092fdf1d79
* clutter/clutter-actor.c: * clutter/clutter-main.c: * clutter/clutter-private.h: Rejid Øyvind's previous commit a little moving more into clutter-main.c and using ClutterContext. Also Refactor clutter_init & clutter_init_with_args to share same core init code.
2074 lines
56 KiB
C
2074 lines
56 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/**
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* SECTION:clutter-main
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* @short_description: Various 'global' clutter functions.
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*
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* Functions to retrieve various global Clutter resources and other utility
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* functions for mainloops, events and threads
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <stdlib.h>
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#include "clutter-event.h"
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#include "clutter-backend.h"
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#include "clutter-main.h"
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#include "clutter-feature.h"
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#include "clutter-actor.h"
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#include "clutter-stage.h"
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#include "clutter-private.h"
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#include "clutter-debug.h"
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#include "clutter-version.h" /* For flavour define */
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#include "clutter-frame-source.h"
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#include "cogl/cogl.h"
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/* main context */
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static ClutterMainContext *ClutterCntx = NULL;
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/* main lock and locking/unlocking functions */
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static GMutex *clutter_threads_mutex = NULL;
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static GCallback clutter_threads_lock = NULL;
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static GCallback clutter_threads_unlock = NULL;
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static gboolean clutter_is_initialized = FALSE;
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static gboolean clutter_show_fps = FALSE;
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static gboolean clutter_fatal_warnings = FALSE;
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static guint clutter_default_fps = 60;
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static guint clutter_main_loop_level = 0;
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static GSList *main_loops = NULL;
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guint clutter_debug_flags = 0; /* global clutter debug flag */
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#ifdef CLUTTER_ENABLE_DEBUG
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static const GDebugKey clutter_debug_keys[] = {
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{ "misc", CLUTTER_DEBUG_MISC },
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{ "actor", CLUTTER_DEBUG_ACTOR },
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{ "texture", CLUTTER_DEBUG_TEXTURE },
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{ "event", CLUTTER_DEBUG_EVENT },
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{ "paint", CLUTTER_DEBUG_PAINT },
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{ "gl", CLUTTER_DEBUG_GL },
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{ "alpha", CLUTTER_DEBUG_ALPHA },
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{ "behaviour", CLUTTER_DEBUG_BEHAVIOUR },
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{ "pango", CLUTTER_DEBUG_PANGO },
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{ "backend", CLUTTER_DEBUG_BACKEND },
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{ "scheduler", CLUTTER_DEBUG_SCHEDULER },
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{ "script", CLUTTER_DEBUG_SCRIPT },
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{ "shader", CLUTTER_DEBUG_SHADER },
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{ "multistage", CLUTTER_DEBUG_MULTISTAGE },
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};
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#endif /* CLUTTER_ENABLE_DEBUG */
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/**
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* clutter_get_show_fps:
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*
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* Returns whether Clutter should print out the frames per second on the
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* console. You can enable this setting either using the
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* <literal>CLUTTER_SHOW_FPS</literal> environment variable or passing
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* the <literal>--clutter-show-fps</literal> command line argument. *
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*
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* Return value: %TRUE if Clutter should show the FPS.
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*
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* Since: 0.4
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*/
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gboolean
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clutter_get_show_fps (void)
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{
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return clutter_show_fps;
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}
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static inline void
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clutter_maybe_setup_viewport (ClutterStage *stage)
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{
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if (CLUTTER_PRIVATE_FLAGS (stage) & CLUTTER_ACTOR_SYNC_MATRICES)
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{
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ClutterPerspective perspective;
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guint width, height;
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clutter_actor_get_size (CLUTTER_ACTOR (stage), &width, &height);
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clutter_stage_get_perspectivex (stage, &perspective);
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CLUTTER_NOTE (PAINT, "Setting up the viewport");
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cogl_setup_viewport (width, height,
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perspective.fovy,
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perspective.aspect,
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perspective.z_near,
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perspective.z_far);
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CLUTTER_UNSET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
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}
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}
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/**
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* clutter_redraw:
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*
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* Forces a redraw of the entire stage. Applications should never use this
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* function, but queue a redraw using clutter_actor_queue_redraw().
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*/
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void
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clutter_redraw (ClutterStage *stage)
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{
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ClutterMainContext *ctx;
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static GTimer *timer = NULL;
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static guint timer_n_frames = 0;
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ctx = clutter_context_get_default ();
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CLUTTER_TIMESTAMP (SCHEDULER, "Redraw start for stage:%p", stage);
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CLUTTER_NOTE (PAINT, " Redraw enter for stage:%p", stage);
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CLUTTER_NOTE (MULTISTAGE, "Redraw called for stage:%p", stage);
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_clutter_backend_ensure_context (ctx->backend, stage);
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/* Setup FPS count - not currently across *all* stages rather than per */
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if (G_UNLIKELY (clutter_get_show_fps ()))
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{
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if (!timer)
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timer = g_timer_new ();
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}
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/* The code below can't go in stage paint as base actor_paint
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* will get called before it (and break picking, etc)
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*/
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clutter_maybe_setup_viewport (stage);
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/* Call through to the actual backend to do the painting down from
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* the stage. It will likely need to swap buffers, vblank sync etc
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* which will be windowing system dependant.
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*/
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_clutter_backend_redraw (ctx->backend, stage);
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/* Complete FPS info */
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if (G_UNLIKELY (clutter_get_show_fps ()))
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{
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timer_n_frames++;
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if (g_timer_elapsed (timer, NULL) >= 1.0)
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{
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g_print ("*** FPS: %i ***\n", timer_n_frames);
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timer_n_frames = 0;
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g_timer_start (timer);
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}
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}
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CLUTTER_NOTE (PAINT, " Redraw leave for stage:%p", stage);
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CLUTTER_TIMESTAMP (SCHEDULER, "Redraw finish for stage:%p", stage);
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}
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/**
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* clutter_set_motion_events_enabled:
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* @enable: %TRUE to enable per-actor motion events
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*
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* Sets whether per-actor motion events should be enabled or not (the
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* default is to enable them).
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*
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* If @enable is %FALSE the following events will not work:
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* <itemizedlist>
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* <listitem><para>ClutterActor::motion-event, unless on the
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* #ClutterStage</para></listitem>
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* <listitem><para>ClutterActor::enter-event</para></listitem>
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* <listitem><para>ClutterActor::leave-event</para></listitem>
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* </itemizedlist>
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*
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* Since: 0.6
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*/
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void
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clutter_set_motion_events_enabled (gboolean enable)
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{
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ClutterMainContext *context = clutter_context_get_default ();
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context->motion_events_per_actor = enable;
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}
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/**
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* clutter_get_motion_events_enabled:
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*
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* Gets whether the per-actor motion events are enabled.
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*
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* Return value: %TRUE if the motion events are enabled
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*
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* Since: 0.6
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*/
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gboolean
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clutter_get_motion_events_enabled (void)
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{
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ClutterMainContext *context = clutter_context_get_default ();
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return context->motion_events_per_actor;
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}
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guint _clutter_pix_to_id (guchar pixel[4]);
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static inline void init_bits (void)
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{
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ClutterMainContext *ctx;
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static gboolean done = FALSE;
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if (G_LIKELY (done))
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return;
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ctx = clutter_context_get_default ();
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done = TRUE;
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}
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void
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_clutter_id_to_color (guint id, ClutterColor *col)
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{
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ClutterMainContext *ctx;
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gint red, green, blue;
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ctx = clutter_context_get_default ();
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/* compute the numbers we'll store in the components */
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red = (id >> (ctx->fb_g_mask_used+ctx->fb_b_mask_used))
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& (0xff >> (8-ctx->fb_r_mask_used));
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green = (id >> ctx->fb_b_mask_used) & (0xff >> (8-ctx->fb_g_mask_used));
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blue = (id) & (0xff >> (8-ctx->fb_b_mask_used));
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/* shift left bits a bit and add one, this circumvents
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* at least some potential rounding errors in GL/GLES
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* driver / hw implementation.
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*/
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if (ctx->fb_r_mask_used != ctx->fb_r_mask)
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red = red * 2 + 1;
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if (ctx->fb_g_mask_used != ctx->fb_g_mask)
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green = green * 2 + 1;
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if (ctx->fb_b_mask_used != ctx->fb_b_mask)
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blue = blue * 2 + 1;
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/* shift up to be full 8bit values */
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red = red << (8 - ctx->fb_r_mask);
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green = green << (8 - ctx->fb_g_mask);
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blue = blue << (8 - ctx->fb_b_mask);
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col->red = red;
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col->green = green;
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col->blue = blue;
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col->alpha = 0xff;
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}
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guint
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_clutter_pixel_to_id (guchar pixel[4])
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{
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ClutterMainContext *ctx;
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gint red, green, blue;
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guint id;
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ctx = clutter_context_get_default ();
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/* reduce the pixel components to the number of bits actually used of the
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* 8bits.
