mutter/clutter/clutter-stage.c
2009-06-09 14:47:36 +01:00

1927 lines
53 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-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-backend.h"
#include "clutter-stage.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 "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))
struct _ClutterStagePrivate
{
/* the stage implementation */
ClutterActor *impl;
ClutterColor color;
ClutterPerspective perspective;
ClutterFog fog;
gchar *title;
ClutterActor *key_focused_actor;
guint update_idle; /* repaint idler id */
guint is_fullscreen : 1;
guint is_offscreen : 1;
guint is_cursor_visible : 1;
guint is_user_resizable : 1;
guint use_fog : 1;
};
enum
{
PROP_0,
PROP_COLOR,
PROP_FULLSCREEN_SET,
PROP_OFFSCREEN,
PROP_CURSOR_VISIBLE,
PROP_PERSPECTIVE,
PROP_TITLE,
PROP_USER_RESIZE,
PROP_USE_FOG,
PROP_FOG
};
enum
{
FULLSCREEN,
UNFULLSCREEN,
ACTIVATE,
DEACTIVATE,
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;
g_assert (priv->impl != NULL);
CLUTTER_ACTOR_GET_CLASS (priv->impl)->get_preferred_width (priv->impl,
for_height,
min_width_p,
natural_width_p);
}
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;
g_assert (priv->impl != NULL);
CLUTTER_ACTOR_GET_CLASS (priv->impl)->get_preferred_height (priv->impl,
for_width,
min_height_p,
natural_height_p);
}
static void
clutter_stage_allocate (ClutterActor *self,
const ClutterActorBox *box,
ClutterAllocationFlags flags)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
gboolean origin_changed;
origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED) ? TRUE : FALSE;
g_assert (priv->impl != NULL);
/* 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)",
(int) (box->x2 - box->x1),
(int) (box->y2 - box->y1),
origin_changed ? "changed" : "not changed");
klass = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class);
klass->allocate (self, box, flags);
klass = CLUTTER_ACTOR_GET_CLASS (priv->impl);
klass->allocate (priv->impl, box, flags);
}
else
{
ClutterActorBox override = { 0, };
ClutterActorClass *klass;
gfloat natural_width, natural_height;
/* propagate the allocation */
klass = CLUTTER_ACTOR_GET_CLASS (priv->impl);
klass->allocate (self, box, flags);
/* get the preferred size from the backend */
clutter_actor_get_preferred_size (priv->impl,
NULL, NULL,
&natural_width, &natural_height);
override.x1 = 0;
override.y1 = 0;
override.x2 = natural_width;
override.y2 = natural_height;
CLUTTER_NOTE (LAYOUT,
"Overrigin original allocation of %dx%d "
"with %dx%d (origin %s)",
(int) (box->x2 - box->x1),
(int) (box->y2 - box->y1),
(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);
}
}
static void
clutter_stage_paint (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
CoglColor stage_color;
CLUTTER_NOTE (PAINT, "Initializing stage paint");
cogl_color_set_from_4ub (&stage_color,
priv->color.red,
priv->color.green,
priv->color.blue,
priv->color.alpha);
cogl_clear (&stage_color,
COGL_BUFFER_BIT_COLOR |
COGL_BUFFER_BIT_DEPTH);
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 ();
CLUTTER_NOTE (PAINT, "Proxying the paint to the stage implementation");
clutter_actor_paint (priv->impl);
/* 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)
{
/* Paint nothing, cogl_paint_init() effectively paints the stage
* silhouette for us - see _clutter_do_pick().
* Chain up to the groups paint howerer so our children get picked
* - clutter_group_pick
*/
CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->pick (self, color);
}
static void
clutter_stage_realize (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
/* Make sure the viewport and projection matrix are valid for the
* first paint (which will likely occur before the ConfigureNotify
* is received)
*/
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_SYNC_MATRICES);
g_assert (priv->impl != NULL);
clutter_actor_realize (priv->impl);
/* ensure that the stage is using the context if the
* realization sequence was successful
*/
if (CLUTTER_ACTOR_IS_REALIZED (priv->impl))
clutter_stage_ensure_current (CLUTTER_STAGE (self));
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_actor_unrealize (priv->impl);
clutter_stage_ensure_current (CLUTTER_STAGE (self));
}
static void
clutter_stage_show (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
ClutterStageWindow *impl;
CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->show (self);
g_assert (priv->impl != NULL);
impl = CLUTTER_STAGE_WINDOW (priv->impl);
CLUTTER_STAGE_WINDOW_GET_IFACE (impl)->show (impl, TRUE);
}
static void
clutter_stage_hide (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
ClutterStageWindow *impl;
g_assert (priv->impl != NULL);
impl = CLUTTER_STAGE_WINDOW (priv->impl);
CLUTTER_STAGE_WINDOW_GET_IFACE (impl)->hide (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;
gfloat natural_width, natural_height;
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_actor_get_preferred_size (CLUTTER_ACTOR (priv->impl),
NULL, NULL,
&natural_width, &natural_height);
box.x1 = 0;
box.y1 = 0;
box.x2 = natural_width;
box.y2 = natural_height;
clutter_actor_allocate (CLUTTER_ACTOR (stage),
&box,
CLUTTER_ALLOCATION_NONE);
}
static gboolean
redraw_update_idle (gpointer user_data)
{
ClutterStage *stage = user_data;
ClutterStagePrivate *priv = stage->priv;
ClutterMasterClock *master_clock;
/* before we redraw we advance the master clock of one tick; this means
* that all the timelines that need advancing will be advanced by one
* frame. this will cause multiple redraw requests, so we do this before
* we ask for a relayout and before we do the actual redraw. this ensures
* that we paint the most updated scenegraph state and that all animations
* are in sync with the paint process.
