mutter/clutter/clutter-stage.c
Robert Bragg b499696d83 Use paint volumes to do automatic culling
This uses actor paint volumes to perform culling during
clutter_actor_paint.

When performing a clipped redraw (because only a few localized actors
changed) then as we traverse the scenegraph painting the actors we can
now ignore actors that don't intersect the clip region. Early testing
shows this can have a big performance benefit; e.g. 100% fps improvement
for test-state with culling enabled and we hope that there are even much
more compelling examples than that in the real world,

Most Clutter applications are 2Dish interfaces and have quite a lot of
actors that get continuously painted when anything is animated. The
dynamic actors are often localized to an area of user focus though so
with culling we can completely avoid painting any of the static actors
outside the current clip region.

Obviously the cost of culling has to be offset against the cost of
painting to determine if it's a win, but our (limited) testing suggests
it should be a win for most applications.

Note: we hope we will be able to also bring another performance bump
from culling with another iteration - hopefully in the 1.6 cycle - to
avoid doing the culling in screen space and instead do it in the stage's
model space. This will hopefully let us minimize the cost of
transforming the actor volumes for culling.
2010-09-29 15:12:58 +01:00

3121 lines
87 KiB
C

/*
* 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.
*
* Clutter creates a default stage upon initialization, which can be retrieved
* using clutter_stage_get_default(). Clutter always provides the default
* stage, unless the backend is unable to create one. The stage returned
* by clutter_stage_get_default() is guaranteed to always be the same.
*
* 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 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.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-stage.h"
#include "clutter-backend.h"
#include "clutter-main.h"
#include "clutter-color.h"
#include "clutter-util.h"
#include "clutter-marshal.h"
#include "clutter-master-clock.h"
#include "clutter-enum-types.h"
#include "clutter-private.h"
#include "clutter-debug.h"
#include "clutter-stage-manager.h"
#include "clutter-stage-window.h"
#include "clutter-version.h" /* For flavour */
#include "clutter-id-pool.h"
#include "clutter-container.h"
#include "clutter-profile.h"
#include "clutter-input-device.h"
#include "cogl/cogl.h"
G_DEFINE_TYPE (ClutterStage, clutter_stage, CLUTTER_TYPE_GROUP);
#define CLUTTER_STAGE_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_STAGE, ClutterStagePrivate))
/* <private>
* ClutterStageHint:
* @CLUTTER_STAGE_NONE: No hint set
* @CLUTTER_STAGE_NO_CLEAR_ON_PAINT: When this hint is set, the stage
* should not clear the viewport; this flag is useful when painting
* fully opaque actors covering the whole visible area of the stage,
* i.e. when no blending with the stage color happens over the whole
* stage viewport
*
* A series of hints that enable or disable behaviours on the stage
*/
typedef enum { /*< prefix=CLUTTER_STAGE >*/
CLUTTER_STAGE_HINT_NONE = 0,
CLUTTER_STAGE_NO_CLEAR_ON_PAINT = 1 << 0
} ClutterStageHint;
#define STAGE_NO_CLEAR_ON_PAINT(s) ((((ClutterStage *) (s))->priv->stage_hints & CLUTTER_STAGE_NO_CLEAR_ON_PAINT) != 0)
struct _ClutterStagePrivate
{
/* the stage implementation */
ClutterStageWindow *impl;
ClutterColor color;
ClutterPerspective perspective;
CoglMatrix projection;
int viewport[4];
ClutterFog fog;
gchar *title;
ClutterActor *key_focused_actor;
GQueue *event_queue;
ClutterStageHint stage_hints;
gint picks_per_frame;
GArray *paint_volume_stack;
const ClutterGeometry *current_paint_clip;
guint relayout_pending : 1;
guint redraw_pending : 1;
guint is_fullscreen : 1;
guint is_cursor_visible : 1;
guint is_user_resizable : 1;
guint use_fog : 1;
guint throttle_motion_events : 1;
guint use_alpha : 1;
guint min_size_changed : 1;
guint dirty_viewport : 1;
guint dirty_projection : 1;
guint have_valid_pick_buffer : 1;
};
enum
{
PROP_0,
PROP_COLOR,
PROP_FULLSCREEN_SET,
PROP_OFFSCREEN,
PROP_CURSOR_VISIBLE,
PROP_PERSPECTIVE,
PROP_TITLE,
PROP_USER_RESIZABLE,
PROP_USE_FOG,
PROP_FOG,
PROP_USE_ALPHA,
PROP_KEY_FOCUS,
PROP_NO_CLEAR_HINT
};
enum
{
FULLSCREEN,
UNFULLSCREEN,
ACTIVATE,
DEACTIVATE,
DELETE_EVENT,
LAST_SIGNAL
};
static guint stage_signals[LAST_SIGNAL] = { 0, };
static const ClutterColor default_stage_color = { 255, 255, 255, 255 };
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;
ClutterGeometry geom = { 0, };
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;
ClutterGeometry geom = { 0, };
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_allocate (ClutterActor *self,
const ClutterActorBox *box,
ClutterAllocationFlags flags)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
ClutterGeometry geom = { 0, };
gboolean origin_changed;
gint width, height;
origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED) ? TRUE : FALSE;
if (priv->impl == NULL)
return;
width = clutter_actor_box_get_width (box);
height = clutter_actor_box_get_height (box);
_clutter_stage_window_get_geometry (priv->impl, &geom);
/* XXX: Until Cogl becomes fully responsible for backend windows Clutter
* need to manually keep it informed of the current window size */
_cogl_onscreen_clutter_backend_set_size (geom.width, geom.height);
/* if the stage is fixed size (for instance, it's using a frame-buffer)
* then we simply ignore any allocation request and override the
* allocation chain.
*/
if ((!clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC)))
{
ClutterActorClass *klass;
CLUTTER_NOTE (LAYOUT,
"Following allocation to %dx%d (origin %s)",
width, height,
origin_changed ? "changed" : "not changed");
klass = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class);
klass->allocate (self, box, flags);
/* Ensure the window is sized correctly */
if (!priv->is_fullscreen)
{
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 ((geom.width != width) || (geom.height != height))
_clutter_stage_window_resize (priv->impl, width, height);
}
}
else
{
ClutterActorBox override = { 0, };
ClutterActorClass *klass;
override.x1 = 0;
override.y1 = 0;
override.x2 = geom.width;
override.y2 = geom.height;
CLUTTER_NOTE (LAYOUT,
"Overrigin original allocation of %dx%d "
"with %dx%d (origin %s)",
width, height,
(int) (override.x2),
(int) (override.y2),
origin_changed ? "changed" : "not changed");
/* and store the overridden allocation */
klass = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class);
klass->allocate (self, &override, flags);
}
clutter_actor_get_allocation_geometry (self, &geom);
_clutter_stage_set_viewport (CLUTTER_STAGE (self),
0, 0, geom.width, geom.height);
/* Note: we don't assume that set_viewport will queue a full redraw
* since it may bail-out early if something preemptively set the
* viewport before the stage was really allocated its new size. */
clutter_actor_queue_redraw (self);
}
/* This provides a common point of entry for painting the scenegraph
* for picking or painting...
*
* XXX: Instead of having a toplevel 2D clip region, it might be
* better to have a clip volume within the view frustum. This could
* allow us to avoid projecting actors into window coordinates to
* be able to cull them.