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*/
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red = pixel[0] >> (8 - ctx->fb_r_mask);
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green = pixel[1] >> (8 - ctx->fb_g_mask);
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blue = pixel[2] >> (8 - ctx->fb_b_mask);
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/* divide potentially by two if 'fuzzy' */
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red = red >> (ctx->fb_r_mask - ctx->fb_r_mask_used);
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green = green >> (ctx->fb_g_mask - ctx->fb_g_mask_used);
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blue = blue >> (ctx->fb_b_mask - ctx->fb_b_mask_used);
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/* combine the correct per component values into the final id */
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id = blue + (green << ctx->fb_b_mask_used)
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+ (red << (ctx->fb_b_mask_used + ctx->fb_g_mask_used));
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return id;
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}
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ClutterActor *
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_clutter_do_pick (ClutterStage *stage,
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gint x,
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gint y,
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ClutterPickMode mode)
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{
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ClutterMainContext *context;
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guchar pixel[4];
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GLint viewport[4];
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ClutterColor white = { 0xff, 0xff, 0xff, 0xff };
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guint32 id;
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context = clutter_context_get_default ();
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_clutter_backend_ensure_context (context->backend, stage);
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/* needed for when a context switch happens */
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clutter_maybe_setup_viewport (stage);
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cogl_paint_init (&white);
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/* Disable dithering (if any) when doing the painting in pick mode */
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glDisable (GL_DITHER);
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/* Render the entire scence in pick mode - just single colored silhouette's
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* are drawn offscreen (as we never swap buffers)
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*/
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context->pick_mode = mode;
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clutter_actor_paint (CLUTTER_ACTOR (stage));
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context->pick_mode = CLUTTER_PICK_NONE;
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/* Calls should work under both GL and GLES, note GLES needs RGBA */
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glGetIntegerv(GL_VIEWPORT, viewport);
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/* Below to be safe, particularly on GL ES. an EGL wait call or full
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* could be nicer.
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*/
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glFinish();
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/* glEnable (GL_DITHER); we never enabled this originally, so its
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probably not safe to then enable it */
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/* Read the color of the screen co-ords pixel */
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glReadPixels (x, viewport[3] - y -1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
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if (pixel[0] == 0xff && pixel[1] == 0xff && pixel[2] == 0xff)
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return CLUTTER_ACTOR (stage);
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id = _clutter_pixel_to_id (pixel);
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return clutter_get_actor_by_gid (id);
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}
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static void
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clutter_context_free (ClutterMainContext *context)
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{
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/* this will take care of destroying the stage */
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g_object_unref (context->backend);
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context->backend = NULL;
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clutter_id_pool_free (context->id_pool);
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context->id_pool = NULL;
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/* XXX: The cleaning up of the event queue should be moved here from
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the backend base class. */
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g_free (context);
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}
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/**
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* clutter_main_quit:
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*
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* Terminates the Clutter mainloop.
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*/
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void
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clutter_main_quit (void)
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{
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g_return_if_fail (main_loops != NULL);
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g_main_loop_quit (main_loops->data);
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}
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/**
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* clutter_main_level:
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*
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* Retrieves the depth of the Clutter mainloop.
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*
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* Return value: The level of the mainloop.
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*/
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gint
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clutter_main_level (void)
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{
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return clutter_main_loop_level;
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}
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/**
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* clutter_main:
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*
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* Starts the Clutter mainloop.
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*/
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void
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clutter_main (void)
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{
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ClutterMainContext *context = CLUTTER_CONTEXT ();
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GMainLoop *loop;
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if (!clutter_is_initialized)
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{
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g_warning ("Called clutter_main() but Clutter wasn't initialised. "
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"You must call clutter_init() first.");
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return;
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}
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CLUTTER_MARK ();
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clutter_main_loop_level++;
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loop = g_main_loop_new (NULL, TRUE);
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main_loops = g_slist_prepend (main_loops, loop);
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#ifdef HAVE_CLUTTER_FRUITY
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/* clutter fruity creates an application that forwards events and manually
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* spins the mainloop
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*/
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clutter_fruity_main ();
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#else
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if (g_main_loop_is_running (main_loops->data))
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{
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clutter_threads_leave ();
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g_main_loop_run (loop);
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clutter_threads_enter ();
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}
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#endif
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main_loops = g_slist_remove (main_loops, loop);
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g_main_loop_unref (loop);
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clutter_main_loop_level--;
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if (clutter_main_loop_level == 0)
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{
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clutter_context_free (context);
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}
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CLUTTER_MARK ();
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}
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static void
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clutter_threads_impl_lock (void)
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{
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if (clutter_threads_mutex)
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g_mutex_lock (clutter_threads_mutex);
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}
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static void
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clutter_threads_impl_unlock (void)
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{
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if (clutter_threads_mutex)
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g_mutex_unlock (clutter_threads_mutex);
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}
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/**
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* clutter_threads_init:
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*
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* Initialises the Clutter threading mechanism, so that Clutter API can be
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* called by multiple threads, using clutter_threads_enter() and
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* clutter_threads_leave() to mark the critical sections.
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*
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* You must call g_thread_init() before this function.
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*
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* This function must be called before clutter_init().
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*
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* Since: 0.4
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*/
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void
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clutter_threads_init (void)
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{
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if (!g_thread_supported ())
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g_error ("g_thread_init() must be called before clutter_threads_init()");
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clutter_threads_mutex = g_mutex_new ();
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if (!clutter_threads_lock)
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clutter_threads_lock = clutter_threads_impl_lock;
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if (!clutter_threads_unlock)
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clutter_threads_unlock = clutter_threads_impl_unlock;
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}
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/**
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* clutter_threads_set_lock_functions:
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* @enter_fn: function called when aquiring the Clutter main lock
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* @leave_fn: function called when releasing the Clutter main lock
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*
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* Allows the application to replace the standard method that
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* Clutter uses to protect its data structures. Normally, Clutter
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* creates a single #GMutex that is locked by clutter_threads_enter(),
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* and released by clutter_threads_leave(); using this function an
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* application provides, instead, a function @enter_fn that is
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* called by clutter_threads_enter() and a function @leave_fn that is
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* called by clutter_threads_leave().
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*
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* The functions must provide at least same locking functionality
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* as the default implementation, but can also do extra application
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* specific processing.
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*
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* As an example, consider an application that has its own recursive
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* lock that when held, holds the Clutter lock as well. When Clutter
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* unlocks the Clutter lock when entering a recursive main loop, the
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* application must temporarily release its lock as well.
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*
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* Most threaded Clutter apps won't need to use this method.
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*
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* This method must be called before clutter_threads_init(), and cannot
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* be called multiple times.
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*
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* Since: 0.4
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*/
|
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void
|
|
clutter_threads_set_lock_functions (GCallback enter_fn,
|
|
GCallback leave_fn)
|
|
{
|
|
g_return_if_fail (clutter_threads_lock == NULL &&
|
|
clutter_threads_unlock == NULL);
|
|
|
|
clutter_threads_lock = enter_fn;
|
|
clutter_threads_unlock = leave_fn;
|
|
}
|
|
|
|
typedef struct
|
|
{
|
|
GSourceFunc func;
|
|
gpointer data;
|
|
GDestroyNotify notify;
|
|
} ClutterThreadsDispatch;
|
|
|
|
static gboolean
|
|
clutter_threads_dispatch (gpointer data)
|
|
{
|
|
ClutterThreadsDispatch *dispatch = data;
|
|
gboolean ret = FALSE;
|
|
|
|
clutter_threads_enter ();
|
|
|
|
if (!g_source_is_destroyed (g_main_current_source ()))
|
|
ret = dispatch->func (dispatch->data);
|
|
|
|
clutter_threads_leave ();
|
|
|
|
return ret;
|
|
}
|
|
|
|
static void
|
|
clutter_threads_dispatch_free (gpointer data)
|
|
{
|
|
ClutterThreadsDispatch *dispatch = data;
|
|
|
|
/* XXX - we cannot hold the thread lock here because the main loop
|
|
* might destroy a source while still in the dispatcher function; so
|
|
* knowing whether the lock is being held or not is not known a priori.
