mutter/clutter/clutter-main.c
Matthew Allum c13b025083 2006-08-14 Matthew Allum <mallum@openedhand.com>
* clutter/Makefile.am:
        * clutter/clutter-behaviour.c:
        * clutter/clutter-behaviour.h:
        * clutter/clutter-behaviours.c:
        * clutter/clutter-behaviours.h:
        * clutter/clutter-timeline.c:
        * clutter/clutter-timeline.h:
        Add very initial new behaviour functionality.

        * clutter/clutter-stage.c:
        * clutter/clutter-main.c:
        * clutter/clutter-actor.c:
        Improve clipping using stencil test rather than scissor check.
        ( Should now handle rotated clips etc ).

        * clutter/clutter-group.c: (clutter_group_paint):
        Fix typo on position check.
2006-08-13 23:55:52 +00:00

597 lines
13 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
/**
* SECTION:clutter-main
* @short_description: Various 'global' clutter functions.
*
* Functions to retrieve various global Clutter resources and other utility
* functions for mainloops, events and threads
*/
#include "config.h"
#include <stdlib.h>
#include "clutter-main.h"
#include "clutter-feature.h"
#include "clutter-actor.h"
#include "clutter-stage.h"
#include "clutter-private.h"
#include <gst/gst.h> /* for gst_init() */
typedef struct
{
GSource source;
Display *display;
GPollFD event_poll_fd;
}
ClutterXEventSource;
typedef void (*ClutterXEventFunc) (XEvent *xev, gpointer user_data);
static gboolean __clutter_has_debug = FALSE;
static gboolean __clutter_has_fps = FALSE;
static ClutterMainContext *ClutterCntx = NULL;
static gboolean
x_event_prepare (GSource *source,
gint *timeout)
{
Display *display = ((ClutterXEventSource*)source)->display;
*timeout = -1;
return XPending (display);
}
static gboolean
x_event_check (GSource *source)
{
ClutterXEventSource *display_source = (ClutterXEventSource*)source;
gboolean retval;
if (display_source->event_poll_fd.revents & G_IO_IN)
retval = XPending (display_source->display);
else
retval = FALSE;
return retval;
}
static gboolean
x_event_dispatch (GSource *source,
GSourceFunc callback,
gpointer user_data)
{
Display *display = ((ClutterXEventSource*)source)->display;
ClutterXEventFunc event_func = (ClutterXEventFunc) callback;
XEvent xev;
if (XPending (display))
{
XNextEvent (display, &xev);
if (event_func)
(*event_func) (&xev, user_data);
}
return TRUE;
}
static const GSourceFuncs x_event_funcs = {
x_event_prepare,
x_event_check,
x_event_dispatch,
NULL
};
static void
translate_key_event (ClutterKeyEvent *event,
XEvent *xevent)
{
event->type = xevent->xany.type
== KeyPress ? CLUTTER_KEY_PRESS : CLUTTER_KEY_RELEASE;
event->time = xevent->xkey.time;
event->modifier_state = xevent->xkey.state; /* FIXME: handle modifiers */
event->hardware_keycode = xevent->xkey.keycode;
event->keyval = XKeycodeToKeysym(xevent->xkey.display,
xevent->xkey.keycode,
0 ); /* FIXME: index with modifiers */
}
static void
translate_button_event (ClutterButtonEvent *event,
XEvent *xevent)
{
/* FIXME: catch double click */
CLUTTER_DBG("button event at %ix%i", xevent->xbutton.x, xevent->xbutton.y);
event->type = xevent->xany.type
== ButtonPress ? CLUTTER_BUTTON_PRESS : CLUTTER_BUTTON_RELEASE;
event->time = xevent->xbutton.time;
event->x = xevent->xbutton.x;
event->y = xevent->xbutton.y;
event->modifier_state = xevent->xbutton.state; /* includes button masks */
event->button = xevent->xbutton.button;
}
static void
translate_motion_event (ClutterMotionEvent *event,
XEvent *xevent)
{
event->type = CLUTTER_MOTION;
event->time = xevent->xbutton.time;
event->x = xevent->xmotion.x;
event->y = xevent->xmotion.y;
event->modifier_state = xevent->xmotion.state;
}
static void
clutter_dispatch_x_event (XEvent *xevent,
gpointer data)
{
ClutterMainContext *ctx = CLUTTER_CONTEXT ();
ClutterEvent event;
ClutterStage *stage = ctx->stage;
gboolean emit_input_event = FALSE;
switch (xevent->type)
{
case Expose:
{
XEvent foo_xev;
/* Cheap compress */
while (XCheckTypedWindowEvent(ctx->xdpy,
xevent->xexpose.window,
Expose,
&foo_xev));
/* FIXME: need to make stage an 'actor' so can que
* a paint direct from there rather than hack here...