*/
void
_clutter_stage_do_paint (ClutterStage *stage, const ClutterGeometry *clip)
{
ClutterStagePrivate *priv = stage->priv;
priv->current_paint_clip = clip;
_clutter_stage_paint_volume_stack_free_all (stage);
clutter_actor_paint (CLUTTER_ACTOR (stage));
priv->current_paint_clip = NULL;
}
static void
clutter_stage_paint (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
CoglBufferBit clear_flags;
CoglColor stage_color;
guint8 real_alpha;
CLUTTER_STATIC_TIMER (stage_clear_timer,
"Painting actors", /* parent */
"Stage clear",
"The time spent clearing the stage",
0 /* no application private data */);
CLUTTER_NOTE (PAINT, "Initializing stage paint");
/* composite the opacity to the stage color */
real_alpha = clutter_actor_get_opacity (self)
* priv->color.alpha
/ 255;
/* we use the real alpha to clear the stage if :use-alpha is
* set; the effect depends entirely on how the Clutter backend
*/
cogl_color_init_from_4ub (&stage_color,
priv->color.red,
priv->color.green,
priv->color.blue,
priv->use_alpha ? real_alpha
: 255);
cogl_color_premultiply (&stage_color);
clear_flags = COGL_BUFFER_BIT_DEPTH;
if (!STAGE_NO_CLEAR_ON_PAINT (self))
clear_flags |= COGL_BUFFER_BIT_COLOR;
CLUTTER_TIMER_START (_clutter_uprof_context, stage_clear_timer);
cogl_clear (&stage_color, clear_flags);
CLUTTER_TIMER_STOP (_clutter_uprof_context, stage_clear_timer);
if (priv->use_fog)
{
/* we only expose the linear progression of the fog in
* the ClutterStage API, and that ignores the fog density.
* thus, we pass 1.0 as the density parameter
*/
cogl_set_fog (&stage_color,
COGL_FOG_MODE_LINEAR,
1.0,
priv->fog.z_near,
priv->fog.z_far);
}
else
cogl_disable_fog ();
/* this will take care of painting every child */
CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint (self);
}
static void
clutter_stage_pick (ClutterActor *self,
const ClutterColor *color)
{
/* Note: we don't chain up to our parent as we don't want any geometry
* emitted for the stage itself. The stage's pick id is effectively handled
* by the call to cogl_clear done in clutter-main.c:_clutter_do_pick_async()
*/
clutter_container_foreach (CLUTTER_CONTAINER (self),
CLUTTER_CALLBACK (clutter_actor_paint),
NULL);
}
static void
clutter_stage_realize (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
gboolean is_realized;
/* Make sure the viewport and projection matrix are valid for the
* first paint (which will likely occur before the ConfigureNotify
* is received)
*/
priv->dirty_viewport = TRUE;
priv->dirty_projection = TRUE;
g_assert (priv->impl != NULL);
is_realized = _clutter_stage_window_realize (priv->impl);
/* ensure that the stage is using the context if the
* realization sequence was successful
*/
if (is_realized)
{
ClutterBackend *backend = clutter_get_default_backend ();
GError *error = NULL;
/* We want to select the context without calling
clutter_backend_ensure_context so that it doesn't call any
Cogl functions. Otherwise it would create the Cogl context
before we get a chance to check whether the GL version is
valid */
_clutter_backend_ensure_context_internal (backend, CLUTTER_STAGE (self));
/* Make sure Cogl can support the driver */
if (!_cogl_check_driver_valid (&error))
{
g_critical ("The GL driver is not supported: %s",
error->message);
g_clear_error (&error);
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
}
else
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
}
else
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);
clutter_stage_ensure_current (CLUTTER_STAGE (self));
}
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 (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;
if (focus_in)
g_signal_emit_by_name (priv->key_focused_actor, "key-focus-in");
else
g_signal_emit_by_name (priv->key_focused_actor, "key-focus-out");
}
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);
}
static void
clutter_stage_real_fullscreen (ClutterStage *stage)
{
ClutterStagePrivate *priv = stage->priv;
ClutterGeometry geom;
ClutterActorBox box;
/* we need to force an allocation here because the size
* of the stage might have been changed by the backend
*
* this is a really bad solution to the issues caused by
* the fact that fullscreening the stage on the X11 backends
* is really an asynchronous operation
*/
_clutter_stage_window_get_geometry (priv->impl, &geom);
box.x1 = 0;
box.y1 = 0;
box.x2 = geom.width;
box.y2 = geom.height;
clutter_actor_allocate (CLUTTER_ACTOR (stage),
&box,
CLUTTER_ALLOCATION_NONE);
}
void
_clutter_stage_queue_event (ClutterStage *stage,
ClutterEvent *event)
{
ClutterStagePrivate *priv;
gboolean first_event;
ClutterInputDevice *device;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
first_event = priv->event_queue->length == 0;
g_queue_push_tail (priv->event_queue, clutter_event_copy (event));
if (first_event)
{
ClutterMasterClock *master_clock = _clutter_master_clock_get_default ();
_clutter_master_clock_start_running (master_clock);
}
/* if needed, update the state of the input device of the event.
* we do it here to avoid calling the same code from every backend
* event processing function
*/
device = clutter_event_get_device (event);
if (device != NULL)
{
ClutterModifierType event_state = clutter_event_get_state (event);
guint32 event_time = clutter_event_get_time (event);
gfloat event_x, event_y;
clutter_event_get_coords (event, &event_x, &event_y);
_clutter_input_device_set_coords (device, event_x, event_y);
_clutter_input_device_set_state (device, event_state);
_clutter_input_device_set_time (device, event_time);
}
}
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;
}
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;
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;
/* Skip consecutive motion events coming from the same device */
if (priv->throttle_motion_events &&
next_event != NULL &&
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);
goto next_event;
}
_clutter_process_event (event);
next_event:
clutter_event_free (event);
}
g_list_free (events);
g_object_unref (stage);
}
/**
* _clutter_stage_needs_update:
* @stage: A #ClutterStage
*
* Determines if _clutter_stage_do_update() needs to be called.
*
* Return value: %TRUE if the stage need layout or painting
*/
gboolean
_clutter_stage_needs_update (ClutterStage *stage)
{
ClutterStagePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
priv = stage->priv;
return priv->relayout_pending || priv->redraw_pending;
}
void
_clutter_stage_maybe_relayout (ClutterActor *actor)
{
ClutterStage *stage = CLUTTER_STAGE (actor);
ClutterStagePrivate *priv = stage->priv;
gfloat natural_width, natural_height;
ClutterActorBox box = { 0, };
CLUTTER_STATIC_TIMER (relayout_timer,
"Mainloop", /* no parent */
"Layouting",
"The time spent reallocating the stage",
0 /* no application private data */);
if (!priv->relayout_pending)
return;
priv->relayout_pending = FALSE;
/* avoid reentrancy */
if (!CLUTTER_ACTOR_IN_RELAYOUT (stage))
{
CLUTTER_TIMER_START (_clutter_uprof_context, relayout_timer);
CLUTTER_NOTE (ACTOR, "Recomputing layout");
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_IN_RELAYOUT);
natural_width = natural_height = 0;
clutter_actor_get_preferred_size (CLUTTER_ACTOR (stage),
NULL, NULL,
&natural_width, &natural_height);
box.x1 = 0;
box.y1 = 0;
box.x2 = natural_width;
box.y2 = natural_height;
CLUTTER_NOTE (ACTOR, "Allocating (0, 0 - %d, %d) for the stage",
(int) natural_width,
(int) natural_height);
clutter_actor_allocate (CLUTTER_ACTOR (stage),
&box, CLUTTER_ALLOCATION_NONE);
CLUTTER_UNSET_PRIVATE_FLAGS (stage, CLUTTER_IN_RELAYOUT);
CLUTTER_TIMER_STOP (_clutter_uprof_context, relayout_timer);
}
}
/**
* _clutter_stage_do_update:
* @stage: A #ClutterStage
*
* Handles per-frame layout and repaint for the stage.
