hash_table_lookup (priv->pending_queue_redraws, actor);
if (entry)
{
/* Ignore all requests to queue a redraw for an actor if a full
* (non-clipped) redraw of the actor has already been queued. */
if (!entry->has_clip)
{
CLUTTER_NOTE (CLIPPING, "Bail from stage_queue_actor_redraw (%s): "
"Unclipped redraw of actor already queued",
_clutter_actor_get_debug_name (actor));
return;
}
/* If queuing a clipped redraw and a clipped redraw has
* previously been queued for this actor then combine the latest
* clip together with the existing clip */
if (clip)
clutter_paint_volume_union (&entry->clip, clip);
else
{
clutter_paint_volume_free (&entry->clip);
entry->has_clip = FALSE;
}
}
else
{
entry = g_slice_new (QueueRedrawEntry);
if (clip)
{
entry->has_clip = TRUE;
_clutter_paint_volume_init_static (&entry->clip, actor);
_clutter_paint_volume_set_from_volume (&entry->clip, clip);
}
else
entry->has_clip = FALSE;
g_hash_table_insert (priv->pending_queue_redraws,
g_object_ref (actor), entry);
}
}
static void
free_queue_redraw_entry (QueueRedrawEntry *entry)
{
if (entry->has_clip)
clutter_paint_volume_free (&entry->clip);
g_slice_free (QueueRedrawEntry, entry);
}
void
clutter_stage_dequeue_actor_redraw (ClutterStage *self,
ClutterActor *actor)
{
g_hash_table_remove (self->priv->pending_queue_redraws, actor);
}
static void
add_to_stage_clip (ClutterStage *stage,
ClutterPaintVolume *redraw_clip)
{
ClutterStageWindow *stage_window;
ClutterActorBox bounding_box;
ClutterActorBox intersection_box;
cairo_rectangle_int_t geom, stage_clip;
if (CLUTTER_ACTOR_IN_DESTRUCTION (CLUTTER_ACTOR (stage)))
return;
stage_window = _clutter_stage_get_window (stage);
if (stage_window == NULL)
return;
if (is_full_stage_redraw_queued (stage))
return;
if (redraw_clip == NULL)
{
clutter_stage_add_redraw_clip (stage, NULL);
return;
}
if (redraw_clip->is_empty)
return;
/* Now transform and project the clip volume to view coordinates and get
* the axis aligned bounding box that's aligned to the pixel grid.
*/
_clutter_paint_volume_get_stage_paint_box (redraw_clip,
stage,
&bounding_box);
_clutter_stage_window_get_geometry (stage_window, &geom);
intersection_box.x1 = MAX (bounding_box.x1, 0);
intersection_box.y1 = MAX (bounding_box.y1, 0);
intersection_box.x2 = MIN (bounding_box.x2, geom.width);
intersection_box.y2 = MIN (bounding_box.y2, geom.height);
/* There is no need to track degenerate/empty redraw clips */
if (intersection_box.x2 <= intersection_box.x1 ||
intersection_box.y2 <= intersection_box.y1)
return;
stage_clip.x = intersection_box.x1;
stage_clip.y = intersection_box.y1;
stage_clip.width = intersection_box.x2 - stage_clip.x;
stage_clip.height = intersection_box.y2 - stage_clip.y;
clutter_stage_add_redraw_clip (stage, &stage_clip);
}
void
clutter_stage_maybe_finish_queue_redraws (ClutterStage *stage)
{
ClutterStagePrivate *priv = stage->priv;
GHashTableIter iter;
gpointer key, value;
COGL_TRACE_BEGIN_SCOPED (ClutterStageFinishQueueRedraws, "FinishQueueRedraws");
if (!priv->pending_finish_queue_redraws)
return;
priv->pending_finish_queue_redraws = FALSE;
g_hash_table_iter_init (&iter, priv->pending_queue_redraws);
while (g_hash_table_iter_next (&iter, &key, &value))
{
ClutterActor *redraw_actor = key;
QueueRedrawEntry *entry = value;
ClutterPaintVolume old_actor_pv, new_actor_pv;
g_hash_table_iter_steal (&iter);
_clutter_paint_volume_init_static (&old_actor_pv, NULL);
_clutter_paint_volume_init_static (&new_actor_pv, NULL);
if (entry->has_clip)
{
add_to_stage_clip (stage, &entry->clip);
}
else if (clutter_actor_get_redraw_clip (redraw_actor,
&old_actor_pv,
&new_actor_pv))
{
/* Add both the old paint volume of the actor (which is
* currently visible on the screen) and the new paint volume
* (which will be visible on the screen after this redraw)
* to the redraw clip.
