c0aa013758
* NEWS: Minor tweaks * TODO: Sync up, mainly with 0.3 todo items * clutter/clutter-behaviour.c: * clutter/clutter-behaviour.h: clutter_behaviour_get_n_actors() / clutter_behaviour_get_nth_actor() Additions. * clutter/clutter-stage.c: (clutter_stage_realize): Experimental (disabled) visual setting code. * clutter/clutter-feature.c: Check for GL_EXT_texture_rectangle (#198 - Frederick Riss) * clutter/clutter-group.c: (clutter_group_allocate_coords): Fix for group size allocation (#199 - Frederick Riss) * clutter/clutter-texture.c: (texture_upload_data): Fix texture unpacking row length (#197 Frederick Riss) * examples/Makefile.am: Fix LDADD in build (#196 - Frederick Riss)
1227 lines
30 KiB
C
1227 lines
30 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/**
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* SECTION:clutter-stage
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* @short_description: Top level visual element to which actors are placed.
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*
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* #ClutterStage is a top level 'window' on which child actors are placed
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* and manipulated.
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*/
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#include "config.h"
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#include "clutter-stage.h"
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#include "clutter-main.h"
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#include "clutter-color.h"
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#include "clutter-util.h"
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#include "clutter-marshal.h"
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#include "clutter-enum-types.h"
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#include "clutter-private.h"
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#include "clutter-debug.h"
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#include <GL/glx.h>
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#include <GL/gl.h>
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#include <gdk-pixbuf-xlib/gdk-pixbuf-xlib.h>
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/* the stage is a singleton instance */
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static ClutterStage *stage_singleton = NULL;
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G_DEFINE_TYPE (ClutterStage, clutter_stage, CLUTTER_TYPE_GROUP);
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#define CLUTTER_STAGE_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_STAGE, ClutterStagePrivate))
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struct _ClutterStagePrivate
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{
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XVisualInfo *xvisinfo;
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Window xwin;
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Pixmap xpixmap;
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gint xwin_width, xwin_height; /* FIXME target_width / height */
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GLXPixmap glxpixmap;
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GLXContext gl_context;
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ClutterColor color;
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guint want_fullscreen : 1;
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guint want_offscreen : 1;
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guint hide_cursor : 1;
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guint is_foreign_xwin : 1;
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};
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enum
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{
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PROP_0,
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PROP_COLOR,
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PROP_FULLSCREEN,
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PROP_OFFSCREEN,
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PROP_HIDE_CURSOR
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};
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enum
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{
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INPUT_EVENT,
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BUTTON_PRESS_EVENT,
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BUTTON_RELEASE_EVENT,
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KEY_PRESS_EVENT,
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KEY_RELEASE_EVENT,
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MOTION_EVENT,
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LAST_SIGNAL
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};
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static guint stage_signals[LAST_SIGNAL] = { 0 };
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static ClutterActorClass *parent_class = NULL;
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static void
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sync_fullscreen (ClutterStage *stage)
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{
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Atom atom_WINDOW_STATE, atom_WINDOW_STATE_FULLSCREEN;
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atom_WINDOW_STATE
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= XInternAtom(clutter_xdisplay(), "_NET_WM_STATE", False);
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atom_WINDOW_STATE_FULLSCREEN
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= XInternAtom(clutter_xdisplay(), "_NET_WM_STATE_FULLSCREEN",False);
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if (stage->priv->want_fullscreen)
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{
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clutter_actor_set_size (CLUTTER_ACTOR(stage),
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DisplayWidth(clutter_xdisplay(),
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clutter_xscreen()),
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DisplayHeight(clutter_xdisplay(),
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clutter_xscreen()));
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if (stage->priv->xwin != None)
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XChangeProperty(clutter_xdisplay(), stage->priv->xwin,
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atom_WINDOW_STATE, XA_ATOM, 32,
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PropModeReplace,
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(unsigned char *)&atom_WINDOW_STATE_FULLSCREEN, 1);
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}
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else
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{
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if (stage->priv->xwin != None)
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XDeleteProperty(clutter_xdisplay(),
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stage->priv->xwin, atom_WINDOW_STATE);
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}
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}
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static void
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sync_cursor_visible (ClutterStage *stage)
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{
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if (stage->priv->xwin == None)
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return;
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if (stage->priv->hide_cursor)
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{
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XColor col;
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Pixmap pix;
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Cursor curs;
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pix = XCreatePixmap (clutter_xdisplay(),
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stage->priv->xwin, 1, 1, 1);
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memset (&col, 0, sizeof (col));