|
|
*
|
|
* see bug: http://bugzilla.gnome.org/show_bug.cgi?id=459555
|
|
*/
|
|
if (dispatch->notify)
|
|
dispatch->notify (dispatch->data);
|
|
|
|
g_slice_free (ClutterThreadsDispatch, dispatch);
|
|
}
|
|
|
|
/**
|
|
* clutter_threads_add_idle_full:
|
|
* @priority: the priority of the timeout source. Typically this will be in the
|
|
* range between #G_PRIORITY_DEFAULT_IDLE and #G_PRIORITY_HIGH_IDLE
|
|
* @func: function to call
|
|
* @data: data to pass to the function
|
|
* @notify: functio to call when the idle source is removed
|
|
*
|
|
* Adds a function to be called whenever there are no higher priority
|
|
* events pending. If the function returns %FALSE it is automatically
|
|
* removed from the list of event sources and will not be called again.
|
|
*
|
|
* This variant of g_idle_add_full() calls @function with the Clutter lock
|
|
* held. It can be thought of a MT-safe version for Clutter actors for the
|
|
* following use case, where you have to worry about idle_callback()
|
|
* running in thread A and accessing @self after it has been finalized
|
|
* in thread B:
|
|
*
|
|
* <informalexample><programlisting>
|
|
* static gboolean
|
|
* idle_callback (gpointer data)
|
|
* {
|
|
* // clutter_threads_enter(); would be needed for g_idle_add()
|
|
*
|
|
* SomeActor *self = data;
|
|
* /<!-- -->* do stuff with self *<!-- -->/
|
|
*
|
|
* self->idle_id = 0;
|
|
*
|
|
* // clutter_threads_leave(); would be needed for g_idle_add()
|
|
* return FALSE;
|
|
* }
|
|
* static void
|
|
* some_actor_do_stuff_later (SomeActor *self)
|
|
* {
|
|
* self->idle_id = clutter_threads_add_idle (idle_callback, self)
|
|
* // using g_idle_add() here would require thread protection in the callback
|
|
* }
|
|
*
|
|
* static void
|
|
* some_actor_finalize (GObject *object)
|
|
* {
|
|
* SomeActor *self = SOME_ACTOR (object);
|
|
* if (self->idle_id)
|
|
* g_source_remove (self->idle_id);
|
|
* G_OBJECT_CLASS (parent_class)->finalize (object);
|
|
* }
|
|
* </programlisting></informalexample>
|
|
*
|
|
* Return value: the ID (greater than 0) of the event source.
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
guint
|
|
clutter_threads_add_idle_full (gint priority,
|
|
GSourceFunc func,
|
|
gpointer data,
|
|
GDestroyNotify notify)
|
|
{
|
|
ClutterThreadsDispatch *dispatch;
|
|
|
|
g_return_val_if_fail (func != NULL, 0);
|
|
|
|
dispatch = g_slice_new (ClutterThreadsDispatch);
|
|
dispatch->func = func;
|
|
dispatch->data = data;
|
|
dispatch->notify = notify;
|
|
|
|
return g_idle_add_full (priority,
|
|
clutter_threads_dispatch, dispatch,
|
|
clutter_threads_dispatch_free);
|
|
}
|
|
|
|
/**
|
|
* clutter_threads_add_idle:
|
|
* @func: function to call
|
|
* @data: data to pass to the function
|
|
*
|
|
* Simple wrapper around clutter_threads_add_idle_full()
|
|
*
|
|
* Return value: the ID (greater than 0) of the event source.
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
guint
|
|
clutter_threads_add_idle (GSourceFunc func,
|
|
gpointer data)
|
|
{
|
|
g_return_val_if_fail (func != NULL, 0);
|
|
|
|
return clutter_threads_add_idle_full (G_PRIORITY_DEFAULT_IDLE,
|
|
func, data,
|
|
NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_threads_add_timeout_full:
|
|
* @priority: the priority of the timeout source. Typically this will be in the
|
|
* range between #G_PRIORITY_DEFAULT and #G_PRIORITY_HIGH.
|
|
* @interval: the time between calls to the function, in milliseconds
|
|
* @func: function to call
|
|
* @data: data to pass to the function
|
|
* @notify: function to call when the timeout source is removed
|
|
*
|
|
* Sets a function to be called at regular intervals holding the Clutter lock,
|
|
* with the given priority. The function is called repeatedly until it
|
|
* returns %FALSE, at which point the timeout is automatically destroyed
|
|
* and the function will not be called again. The @notify function is
|
|
* called when the timeout is destroyed. The first call to the
|
|
* function will be at the end of the first @interval.
|
|
*
|
|
* Note that timeout functions may be delayed, due to the processing of other
|
|
* event sources. Thus they should not be relied on for precise timing.
|
|
* After each call to the timeout function, the time of the next
|
|
* timeout is recalculated based on the current time and the given interval
|
|
* (it does not try to 'catch up' time lost in delays).
|
|
*
|
|
* This variant of g_timeout_add_full() can be thought of a MT-safe version
|
|
* for Clutter actors. See also clutter_threads_add_idle_full().
|
|
*
|
|
* Return value: the ID (greater than 0) of the event source.
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
guint
|
|
clutter_threads_add_timeout_full (gint priority,
|
|
guint interval,
|
|
GSourceFunc func,
|
|
gpointer data,
|
|
GDestroyNotify notify)
|
|
{
|
|
ClutterThreadsDispatch *dispatch;
|
|
|
|
g_return_val_if_fail (func != NULL, 0);
|
|
|
|
dispatch = g_slice_new (ClutterThreadsDispatch);
|
|
dispatch->func = func;
|
|
dispatch->data = data;
|
|
dispatch->notify = notify;
|
|
|
|
return g_timeout_add_full (priority,
|
|
interval,
|
|
clutter_threads_dispatch, dispatch,
|
|
clutter_threads_dispatch_free);
|
|
}
|
|
|
|
/**
|
|
* clutter_threads_add_timeout:
|
|
* @interval: the time between calls to the function, in milliseconds
|
|
* @func: function to call
|
|
* @data: data to pass to the function
|
|
*
|
|
* Simple wrapper around clutter_threads_add_timeout_full().
|
|
*
|
|
* Return value: the ID (greater than 0) of the event source.
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
guint
|
|
clutter_threads_add_timeout (guint interval,
|
|
GSourceFunc func,
|
|
gpointer data)
|
|
{
|
|
g_return_val_if_fail (func != NULL, 0);
|
|
|
|
return clutter_threads_add_timeout_full (G_PRIORITY_DEFAULT,
|
|
interval,
|
|
func, data,
|
|
NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_threads_add_frame_source_full:
|
|
* @priority: the priority of the frame source. Typically this will be in the
|
|
* range between #G_PRIORITY_DEFAULT and #G_PRIORITY_HIGH.
|
|
* @interval: the time between calls to the function, in milliseconds
|
|
* @func: function to call
|
|
* @data: data to pass to the function
|
|
* @notify: function to call when the timeout source is removed
|
|
*
|
|
* Sets a function to be called at regular intervals holding the Clutter lock,
|
|
* with the given priority. The function is called repeatedly until it
|
|
* returns %FALSE, at which point the timeout is automatically destroyed
|
|
* and the function will not be called again. The @notify function is
|
|
* called when the timeout is destroyed. The first call to the
|
|
* function will be at the end of the first @interval.
|
|
*
|
|
* This function is similar to clutter_threads_add_timeout_full()
|
|
* except that it will try to compensate for delays. For example, if
|
|
* @func takes half the interval time to execute then the function
|
|
* will be called again half the interval time after it finished. In
|
|
* contrast clutter_threads_add_timeout_full() would not fire until a
|
|
* full interval after the function completes so the delay between
|
|
* calls would be @interval * 1.5. This function does not however try
|
|
* to invoke the function multiple times to catch up missing frames if
|
|
* @func takes more than @interval ms to execute.
|
|
*
|
|
* This variant of clutter_frame_source_add_full() can be thought of a
|
|
* MT-safe version for Clutter actors.
|
|
|
|
* Return value: the ID (greater than 0) of the event source.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
guint
|
|
clutter_threads_add_frame_source_full (gint priority,
|
|
guint interval,
|
|
GSourceFunc func,
|
|
gpointer data,
|
|
GDestroyNotify notify)
|
|
{
|
|
ClutterThreadsDispatch *dispatch;
|
|
|
|
g_return_val_if_fail (func != NULL, 0);
|
|
|
|
dispatch = g_slice_new (ClutterThreadsDispatch);
|
|
dispatch->func = func;
|
|
dispatch->data = data;
|
|
dispatch->notify = notify;
|
|
|
|
return clutter_frame_source_add_full (priority,
|
|
interval,
|
|
clutter_threads_dispatch, dispatch,
|
|
clutter_threads_dispatch_free);
|
|
}
|
|
|
|
/**
|
|
* clutter_threads_add_frame_source:
|
|
* @interval: the time between calls to the function, in milliseconds
|
|
* @func: function to call
|
|
* @data: data to pass to the function
|
|
*
|
|
* Simple wrapper around clutter_threads_add_frame_source_full().
|
|
*
|
|
* Return value: the ID (greater than 0) of the event source.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
guint
|
|
clutter_threads_add_frame_source (guint interval,
|
|
GSourceFunc func,
|
|
gpointer data)
|
|
{
|
|
g_return_val_if_fail (func != NULL, 0);
|
|
|
|
return clutter_threads_add_frame_source_full (G_PRIORITY_DEFAULT,
|
|
interval,
|
|
func, data,
|
|
NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_threads_enter:
|
|
*
|
|
* Locks the Clutter thread lock.