* The former we do to ensure the old texture on the screen
* will be fully painted over in case the actor was moved.
*/
add_to_stage_clip (stage, &old_actor_pv);
add_to_stage_clip (stage, &new_actor_pv);
}
else
{
/* If there's no clip we can use, we have to trigger an
* unclipped full stage redraw.
*/
add_to_stage_clip (stage, NULL);
}
g_object_unref (redraw_actor);
free_queue_redraw_entry (entry);
/* get_paint_volume() vfuncs might queue redraws and can cause our
* iterator to now be invalidated. So start over. This isn't wasting
* any time since we already stole (removed) the elements previously
* visited.
*/
g_hash_table_iter_init (&iter, priv->pending_queue_redraws);
}
}
/**
* clutter_stage_set_motion_events_enabled:
* @stage: a #ClutterStage
* @enabled: %TRUE to enable the motion events delivery, and %FALSE
* otherwise
*
* Sets whether per-actor motion events (and relative crossing
* events) should be disabled or not.
*
* The default is %TRUE.
*
* If @enable is %FALSE the following signals will not be emitted
* by the actors children of @stage:
*
* - #ClutterActor::motion-event
* - #ClutterActor::enter-event
* - #ClutterActor::leave-event
*
* The events will still be delivered to the #ClutterStage.
*
* The main side effect of this function is that disabling the motion
* events will disable picking to detect the #ClutterActor underneath
* the pointer for each motion event. This is useful, for instance,
* when dragging a #ClutterActor across the @stage: the actor underneath
* the pointer is not going to change, so it's meaningless to perform
* a pick.
*
* Since: 1.8
*/
void
clutter_stage_set_motion_events_enabled (ClutterStage *stage,
gboolean enabled)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
enabled = !!enabled;
if (priv->motion_events_enabled != enabled)
priv->motion_events_enabled = enabled;
}
/**
* clutter_stage_get_motion_events_enabled:
* @stage: a #ClutterStage
*
* Retrieves the value set using clutter_stage_set_motion_events_enabled().
*
* Return value: %TRUE if the per-actor motion event delivery is enabled
* and %FALSE otherwise
*
* Since: 1.8
*/
gboolean
clutter_stage_get_motion_events_enabled (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
return stage->priv->motion_events_enabled;
}
void
_clutter_stage_add_pointer_drag_actor (ClutterStage *stage,
ClutterInputDevice *device,
ClutterActor *actor)
{
GHashTable *drag_actors;
drag_actors = g_object_get_data (G_OBJECT (stage),
"__clutter_stage_pointer_drag_actors");
if (drag_actors == NULL)
{
drag_actors = g_hash_table_new (NULL, NULL);
g_object_set_data_full (G_OBJECT (stage),
"__clutter_stage_pointer_drag_actors",
drag_actors,
(GDestroyNotify) g_hash_table_destroy);
}
g_hash_table_replace (drag_actors, device, actor);
}
ClutterActor *
_clutter_stage_get_pointer_drag_actor (ClutterStage *stage,
ClutterInputDevice *device)
{
GHashTable *drag_actors;
drag_actors = g_object_get_data (G_OBJECT (stage),
"__clutter_stage_pointer_drag_actors");
if (drag_actors == NULL)
return NULL;
return g_hash_table_lookup (drag_actors, device);
}
void
_clutter_stage_remove_pointer_drag_actor (ClutterStage *stage,
ClutterInputDevice *device)
{
GHashTable *drag_actors;
drag_actors = g_object_get_data (G_OBJECT (stage),
"__clutter_stage_pointer_drag_actors");
if (drag_actors == NULL)
return;
g_hash_table_remove (drag_actors, device);
if (g_hash_table_size (drag_actors) == 0)
g_object_set_data (G_OBJECT (stage),