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curs = XCreatePixmapCursor (clutter_xdisplay(),
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pix, pix, &col, &col, 1, 1);
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XFreePixmap (clutter_xdisplay(), pix);
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XDefineCursor(clutter_xdisplay(), stage->priv->xwin, curs);
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}
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else
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{
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XUndefineCursor(clutter_xdisplay(), stage->priv->xwin);
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}
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}
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static void
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frustum (GLfloat left,
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GLfloat right,
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GLfloat bottom,
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GLfloat top,
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GLfloat nearval,
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GLfloat farval)
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{
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GLfloat x, y, a, b, c, d;
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GLfloat m[16];
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x = (2.0 * nearval) / (right - left);
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y = (2.0 * nearval) / (top - bottom);
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a = (right + left) / (right - left);
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b = (top + bottom) / (top - bottom);
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c = -(farval + nearval) / ( farval - nearval);
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d = -(2.0 * farval * nearval) / (farval - nearval);
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#define M(row,col) m[col*4+row]
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M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F;
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M(1,0) = 0.0F; M(1,1) = y; M(1,2) = b; M(1,3) = 0.0F;
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M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = c; M(2,3) = d;
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M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = -1.0F; M(3,3) = 0.0F;
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#undef M
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glMultMatrixf (m);
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}
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static void
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perspective (GLfloat fovy,
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GLfloat aspect,
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GLfloat zNear,
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GLfloat zFar)
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{
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GLfloat xmin, xmax, ymin, ymax;
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ymax = zNear * tan (fovy * M_PI / 360.0);
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ymin = -ymax;
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xmin = ymin * aspect;
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xmax = ymax * aspect;
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frustum (xmin, xmax, ymin, ymax, zNear, zFar);
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}
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static void
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sync_gl_viewport (ClutterStage *stage)
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{
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/* Set For 2D */
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#if 0
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glViewport (0, 0, stage->priv->xwin_width, stage->priv->xwin_height);
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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glOrtho (0, stage->priv->xwin_width, stage->priv->xwin_height, 0, -1, 1);
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glMatrixMode (GL_MODELVIEW);
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glLoadIdentity ();
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#endif
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/* For 3D */
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glViewport (0, 0, stage->priv->xwin_width, stage->priv->xwin_height);
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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perspective (60.0f, 1.0f, 0.1f, 100.0f);
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glMatrixMode (GL_MODELVIEW);
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glLoadIdentity ();
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/* Then for 2D like transform */
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/* camera distance from screen, 0.5 * tan (FOV) */
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#define DEFAULT_Z_CAMERA 0.866025404f
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glTranslatef (-0.5f, -0.5f, -DEFAULT_Z_CAMERA);
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glScalef (1.0f / stage->priv->xwin_width,
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-1.0f / stage->priv->xwin_height, 1.0f / stage->priv->xwin_width);
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glTranslatef (0.0f, -stage->priv->xwin_height, 0.0f);
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}
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static void
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clutter_stage_show (ClutterActor *self)
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{
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ClutterActorClass *parent_class;
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parent_class = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class);
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if (parent_class->show)
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parent_class->show (self);
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if (clutter_stage_get_xwindow (CLUTTER_STAGE (self)))
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XMapWindow (clutter_xdisplay (),
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clutter_stage_get_xwindow (CLUTTER_STAGE (self)));
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}
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static void
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clutter_stage_hide (ClutterActor *self)
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{
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ClutterActorClass *parent_class;
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parent_class = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class);
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if (parent_class->hide)
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parent_class->hide (self);
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if (clutter_stage_get_xwindow (CLUTTER_STAGE (self)))
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XUnmapWindow (clutter_xdisplay (),
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clutter_stage_get_xwindow (CLUTTER_STAGE (self)));
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}
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static void
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clutter_stage_unrealize (ClutterActor *actor)
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{
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ClutterStage *stage;
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ClutterStagePrivate *priv;
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stage = CLUTTER_STAGE(actor);
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priv = stage->priv;
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CLUTTER_MARK();
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if (priv->want_offscreen)