*
* Return value: %TRUE if the stage was updated
*/
gboolean
_clutter_stage_do_update (ClutterStage *stage)
{
ClutterStagePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
priv = stage->priv;
/* NB: We need to ensure we have an up to date layout *before* we
* check or clear the pending redraws flag since a relayout may
* queue a redraw.
*/
_clutter_stage_maybe_relayout (CLUTTER_ACTOR (stage));
if (!priv->redraw_pending)
return FALSE;
CLUTTER_NOTE (PAINT, "redrawing via idle for stage[%p]", stage);
_clutter_do_redraw (stage);
/* reset the guard, so that new redraws are possible */
priv->redraw_pending = FALSE;
if (CLUTTER_CONTEXT ()->redraw_count > 0)
{
CLUTTER_NOTE (SCHEDULER, "Queued %lu redraws during the last cycle",
CLUTTER_CONTEXT ()->redraw_count);
CLUTTER_CONTEXT ()->redraw_count = 0;
}
return TRUE;
}
static void
clutter_stage_real_queue_relayout (ClutterActor *self)
{
ClutterStage *stage = CLUTTER_STAGE (self);
ClutterStagePrivate *priv = stage->priv;
ClutterActorClass *parent_class;
priv->relayout_pending = TRUE;
/* chain up */
parent_class = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class);
parent_class->queue_relayout (self);
}
static void
clutter_stage_real_queue_redraw (ClutterActor *actor,
ClutterActor *leaf)
{
ClutterStage *stage = CLUTTER_STAGE (actor);
ClutterStagePrivate *priv = stage->priv;
ClutterStageWindow *stage_window;
ClutterGeometry stage_clip;
const ClutterPaintVolume *redraw_clip;
ClutterPaintVolume projected_clip;
CoglMatrix modelview;
ClutterActorBox bounding_box;
CLUTTER_NOTE (PAINT, "Redraw request number %lu",
CLUTTER_CONTEXT ()->redraw_count + 1);
if (!priv->redraw_pending)
{
ClutterMasterClock *master_clock;
priv->redraw_pending = TRUE;
master_clock = _clutter_master_clock_get_default ();
_clutter_master_clock_start_running (master_clock);
}
else
CLUTTER_CONTEXT ()->redraw_count += 1;
/* We have an optimization in _clutter_do_pick to detect when the
* scene is static so we can cache a full, un-clipped pick buffer to
* avoid continuous pick renders.
*
* Currently the assumption is that actors queue a redraw when some
* state changes that affects painting *or* picking so we can use
* this point to invalidate any currently cached pick buffer.
*/
_clutter_stage_set_pick_buffer_valid (stage, FALSE);
/* If the backend can't do anything with redraw clips (e.g. it already knows
* it needs to redraw everything anyway) then don't spend time transforming
* any clip volume into stage coordinates... */
stage_window = _clutter_stage_get_window (stage);
if (_clutter_stage_window_ignoring_redraw_clips (stage_window))
return;
/* Convert the clip volume (which is in leaf actor coordinates) into stage
* coordinates and then into an axis aligned stage coordinates bounding
* box...
*/
if (!_clutter_actor_get_queue_redraw_clip (leaf))
{
_clutter_stage_window_add_redraw_clip (stage_window, NULL);
return;
}
redraw_clip = _clutter_actor_get_queue_redraw_clip (leaf);
_clutter_paint_volume_copy_static (redraw_clip, &projected_clip);
/* NB: _clutter_actor_apply_modelview_transform_recursive will never
* include the transformation between stage coordinates and OpenGL
* window coordinates, we have to explicitly use the
* stage->apply_transform to get that... */
cogl_matrix_init_identity (&modelview);
_clutter_actor_apply_modelview_transform (CLUTTER_ACTOR (stage), &modelview);
_clutter_actor_apply_modelview_transform_recursive (leaf, NULL, &modelview);
_clutter_paint_volume_project (&projected_clip,
&modelview,
&priv->projection,
priv->viewport);
_clutter_paint_volume_get_bounding_box (&projected_clip, &bounding_box);
clutter_paint_volume_free (&projected_clip);
clutter_actor_box_clamp_to_pixel (&bounding_box);
/* when converting to integer coordinates make sure we round the edges of the
* clip rectangle outwards... */
stage_clip.x = bounding_box.x1;
stage_clip.y = bounding_box.y1;
stage_clip.width = bounding_box.x2 - stage_clip.x;
stage_clip.height = bounding_box.y2 - stage_clip.y;
_clutter_stage_window_add_redraw_clip (stage_window, &stage_clip);
}
gboolean
_clutter_stage_has_full_redraw_queued (ClutterStage *stage)
{
ClutterStageWindow *stage_window = _clutter_stage_get_window (stage);
if (CLUTTER_ACTOR_IN_DESTRUCTION (stage) || stage_window == NULL)
return FALSE;
if (stage->priv->redraw_pending &&
!_clutter_stage_window_has_redraw_clips (stage_window))
return TRUE;
else
return FALSE;
}
static gboolean
clutter_stage_real_delete_event (ClutterStage *stage,
ClutterEvent *event)
{
if (clutter_stage_is_default (stage))
clutter_main_quit ();
else
clutter_actor_destroy (CLUTTER_ACTOR (stage));
return TRUE;
}
static void
clutter_stage_real_apply_transform (ClutterActor *stage,
CoglMatrix *matrix)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (stage)->priv;
CoglMatrix perspective;
gfloat z_camera;
gfloat width, height;
/*
* In theory, we can compute the camera distance from screen as:
*
* 0.5 * tan (FOV)
*
* However, it's better to compute the z_camera from our projection
* matrix so that we get a 1:1 mapping at the screen distance. Consider
* the upper-left corner of the screen. It has object coordinates
* (0,0,0), so by the transform below, ends up with eye coordinate
*
* x_eye = x_object / width - 0.5 = - 0.5
* y_eye = (height - y_object) / width - 0.5 = 0.5
* z_eye = z_object / width - z_camera = - z_camera
*
* From cogl_perspective(), we know that the projection matrix has
* the form:
*
* (x, 0, 0, 0)
* (0, y, 0, 0)
* (0, 0, c, d)
* (0, 0, -1, 0)
*
* Applied to the above, we get clip coordinates of
*
* x_clip = x * (- 0.5)
* y_clip = y * 0.5
* w_clip = - 1 * (- z_camera) = z_camera
*
* Dividing through by w to get normalized device coordinates, we
* have, x_nd = x * 0.5 / z_camera, y_nd = - y * 0.5 / z_camera.
* The upper left corner of the screen has normalized device coordinates,
* (-1, 1), so to have the correct 1:1 mapping, we have to have:
*
* z_camera = 0.5 * x = 0.5 * y
*
* If x != y, then we have a non-uniform aspect ration, and a 1:1 mapping
* doesn't make sense.