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
void
|
|
clutter_threads_enter (void)
|
|
{
|
|
if (clutter_threads_lock)
|
|
(* clutter_threads_lock) ();
|
|
}
|
|
|
|
/**
|
|
* clutter_threads_leave:
|
|
*
|
|
* Unlocks the Clutter thread lock.
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
void
|
|
clutter_threads_leave (void)
|
|
{
|
|
if (clutter_threads_unlock)
|
|
(* clutter_threads_unlock) ();
|
|
}
|
|
|
|
|
|
/**
|
|
* clutter_get_debug_enabled:
|
|
*
|
|
* Check if clutter has debugging turned on.
|
|
*
|
|
* Return value: TRUE if debugging is turned on, FALSE otherwise.
|
|
*/
|
|
gboolean
|
|
clutter_get_debug_enabled (void)
|
|
{
|
|
#ifdef CLUTTER_ENABLE_DEBUG
|
|
return clutter_debug_flags != 0;
|
|
#else
|
|
return FALSE;
|
|
#endif
|
|
}
|
|
|
|
ClutterMainContext *
|
|
clutter_context_get_default (void)
|
|
{
|
|
if (G_UNLIKELY(!ClutterCntx))
|
|
{
|
|
ClutterMainContext *ctx;
|
|
|
|
ctx = g_new0 (ClutterMainContext, 1);
|
|
ctx->backend = g_object_new (_clutter_backend_impl_get_type (), NULL);
|
|
|
|
ctx->is_initialized = FALSE;
|
|
ctx->motion_events_per_actor = TRUE;
|
|
|
|
#ifdef CLUTTER_ENABLE_DEBUG
|
|
ctx->timer = g_timer_new ();
|
|
g_timer_start (ctx->timer);
|
|
#endif
|
|
|
|
ClutterCntx = ctx;
|
|
}
|
|
|
|
return ClutterCntx;
|
|
}
|
|
|
|
/**
|
|
* clutter_get_timestamp:
|
|
*
|
|
* Returns the approximate number of microseconds passed since clutter was
|
|
* intialised.
|
|
*
|
|
* Return value: Number of microseconds since clutter_init() was called.
|
|
*/
|
|
gulong
|
|
clutter_get_timestamp (void)
|
|
{
|
|
#ifdef CLUTTER_ENABLE_DEBUG
|
|
ClutterMainContext *ctx;
|
|
gdouble seconds;
|
|
|
|
ctx = clutter_context_get_default ();
|
|
|
|
/* FIXME: may need a custom timer for embedded setups */
|
|
seconds = g_timer_elapsed (ctx->timer, NULL);
|
|
|
|
return (gulong)(seconds / 1.0e-6);
|
|
#else
|
|
return 0;
|
|
#endif
|
|
}
|
|
|
|
|
|
#ifdef CLUTTER_ENABLE_DEBUG
|
|
static gboolean
|
|
clutter_arg_debug_cb (const char *key,
|
|
const char *value,
|
|
gpointer user_data)
|
|
{
|
|
clutter_debug_flags |=
|
|
g_parse_debug_string (value,
|
|
clutter_debug_keys,
|
|
G_N_ELEMENTS (clutter_debug_keys));
|
|
return TRUE;
|
|
}
|
|
|
|
static gboolean
|
|
clutter_arg_no_debug_cb (const char *key,
|
|
const char *value,
|
|
gpointer user_data)
|
|
{
|
|
clutter_debug_flags &=
|
|
~g_parse_debug_string (value,
|
|
clutter_debug_keys,
|
|
G_N_ELEMENTS (clutter_debug_keys));
|
|
return TRUE;
|
|
}
|
|
#endif /* CLUTTER_ENABLE_DEBUG */
|
|
|
|
static GOptionEntry clutter_args[] = {
|
|
{ "clutter-show-fps", 0, 0, G_OPTION_ARG_NONE, &clutter_show_fps,
|
|
"Show frames per second", NULL },
|
|
{ "clutter-default-fps", 0, 0, G_OPTION_ARG_INT, &clutter_default_fps,
|
|
"Default frame rate", "FPS" },
|
|
{ "g-fatal-warnings", 0, 0, G_OPTION_ARG_NONE, &clutter_fatal_warnings,
|
|
"Make all warnings fatal", NULL },
|
|
#ifdef CLUTTER_ENABLE_DEBUG
|
|
{ "clutter-debug", 0, 0, G_OPTION_ARG_CALLBACK, clutter_arg_debug_cb,
|
|
"Clutter debugging flags to set", "FLAGS" },
|
|
{ "clutter-no-debug", 0, 0, G_OPTION_ARG_CALLBACK, clutter_arg_no_debug_cb,
|
|
"Clutter debugging flags to unset", "FLAGS" },
|
|
#endif /* CLUTTER_ENABLE_DEBUG */
|
|
{ NULL, },
|
|
};
|
|
|
|
/* pre_parse_hook: initialise variables depending on environment
|
|
* variables; these variables might be overridden by the command
|
|
* line arguments that are going to be parsed after.
|
|
*/
|
|
static gboolean
|
|
pre_parse_hook (GOptionContext *context,
|
|
GOptionGroup *group,
|
|
gpointer data,
|
|
GError **error)
|
|
{
|
|
ClutterMainContext *clutter_context;
|
|
ClutterBackend *backend;
|
|
const char *env_string;
|
|
|
|
if (clutter_is_initialized)
|
|
return TRUE;
|
|
|
|
clutter_context = clutter_context_get_default ();
|
|
|
|
clutter_context->font_map = PANGO_FT2_FONT_MAP (pango_ft2_font_map_new ());
|
|
pango_ft2_font_map_set_resolution (clutter_context->font_map, 96.0, 96.0);
|
|
clutter_context->id_pool = clutter_id_pool_new (256);
|
|
|
|
backend = clutter_context->backend;
|
|
g_assert (CLUTTER_IS_BACKEND (backend));
|
|
|
|
#ifdef CLUTTER_ENABLE_DEBUG
|
|
env_string = g_getenv ("CLUTTER_DEBUG");
|
|
if (env_string != NULL)
|
|
{
|
|
clutter_debug_flags =
|
|
g_parse_debug_string (env_string,
|
|
clutter_debug_keys,
|
|
G_N_ELEMENTS (clutter_debug_keys));
|
|
env_string = NULL;
|
|
}
|
|
#endif /* CLUTTER_ENABLE_DEBUG */
|
|
|
|
env_string = g_getenv ("CLUTTER_SHOW_FPS");
|
|
if (env_string)
|
|
clutter_show_fps = TRUE;
|
|
|
|
env_string = g_getenv ("CLUTTER_DEFAULT_FPS");
|
|
if (env_string)
|
|
{
|
|
gint default_fps = g_ascii_strtoll (env_string, NULL, 10);
|
|
|
|
clutter_default_fps = CLAMP (default_fps, 1, 1000);
|
|
}
|
|
|
|
if (CLUTTER_BACKEND_GET_CLASS (backend)->pre_parse)
|
|
return CLUTTER_BACKEND_GET_CLASS (backend)->pre_parse (backend, error);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/* post_parse_hook: initialise the context and data structures
|
|
* and opens the X display
|
|
*/
|
|
static gboolean
|
|
post_parse_hook (GOptionContext *context,
|
|
GOptionGroup *group,
|
|
gpointer data,
|
|
GError **error)
|
|
{
|
|
ClutterMainContext *clutter_context;
|
|
ClutterBackend *backend;
|
|
gboolean retval = FALSE;
|
|
|
|
if (clutter_is_initialized)
|
|
return TRUE;
|
|
|
|
clutter_context = clutter_context_get_default ();
|
|
backend = clutter_context->backend;
|
|
g_assert (CLUTTER_IS_BACKEND (backend));
|
|
|
|
if (clutter_fatal_warnings)
|
|
{
|
|
GLogLevelFlags fatal_mask;
|
|
|
|
fatal_mask = g_log_set_always_fatal (G_LOG_FATAL_MASK);
|
|
fatal_mask |= G_LOG_LEVEL_WARNING | G_LOG_LEVEL_CRITICAL;
|
|
g_log_set_always_fatal (fatal_mask);
|
|
}
|
|
|
|
clutter_context->frame_rate = clutter_default_fps;
|
|
|
|
if (CLUTTER_BACKEND_GET_CLASS (backend)->post_parse)
|
|
retval = CLUTTER_BACKEND_GET_CLASS (backend)->post_parse (backend, error);
|
|
else
|
|
retval = TRUE;
|
|
|
|
clutter_is_initialized = retval;
|
|
|
|
return retval;
|
|
}
|
|
|
|
/**
|
|
* clutter_get_option_group:
|
|
*
|
|
* Returns a #GOptionGroup for the command line arguments recognized
|
|
* by Clutter. You should add this group to your #GOptionContext with
|
|
* g_option_context_add_group(), if you are using g_option_context_parse()
|
|
* to parse your commandline arguments.