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{
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if (priv->glxpixmap)
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{
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glXDestroyGLXPixmap (clutter_xdisplay(), priv->glxpixmap);
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priv->glxpixmap = None;
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}
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if (priv->xpixmap)
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{
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XFreePixmap (clutter_xdisplay(), priv->xpixmap);
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priv->xpixmap = None;
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}
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}
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else
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{
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if (!priv->is_foreign_xwin && priv->xwin != None)
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{
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XDestroyWindow (clutter_xdisplay(), priv->xwin);
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priv->xwin = None;
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}
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else
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priv->xwin = None;
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}
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glXMakeCurrent(clutter_xdisplay(), None, NULL);
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if (priv->gl_context != None)
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{
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glXDestroyContext (clutter_xdisplay(), priv->gl_context);
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priv->gl_context = None;
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}
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}
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static void
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clutter_stage_realize (ClutterActor *actor)
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{
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ClutterStage *stage;
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ClutterStagePrivate *priv;
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stage = CLUTTER_STAGE(actor);
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priv = stage->priv;
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CLUTTER_MARK();
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if (priv->want_offscreen)
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{
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int gl_attributes[] = {
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GLX_RGBA,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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0
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};
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if (priv->xvisinfo)
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XFree(priv->xvisinfo);
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priv->xvisinfo = glXChooseVisual (clutter_xdisplay(),
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clutter_xscreen(),
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gl_attributes);
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if (!priv->xvisinfo)
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{
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g_critical ("Unable to find suitable GL visual.");
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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return;
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}
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if (priv->gl_context != None)
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glXDestroyContext (clutter_xdisplay(), priv->gl_context);
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priv->xpixmap = XCreatePixmap (clutter_xdisplay(),
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clutter_root_xwindow(),
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priv->xwin_width,
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priv->xwin_height,
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priv->xvisinfo->depth);
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priv->glxpixmap = glXCreateGLXPixmap(clutter_xdisplay(),
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priv->xvisinfo,
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priv->xpixmap);
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sync_fullscreen (stage);
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/* indirect */
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priv->gl_context = glXCreateContext (clutter_xdisplay(),
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priv->xvisinfo,
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0,
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False);
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glXMakeCurrent(clutter_xdisplay(), priv->glxpixmap, priv->gl_context);
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#if 0
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/* Debug code for monitoring a off screen pixmap via window */
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{
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Colormap cmap;
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XSetWindowAttributes swa;
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cmap = XCreateColormap(clutter_xdisplay(),
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clutter_root_xwindow(),
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priv->xvisinfo->visual, AllocNone);
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/* create a window */
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swa.colormap = cmap;
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foo_win = XCreateWindow(clutter_xdisplay(),
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clutter_root_xwindow(),
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0, 0,
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priv->xwin_width, priv->xwin_height,
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0,
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priv->xvisinfo->depth,
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InputOutput,
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priv->xvisinfo->visual,
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CWColormap, &swa);
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XMapWindow(clutter_xdisplay(), foo_win);
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}
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#endif
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}
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else
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{
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int gl_attributes[] =
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{
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GLX_RGBA,
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GLX_DOUBLEBUFFER,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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GLX_STENCIL_SIZE, 1,
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0
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};
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if (priv->xvisinfo)
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{
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XFree(priv->xvisinfo);
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priv->xvisinfo = None;
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}
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#if 0
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/* Attempted fix at GTK 'white' textures - made no difference :( */
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if (priv->is_foreign_xwin && priv->xwin != None)
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{