*/
cogl_matrix_init_identity (&perspective);
cogl_matrix_perspective (&perspective,
priv->perspective.fovy,
priv->perspective.aspect,
priv->perspective.z_near,
priv->perspective.z_far);
z_camera = 0.5f * perspective.xx;
clutter_actor_get_size (stage, &width, &height);
cogl_matrix_init_identity (matrix);
cogl_matrix_translate (matrix, -0.5f, -0.5f, -z_camera);
cogl_matrix_scale (matrix,
1.0f / width, -1.0f / height, 1.0f / width);
cogl_matrix_translate (matrix, 0.0f, -1.0f * height, 0.0f);
}
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_COLOR:
clutter_stage_set_color (stage, clutter_value_get_color (value));
break;
case PROP_OFFSCREEN:
if (g_value_get_boolean (value))
g_warning ("Offscreen stages are currently not supported\n");
break;
case PROP_CURSOR_VISIBLE:
if (g_value_get_boolean (value))
clutter_stage_show_cursor (stage);
else
clutter_stage_hide_cursor (stage);
break;
case PROP_PERSPECTIVE:
clutter_stage_set_perspective (stage, g_value_get_boxed (value));
break;
case PROP_TITLE:
clutter_stage_set_title (stage, g_value_get_string (value));
break;
case PROP_USER_RESIZABLE:
clutter_stage_set_user_resizable (stage, g_value_get_boolean (value));
break;
case PROP_USE_FOG:
clutter_stage_set_use_fog (stage, g_value_get_boolean (value));
break;
case PROP_FOG:
clutter_stage_set_fog (stage, g_value_get_boxed (value));
break;
case PROP_USE_ALPHA:
clutter_stage_set_use_alpha (stage, g_value_get_boolean (value));
break;
case PROP_KEY_FOCUS:
clutter_stage_set_key_focus (stage, g_value_get_object (value));
break;
case PROP_NO_CLEAR_HINT:
clutter_stage_set_no_clear_hint (stage, g_value_get_boolean (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_COLOR:
clutter_value_set_color (value, &priv->color);
break;
case PROP_OFFSCREEN:
g_value_set_boolean (value, FALSE);
break;
case PROP_FULLSCREEN_SET:
g_value_set_boolean (value, priv->is_fullscreen);
break;
case PROP_CURSOR_VISIBLE:
g_value_set_boolean (value, priv->is_cursor_visible);
break;
case PROP_PERSPECTIVE:
g_value_set_boxed (value, &priv->perspective);
break;
case PROP_TITLE:
g_value_set_string (value, priv->title);
break;
case PROP_USER_RESIZABLE:
g_value_set_boolean (value, priv->is_user_resizable);
break;
case PROP_USE_FOG:
g_value_set_boolean (value, priv->use_fog);
break;
case PROP_FOG:
g_value_set_boxed (value, &priv->fog);
break;
case PROP_USE_ALPHA:
g_value_set_boolean (value, priv->use_alpha);
break;
case PROP_KEY_FOCUS:
g_value_set_object (value, priv->key_focused_actor);
break;
case PROP_NO_CLEAR_HINT:
{
gboolean hint =
(priv->stage_hints & CLUTTER_STAGE_NO_CLEAR_ON_PAINT) != 0;
g_value_set_boolean (value, hint);
}
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_stage_manager_get_default ();
ClutterMainContext *context;
GList *l, *next;
clutter_actor_hide (CLUTTER_ACTOR (object));
_clutter_stage_manager_remove_stage (stage_manager, stage);
context = _clutter_context_get_default ();
/* Remove any pending events for this stage from the event queue */
for (l = context->events_queue->head; l; l = next)
{
ClutterEvent *event = l->data;
next = l->next;
if (event->any.stage == stage)
{
g_queue_delete_link (context->events_queue, l);
clutter_event_free (event);
}
}
if (priv->impl != NULL)
{
CLUTTER_NOTE (BACKEND, "Disposing of the stage implementation");
g_object_unref (priv->impl);
priv->impl = NULL;
}
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_free (stage->priv->title);
g_array_free (priv->paint_volume_stack, TRUE);
G_OBJECT_CLASS (clutter_stage_parent_class)->finalize (object);
}
static void
clutter_stage_class_init (ClutterStageClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
GParamSpec *pspec;
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->paint = clutter_stage_paint;
actor_class->pick = clutter_stage_pick;
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->queue_relayout = clutter_stage_real_queue_relayout;
actor_class->queue_redraw = clutter_stage_real_queue_redraw;
actor_class->apply_transform = clutter_stage_real_apply_transform;
/**
* ClutterStage:fullscreen:
*
* Whether the stage should be fullscreen or not.
*
* This property is set by calling clutter_stage_set_fullscreen()
* but since the actual implementation is delegated to the backend
* you should connect to the notify::fullscreen-set signal in order
* to get notification if the fullscreen state has been successfully
* achieved.
*
* Since: 1.0
*/
pspec = g_param_spec_boolean ("fullscreen-set",
P_("Fullscreen Set"),
P_("Whether the main stage is fullscreen"),
FALSE,
CLUTTER_PARAM_READABLE);
g_object_class_install_property (gobject_class,
PROP_FULLSCREEN_SET,
pspec);
/**
* ClutterStage:offscreen:
*
* Whether the stage should be rendered in an offscreen buffer.
*
* <warning><para>Not every backend supports redirecting the
* stage to an offscreen buffer. This property might not work
* and it might be deprecated at any later date.</para></warning>
*/
pspec = g_param_spec_boolean ("offscreen",
P_("Offscreen"),
P_("Whether the main stage should be rendered offscreen"),
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class,
PROP_OFFSCREEN,
pspec);
/**
* ClutterStage:cursor-visible:
*
* Whether the mouse pointer should be visible
*/
pspec = g_param_spec_boolean ("cursor-visible",
P_("Cursor Visible"),
P_("Whether the mouse pointer is visible on the main stage"),
TRUE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class,
PROP_CURSOR_VISIBLE,
pspec);
/**
* ClutterStage:user-resizable:
*
* Whether the stage is resizable via user interaction.
*
* Since: 0.4
*/
pspec = g_param_spec_boolean ("user-resizable",
P_("User Resizable"),
P_("Whether the stage is able to be resized via user interaction"),
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class,
PROP_USER_RESIZABLE,
pspec);
/**
* ClutterStage:color:
*
* The color of the main stage.
*/
pspec = clutter_param_spec_color ("color",
P_("Color"),
P_("The color of the stage"),
&default_stage_color,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_COLOR, pspec);
/**
* ClutterStage:perspective:
*
* The parameters used for the perspective projection from 3D
* coordinates to 2D
*
* Since: 0.8.2
*/
pspec = g_param_spec_boxed ("perspective",
P_("Perspective"),
P_("Perspective projection parameters"),
CLUTTER_TYPE_PERSPECTIVE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class,
PROP_PERSPECTIVE,
pspec);
/**
* ClutterStage:title:
*
* The stage's title - usually displayed in stage windows title decorations.
*
* Since: 0.4
*/
pspec = g_param_spec_string ("title",
P_("Title"),
P_("Stage Title"),
NULL,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_TITLE, pspec);
/**
* ClutterStage:use-fog:
*
* Whether the stage should use a linear GL "fog" in creating the
* depth-cueing effect, to enhance the perception of depth by fading
* actors farther from the viewpoint.