|
|
*
|
|
* Return value: a GOptionGroup for the commandline arguments
|
|
* recognized by Clutter
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
GOptionGroup *
|
|
clutter_get_option_group (void)
|
|
{
|
|
ClutterMainContext *context;
|
|
GOptionGroup *group;
|
|
|
|
context = clutter_context_get_default ();
|
|
|
|
group = g_option_group_new ("clutter",
|
|
"Clutter Options",
|
|
"Show Clutter Options",
|
|
NULL,
|
|
NULL);
|
|
|
|
g_option_group_set_parse_hooks (group, pre_parse_hook, post_parse_hook);
|
|
g_option_group_add_entries (group, clutter_args);
|
|
|
|
/* add backend-specific options */
|
|
_clutter_backend_add_options (context->backend, group);
|
|
|
|
return group;
|
|
}
|
|
|
|
GQuark
|
|
clutter_init_error_quark (void)
|
|
{
|
|
return g_quark_from_static_string ("clutter-init-error-quark");
|
|
}
|
|
|
|
static ClutterInitError
|
|
clutter_init_real (GError **error)
|
|
{
|
|
ClutterMainContext *ctx;
|
|
ClutterActor *stage;
|
|
|
|
/* Note, creates backend if not already existing, though parse args will
|
|
* have likely created it
|
|
*/
|
|
ctx = clutter_context_get_default ();
|
|
|
|
/* Stage will give us a GL Context etc */
|
|
stage = clutter_stage_get_default ();
|
|
if (!stage)
|
|
{
|
|
if (error)
|
|
g_set_error (error, CLUTTER_INIT_ERROR,
|
|
CLUTTER_INIT_ERROR_INTERNAL,
|
|
"Unable to create the default stage");
|
|
else
|
|
g_critical ("Unable to create the default stage");
|
|
return CLUTTER_INIT_ERROR_INTERNAL;
|
|
}
|
|
|
|
clutter_actor_realize (stage);
|
|
|
|
if (!CLUTTER_ACTOR_IS_REALIZED (stage))
|
|
{
|
|
if (error)
|
|
g_set_error (error, CLUTTER_INIT_ERROR,
|
|
CLUTTER_INIT_ERROR_INTERNAL,
|
|
"Unable to realize the default stage");
|
|
else
|
|
g_critical ("Unable to realize the default stage");
|
|
|
|
return CLUTTER_INIT_ERROR_INTERNAL;
|
|
}
|
|
|
|
/* Now we can safely assume we have a valid GL context and can
|
|
* start issueing cogl commands
|
|
*/
|
|
|
|
/* Figure out framebuffer masks used for pick */
|
|
cogl_get_bitmasks (&ctx->fb_r_mask, &ctx->fb_g_mask, &ctx->fb_b_mask, NULL);
|
|
|
|
ctx->fb_r_mask_used = ctx->fb_r_mask;
|
|
ctx->fb_g_mask_used = ctx->fb_g_mask;
|
|
ctx->fb_b_mask_used = ctx->fb_b_mask;
|
|
|
|
#ifndef HAVE_CLUTTER_FRUITY
|
|
/* We always do fuzzy picking for the fruity backend */
|
|
if (g_getenv ("CLUTTER_FUZZY_PICK") != NULL)
|
|
#endif
|
|
{
|
|
ctx->fb_r_mask_used--;
|
|
ctx->fb_g_mask_used--;
|
|
ctx->fb_b_mask_used--;
|
|
}
|
|
|
|
/* Initiate event collection */
|
|
_clutter_backend_init_events (ctx->backend);
|
|
|
|
/* finally features - will call to backend and cogl */
|
|
_clutter_feature_init ();
|
|
|
|
clutter_stage_set_title (CLUTTER_STAGE (stage), g_get_prgname ());
|
|
|
|
return CLUTTER_INIT_SUCCESS;
|
|
}
|
|
|
|
/**
|
|
* clutter_init_with_args:
|
|
* @argc: a pointer to the number of command line arguments
|
|
* @argv: a pointer to the array of comman line arguments
|
|
* @parameter_string: a string which is displayed in the
|
|
* first line of <option>--help</option> output, after
|
|
* <literal><replaceable>programname</replaceable> [OPTION...]</literal>
|
|
* @entries: a %NULL terminated array of #GOptionEntry<!-- -->s
|
|
* describing the options of your program
|
|
* @translation_domain: a translation domain to use for translating
|
|
* the <option>--help</option> output for the options in @entries
|
|
* with gettext(), or %NULL
|
|
* @error: a return location for a #GError
|
|
*
|
|
* This function does the same work as clutter_init(). Additionally,
|
|
* it allows you to add your own command line options, and it
|
|
* automatically generates nicely formatted <option>--help</option>
|
|
* output. Note that your program will be terminated after writing
|
|
* out the help output. Also note that, in case of error, the
|
|
* error message will be placed inside @error instead of being
|
|
* printed on the display.
|
|
*
|
|
* Return value: %CLUTTER_INIT_SUCCESS if Clutter has been successfully
|
|
* initialised, or other values or #ClutterInitError in case of
|
|
* error.
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
ClutterInitError
|
|
clutter_init_with_args (int *argc,
|
|
char ***argv,
|
|
char *parameter_string,
|
|
GOptionEntry *entries,
|
|
char *translation_domain,
|
|
GError **error)
|
|
{
|
|
GOptionContext *context;
|
|
GOptionGroup *group;
|
|
gboolean res;
|
|
|
|
if (clutter_is_initialized)
|
|
return CLUTTER_INIT_SUCCESS;
|
|
|
|
clutter_base_init ();
|
|
|
|
if (argc && *argc > 0 && *argv)
|
|
g_set_prgname ((*argv)[0]);
|
|
|
|
group = clutter_get_option_group ();
|
|
context = g_option_context_new (parameter_string);
|
|
|
|
g_option_context_add_group (context, group);
|
|
|
|
if (entries)
|
|
g_option_context_add_main_entries (context, entries, translation_domain);
|
|
|
|
res = g_option_context_parse (context, argc, argv, error);
|
|
g_option_context_free (context);
|
|
|
|
/* if res is FALSE, the error is filled for
|
|
* us by g_option_context_parse()
|
|
*/
|
|
if (!res)
|
|
return CLUTTER_INIT_ERROR_INTERNAL;
|
|
|
|
/* Do the real work.. */
|
|
return clutter_init_real (error);
|
|
}
|
|
|
|
static gboolean
|
|
clutter_parse_args (int *argc,
|
|
char ***argv)
|
|
{
|
|
GOptionContext *option_context;
|
|
GOptionGroup *clutter_group;
|
|
GError *error = NULL;
|
|
gboolean ret = TRUE;
|
|
|
|
if (clutter_is_initialized)
|
|
return TRUE;
|
|
|
|
option_context = g_option_context_new (NULL);
|
|
g_option_context_set_ignore_unknown_options (option_context, TRUE);
|
|
g_option_context_set_help_enabled (option_context, FALSE);
|
|
|
|
/* Initiate any command line options from the backend */
|
|
|
|
clutter_group = clutter_get_option_group ();
|
|
g_option_context_set_main_group (option_context, clutter_group);
|
|
|
|
if (!g_option_context_parse (option_context, argc, argv, &error))
|
|
{
|
|
g_warning ("%s", error->message);
|
|
g_error_free (error);
|
|
ret = FALSE;
|
|
}
|
|
|
|
g_option_context_free (option_context);
|
|
|
|
return ret;
|
|
}
|
|
|
|
/**
|
|
* clutter_init:
|
|
* @argc: The number of arguments in @argv
|
|
* @argv: A pointer to an array of arguments.