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XWindowAttributes win_attr;
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XVisualInfo vis_info;
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int n;
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XGetWindowAttributes (clutter_xdisplay(), priv->xwin, &win_attr);
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vis_info.screen = clutter_xscreen();
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vis_info.visualid = XVisualIDFromVisual (win_attr.visual);
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priv->xvisinfo = XGetVisualInfo (clutter_xdisplay(),
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VisualScreenMask|VisualIDMask,
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&vis_info, &n);
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printf("made %li\n", priv->xvisinfo);
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}
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#endif
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if (priv->xvisinfo == None)
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priv->xvisinfo = glXChooseVisual (clutter_xdisplay(),
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clutter_xscreen(),
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gl_attributes);
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if (!priv->xvisinfo)
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{
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g_critical ("Unable to find suitable GL visual.");
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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return;
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}
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CLUTTER_NOTE(GL, "visual id's %li vs %li",
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priv->xvisinfo->visualid,
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XVisualIDFromVisual(DefaultVisual(clutter_xdisplay(),
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clutter_xscreen())));
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if (priv->xwin == None)
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{
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XSetWindowAttributes swa;
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if (priv->xvisinfo->visualid
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== XVisualIDFromVisual(DefaultVisual(clutter_xdisplay(),
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clutter_xscreen())))
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{
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swa.colormap = DefaultColormap(clutter_xdisplay(),
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clutter_xscreen());
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}
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else
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{
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swa.colormap = XCreateColormap(clutter_xdisplay(),
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clutter_root_xwindow(),
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priv->xvisinfo->visual,
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AllocNone);
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}
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priv->xwin = XCreateWindow(clutter_xdisplay(),
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clutter_root_xwindow(),
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0, 0,
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priv->xwin_width, priv->xwin_height,
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0,
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priv->xvisinfo->depth,
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InputOutput,
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priv->xvisinfo->visual,
|
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CWColormap, &swa);
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}
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XSelectInput(clutter_xdisplay(),
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priv->xwin,
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StructureNotifyMask
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|ExposureMask
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/* FIXME: we may want to eplicity enable MotionMask */
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|PointerMotionMask
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|KeyPressMask
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|KeyReleaseMask
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|ButtonPressMask
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|ButtonReleaseMask
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|PropertyChangeMask);
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sync_fullscreen (stage);
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sync_cursor_visible (stage);
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|
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if (priv->gl_context != None)
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glXDestroyContext (clutter_xdisplay(), priv->gl_context);
|
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priv->gl_context = glXCreateContext (clutter_xdisplay(),
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priv->xvisinfo,
|
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0,
|
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True);
|
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if (priv->gl_context == None)
|
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{
|
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g_critical ("Unable to create suitable GL context.");
|
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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return;
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}
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glXMakeCurrent(clutter_xdisplay(), priv->xwin, priv->gl_context);
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}
|
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|
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CLUTTER_NOTE (GL,
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"\n"
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"==========================================="
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"GL_VENDOR: %s\n"
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"GL_RENDERER: %s\n"
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"GL_VERSION: %s\n"
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"GL_EXTENSIONS: %s\n"
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"Is direct: %s\n"
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"===========================================",
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glGetString (GL_VENDOR),
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glGetString (GL_RENDERER),
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glGetString (GL_VERSION),
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glGetString (GL_EXTENSIONS),
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glXIsDirect(clutter_xdisplay(), priv->gl_context) ? "yes" : "no"
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);
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sync_gl_viewport (stage);
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}
|
|
|
|
static void
|
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clutter_stage_paint (ClutterActor *self)
|
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{
|
|
parent_class->paint (self);
|
|
}
|
|
|
|
static void
|
|
clutter_stage_allocate_coords (ClutterActor *self,
|
|
ClutterActorBox *box)
|
|
{
|
|
/* Do nothing, just stop group_allocate getting called */
|
|
|
|
/* TODO: sync up with any configure events from WM ?? */
|
|
return;
|
|
}
|
|
|
|
static void
|
|
clutter_stage_request_coords (ClutterActor *self,
|
|
ClutterActorBox *box)
|
|
{
|
|
ClutterStage *stage;
|
|
ClutterStagePrivate *priv;
|
|
gint new_width, new_height;
|
|
|
|
stage = CLUTTER_STAGE (self);
|
|
priv = stage->priv;
|
|
|
|
/* FIXME: some how have X configure_notfiys call this ?