*
* Since: 0.6
*/
pspec = g_param_spec_boolean ("use-fog",
P_("Use Fog"),
P_("Whether to enable depth cueing"),
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_USE_FOG, pspec);
/**
* ClutterStage:fog:
*
* The settings for the GL "fog", used only if #ClutterStage:use-fog
* is set to %TRUE
*
* Since: 1.0
*/
pspec = g_param_spec_boxed ("fog",
P_("Fog"),
P_("Settings for the depth cueing"),
CLUTTER_TYPE_FOG,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_FOG, pspec);
/**
* ClutterStage:use-alpha:
*
* Whether the #ClutterStage should honour the alpha component of the
* #ClutterStage:color property when painting. If Clutter is run under
* a compositing manager this will result in the stage being blended
* with the underlying window(s)
*
* Since: 1.2
*/
pspec = g_param_spec_boolean ("use-alpha",
P_("Use Alpha"),
P_("Whether to honour the alpha component of the stage color"),
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_USE_ALPHA, pspec);
/**
* 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
*/
pspec = g_param_spec_object ("key-focus",
P_("Key Focus"),
P_("The currently key focused actor"),
CLUTTER_TYPE_ACTOR,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_KEY_FOCUS, pspec);
/**
* ClutterStage:no-clear-hint:
*
* Whether or not the #ClutterStage should clear its contents
* before each paint cycle.
*
* See clutter_stage_set_no_clear_hint() for further information.
*
* Since: 1.4
*/
pspec = g_param_spec_boolean ("no-clear-hint",
P_("No Clear Hint"),
P_("Whether the stage should clear its contents"),
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_NO_CLEAR_HINT, pspec);
/**
* ClutterStage::fullscreen
* @stage: the stage which was fullscreened
*
* The ::fullscreen signal is emitted when the stage is made fullscreen.
*
* Since: 0.6
*/
stage_signals[FULLSCREEN] =
g_signal_new (I_("fullscreen"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_FIRST,
G_STRUCT_OFFSET (ClutterStageClass, fullscreen),
NULL, NULL,
_clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterStage::unfullscreen
* @stage: the stage which has left a fullscreen state.
*
* The ::unfullscreen signal is emitted when the stage leaves a fullscreen
* state.
*
* Since: 0.6
*/
stage_signals[UNFULLSCREEN] =
g_signal_new (I_("unfullscreen"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, unfullscreen),
NULL, NULL,
_clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* 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,
_clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterStage::deactivate
* @stage: the stage which was deactivated
*
* The ::activate 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,
_clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterStage::delete-event:
* @stage: the stage that received the event
* @event: a #ClutterEvent of type %CLUTTER_DELETE
*
* The ::delete-event signal is emitted when the user closes a
* #ClutterStage window using the window controls.
*
* Clutter by default will call clutter_main_quit() if @stage is
* the default stage, and clutter_actor_destroy() for any other
* stage.
*
* It is possible to override the default behaviour by connecting
* a new handler and returning %TRUE there.
*
* <note>This signal is emitted only on Clutter backends that
* embed #ClutterStage in native windows. It is not emitted for
* backends that use a static frame buffer.</note>
*
* Since: 1.2
*/
stage_signals[DELETE_EVENT] =
g_signal_new (I_("delete-event"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, delete_event),
_clutter_boolean_handled_accumulator, NULL,
_clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
klass->fullscreen = clutter_stage_real_fullscreen;
klass->activate = clutter_stage_real_activate;
klass->deactivate = clutter_stage_real_deactivate;
klass->delete_event = clutter_stage_real_delete_event;
g_type_class_add_private (gobject_class, sizeof (ClutterStagePrivate));
}
static void
clutter_stage_notify_min_size (ClutterStage *self)
{
self->priv->min_size_changed = TRUE;
}
static void
clutter_stage_init (ClutterStage *self)
{
ClutterStagePrivate *priv;
ClutterBackend *backend;
ClutterGeometry geom;
/* a stage is a top-level object */
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IS_TOPLEVEL);
self->priv = priv = CLUTTER_STAGE_GET_PRIVATE (self);
CLUTTER_NOTE (BACKEND, "Creating stage from the default backend");
backend = clutter_get_default_backend ();
priv->impl = _clutter_backend_create_stage (backend, self, NULL);
if (!priv->impl)
{
g_warning ("Unable to create a new stage, falling back to the "
"default stage.");
priv->impl = _clutter_stage_get_default_window ();
/* at this point we must have a default stage, or we're screwed */
g_assert (priv->impl != NULL);
}
priv->event_queue = g_queue_new ();
priv->is_fullscreen = FALSE;
priv->is_user_resizable = FALSE;
priv->is_cursor_visible = TRUE;
priv->use_fog = FALSE;
priv->throttle_motion_events = TRUE;
priv->min_size_changed = FALSE;
priv->color = default_stage_color;
priv->perspective.fovy = 60.0; /* 60 Degrees */
priv->perspective.aspect = 1.0;
priv->perspective.z_near = 0.1;
priv->perspective.z_far = 100.0;
cogl_matrix_init_identity (&priv->projection);
cogl_matrix_perspective (&priv->projection,
priv->perspective.fovy,
priv->perspective.aspect,
priv->perspective.z_near,
priv->perspective.z_far);
/* depth cueing */
priv->fog.z_near = 1.0;
priv->fog.z_far = 2.0;
priv->relayout_pending = TRUE;
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_window_get_geometry (priv->impl, &geom);
_clutter_stage_set_viewport (self, 0, 0, geom.width, geom.height);
_clutter_stage_set_pick_buffer_valid (self, FALSE);
_clutter_stage_reset_picks_per_frame_counter (self);
priv->paint_volume_stack =
g_array_new (FALSE, FALSE, sizeof (ClutterPaintVolume));
}
/**
* clutter_stage_get_default:
*
* Returns the main stage. The default #ClutterStage is a singleton,
* so the stage will be created the first time this function is
* called (typically, inside clutter_init()); all the subsequent
* calls to clutter_stage_get_default() will return the same instance.
*
* Clutter guarantess the existence of the default stage.
*
* Return value: (transfer none): the main #ClutterStage. You should never
* destroy or unref the returned actor.
*/
ClutterActor *
clutter_stage_get_default (void)
{
ClutterStageManager *stage_manager = clutter_stage_manager_get_default ();
ClutterStage *stage;
stage = clutter_stage_manager_get_default_stage (stage_manager);
if (G_UNLIKELY (stage == NULL))
{
/* This will take care of automatically adding the stage to the
* stage manager and setting it as the default. Its floating
* reference will be claimed by the stage manager.
*/
stage = g_object_new (CLUTTER_TYPE_STAGE, NULL);
_clutter_stage_manager_set_default_stage (stage_manager, stage);
/* the default stage is realized by default */
clutter_actor_realize (CLUTTER_ACTOR (stage));
}
return CLUTTER_ACTOR (stage);
}
/**
* clutter_stage_set_color:
* @stage: A #ClutterStage
* @color: A #ClutterColor
*
* Sets the stage color.
*/
void
clutter_stage_set_color (ClutterStage *stage,
const ClutterColor *color)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (color != NULL);
priv = stage->priv;
priv->color = *color;
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
g_object_notify (G_OBJECT (stage), "color");
}
/**
* clutter_stage_get_color:
* @stage: A #ClutterStage
* @color: return location for a #ClutterColor
*
* Retrieves the stage color.
*/
void
clutter_stage_get_color (ClutterStage *stage,
ClutterColor *color)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (color != NULL);
priv = stage->priv;
*color = priv->color;
}
/**
* clutter_stage_set_perspective:
* @stage: A #ClutterStage
* @perspective: A #ClutterPerspective
*
* Sets the stage perspective.