"__clutter_stage_pointer_drag_actors",
NULL);
}
void
_clutter_stage_add_touch_drag_actor (ClutterStage *stage,
ClutterEventSequence *sequence,
ClutterActor *actor)
{
GHashTable *drag_actors;
drag_actors = g_object_get_data (G_OBJECT (stage),
"__clutter_stage_touch_drag_actors");
if (drag_actors == NULL)
{
drag_actors = g_hash_table_new (NULL, NULL);
g_object_set_data_full (G_OBJECT (stage),
"__clutter_stage_touch_drag_actors",
drag_actors,
(GDestroyNotify) g_hash_table_destroy);
}
g_hash_table_replace (drag_actors, sequence, actor);
}
ClutterActor *
_clutter_stage_get_touch_drag_actor (ClutterStage *stage,
ClutterEventSequence *sequence)
{
GHashTable *drag_actors;
drag_actors = g_object_get_data (G_OBJECT (stage),
"__clutter_stage_touch_drag_actors");
if (drag_actors == NULL)
return NULL;
return g_hash_table_lookup (drag_actors, sequence);
}
void
_clutter_stage_remove_touch_drag_actor (ClutterStage *stage,
ClutterEventSequence *sequence)
{
GHashTable *drag_actors;
drag_actors = g_object_get_data (G_OBJECT (stage),
"__clutter_stage_touch_drag_actors");
if (drag_actors == NULL)
return;
g_hash_table_remove (drag_actors, sequence);
if (g_hash_table_size (drag_actors) == 0)
g_object_set_data (G_OBJECT (stage),
"__clutter_stage_touch_drag_actors",
NULL);
}
/**
* clutter_stage_set_sync_delay:
* @stage: a #ClutterStage
* @sync_delay: number of milliseconds after frame presentation to wait
* before painting the next frame. If less than zero, restores the
* default behavior where redraw is throttled to the refresh rate but
* not synchronized to it.
*
* This function enables an alternate behavior where Clutter draws at
* a fixed point in time after the frame presentation time (also known
* as the VBlank time). This is most useful when the application
* wants to show incoming data with predictable latency. (The primary
* example of this would be a window system compositor.) By synchronizing
* to provide new data before Clutter redraws, an external source of
* updates (in the compositor, an application) can get a reliable latency.
*
* The appropriate value of @sync_delay depends on the complexity of
* drawing the stage's scene graph - in general a value of between 0
* and 8 ms (up to one-half of a typical 60hz frame rate) is appropriate.
* using a larger value will reduce latency but risks skipping a frame if
* drawing the stage takes too long.
*
* Since: 1.14
* Stability: unstable
*/
void
clutter_stage_set_sync_delay (ClutterStage *stage,
gint sync_delay)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
stage->priv->sync_delay = sync_delay;
}
int64_t
clutter_stage_get_frame_counter (ClutterStage *stage)
{
ClutterStageWindow *stage_window;
stage_window = _clutter_stage_get_window (stage);
return _clutter_stage_window_get_frame_counter (stage_window);
}
void
clutter_stage_presented (ClutterStage *stage,
ClutterStageView *view,
ClutterFrameInfo *frame_info)
{
g_signal_emit (stage, stage_signals[PRESENTED], 0, view, frame_info);
}
/**
* clutter_stage_get_capture_final_size:
* @stage: a #ClutterStage actor
* @rect: a #cairo_rectangle_int_t
* @out_width: (out) (optional): the final width
* @out_height: (out) (optional): the final height
* @out_scale: (out) (optional): the final scale factor
*
* Get the size of the framebuffer one must pass to
* clutter_stage_paint_to_buffer() or clutter_stage_paint_to_framebuffer()
* would be used with the same @rect.
*
* Returns: %TRUE if the size has been retrieved, %FALSE otherwise.