|
|
*/
|
|
|
|
new_width = ABS(box->x2 - box->x1);
|
|
new_height = ABS(box->y2 - box->y1);
|
|
|
|
if (new_width != priv->xwin_width || new_height != priv->xwin_height)
|
|
{
|
|
priv->xwin_width = new_width;
|
|
priv->xwin_height = new_height;
|
|
|
|
if (priv->xwin != None)
|
|
XResizeWindow (clutter_xdisplay(),
|
|
priv->xwin,
|
|
priv->xwin_width,
|
|
priv->xwin_height);
|
|
|
|
if (priv->xpixmap)
|
|
{
|
|
/* Need to recreate to resize */
|
|
clutter_actor_unrealize(self);
|
|
clutter_actor_realize(self);
|
|
}
|
|
|
|
sync_gl_viewport (stage);
|
|
}
|
|
|
|
if (priv->xwin != None) /* Do we want to bother ? */
|
|
XMoveWindow (clutter_xdisplay(),
|
|
priv->xwin,
|
|
box->x1,
|
|
box->y1);
|
|
|
|
}
|
|
|
|
static void
|
|
clutter_stage_dispose (GObject *object)
|
|
{
|
|
ClutterStage *self = CLUTTER_STAGE (object);
|
|
|
|
if (self->priv->xwin != None)
|
|
clutter_stage_unrealize (CLUTTER_ACTOR (self));
|
|
|
|
G_OBJECT_CLASS (clutter_stage_parent_class)->dispose (object);
|
|
}
|
|
|
|
static void
|
|
clutter_stage_finalize (GObject *object)
|
|
{
|
|
G_OBJECT_CLASS (clutter_stage_parent_class)->finalize (object);
|
|
}
|
|
|
|
|
|
static void
|
|
clutter_stage_set_property (GObject *object,
|
|
guint prop_id,
|
|
const GValue *value,
|
|
GParamSpec *pspec)
|
|
{
|
|
ClutterStage *stage;
|
|
ClutterStagePrivate *priv;
|
|
|
|
stage = CLUTTER_STAGE(object);
|
|
priv = stage->priv;
|
|
|
|
switch (prop_id)
|
|
{
|
|
case PROP_COLOR:
|
|
clutter_stage_set_color (stage, g_value_get_boxed (value));
|
|
break;
|
|
case PROP_OFFSCREEN:
|
|
if (priv->want_offscreen != g_value_get_boolean (value))
|
|
{
|
|
clutter_actor_unrealize (CLUTTER_ACTOR(stage));
|
|
/* NOTE: as we are changing GL contexts here. so
|
|
* all textures will need unreleasing as they will
|
|
* likely have set up ( i.e labels ) in the old
|
|
* context. We should probably somehow do this
|
|
* automatically
|
|
*/
|
|
priv->want_offscreen = g_value_get_boolean (value);
|
|
clutter_actor_realize (CLUTTER_ACTOR(stage));
|
|
}
|
|
break;
|
|
case PROP_FULLSCREEN:
|
|
if (priv->want_fullscreen != g_value_get_boolean (value))
|
|
{
|
|
priv->want_fullscreen = g_value_get_boolean (value);
|
|
sync_fullscreen (stage);
|
|
}
|
|
break;
|
|
case PROP_HIDE_CURSOR:
|
|
if (priv->hide_cursor != g_value_get_boolean (value))
|
|
{
|
|
priv->hide_cursor = g_value_get_boolean (value);
|
|
sync_cursor_visible (stage);
|
|
}
|
|
break;
|
|
default:
|
|
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
clutter_stage_get_property (GObject *object,
|
|
guint prop_id,
|
|
GValue *value,
|
|
GParamSpec *pspec)
|
|
{
|
|
ClutterStage *stage;
|
|
ClutterStagePrivate *priv;
|
|
ClutterColor color;
|
|
|
|
stage = CLUTTER_STAGE(object);
|
|
priv = stage->priv;
|
|
|
|
switch (prop_id)
|
|
{
|
|
case PROP_COLOR:
|
|
clutter_stage_get_color (stage, &color);
|
|
g_value_set_boxed (value, &color);
|
|
break;
|
|