|
|
*
|
|
* It will initialise everything needed to operate with Clutter and
|
|
* parses some standard command line options. @argc and @argv are
|
|
* adjusted accordingly so your own code will never see those standard
|
|
* arguments.
|
|
*
|
|
* Return value: 1 on success, < 0 on failure.
|
|
*/
|
|
ClutterInitError
|
|
clutter_init (int *argc,
|
|
char ***argv)
|
|
{
|
|
if (clutter_is_initialized)
|
|
return CLUTTER_INIT_SUCCESS;
|
|
|
|
clutter_base_init ();
|
|
|
|
if (argc && *argc > 0 && *argv)
|
|
g_set_prgname ((*argv)[0]);
|
|
|
|
/* parse_args will trigger backend creation and things like
|
|
* DISPLAY connection etc.
|
|
*/
|
|
if (clutter_parse_args (argc, argv) == FALSE)
|
|
{
|
|
CLUTTER_NOTE (MISC, "failed to parse arguments.");
|
|
return CLUTTER_INIT_ERROR_INTERNAL;
|
|
}
|
|
|
|
return clutter_init_real (NULL);
|
|
}
|
|
|
|
gboolean
|
|
_clutter_boolean_handled_accumulator (GSignalInvocationHint *ihint,
|
|
GValue *return_accu,
|
|
const GValue *handler_return,
|
|
gpointer dummy)
|
|
{
|
|
gboolean continue_emission;
|
|
gboolean signal_handled;
|
|
|
|
signal_handled = g_value_get_boolean (handler_return);
|
|
g_value_set_boolean (return_accu, signal_handled);
|
|
continue_emission = !signal_handled;
|
|
|
|
return continue_emission;
|
|
}
|
|
|
|
static void
|
|
event_click_count_generate (ClutterEvent *event)
|
|
{
|
|
/* multiple button click detection */
|
|
static gint click_count = 0;
|
|
static gint previous_x = -1;
|
|
static gint previous_y = -1;
|
|
static guint32 previous_time = 0;
|
|
static gint previous_button_number = -1;
|
|
|
|
ClutterBackend *backend;
|
|
guint double_click_time;
|
|
guint double_click_distance;
|
|
|
|
backend = clutter_context_get_default ()->backend;
|
|
double_click_distance = clutter_backend_get_double_click_distance (backend);
|
|
double_click_time = clutter_backend_get_double_click_time (backend);
|
|
|
|
switch (event->type)
|
|
{
|
|
case CLUTTER_BUTTON_PRESS:
|
|
case CLUTTER_SCROLL:
|
|
/* check if we are in time and within distance to increment an
|
|
* existing click count
|
|
*/
|
|
if (event->button.time < previous_time + double_click_time &&
|
|
(ABS (event->button.x - previous_x) <= double_click_distance) &&
|
|
(ABS (event->button.y - previous_y) <= double_click_distance)
|
|
&& event->button.button == previous_button_number)
|
|
{
|
|
click_count ++;
|
|
}
|
|
else /* start a new click count*/
|
|
{
|
|
click_count=1;
|
|
previous_button_number = event->button.button;
|
|
}
|
|
|
|
/* store time and position for this click for comparison with
|
|
* next event
|
|
*/
|
|
previous_time = event->button.time;
|
|
previous_x = event->button.x;
|
|
previous_y = event->button.y;
|
|
|
|
/* fallthrough */
|
|
case CLUTTER_BUTTON_RELEASE:
|
|
event->button.click_count=click_count;
|
|
break;
|
|
default:
|
|
g_assert (NULL);
|
|
}
|
|
}
|
|
|
|
|
|
static inline void
|
|
emit_event (ClutterEvent *event,
|
|
gboolean is_key_event)
|
|
{
|
|
#define MAX_EVENT_DEPTH 512
|
|
|
|
static ClutterActor **event_tree = NULL;
|
|
static gboolean lock = FALSE;
|
|
|
|
ClutterActor *actor;
|
|
gint i = 0, n_tree_events = 0;
|
|
|
|
if (!event->any.source)
|
|
{
|
|
g_warning ("No event source set, discarding event");
|
|
return;
|
|
}
|
|
|
|
/* reentrancy check */
|
|
if (lock != FALSE)
|
|
return;
|
|
|
|
lock = TRUE;
|
|
|
|
/* Sorry Mr Bassi. */
|
|
if (G_UNLIKELY (event_tree == NULL))
|
|
event_tree = g_new0 (ClutterActor *, MAX_EVENT_DEPTH);
|
|
|
|
actor = event->any.source;
|
|
|
|
/* Build 'tree' of emitters for the event */
|
|
while (actor && n_tree_events < MAX_EVENT_DEPTH)
|
|
{
|
|
ClutterActor *parent;
|
|
|
|
parent = clutter_actor_get_parent (actor);
|
|
|
|
if (clutter_actor_get_reactive (actor) ||
|
|
parent == NULL || /* stage gets all events */
|
|
is_key_event) /* keyboard events are always emitted */
|
|
{
|
|
event_tree[n_tree_events++] = g_object_ref (actor);
|
|
}
|
|
|
|
actor = parent;
|
|
}
|
|
|
|
/* Capture */
|
|
for (i = n_tree_events-1; i >= 0; i--)
|
|
if (clutter_actor_event (event_tree[i], event, TRUE))
|
|
goto done;
|
|
|
|
/* Bubble */
|
|
for (i = 0; i < n_tree_events; i++)
|
|
if (clutter_actor_event (event_tree[i], event, FALSE))
|
|
goto done;
|
|
|
|
done:
|
|
|
|
for (i = 0; i < n_tree_events; i++)
|
|
g_object_unref (event_tree[i]);
|
|
|
|
lock = FALSE;
|
|
|
|
#undef MAX_EVENT_DEPTH
|
|
}
|
|
|
|
static inline void
|
|
emit_pointer_event (ClutterEvent *event)
|
|
{
|
|
/* Using the global variable directly, since it has to be initialized
|
|
* at this point
|
|
*/
|
|
ClutterMainContext *context = ClutterCntx;
|
|
|
|
|
|
if (G_UNLIKELY (context->pointer_grab_actor != NULL))
|
|
clutter_actor_event (context->pointer_grab_actor, event, FALSE);
|
|
else
|
|
emit_event (event, FALSE);
|
|
}
|
|
|
|
static inline void
|
|
emit_keyboard_event (ClutterEvent *event)
|
|
{
|
|
ClutterMainContext *context = ClutterCntx;
|
|
|
|
if (G_UNLIKELY (context->keyboard_grab_actor != NULL))
|
|
clutter_actor_event (context->keyboard_grab_actor, event, FALSE);
|
|
else
|
|
emit_event (event, TRUE);
|
|
}
|
|
|
|
static void
|
|
unset_motion_last_actor (ClutterActor *actor)
|
|
{
|
|
ClutterMainContext *context = ClutterCntx;
|
|
|
|
context->motion_last_actor = NULL;
|
|
}
|
|
|
|
static inline void
|
|
generate_enter_leave_events (ClutterEvent *event)
|
|
{
|
|
ClutterMainContext *context = ClutterCntx;
|
|
ClutterActor *motion_current_actor = event->motion.source;
|
|
|
|
if (context->motion_last_actor != motion_current_actor)
|
|
{
|
|
if (motion_current_actor)
|
|
{
|
|
ClutterEvent cev;
|
|
|
|
if (context->motion_last_actor)
|
|
{
|
|
cev.crossing.type = CLUTTER_LEAVE;
|
|
cev.crossing.time = event->any.time;
|
|
cev.crossing.flags = 0;
|
|
cev.crossing.x = event->motion.x;
|
|
cev.crossing.y = event->motion.y;
|
|
cev.crossing.source = context->motion_last_actor;
|
|
cev.crossing.stage = event->any.stage;
|
|
/* unref in free */
|
|
cev.crossing.related = motion_current_actor;
|
|
|
|
g_queue_push_head (context->events_queue,
|
|
clutter_event_copy (&cev));
|
|
}
|
|
|
|
cev.crossing.type = CLUTTER_ENTER;
|
|
cev.crossing.time = event->any.time;
|
|
cev.crossing.flags = 0;
|
|
cev.crossing.x = event->motion.x;
|
|
cev.crossing.y = event->motion.y;
|
|
cev.crossing.source = motion_current_actor;
|
|
cev.crossing.stage = event->any.stage;
|
|
|
|
if (context->motion_last_actor)
|
|
cev.crossing.related = context->motion_last_actor;
|
|
else
|
|
{
|
|
/* the previous actor we were getting events from seems to have
|
|
* vanished
|
|
*/
|
|
cev.crossing.related = NULL;
|
|
}
|
|
|
|
g_queue_push_head (context->events_queue,
|
|
clutter_event_copy (&cev));
|
|
}
|
|
}
|
|
|
|
if (context->motion_last_actor &&
|
|
context->motion_last_actor != motion_current_actor)
|
|
{
|
|
g_signal_handlers_disconnect_by_func (context->motion_last_actor,
|
|
G_CALLBACK (unset_motion_last_actor),
|
|
NULL);
|
|
}
|
|
|
|
if (motion_current_actor &&
|
|
context->motion_last_actor != motion_current_actor)
|
|
{
|
|
g_signal_connect (motion_current_actor, "destroy",
|
|
G_CALLBACK (unset_motion_last_actor),
|
|
NULL);
|
|
}
|
|
|
|
context->motion_last_actor = motion_current_actor;
|
|
}
|
|
|
|
/**
|
|
* clutter_do_event
|
|
* @event: a #ClutterEvent.