*/
void
clutter_stage_set_perspective (ClutterStage *stage,
ClutterPerspective *perspective)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (perspective != NULL);
g_return_if_fail (perspective->z_far - perspective->z_near != 0);
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;
cogl_matrix_init_identity (&priv->projection);
cogl_matrix_perspective (&priv->projection,
priv->perspective.fovy,
priv->perspective.aspect,
priv->perspective.z_near,
priv->perspective.z_far);
priv->dirty_projection = TRUE;
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 #CoglMatrix representing the
* perspective projection applied to actors on the given
* @stage.
*
* Retrieves the @stage's projection matrix. This is derived from the
* current perspective set using clutter_stage_set_perspective().
*
* Since: 1.6
*/
void
_clutter_stage_get_projection_matrix (ClutterStage *stage,
CoglMatrix *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)
{
stage->priv->dirty_projection = TRUE;
}
/*
* clutter_stage_set_viewport:
* @stage: A #ClutterStage
* @x: The X postition to render the stage at, in window coordinates
* @y: The Y position to render the stage at, in window coordinates
* @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.)
*
* Since: 1.6
*/
void
_clutter_stage_set_viewport (ClutterStage *stage,
int x,
int y,
int width,
int height)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
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;
priv->dirty_viewport = TRUE;
clutter_actor_queue_redraw (CLUTTER_ACTOR (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)
{
stage->priv->dirty_viewport = TRUE;
}
/*
* 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,
int *x,
int *y,
int *width,
int *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_set_fullscreen:
* @stage: a #ClutterStage
* @fullscreen: %TRUE to to set the stage fullscreen
*
* Asks to place the stage window in the fullscreen or unfullscreen
* states.
*
( Note that you shouldn't assume the window is definitely full screen
* afterward, because other entities (e.g. the user or window manager)
* could unfullscreen it again, and not all window managers honor
* requests to fullscreen windows.
*
* If you want to receive notification of the fullscreen state you
* should either use the #ClutterStage::fullscreen and
* #ClutterStage::unfullscreen signals, or use the notify signal
* for the #ClutterStage:fullscreen-set property
*
* Since: 1.0
*/
void
clutter_stage_set_fullscreen (ClutterStage *stage,
gboolean fullscreen)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (priv->is_fullscreen != fullscreen)
{
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
ClutterStageWindowIface *iface;
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
/* Only set if backend implements.
*
* Also see clutter_stage_event() for setting priv->is_fullscreen
* on state change event.
*/
if (iface->set_fullscreen)
iface->set_fullscreen (impl, fullscreen);
}
/* If the backend did fullscreen the stage window then we need to resize
* the stage and update its viewport so we queue a relayout. Note: if the
* fullscreen request is handled asynchronously we can't rely on this
* queue_relayout to update the viewport, but for example the X backend
* will recieve a ConfigureNotify after a successful resize which is how
* we ensure the viewport is updated on X.
*/
clutter_actor_queue_relayout (CLUTTER_ACTOR (stage));
}
/**
* clutter_stage_get_fullscreen:
* @stage: a #ClutterStage
*
* Retrieves whether the stage is full screen or not
*
* Return value: %TRUE if the stage is full screen
*
* Since: 1.0
*/
gboolean
clutter_stage_get_fullscreen (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
return stage->priv->is_fullscreen;
}
/**
* clutter_stage_set_user_resizable:
* @stage: a #ClutterStage
* @resizable: whether the stage should be user resizable.
*
* Sets if the stage is resizable by user interaction (e.g. via
* window manager controls)
*
* Since: 0.4
*/
void
clutter_stage_set_user_resizable (ClutterStage *stage,
gboolean resizable)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (clutter_feature_available (CLUTTER_FEATURE_STAGE_USER_RESIZE)
&& priv->is_user_resizable != resizable)
{
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
ClutterStageWindowIface *iface;
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
if (iface->set_user_resizable)
{
priv->is_user_resizable = resizable;
iface->set_user_resizable (impl, resizable);
g_object_notify (G_OBJECT (stage), "user-resizable");
}
}
}
/**
* clutter_stage_get_user_resizable:
* @stage: a #ClutterStage
*
* Retrieves the value set with clutter_stage_set_user_resizable().
*
* Return value: %TRUE if the stage is resizable by the user.
*
* Since: 0.4
*/
gboolean
clutter_stage_get_user_resizable (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
return stage->priv->is_user_resizable;
}
/**
* clutter_stage_show_cursor:
* @stage: a #ClutterStage
*
* Shows the cursor on the stage window
*/
void
clutter_stage_show_cursor (ClutterStage *stage)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (!priv->is_cursor_visible)
{
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
ClutterStageWindowIface *iface;
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
if (iface->set_cursor_visible)
{
priv->is_cursor_visible = TRUE;
iface->set_cursor_visible (impl, TRUE);
g_object_notify (G_OBJECT (stage), "cursor-visible");
}
}
}
/**
* clutter_stage_hide_cursor:
* @stage: a #ClutterStage
*
* Makes the cursor invisible on the stage window
*
* Since: 0.4
*/
void
clutter_stage_hide_cursor (ClutterStage *stage)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (priv->is_cursor_visible)
{
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
ClutterStageWindowIface *iface;
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
if (iface->set_cursor_visible)
{
priv->is_cursor_visible = FALSE;
iface->set_cursor_visible (impl, FALSE);
g_object_notify (G_OBJECT (stage), "cursor-visible");
}
}
}
/**
* 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 dimention of pixels to be read, or -1 for the
* entire stage width
* @height: Height dimention 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: 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)
{
guchar *pixels;
GLint viewport[4];
gint rowstride;
gint stage_width, stage_height;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
/* according to glReadPixels documentation pixels outside the viewport are
* undefined, but no error should be provoked, thus this is probably unnneed.
*/
g_return_val_if_fail (x >= 0 && y >= 0, NULL);
/* Force a redraw of the stage before reading back pixels */
clutter_stage_ensure_current (stage);
clutter_actor_paint (CLUTTER_ACTOR (stage));
glGetIntegerv (GL_VIEWPORT, viewport);
stage_width = viewport[2];
stage_height = viewport[3];
if (width < 0 || width > stage_width)
width = stage_width;
if (height < 0 || height > stage_height)
height = stage_height;
rowstride = width * 4;
pixels = g_malloc (height * rowstride);
cogl_read_pixels (x, y, width, height,
COGL_READ_PIXELS_COLOR_BUFFER,
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.
*
* 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,
gint x,
gint y)
{
return _clutter_do_pick (stage, x, y, pick_mode);
}
/**
* clutter_stage_event:
* @stage: a #ClutterStage
* @event: a #ClutterEvent
*
* This function is used to emit an event on the main stage.
*
* You should rarely need to use this function, except for
* synthetised events.