case PROP_OFFSCREEN:
|
|
g_value_set_boolean (value, priv->want_offscreen);
|
|
break;
|
|
case PROP_FULLSCREEN:
|
|
g_value_set_boolean (value, priv->want_fullscreen);
|
|
break;
|
|
case PROP_HIDE_CURSOR:
|
|
g_value_set_boolean (value, priv->hide_cursor);
|
|
break;
|
|
default:
|
|
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
clutter_stage_class_init (ClutterStageClass *klass)
|
|
{
|
|
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
|
|
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
|
|
|
|
parent_class = g_type_class_peek_parent (klass);
|
|
|
|
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->paint = clutter_stage_paint;
|
|
|
|
actor_class->request_coords = clutter_stage_request_coords;
|
|
actor_class->allocate_coords = clutter_stage_allocate_coords;
|
|
|
|
gobject_class->dispose = clutter_stage_dispose;
|
|
gobject_class->finalize = clutter_stage_finalize;
|
|
gobject_class->set_property = clutter_stage_set_property;
|
|
gobject_class->get_property = clutter_stage_get_property;
|
|
|
|
/**
|
|
* ClutterStage:fullscreen
|
|
*
|
|
* Whether the stage should be fullscreen or not.
|
|
*/
|
|
g_object_class_install_property
|
|
(gobject_class, PROP_FULLSCREEN,
|
|
g_param_spec_boolean ("fullscreen",
|
|
"Fullscreen",
|
|
"Make Clutter stage fullscreen",
|
|
FALSE,
|
|
G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
|
|
|
|
g_object_class_install_property
|
|
(gobject_class, PROP_OFFSCREEN,
|
|
g_param_spec_boolean ("offscreen",
|
|
"Offscreen",
|
|
"Make Clutter stage offscreen",
|
|
FALSE,
|
|
G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
|
|
|
|
|
|
g_object_class_install_property
|
|
(gobject_class, PROP_HIDE_CURSOR,
|
|
g_param_spec_boolean ("hide-cursor",
|
|
"Hide Cursor",
|
|
"Make Clutter stage cursor-less",
|
|
FALSE,
|
|
G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
|
|
|
|
g_object_class_install_property
|
|
(gobject_class, PROP_COLOR,
|
|
g_param_spec_boxed ("color",
|
|
"Color",
|
|
"The color of the stage",
|
|
CLUTTER_TYPE_COLOR,
|
|
CLUTTER_PARAM_READWRITE));
|
|
|
|
/**
|
|
* ClutterStage::input-event:
|
|
* @stage: the actor which received the event
|
|
* @event: the event received
|
|
*
|
|
* The ::input-event is a signal emitted when any input event is
|
|
* received. Valid input events are mouse button press and release
|
|
* events, and key press and release events.
|
|
*/
|
|
stage_signals[INPUT_EVENT] =
|
|
g_signal_new ("input-event",
|
|
G_TYPE_FROM_CLASS (gobject_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterStageClass, input_event),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__BOXED,
|
|
G_TYPE_NONE, 1,
|
|
CLUTTER_TYPE_EVENT);
|
|
/**
|
|
* ClutterStage::button-press-event:
|
|
* @stage: the actor which received the event
|
|
* @event: a #ClutterButtonEvent
|
|
*
|
|
* The ::button-press-event is emitted each time a mouse button
|
|
* is pressed on @stage.