*/
CLUTTER_NOTE (PAINT, "Avdancing master clock");
master_clock = _clutter_master_clock_get_default ();
_clutter_master_clock_advance (master_clock);
/* run the (eventual) repaint functions; since those might end up queuing
* a relayout or a redraw we need to execute them before maybe_relayout()
*/
CLUTTER_NOTE (PAINT, "Repaint functions");
_clutter_run_repaint_functions ();
/* clutter_do_redraw() will also call maybe_relayout(), but since a relayout
* can queue a redraw, we want to do the relayout before we clear the
* update_idle to avoid painting the stage twice. Calling maybe_relayout()
* twice in a row is cheap because of caching of requested and allocated
* size.
*/
_clutter_stage_maybe_relayout (CLUTTER_ACTOR (stage));
/* redrawing will advance the master clock */
CLUTTER_NOTE (PAINT, "redrawing via idle for stage[%p]", stage);
_clutter_do_redraw (stage);
/* reset the guard, so that new redraws are possible */
priv->update_idle = 0;
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 FALSE;
}
static void
clutter_stage_real_queue_redraw (ClutterActor *actor,
ClutterActor *leaf)
{
ClutterStage *stage = CLUTTER_STAGE (actor);
ClutterStagePrivate *priv = stage->priv;
CLUTTER_NOTE (PAINT, "Redraw request number %lu",
CLUTTER_CONTEXT ()->redraw_count + 1);
if (priv->update_idle == 0)
{
CLUTTER_NOTE (PAINT, "Adding idle source for stage: %p", stage);
priv->update_idle =
clutter_threads_add_idle_full (CLUTTER_PRIORITY_REDRAW,
redraw_update_idle,
stage,
NULL);
}
else
CLUTTER_CONTEXT ()->redraw_count += 1;
}
static void
set_offscreen_while_unrealized (ClutterActor *actor,
void *data)
{
CLUTTER_STAGE (actor)->priv->is_offscreen = GPOINTER_TO_INT (data);
}
static void
clutter_stage_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterStage *stage;
ClutterStagePrivate *priv;
ClutterActor *actor;
stage = CLUTTER_STAGE (object);
actor = CLUTTER_ACTOR (stage);
priv = stage->priv;
switch (prop_id)
{
case PROP_COLOR:
clutter_stage_set_color (stage, clutter_value_get_color (value));
break;
case PROP_OFFSCREEN:
{
gboolean was_showing;
if (priv->is_offscreen == g_value_get_boolean (value))
return;
was_showing = CLUTTER_ACTOR_IS_VISIBLE (actor);
/* Backend needs to check this prop and handle accordingly
* in realise.
* FIXME: More 'obvious' implementation needed?
*/
_clutter_actor_rerealize (actor,
set_offscreen_while_unrealized,
GINT_TO_POINTER (g_value_get_boolean (value)));
if (was_showing &&
!CLUTTER_ACTOR_IS_REALIZED (actor))
priv->is_offscreen = ~g_value_get_boolean (value);
}
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_RESIZE:
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;
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, priv->is_offscreen);
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_RESIZE:
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;
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 ();
clutter_actor_hide (CLUTTER_ACTOR (object));
if (priv->update_idle)
{
g_source_remove (priv->update_idle);
priv->update_idle = 0;
}
_clutter_stage_manager_remove_stage (stage_manager, stage);
if (priv->impl)
{
CLUTTER_NOTE (BACKEND, "Disposing of the stage implementation");
clutter_actor_hide (priv->impl);
clutter_actor_destroy (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);
g_free (stage->priv->title);
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_redraw = clutter_stage_real_queue_redraw;
/**
* 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",
"Fullscreen Set",
"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.