*
* Return value: the return value from the signal emission
*
* Since: 0.4
*/
gboolean
clutter_stage_event (ClutterStage *stage,
ClutterEvent *event)
{
ClutterStagePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
g_return_val_if_fail (event != NULL, FALSE);
priv = stage->priv;
if (event->type == CLUTTER_DELETE)
{
gboolean retval = FALSE;
g_signal_emit_by_name (stage, "event", event, &retval);
if (!retval)
g_signal_emit_by_name (stage, "delete-event", event, &retval);
return retval;
}
if (event->type != CLUTTER_STAGE_STATE)
return FALSE;
/* emit raw event */
if (clutter_actor_event (CLUTTER_ACTOR (stage), event, FALSE))
return TRUE;
if (event->stage_state.changed_mask & CLUTTER_STAGE_STATE_FULLSCREEN)
{
if (event->stage_state.new_state & CLUTTER_STAGE_STATE_FULLSCREEN)
{
priv->is_fullscreen = TRUE;
g_signal_emit (stage, stage_signals[FULLSCREEN], 0);
g_object_notify (G_OBJECT (stage), "fullscreen-set");
}
else
{
priv->is_fullscreen = FALSE;
g_signal_emit (stage, stage_signals[UNFULLSCREEN], 0);
g_object_notify (G_OBJECT (stage), "fullscreen-set");
}
}
if (event->stage_state.changed_mask & CLUTTER_STAGE_STATE_ACTIVATED)
{
if (event->stage_state.new_state & CLUTTER_STAGE_STATE_ACTIVATED)
g_signal_emit (stage, stage_signals[ACTIVATE], 0);
else
g_signal_emit (stage, stage_signals[DEACTIVATE], 0);
}
return TRUE;
}
/**
* 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 (G_OBJECT (stage), "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
**/
G_CONST_RETURN gchar *
clutter_stage_get_title (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
return stage->priv->title;
}
static void
on_key_focused_weak_notify (gpointer data,
GObject *where_the_object_was)
{
ClutterStagePrivate *priv;
ClutterStage *stage = CLUTTER_STAGE (data);
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
priv->key_focused_actor = NULL;
/* focused actor has dissapeared - fall back to stage
* FIXME: need some kind of signal dance/block here.
*/
clutter_stage_set_key_focus (stage, NULL);
}
/**
* 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;
if (priv->key_focused_actor == actor)
return;
if (priv->key_focused_actor)
{
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 and we'd
* get re-entrant call and get glib critical from g_object_weak_unref
*/
g_object_weak_unref (G_OBJECT (priv->key_focused_actor),
on_key_focused_weak_notify,
stage);
priv->key_focused_actor = NULL;
g_signal_emit_by_name (old_focused_actor, "key-focus-out");
}
else
g_signal_emit_by_name (stage, "key-focus-out");
/* 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)
{
priv->key_focused_actor = actor;
g_object_weak_ref (G_OBJECT (actor),
on_key_focused_weak_notify,
stage);
g_signal_emit_by_name (priv->key_focused_actor, "key-focus-in");
}
else
g_signal_emit_by_name (stage, "key-focus-in");
g_object_notify (G_OBJECT (stage), "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);
}
/**
* clutter_stage_get_use_fog:
* @stage: the #ClutterStage
*
* Gets whether the depth cueing effect is enabled on @stage.
*
* Return value: %TRUE if the the depth cueing effect is enabled
*
* Since: 0.6
*/
gboolean
clutter_stage_get_use_fog (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
return stage->priv->use_fog;
}
/**
* clutter_stage_set_use_fog:
* @stage: the #ClutterStage
* @fog: %TRUE for enabling the depth cueing effect
*
* Sets whether the depth cueing effect on the stage should be enabled
* or not.
*
* Depth cueing is a 3D effect that makes actors farther away from the
* viewing point less opaque, by fading them with the stage color.
* The parameters of the GL fog used can be changed using the
* clutter_stage_set_fog() function.
*
* Since: 0.6
*/
void
clutter_stage_set_use_fog (ClutterStage *stage,
gboolean fog)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (priv->use_fog != fog)
{
priv->use_fog = fog;
CLUTTER_NOTE (MISC, "%s depth-cueing inside stage",
priv->use_fog ? "enabling" : "disabling");
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
g_object_notify (G_OBJECT (stage), "use-fog");
}
}
/**
* clutter_stage_set_fog:
* @stage: the #ClutterStage
* @fog: a #ClutterFog structure
*
* Sets the fog (also known as "depth cueing") settings for the @stage.
*
* A #ClutterStage will only use a linear fog progression, which
* depends solely on the distance from the viewer. The cogl_set_fog()
* function in COGL exposes more of the underlying implementation,
* and allows changing the for progression function. It can be directly
* used by disabling the #ClutterStage:use-fog property and connecting
* a signal handler to the #ClutterActor::paint signal on the @stage,
* like:
*
* |[
* clutter_stage_set_use_fog (stage, FALSE);
* g_signal_connect (stage, "paint", G_CALLBACK (on_stage_paint), NULL);
* ]|
*
* The paint signal handler will call cogl_set_fog() with the
* desired settings:
*
* |[
* static void
* on_stage_paint (ClutterActor *actor)
* {
* ClutterColor stage_color = { 0, };
* CoglColor fog_color = { 0, };
*
* /&ast; set the fog color to the stage background color &ast;/
* clutter_stage_get_color (CLUTTER_STAGE (actor), &amp;stage_color);
* cogl_color_init_from_4ub (&amp;fog_color,
* stage_color.red,
* stage_color.green,
* stage_color.blue,
* stage_color.alpha);
*
* /&ast; enable fog &ast;/
* cogl_set_fog (&amp;fog_color,
* COGL_FOG_MODE_EXPONENTIAL, /&ast; mode &ast;/
* 0.5, /&ast; density &ast;/
* 5.0, 30.0); /&ast; z_near and z_far &ast;/
* }
* ]|
*
* <note>The fogging functions only work correctly when the visible actors use
* unmultiplied alpha colors. By default Cogl will premultiply textures and
* cogl_set_source_color() will premultiply colors, so unless you explicitly
* load your textures requesting an unmultiplied internal format and use
* cogl_material_set_color() you can only use fogging with fully opaque actors.
* Support for premultiplied colors will improve in the future when we can
* depend on fragment shaders.</note>
*
* Since: 0.6
*/
void
clutter_stage_set_fog (ClutterStage *stage,
ClutterFog *fog)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (fog != NULL);
priv = stage->priv;
priv->fog = *fog;
if (priv->use_fog)
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
}
/**
* clutter_stage_get_fog:
* @stage: the #ClutterStage
* @fog: return location for a #ClutterFog structure
*
* Retrieves the current depth cueing settings from the stage.
*
* Since: 0.6
*/
void
clutter_stage_get_fog (ClutterStage *stage,
ClutterFog *fog)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (fog != NULL);
*fog = stage->priv->fog;
}
/*** 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);
}
GType
clutter_perspective_get_type (void)
{
static GType our_type = 0;
if (!our_type)
our_type = g_boxed_type_register_static (I_("ClutterPerspective"),
clutter_perspective_copy,
clutter_perspective_free);
return our_type;
}
static gpointer
clutter_fog_copy (gpointer data)
{
if (G_LIKELY (data))
return g_slice_dup (ClutterFog, data);
return NULL;
}
static void
clutter_fog_free (gpointer data)
{
if (G_LIKELY (data))
g_slice_free (ClutterFog, data);
}
GType
clutter_fog_get_type (void)
{
static GType our_type = 0;
if (G_UNLIKELY (our_type == 0))
our_type = g_boxed_type_register_static (I_("ClutterFog"),
clutter_fog_copy,
clutter_fog_free);
return our_type;
}
/**
* clutter_stage_new:
*
* Creates a new, non-default stage. A non-default stage is a new
* top-level actor which can be used as another container. It works
* exactly like the default stage, but while clutter_stage_get_default()
* will always return the same instance, you will have to keep a pointer
* to any #ClutterStage returned by clutter_stage_create().