*/
gboolean
clutter_stage_get_capture_final_size (ClutterStage *stage,
cairo_rectangle_int_t *rect,
int *out_width,
int *out_height,
float *out_scale)
{
float max_scale = 1.0;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
if (rect)
{
graphene_rect_t capture_rect;
g_autoptr (GList) views = NULL;
GList *l;
_clutter_util_rect_from_rectangle (rect, &capture_rect);
views = clutter_stage_get_views_for_rect (stage, &capture_rect);
if (!views)
return FALSE;
for (l = views; l; l = l->next)
{
ClutterStageView *view = l->data;
max_scale = MAX (clutter_stage_view_get_scale (view), max_scale);
}
if (out_width)
*out_width = (gint) roundf (rect->width * max_scale);
if (out_height)
*out_height = (gint) roundf (rect->height * max_scale);
}
else
{
ClutterActorBox alloc;
float stage_width, stage_height;
clutter_actor_get_allocation_box (CLUTTER_ACTOR (stage), &alloc);
clutter_actor_box_get_size (&alloc, &stage_width, &stage_height);
max_scale = clutter_actor_get_real_resource_scale (CLUTTER_ACTOR (stage));
if (out_width)
*out_width = (gint) roundf (stage_width * max_scale);
if (out_height)
*out_height = (gint) roundf (stage_height * max_scale);
}
if (out_scale)
*out_scale = max_scale;
return TRUE;
}
void
clutter_stage_paint_to_framebuffer (ClutterStage *stage,
CoglFramebuffer *framebuffer,
const cairo_rectangle_int_t *rect,
float scale,
ClutterPaintFlag paint_flags)
{
ClutterStagePrivate *priv = stage->priv;
ClutterPaintContext *paint_context;
cairo_region_t *redraw_clip;
if (paint_flags & CLUTTER_PAINT_FLAG_CLEAR)
{
CoglColor clear_color;
cogl_color_init_from_4ub (&clear_color, 0, 0, 0, 0);
cogl_framebuffer_clear (framebuffer, COGL_BUFFER_BIT_COLOR, &clear_color);
}
redraw_clip = cairo_region_create_rectangle (rect);
paint_context =
clutter_paint_context_new_for_framebuffer (framebuffer,
redraw_clip,
paint_flags);
cairo_region_destroy (redraw_clip);
cogl_framebuffer_push_matrix (framebuffer);
cogl_framebuffer_set_projection_matrix (framebuffer, &priv->projection);
cogl_framebuffer_set_viewport (framebuffer,
-(rect->x * scale),
-(rect->y * scale),
priv->viewport[2] * scale,
priv->viewport[3] * scale);
clutter_actor_paint (CLUTTER_ACTOR (stage), paint_context);
cogl_framebuffer_pop_matrix (framebuffer);
clutter_paint_context_destroy (paint_context);
}
/**
* clutter_stage_paint_to_buffer:
* @stage: a #ClutterStage actor
* @rect: a #cairo_rectangle_int_t
* @scale: the scale
* @data: (inout) (array) (element-type guint8): a pointer to the data
* @stride: stride of the image surface
* @format: the pixel format
* @paint_flags: the #ClutterPaintFlag
* @error: the error
*
* Take a snapshot of the stage to a provided buffer.
*
* Returns: %TRUE is the buffer has been paint successfully, %FALSE otherwise.
*/
gboolean
clutter_stage_paint_to_buffer (ClutterStage *stage,
const cairo_rectangle_int_t *rect,
float scale,
uint8_t *data,
int stride,
CoglPixelFormat format,
ClutterPaintFlag paint_flags,
GError **error)
{
ClutterBackend *clutter_backend = clutter_get_default_backend ();
CoglContext *cogl_context =
clutter_backend_get_cogl_context (clutter_backend);
int texture_width, texture_height;
CoglTexture2D *texture;
CoglOffscreen *offscreen;
CoglFramebuffer *framebuffer;
CoglBitmap *bitmap;
texture_width = (int) roundf (rect->width * scale);
texture_height = (int) roundf (rect->height * scale);
texture = cogl_texture_2d_new_with_size (cogl_context,
texture_width,
texture_height);
if (!texture)
{
g_set_error (error, G_IO_ERROR, G_IO_ERROR_FAILED,
"Failed to create %dx%d texture",
texture_width, texture_height);
return FALSE;
}
offscreen = cogl_offscreen_new_with_texture (COGL_TEXTURE (texture));
framebuffer = COGL_FRAMEBUFFER (offscreen);
cogl_object_unref (texture);
if (!cogl_framebuffer_allocate (framebuffer, error))
return FALSE;
clutter_stage_paint_to_framebuffer (stage, framebuffer,
rect, scale, paint_flags);
bitmap = cogl_bitmap_new_for_data (cogl_context,
texture_width, texture_height,
format,
stride,
data);
cogl_framebuffer_read_pixels_into_bitmap (framebuffer,
0, 0,
COGL_READ_PIXELS_COLOR_BUFFER,
bitmap);