*/
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
}
break;
case KeyPress:
translate_key_event ((ClutterKeyEvent *) &event, xevent);
g_signal_emit_by_name (stage, "key-press-event", &event);
emit_input_event = TRUE;
break;
case KeyRelease:
translate_key_event ((ClutterKeyEvent *) &event, xevent);
g_signal_emit_by_name (stage, "key-release-event", &event);
emit_input_event = TRUE;
break;
case ButtonPress:
translate_button_event ((ClutterButtonEvent *) &event, xevent);
g_signal_emit_by_name (stage, "button-press-event", &event);
emit_input_event = TRUE;
break;
case ButtonRelease:
translate_button_event ((ClutterButtonEvent *) &event, xevent);
g_signal_emit_by_name (stage, "button-release-event", &event);
emit_input_event = TRUE;
break;
case MotionNotify:
translate_motion_event ((ClutterMotionEvent *) &event, xevent);
g_signal_emit_by_name (stage, "motion-event", &event);
emit_input_event = TRUE;
break;
}
if (emit_input_event)
g_signal_emit_by_name (stage, "input-event", &event);
}
static void
events_init()
{
GMainContext *gmain_context;
int connection_number;
GSource *source;
ClutterXEventSource *display_source;
gmain_context = g_main_context_default ();
g_main_context_ref (gmain_context);
connection_number = ConnectionNumber (ClutterCntx->xdpy);
source = g_source_new ((GSourceFuncs *)&x_event_funcs,
sizeof (ClutterXEventSource));
display_source = (ClutterXEventSource *)source;
display_source->event_poll_fd.fd = connection_number;
display_source->event_poll_fd.events = G_IO_IN;
display_source->display = ClutterCntx->xdpy;
g_source_add_poll (source, &display_source->event_poll_fd);
g_source_set_can_recurse (source, TRUE);
g_source_set_callback (source,
(GSourceFunc) clutter_dispatch_x_event,
NULL /* no userdata */, NULL);
g_source_attach (source, gmain_context);
g_source_unref (source);
}
static gboolean
clutter_want_fps(void)
{
return __clutter_has_fps;
}
/**
* clutter_redraw:
*
* FIXME
*/
void
clutter_redraw (void)
{
ClutterMainContext *ctx = CLUTTER_CONTEXT();
ClutterStage *stage = ctx->stage;
ClutterColor stage_color;
static GTimer *timer = NULL;
static guint timer_n_frames = 0;
/* FIXME: Should move all this into stage...
*/
CLUTTER_DBG("@@@ Redraw enter @@@");
clutter_threads_enter ();
if (clutter_want_fps ())
{
if (!timer)
timer = g_timer_new ();
}
clutter_stage_get_color (stage, &stage_color);
glClearColor(((float) stage_color.red / 0xff * 1.0),
((float) stage_color.green / 0xff * 1.0),
((float) stage_color.blue / 0xff * 1.0),
0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
clutter_actor_paint (CLUTTER_ACTOR (stage));
if (clutter_stage_get_xwindow (stage))
{
#if 0
unsigned int retraceCount;
/* Wait for vertical retrace */
/* glXGetVideoSyncSGI(&retraceCount); */
/* glXWaitVideoSyncSGI(2, (retraceCount+1)%2, &retraceCount); */
glXWaitVideoSyncSGI(1, 0, &retraceCount);
#endif
glXSwapBuffers(ctx->xdpy, clutter_stage_get_xwindow (stage));
}
else
{
glXWaitGL();
CLUTTER_GLERR();
}
if (clutter_want_fps ())
{
timer_n_frames++;
if (g_timer_elapsed (timer, NULL) >= 1.0)
{
g_print ("*** FPS: %i ***\n", timer_n_frames);
timer_n_frames = 0;
g_timer_start (timer);
}
}
clutter_threads_leave ();
CLUTTER_DBG("@@@ Redraw leave @@@");
}
/**
* clutter_main_quit:
*
* Terminates the Clutter mainloop.
*/
void
clutter_main_quit (void)
{
ClutterMainContext *context = CLUTTER_CONTEXT ();
g_return_if_fail (context->main_loops != NULL);
g_main_loop_quit (context->main_loops->data);
}
/**
* clutter_main_level:
*
* Retrieves the depth of the Clutter mainloop.
*
* Return value: The level of the mainloop.
*/
gint
clutter_main_level (void)
{
ClutterMainContext *context = CLUTTER_CONTEXT ();
return context->main_loop_level;
}
/**
* clutter_main:
*
* Starts the Clutter mainloop.