*
* The ability to support multiple stages depends on the current
* backend. Use clutter_feature_available() and
* %CLUTTER_FEATURE_STAGE_MULTIPLE to check at runtime whether a
* backend supports multiple stages.
*
* Return value: a new stage, or %NULL if the default backend does
* not support multiple stages. Use clutter_actor_destroy() to
* programmatically close the returned stage.
*
* Since: 0.8
*/
ClutterActor *
clutter_stage_new (void)
{
if (!clutter_feature_available (CLUTTER_FEATURE_STAGE_MULTIPLE))
{
g_warning ("Unable to create a new stage: the %s backend does not "
"support multiple stages.",
CLUTTER_FLAVOUR);
return NULL;
}
/* The stage manager will grab the floating reference when the stage
is added to it in the constructor */
return g_object_new (CLUTTER_TYPE_STAGE, NULL);
}
/**
* clutter_stage_ensure_current:
* @stage: the #ClutterStage
*
* This function essentially makes sure the right GL context is
* current for the passed stage. It is not intended to
* be used by applications.
*
* Since: 0.8
*/
void
clutter_stage_ensure_current (ClutterStage *stage)
{
ClutterBackend *backend;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
backend = clutter_get_default_backend ();
_clutter_backend_ensure_context (backend, stage);
}
/**
* 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));
}
void
_clutter_stage_maybe_setup_viewport (ClutterStage *stage)
{
ClutterStagePrivate *priv = stage->priv;
if (priv->dirty_viewport)
{
CLUTTER_NOTE (PAINT,
"Setting up the viewport { w:%d, h:%d }",
priv->viewport[2], priv->viewport[3]);
cogl_set_viewport (priv->viewport[0],
priv->viewport[1],
priv->viewport[2],
priv->viewport[3]);
}
if (priv->dirty_projection)
cogl_set_projection_matrix (&priv->projection);
}
/**
* clutter_stage_ensure_redraw:
* @stage: a #ClutterStage
*
* Ensures that @stage is redrawn
*
* 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_redraw (ClutterStage *stage)
{
ClutterMasterClock *master_clock;
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
priv->relayout_pending = TRUE;
priv->redraw_pending = TRUE;
master_clock = _clutter_master_clock_get_default ();
_clutter_master_clock_start_running (master_clock);
}
/**
* clutter_stage_queue_redraw:
* @stage: the #ClutterStage
*
* Queues a redraw for the passed stage.
*
* <note>Applications should call clutter_actor_queue_redraw() and not
* this function.</note>
*
* <note>This function is just a wrapper for clutter_actor_queue_redraw()
* and should probably go away.</note>
*
* Since: 0.8
*/
void
clutter_stage_queue_redraw (ClutterStage *stage)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
}
/**
* clutter_stage_is_default:
* @stage: a #ClutterStage
*
* Checks if @stage is the default stage, or an instance created using
* clutter_stage_new() but internally using the same implementation.
*
* Return value: %TRUE if the passed stage is the default one
*
* Since: 0.8
*/
gboolean
clutter_stage_is_default (ClutterStage *stage)
{
ClutterStageWindow *impl;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
if (CLUTTER_ACTOR (stage) == clutter_stage_get_default ())
return TRUE;
impl = _clutter_stage_get_window (stage);
if (impl == _clutter_stage_get_default_window ())
return TRUE;
return FALSE;
}
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)
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)
{
ClutterActor *stage = clutter_stage_get_default ();
return _clutter_stage_get_window (CLUTTER_STAGE (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_use_alpha:
* @stage: a #ClutterStage
* @use_alpha: whether the stage should honour the opacity or the
* alpha channel of the stage color
*
* Sets whether the @stage should honour the #ClutterActor:opacity and
* the alpha channel of the #ClutterStage:color
*
* Since: 1.2
*/
void
clutter_stage_set_use_alpha (ClutterStage *stage,
gboolean use_alpha)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (priv->use_alpha != use_alpha)
{
priv->use_alpha = use_alpha;
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
g_object_notify (G_OBJECT (stage), "use-alpha");
}
}
/**
* clutter_stage_get_use_alpha:
* @stage: a #ClutterStage
*
* Retrieves the value set using clutter_stage_set_use_alpha()
*
* Return value: %TRUE if the stage should honour the opacity and the
* alpha channel of the stage color
*
* Since: 1.2
*/
gboolean
clutter_stage_get_use_alpha (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
return stage->priv->use_alpha;
}
/**
* 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
*
* This function has no effect if @stage is fullscreen
*
* 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;
}
/* Returns the number of swap buffers pending completion for the stage */
int
_clutter_stage_get_pending_swaps (ClutterStage *stage)
{
ClutterStageWindow *stage_window;
if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
return 0;
stage_window = _clutter_stage_get_window (stage);
if (stage_window == NULL)
return 0;
return _clutter_stage_window_get_pending_swaps (stage_window);
}
/**
* clutter_stage_set_no_clear_hint:
* @stage: a #ClutterStage
* @no_clear: %TRUE if the @stage should not clear itself on every
* repaint cycle
*
* Sets whether the @stage should clear itself at the beginning
* of each paint cycle or not.
*
* Clearing the #ClutterStage can be a costly operation, especially
* if the stage is always covered - for instance, in a full-screen
* video player or in a game with a background texture.
*
* <note><para>This setting is a hint; Clutter might discard this
* hint depending on its internal state.</para></note>
*
* <warning><para>If parts of the stage are visible and you disable
* clearing you might end up with visual artifacts while painting the
* contents of the stage.</para></warning>
*
* Since: 1.4
*/
void
clutter_stage_set_no_clear_hint (ClutterStage *stage,
gboolean no_clear)
{
ClutterStagePrivate *priv;
ClutterStageHint new_hints;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
new_hints = priv->stage_hints;
if (no_clear)
new_hints |= CLUTTER_STAGE_NO_CLEAR_ON_PAINT;
else
new_hints &= ~CLUTTER_STAGE_NO_CLEAR_ON_PAINT;
if (priv->stage_hints == new_hints)
return;
priv->stage_hints = new_hints;
g_object_notify (G_OBJECT (stage), "no-clear-hint");
}
/**
* clutter_stage_get_no_clear_hint:
* @stage: a #ClutterStage
*
* Retrieves the hint set with clutter_stage_set_no_clear_hint()
*
* Return value: %TRUE if the stage should not clear itself on every paint
* cycle, and %FALSE otherwise
*
* Since: 1.4
*/
gboolean
clutter_stage_get_no_clear_hint (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
return (stage->priv->stage_hints & CLUTTER_STAGE_NO_CLEAR_ON_PAINT) != 0;
}
gboolean
_clutter_stage_get_pick_buffer_valid (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
return stage->priv->have_valid_pick_buffer;
}
void
_clutter_stage_set_pick_buffer_valid (ClutterStage *stage,
gboolean valid)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
stage->priv->have_valid_pick_buffer = !!valid;
}
void
_clutter_stage_increment_picks_per_frame_counter (ClutterStage *stage)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
stage->priv->picks_per_frame++;
}
void
_clutter_stage_reset_picks_per_frame_counter (ClutterStage *stage)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
stage->priv->picks_per_frame = 0;
}
guint
_clutter_stage_get_picks_per_frame_counter (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), 0);
return stage->priv->picks_per_frame;
}
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);
}
/* The is an out-of-band paramater available while painting that
* can be used to cull actors. */
const ClutterGeometry *
_clutter_stage_get_clip (ClutterStage *stage)
{
return stage->priv->current_paint_clip;
}