cogl_object_unref (bitmap);
g_object_unref (framebuffer);
return TRUE;
}
static void
capture_view_into (ClutterStage *stage,
gboolean paint,
ClutterStageView *view,
cairo_rectangle_int_t *rect,
uint8_t *data,
int stride)
{
CoglFramebuffer *framebuffer;
ClutterBackend *backend;
CoglContext *context;
CoglBitmap *bitmap;
cairo_rectangle_int_t view_layout;
float view_scale;
float texture_width;
float texture_height;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
framebuffer = clutter_stage_view_get_framebuffer (view);
if (paint)
{
cairo_region_t *region;
_clutter_stage_maybe_setup_viewport (stage, view);
region = cairo_region_create_rectangle (rect);
clutter_stage_do_paint_view (stage, view, region);
cairo_region_destroy (region);
}
view_scale = clutter_stage_view_get_scale (view);
texture_width = roundf (rect->width * view_scale);
texture_height = roundf (rect->height * view_scale);
backend = clutter_get_default_backend ();
context = clutter_backend_get_cogl_context (backend);
bitmap = cogl_bitmap_new_for_data (context,
texture_width, texture_height,
CLUTTER_CAIRO_FORMAT_ARGB32,
stride,
data);
clutter_stage_view_get_layout (view, &view_layout);
cogl_framebuffer_read_pixels_into_bitmap (framebuffer,
roundf ((rect->x - view_layout.x) * view_scale),
roundf ((rect->y - view_layout.y) * view_scale),
COGL_READ_PIXELS_COLOR_BUFFER,
bitmap);
cogl_object_unref (bitmap);
}
void
clutter_stage_capture_into (ClutterStage *stage,
gboolean paint,
cairo_rectangle_int_t *rect,
uint8_t *data)
{
ClutterStagePrivate *priv = stage->priv;
GList *l;
int bpp = 4;
int stride;
stride = rect->width * 4;
for (l = _clutter_stage_window_get_views (priv->impl); l; l = l->next)
{
ClutterStageView *view = l->data;
cairo_rectangle_int_t view_layout;
cairo_region_t *region;
cairo_rectangle_int_t capture_rect;
int x_offset, y_offset;
clutter_stage_view_get_layout (view, &view_layout);
region = cairo_region_create_rectangle (&view_layout);
cairo_region_intersect_rectangle (region, rect);
cairo_region_get_extents (region, &capture_rect);
cairo_region_destroy (region);
x_offset = capture_rect.x - rect->x;
y_offset = capture_rect.y - rect->y;
capture_view_into (stage, paint, view,
&capture_rect,
data + (x_offset * bpp) + (y_offset * stride),
stride);
}
}
/**
* clutter_stage_peek_stage_views: (skip)
*/
GList *
clutter_stage_peek_stage_views (ClutterStage *stage)
{
ClutterStagePrivate *priv = stage->priv;
return _clutter_stage_window_get_views (priv->impl);
}
void
clutter_stage_clear_stage_views (ClutterStage *stage)
{
clutter_actor_clear_stage_views_recursive (CLUTTER_ACTOR (stage));
}
GList *
clutter_stage_get_views_for_rect (ClutterStage *stage,
const graphene_rect_t *rect)
{
ClutterStagePrivate *priv = stage->priv;
GList *views_for_rect = NULL;
GList *l;
for (l = _clutter_stage_window_get_views (priv->impl); l; l = l->next)
{
ClutterStageView *view = l->data;
cairo_rectangle_int_t view_layout;
graphene_rect_t view_rect;
clutter_stage_view_get_layout (view, &view_layout);
_clutter_util_rect_from_rectangle (&view_layout, &view_rect);
if (graphene_rect_intersection (&view_rect, rect, NULL))
views_for_rect = g_list_prepend (views_for_rect, view);
}
return views_for_rect;
}
void
clutter_stage_set_actor_needs_immediate_relayout (ClutterStage *stage)
{
ClutterStagePrivate *priv = stage->priv;
priv->actor_needs_immediate_relayout = TRUE;
}
static void
on_device_actor_reactive_changed (ClutterActor *actor,
GParamSpec *pspec,
PointerDeviceEntry *entry)
{
ClutterStage *self = entry->stage;
ClutterActor *new_device_actor;
g_assert (!clutter_actor_get_reactive (actor));
new_device_actor =
_clutter_stage_do_pick (self,
entry->coords.x,
entry->coords.y,
CLUTTER_PICK_REACTIVE);
clutter_stage_update_device (self,
entry->device, entry->sequence,
entry->coords,
CLUTTER_CURRENT_TIME,
new_device_actor,
TRUE);
}
static void
on_device_actor_destroyed (ClutterActor *actor,
PointerDeviceEntry *entry)
{
/* Simply unset the current_actor pointer here, there's no need to
* unset has_pointer or to disconnect any signals because the actor
* is gone anyway.