|
|
*
|
|
* Processes an event. This function should never be called by applications.
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
void
|
|
clutter_do_event (ClutterEvent *event)
|
|
{
|
|
/* FIXME: This should probably be clutter_cook_event() - it would
|
|
* take a raw event from the backend and 'cook' it so its more tasty.
|
|
*
|
|
*/
|
|
ClutterMainContext *context;
|
|
ClutterBackend *backend;
|
|
ClutterActor *stage;
|
|
static gint32 motion_last_time = 0L;
|
|
|
|
context = clutter_context_get_default ();
|
|
backend = context->backend;
|
|
stage = CLUTTER_ACTOR(event->any.stage);
|
|
|
|
if (!stage)
|
|
return;
|
|
|
|
CLUTTER_TIMESTAMP (EVENT, "Event received");
|
|
|
|
switch (event->type)
|
|
{
|
|
case CLUTTER_NOTHING:
|
|
event->any.source = stage;
|
|
break;
|
|
|
|
case CLUTTER_ENTER:
|
|
case CLUTTER_LEAVE:
|
|
emit_pointer_event (event);
|
|
break;
|
|
|
|
case CLUTTER_DESTROY_NOTIFY:
|
|
case CLUTTER_DELETE:
|
|
event->any.source = stage;
|
|
/* the stage did not handle the event, so we just quit */
|
|
if (!clutter_stage_event (CLUTTER_STAGE (stage), event))
|
|
{
|
|
if (stage == clutter_stage_get_default())
|
|
clutter_main_quit ();
|
|
else
|
|
clutter_actor_destroy (stage);
|
|
}
|
|
|
|
break;
|
|
|
|
case CLUTTER_KEY_PRESS:
|
|
case CLUTTER_KEY_RELEASE:
|
|
{
|
|
ClutterActor *actor = NULL;
|
|
|
|
/* check that we're not a synthetic event with source set */
|
|
if (event->any.source == NULL)
|
|
{
|
|
actor = clutter_stage_get_key_focus (CLUTTER_STAGE (stage));
|
|
event->any.source = actor;
|
|
if (G_UNLIKELY (actor == NULL))
|
|
{
|
|
g_warning ("No key focus set, discarding");
|
|
return;
|
|
}
|
|
}
|
|
|
|
emit_keyboard_event (event);
|
|
}
|
|
break;
|
|
|
|
case CLUTTER_MOTION:
|
|
|
|
/* avoid rate throttling for synthetic motion events or if
|
|
* the per-actor events are disabled
|
|
*/
|
|
if (!(event->any.flags & CLUTTER_EVENT_FLAG_SYNTHETIC) ||
|
|
!context->motion_events_per_actor)
|
|
{
|
|
gint32 frame_rate, delta;
|
|
|
|
/* avoid issuing too many motion events, which leads to many
|
|
* redraws in pick mode (performance penalty)
|
|
*/
|
|
frame_rate = clutter_get_motion_events_frequency ();
|
|
delta = 1000 / frame_rate;
|
|
|
|
CLUTTER_NOTE (EVENT,
|
|
"skip motion event: %s (last:%d, delta:%d, time:%d)",
|
|
(event->any.time < (motion_last_time + delta) ? "yes" : "no"),
|
|
motion_last_time,
|
|
delta,
|
|
event->any.time);
|
|
|
|
if (event->any.time < (motion_last_time + delta))
|
|
break;
|
|
else
|
|
motion_last_time = event->any.time;
|
|
}
|
|
|
|
/* Only stage gets motion events if clutter_set_motion_events is TRUE,
|
|
* and the event is not a synthetic event with source set.
|
|
*/
|
|
if (!context->motion_events_per_actor &&
|
|
event->any.source == NULL)
|
|
{
|
|
/* Only stage gets motion events */
|
|
event->any.source = stage;
|
|
|
|
if (context->pointer_grab_actor != NULL)
|
|
{
|
|
clutter_actor_event (context->pointer_grab_actor, event, FALSE);
|
|
break;
|
|
}
|
|
|
|
/* Trigger handlers on stage in both capture .. */
|
|
if (!clutter_actor_event (stage, event, TRUE))
|
|
{
|
|
/* and bubbling phase */
|
|
clutter_actor_event (stage, event, FALSE);
|
|
}
|
|
break;
|
|
}
|
|
|
|
/* fallthrough */
|
|
|
|
case CLUTTER_BUTTON_PRESS:
|
|
case CLUTTER_BUTTON_RELEASE:
|
|
case CLUTTER_SCROLL:
|
|
{
|
|
ClutterActor *actor;
|
|
gint x,y;
|
|
|
|
clutter_event_get_coords (event, &x, &y);
|
|
|
|
/* Only do a pick to find the source if source is not already set
|
|
* (as it could be in a synthetic event)
|
|
*/
|
|
if (event->any.source == NULL)
|
|
{
|
|
/* Handle release off stage */
|
|
if ((x >= CLUTTER_STAGE_WIDTH () ||
|
|
y >= CLUTTER_STAGE_HEIGHT() ||
|
|
x < 0 || y < 0))
|
|
{
|
|
if (event->type == CLUTTER_BUTTON_RELEASE)
|
|
{
|
|
CLUTTER_NOTE (EVENT,"Release off stage received at %i, %i",
|
|
x, y);
|
|
|
|
event->button.source = stage;
|
|
emit_pointer_event (event);
|
|
}
|
|
break;
|
|
}
|
|
|
|
/* Map the event to a reactive actor */
|
|
actor = _clutter_do_pick (CLUTTER_STAGE (stage),
|
|
x, y,
|
|
CLUTTER_PICK_REACTIVE);
|
|
|
|
event->any.source = actor;
|
|
if (!actor)
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
/* use the source already set in the synthetic event */
|
|
actor = event->any.source;
|
|
}
|
|
|
|
|
|
/* FIXME: for an optimisation should check if there are
|
|
* actually any reactive actors and avoid the pick all togeather
|
|
* (signalling just the stage). Should be big help for gles.
|
|
*/
|
|
|
|
CLUTTER_NOTE (EVENT, "Reactive event received at %i, %i - actor: %p",
|
|
x, y, actor);
|
|
|
|
if (event->type == CLUTTER_MOTION)
|
|
{
|
|
/* Generate enter leave events (if any) */
|
|
generate_enter_leave_events (event);
|
|
}
|
|
else /* (button event) */
|
|
{
|
|
/* Generate click count */
|
|
event_click_count_generate (event);
|
|
}
|
|
emit_pointer_event (event);
|
|
break;
|
|
}
|
|
|
|
case CLUTTER_STAGE_STATE:
|
|
/* fullscreen / focus - forward to stage */
|
|
event->any.source = stage;
|
|
clutter_stage_event (CLUTTER_STAGE (stage), event);
|
|
break;
|
|
|
|
case CLUTTER_CLIENT_MESSAGE:
|
|
break;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_get_actor_by_gid
|
|
* @id: a #ClutterActor ID.