*/
void
clutter_main (void)
{
ClutterMainContext *context = CLUTTER_CONTEXT ();
GMainLoop *loop;
if (!context->is_initialized)
{
g_warning ("Called clutter_main() but Clutter wasn't initialised. "
"You must call clutter_init() first.");
return;
}
context->main_loop_level++;
loop = g_main_loop_new (NULL, TRUE);
context->main_loops = g_slist_prepend (context->main_loops, loop);
if (g_main_loop_is_running (context->main_loops->data))
{
g_main_loop_run (loop);
}
context->main_loops = g_slist_remove (context->main_loops, loop);
g_main_loop_unref (loop);
context->main_loop_level--;
if (context->main_loop_level == 0)
{
clutter_actor_destroy (CLUTTER_ACTOR (context->stage));
g_free (context);
}
}
/**
* clutter_threads_enter:
*
* Locks the Clutter thread lock.
*/
void
clutter_threads_enter(void)
{
ClutterMainContext *context = CLUTTER_CONTEXT ();
g_mutex_lock (context->gl_lock);
}
/**
* clutter_threads_leave:
*
* Unlocks the Clutter thread lock.
*/
void
clutter_threads_leave (void)
{
ClutterMainContext *context = CLUTTER_CONTEXT ();
g_mutex_unlock (context->gl_lock);
}
/**
* clutter_xdisplay:
*
* Retrieves the X display that Clutter is using
*
* Return value: A pointer to an X Display structure.
*/
Display*
clutter_xdisplay (void)
{
return ClutterCntx->xdpy;
}
/**
* clutter_xscreen:
*
* Retrieves the X screen that Clutter is using.
*
* Return value: the X screen ID
*/
int
clutter_xscreen (void)
{
return ClutterCntx->xscreen;
}
/**
* clutter_root_xwindow:
*
* FIXME
*
* Return value: FIXME
*/
Window
clutter_root_xwindow (void)
{
return ClutterCntx->xwin_root;
}
/**
* clutter_want_debug:
*
* Check if clutter has debugging turned on.
*
* Return value: TRUE if debugging is turned on, FALSE otherwise.
*/
gboolean
clutter_want_debug (void)
{
return __clutter_has_debug;
}
ClutterMainContext*
clutter_context_get_default (void)
{
if (!ClutterCntx)
{
ClutterMainContext *ctx;
ctx = g_new0 (ClutterMainContext, 1);
ctx->is_initialized = FALSE;
ClutterCntx = ctx;
}
return ClutterCntx;
}
static gboolean
is_gl_version_at_least_12 (void)
{
#define NON_VENDOR_VERSION_MAX_LEN 32
gchar non_vendor_version[NON_VENDOR_VERSION_MAX_LEN];
const gchar *version;
gint i = 0;
version = (const gchar*)glGetString(GL_VERSION);
while ( ((version[i] <= '9' && version[i] >= '0') || version[i] == '.')
&& i < NON_VENDOR_VERSION_MAX_LEN)
{
non_vendor_version[i] = version[i];
i++;
}
non_vendor_version[i] = '\0';
if (strstr (non_vendor_version, "1.0") == NULL
&& strstr (non_vendor_version, "1.0") == NULL)
return TRUE;
return FALSE;
}
/**
* clutter_init:
* @argc: The number of arguments in @argv
* @argv: A pointer to an array of arguments.
*
* Initialises Clutter.
*
* Return value: 1 on success, < 0 on failure.
*/
int
clutter_init (int *argc, char ***argv)
{
ClutterMainContext *context;
static gboolean is_initialized = FALSE;
if (is_initialized)
return 1;
context = clutter_context_get_default ();
if (g_getenv ("CLUTTER_DEBUG"))
__clutter_has_debug = TRUE;
if (g_getenv ("CLUTTER_SHOW_FPS"))
__clutter_has_fps = TRUE;
g_type_init();
if (!g_thread_supported ())
g_thread_init (NULL);
XInitThreads();
gst_init (argc, argv);
context->main_loops = NULL;
context->main_loop_level = 0;
if ((context->xdpy = XOpenDisplay (g_getenv ("DISPLAY"))) == NULL)
{
g_critical ("Unable to connect to X DISPLAY.");
return -1;
}
context->xscreen = DefaultScreen(context->xdpy);
context->xwin_root = RootWindow(context->xdpy,
context->xscreen);
context->font_map = PANGO_FT2_FONT_MAP (pango_ft2_font_map_new ());
pango_ft2_font_map_set_resolution (context->font_map, 96.0, 96.0);
context->gl_lock = g_mutex_new ();
context->stage = CLUTTER_STAGE (clutter_stage_get_default ());
g_return_val_if_fail (CLUTTER_IS_STAGE (context->stage), -3);
g_object_ref_sink (context->stage);
/* Realize to get context */
clutter_actor_realize (CLUTTER_ACTOR (context->stage));
g_return_val_if_fail
(CLUTTER_ACTOR_IS_REALIZED(CLUTTER_ACTOR(context->stage)), -4);
/* At least GL 1.2 is needed for CLAMP_TO_EDGE */
g_return_val_if_fail(is_gl_version_at_least_12 (), -5);
/* Check available features */
clutter_feature_init ();
events_init ();
context->is_initialized = TRUE;
return 1;
}