* Also, as soon as the next repaint happens, a repick should be triggered
* and the PointerDeviceEntry will get updated again, so no need to
* trigger a repick here.
*/
entry->current_actor = NULL;
}
static void
free_pointer_device_entry (PointerDeviceEntry *entry)
{
if (entry->current_actor)
{
ClutterActor *actor = entry->current_actor;
g_signal_handlers_disconnect_by_func (actor,
G_CALLBACK (on_device_actor_reactive_changed),
entry);
g_signal_handlers_disconnect_by_func (actor,
G_CALLBACK (on_device_actor_destroyed),
entry);
_clutter_actor_set_has_pointer (actor, FALSE);
}
g_free (entry);
}
void
clutter_stage_update_device_entry (ClutterStage *self,
ClutterInputDevice *device,
ClutterEventSequence *sequence,
graphene_point_t coords,
ClutterActor *actor)
{
ClutterStagePrivate *priv = self->priv;
PointerDeviceEntry *entry = NULL;
g_assert (device != NULL);
if (sequence != NULL)
entry = g_hash_table_lookup (priv->touch_sequences, sequence);
else
entry = g_hash_table_lookup (priv->pointer_devices, device);
if (!entry)
{
entry = g_new0 (PointerDeviceEntry, 1);
if (sequence != NULL)
g_hash_table_insert (priv->touch_sequences, sequence, entry);
else
g_hash_table_insert (priv->pointer_devices, device, entry);
entry->stage = self;
entry->device = device;
entry->sequence = sequence;
}
entry->coords = coords;
if (entry->current_actor != actor)
{
if (entry->current_actor)
{
ClutterActor *old_actor = entry->current_actor;
g_signal_handlers_disconnect_by_func (old_actor,
G_CALLBACK (on_device_actor_reactive_changed),
entry);
g_signal_handlers_disconnect_by_func (old_actor,
G_CALLBACK (on_device_actor_destroyed),
entry);
_clutter_actor_set_has_pointer (old_actor, FALSE);
}
entry->current_actor = actor;
if (actor)
{
g_signal_connect (actor, "notify::reactive",
G_CALLBACK (on_device_actor_reactive_changed), entry);
g_signal_connect (actor, "destroy",
G_CALLBACK (on_device_actor_destroyed), entry);
_clutter_actor_set_has_pointer (actor, TRUE);
}
}
}
void
clutter_stage_remove_device_entry (ClutterStage *self,
ClutterInputDevice *device,
ClutterEventSequence *sequence)
{
ClutterStagePrivate *priv = self->priv;
gboolean removed;
g_assert (device != NULL);
if (sequence != NULL)
removed = g_hash_table_remove (priv->touch_sequences, sequence);
else
removed = g_hash_table_remove (priv->pointer_devices, device);
g_assert (removed);
}
/**
* clutter_stage_get_device_actor:
* @stage: a #ClutterStage
* @device: a #ClutterInputDevice
* @sequence: (allow-none): an optional #ClutterEventSequence
*
* Retrieves the #ClutterActor underneath the pointer or touch point
* of @device and @sequence.
*
* Return value: (transfer none): a pointer to the #ClutterActor or %NULL
*/
ClutterActor *
clutter_stage_get_device_actor (ClutterStage *stage,
ClutterInputDevice *device,
ClutterEventSequence *sequence)
{
ClutterStagePrivate *priv = stage->priv;
PointerDeviceEntry *entry = NULL;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
g_return_val_if_fail (device != NULL, NULL);
if (sequence != NULL)
entry = g_hash_table_lookup (priv->touch_sequences, sequence);
else
entry = g_hash_table_lookup (priv->pointer_devices, device);
if (entry)
return entry->current_actor;
return NULL;
}
/**
* clutter_stage_get_device_coords: (skip):
*/
void
clutter_stage_get_device_coords (ClutterStage *stage,
ClutterInputDevice *device,
ClutterEventSequence *sequence,
graphene_point_t *coords)
{
ClutterStagePrivate *priv = stage->priv;
PointerDeviceEntry *entry = NULL;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (device != NULL);
if (sequence != NULL)
entry = g_hash_table_lookup (priv->touch_sequences, sequence);
else
entry = g_hash_table_lookup (priv->pointer_devices, device);
if (entry && coords)
*coords = entry->coords;
}