*/
pspec = g_param_spec_boolean ("offscreen",
"Offscreen",
"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",
"Cursor Visible",
"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",
"User Resizable",
"Whether the stage is able to be resized "
"via user interaction",
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class,
PROP_USER_RESIZE,
pspec);
/**
* ClutterStage:color:
*
* The color of the main stage.
*/
pspec = clutter_param_spec_color ("color",
"Color",
"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",
"Perspective",
"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",
"Title",
"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",
"Use Fog",
"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",
"Fog",
"Settings for the depth cueing",
CLUTTER_TYPE_FOG,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_FOG, 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 ("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 ("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 ("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 ("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);
klass->fullscreen = clutter_stage_real_fullscreen;
klass->activate = clutter_stage_real_activate;
klass->deactivate = clutter_stage_real_deactivate;
g_type_class_add_private (gobject_class, sizeof (ClutterStagePrivate));
}
static void
clutter_stage_init (ClutterStage *self)
{
ClutterStagePrivate *priv;
ClutterBackend *backend;
/* a stage is a top-level object */
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_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_ACTOR (_clutter_stage_get_default_window ());
/* at this point we must have a default stage, or we're screwed */
g_assert (priv->impl != NULL);
}
else
g_object_ref_sink (priv->impl);
/* make sure that the implementation is considered a top level */
CLUTTER_SET_PRIVATE_FLAGS (priv->impl, CLUTTER_ACTOR_IS_TOPLEVEL);
priv->is_offscreen = FALSE;
priv->is_fullscreen = FALSE;
priv->is_user_resizable = FALSE;
priv->is_cursor_visible = TRUE;
priv->use_fog = 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;
/* depth cueing */
priv->fog.z_near = 1.0;
priv->fog.z_far = 2.0;
clutter_actor_set_reactive (CLUTTER_ACTOR (self), TRUE);
clutter_stage_set_key_focus (self, NULL);
}
/**
* 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);
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;
if (CLUTTER_ACTOR_IS_VISIBLE (stage))
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;
priv->perspective = *perspective;
/* this will cause the viewport to be reset; see
* clutter_maybe_setup_viewport() inside clutter-main.c
*/
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
}
/**
* clutter_stage_get_perspective:
* @stage: A #ClutterStage
* @perspective: 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_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);
}
}
/**
* 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;
guchar *temprow;
GLint viewport[4];
gint rowstride;
gint stage_x, stage_y, 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_redraw (stage);
clutter_stage_ensure_current (stage);
glGetIntegerv (GL_VIEWPORT, viewport);
stage_x = viewport[0];
stage_y = viewport[1];
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);
temprow = g_malloc (rowstride);
/* Setup the pixel store parameters that may have been changed by
Cogl */
glPixelStorei (GL_PACK_ALIGNMENT, 4);
#ifdef HAVE_COGL_GL
glPixelStorei (GL_PACK_ROW_LENGTH, 0);
glPixelStorei (GL_PACK_SKIP_PIXELS, 0);
glPixelStorei (GL_PACK_SKIP_ROWS, 0);
#endif /* HAVE_COGL_GL */
/* The y co-ordinate should be given in OpenGL's coordinate system
so 0 is the bottom row */
y = stage_height - y - height;
glFinish ();
/* check whether we need to read into a smaller temporary buffer */
glReadPixels (x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
/* vertically flip the buffer in-place */
for (y = 0; y < height / 2; y++)
{
if (y != height - y - 1) /* skip center row */
{
memcpy (temprow,
pixels + y * rowstride, rowstride);
memcpy (pixels + y * rowstride,
pixels + (height - y - 1) * rowstride, rowstride);
memcpy (pixels + (height - y - 1) * rowstride,
temprow,
rowstride);
}
}
g_free (temprow);
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);
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: 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)
{
g_object_weak_unref (G_OBJECT (priv->key_focused_actor),
on_key_focused_weak_notify,
stage);
g_signal_emit_by_name (priv->key_focused_actor, "key-focus-out");
priv->key_focused_actor = NULL;
}
else
g_signal_emit_by_name (stage, "key-focus-out");
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");
}
/**
* 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");
if (CLUTTER_ACTOR_IS_VISIBLE (stage))
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_set_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;/
* }
* ]|
*
* 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_IS_VISIBLE (stage))
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)
{
ClutterMainContext *ctx = clutter_context_get_default ();
g_return_if_fail (CLUTTER_IS_STAGE (stage));
_clutter_backend_ensure_context (ctx->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_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
}
/**
* 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 = CLUTTER_ACTOR (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));
}