|
|
*
|
|
* Retrieves the #ClutterActor with @id.
|
|
*
|
|
* Return value: the actor with the passed id or %NULL. The returned
|
|
* actor does not have its reference count increased.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
ClutterActor*
|
|
clutter_get_actor_by_gid (guint32 id)
|
|
{
|
|
ClutterMainContext *context;
|
|
|
|
context = clutter_context_get_default ();
|
|
|
|
g_return_val_if_fail (context != NULL, NULL);
|
|
|
|
return CLUTTER_ACTOR (clutter_id_pool_lookup (context->id_pool, id));
|
|
}
|
|
|
|
void
|
|
clutter_base_init (void)
|
|
{
|
|
static gboolean initialised = FALSE;
|
|
|
|
if (!initialised)
|
|
{
|
|
GType foo; /* Quiet gcc */
|
|
|
|
initialised = TRUE;
|
|
|
|
/* initialise GLib type system */
|
|
g_type_init ();
|
|
|
|
/* CLUTTER_TYPE_ACTOR */
|
|
foo = clutter_actor_get_type ();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_get_default_frame_rate:
|
|
*
|
|
* Retrieves the default frame rate used when creating #ClutterTimeline<!--
|
|
* -->s.
|
|
*
|
|
* This value is also used to compute the default frequency of motion
|
|
* events.
|
|
*
|
|
* Return value: the default frame rate
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
guint
|
|
clutter_get_default_frame_rate (void)
|
|
{
|
|
ClutterMainContext *context;
|
|
|
|
context = clutter_context_get_default ();
|
|
|
|
return context->frame_rate;
|
|
}
|
|
|
|
/**
|
|
* clutter_set_default_frame_rate:
|
|
* @frames_per_sec: the new default frame rate
|
|
*
|
|
* Sets the default frame rate to be used when creating #ClutterTimeline<!--
|
|
* -->s
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_set_default_frame_rate (guint frames_per_sec)
|
|
{
|
|
ClutterMainContext *context;
|
|
|
|
context = clutter_context_get_default ();
|
|
|
|
if (context->frame_rate != frames_per_sec)
|
|
context->frame_rate = frames_per_sec;
|
|
}
|
|
|
|
|
|
static void
|
|
on_pointer_grab_weak_notify (gpointer data,
|
|
GObject *where_the_object_was)
|
|
{
|
|
ClutterMainContext *context;
|
|
|
|
context = clutter_context_get_default ();
|
|
context->pointer_grab_actor = NULL;
|
|
|
|
clutter_ungrab_pointer ();
|
|
}
|
|
|
|
/**
|
|
* clutter_grab_pointer:
|
|
* @actor: a #ClutterActor
|
|
*
|
|
* Grabs pointer events, after the grab is done all pointer related events
|
|
* (press, motion, release, enter, leave and scroll) are delivered to this
|
|
* actor directly. The source set in the event will be the actor that would
|
|
* have received the event if the pointer grab was not in effect.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_grab_pointer (ClutterActor *actor)
|
|
{
|
|
ClutterMainContext *context;
|
|
|
|
g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor));
|
|
|
|
context = clutter_context_get_default ();
|
|
|
|
if (context->pointer_grab_actor == actor)
|
|
return;
|
|
|
|
if (context->pointer_grab_actor)
|
|
{
|
|
g_object_weak_unref (G_OBJECT (context->pointer_grab_actor),
|
|
on_pointer_grab_weak_notify,
|
|
NULL);
|
|
context->pointer_grab_actor = NULL;
|
|
}
|
|
|
|
if (actor)
|
|
{
|
|
context->pointer_grab_actor = actor;
|
|
|
|
g_object_weak_ref (G_OBJECT (actor),
|
|
on_pointer_grab_weak_notify,
|
|
NULL);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_ungrab_pointer:
|
|
*
|
|
* Removes an existing grab of the pointer.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_ungrab_pointer (void)
|
|
{
|
|
clutter_grab_pointer (NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_get_pointer_grab:
|
|
*
|
|
* Queries the current pointer grab of clutter.
|
|
*
|
|
* Return value: the actor currently holding the pointer grab, or NULL if there is no grab.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
ClutterActor *
|
|
clutter_get_pointer_grab (void)
|
|
{
|
|
ClutterMainContext *context;
|
|
context = clutter_context_get_default ();
|
|
|
|
return context->pointer_grab_actor;
|
|
}
|
|
|
|
|
|
static void
|
|
on_keyboard_grab_weak_notify (gpointer data,
|
|
GObject *where_the_object_was)
|
|
{
|
|
ClutterMainContext *context;
|
|
|
|
context = clutter_context_get_default ();
|
|
context->keyboard_grab_actor = NULL;
|
|
|
|
clutter_ungrab_keyboard ();
|
|
}
|
|
|
|
/**
|
|
* clutter_grab_keyboard:
|
|
* @actor: a #ClutterActor
|
|
*
|
|
* Grabs keyboard events, after the grab is done keyboard events ("key-press-event"
|
|
* and "key-release-event") are delivered to this actor directly. The source
|
|
* set in the event will be the actor that would have received the event if the
|
|
* keyboard grab was not in effect.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_grab_keyboard (ClutterActor *actor)
|
|
{
|
|
ClutterMainContext *context;
|
|
|
|
g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor));
|
|
|
|
context = clutter_context_get_default ();
|
|
|
|
if (context->keyboard_grab_actor == actor)
|
|
return;
|
|
|
|
if (context->keyboard_grab_actor)
|
|
{
|
|
g_object_weak_unref (G_OBJECT (context->keyboard_grab_actor),
|
|
on_keyboard_grab_weak_notify,
|
|
NULL);
|
|
context->keyboard_grab_actor = NULL;
|
|
}
|
|
|
|
if (actor)
|
|
{
|
|
context->keyboard_grab_actor = actor;
|
|
|
|
g_object_weak_ref (G_OBJECT (actor),
|
|
on_keyboard_grab_weak_notify,
|
|
NULL);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_ungrab_keyboard:
|
|
*
|
|
* Removes an existing grab of the keyboard.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_ungrab_keyboard (void)
|
|
{
|
|
clutter_grab_keyboard (NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_get_keyboard_grab:
|
|
*
|
|
* Queries the current keyboard grab of clutter.
|
|
*
|
|
* Return value: the actor currently holding the keyboard grab, or NULL if there is no grab.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
ClutterActor *
|
|
clutter_get_keyboard_grab (void)
|
|
{
|
|
ClutterMainContext *context;
|
|
context = clutter_context_get_default ();
|
|
|
|
return context->keyboard_grab_actor;
|
|
}
|
|
|
|
/**
|
|
* clutter_get_motion_events_frequency:
|
|
*
|
|
* Retrieves the number of motion events per second that are delivered
|
|
* to the stage.
|
|
*
|
|
* See clutter_set_motion_events_frequency().
|
|
*
|
|
* Return value: the number of motion events per second
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
guint
|
|
clutter_get_motion_events_frequency (void)
|
|
{
|
|
ClutterMainContext *context = clutter_context_get_default ();
|
|
|
|
if (G_LIKELY (context->motion_frequency == 0))
|
|
{
|
|
guint frequency;
|
|
|
|
frequency = clutter_default_fps / 4;
|
|
frequency = CLAMP (frequency, 20, 45);
|
|
|
|
return frequency;
|
|
}
|
|
else
|
|
return context->motion_frequency;
|
|
}
|
|
|
|
/**
|
|
* clutter_set_motion_events_frequency:
|
|
* @frequency: the number of motion events per second, or 0 for the
|
|
* default value
|
|
*
|
|
* Sets the motion events frequency. Setting this to a non-zero value
|
|
* will override the default setting, so it should be rarely used.
|
|
*
|
|
* Motion events are delivered from the default backend to the stage
|
|
* and are used to generate the enter/leave events pair. This might lead
|
|
* to a performance penalty due to the way the actors are identified.
|
|
* Using this function is possible to reduce the frequency of the motion
|
|
* events delivery to the stage.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_set_motion_events_frequency (guint frequency)
|
|
{
|
|
ClutterMainContext *context = clutter_context_get_default ();
|
|
|
|
/* never allow the motion events to exceed the default frame rate */
|
|
context->motion_frequency = CLAMP (frequency, 1, clutter_default_fps);
|
|
}
|