|
|
*/
|
|
stage_signals[BUTTON_PRESS_EVENT] =
|
|
g_signal_new ("button-press-event",
|
|
G_TYPE_FROM_CLASS (gobject_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterStageClass, button_press_event),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__BOXED,
|
|
G_TYPE_NONE, 1,
|
|
CLUTTER_TYPE_EVENT);
|
|
/**
|
|
* ClutterStage::button-release-event:
|
|
* @stage: the actor which received the event
|
|
* @event: a #ClutterButtonEvent
|
|
*
|
|
* The ::button-release-event is emitted each time a mouse button
|
|
* is released on @stage.
|
|
*/
|
|
stage_signals[BUTTON_RELEASE_EVENT] =
|
|
g_signal_new ("button-release-event",
|
|
G_TYPE_FROM_CLASS (gobject_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterStageClass, button_release_event),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__BOXED,
|
|
G_TYPE_NONE, 1,
|
|
CLUTTER_TYPE_EVENT);
|
|
/**
|
|
* ClutterStage::key-press-event:
|
|
* @stage: the actor which received the event
|
|
* @event: a #ClutterKeyEvent
|
|
*
|
|
* The ::key-press-event is emitted each time a keyboard button
|
|
* is pressed on @stage.
|
|
*/
|
|
stage_signals[KEY_PRESS_EVENT] =
|
|
g_signal_new ("key-press-event",
|
|
G_TYPE_FROM_CLASS (gobject_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterStageClass, key_press_event),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__BOXED,
|
|
G_TYPE_NONE, 1,
|
|
CLUTTER_TYPE_EVENT);
|
|
/**
|
|
* ClutterStage::key-release-event:
|
|
* @stage: the actor which received the event
|
|
* @event: a #ClutterKeyEvent
|
|
*
|
|
* The ::key-release-event is emitted each time a keyboard button
|
|
* is released on @stage.
|
|
*/
|
|
stage_signals[KEY_RELEASE_EVENT] =
|
|
g_signal_new ("key-release-event",
|
|
G_TYPE_FROM_CLASS (gobject_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterStageClass, key_release_event),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__BOXED,
|
|
G_TYPE_NONE, 1,
|
|
CLUTTER_TYPE_EVENT);
|
|
/**
|
|
* ClutterStage::motion-event:
|
|
* @stage: the actor which received the event
|
|
* @event: a #ClutterMotionEvent
|
|
*
|
|
* The ::motion-event is emitted each time the mouse pointer is
|
|
* moved on @stage.
|
|
*/
|
|
stage_signals[MOTION_EVENT] =
|
|
g_signal_new ("motion-event",
|
|
G_TYPE_FROM_CLASS (gobject_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterStageClass, motion_event),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__BOXED,
|
|
G_TYPE_NONE, 1,
|
|
CLUTTER_TYPE_EVENT);
|
|
|
|
g_type_class_add_private (gobject_class, sizeof (ClutterStagePrivate));
|
|
}
|
|
|
|
static void
|
|
clutter_stage_init (ClutterStage *self)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
/* a stage is a top-level object */
|
|
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IS_TOPLEVEL);
|
|
|
|
self->priv = priv = CLUTTER_STAGE_GET_PRIVATE (self);
|
|
|
|
priv->want_offscreen = FALSE;
|
|
priv->want_fullscreen = FALSE;
|
|
priv->hide_cursor = FALSE;
|
|
priv->is_foreign_xwin = FALSE;
|
|
|
|
priv->xwin = None;
|
|
priv->gl_context = None;
|
|
|
|
priv->xwin_width = 100;
|
|
priv->xwin_height = 100;
|
|
|
|
priv->color.red = 0xff;
|
|
priv->color.green = 0xff;
|
|
priv->color.blue = 0xff;
|
|
priv->color.alpha = 0xff;
|
|
|
|
clutter_actor_set_size (CLUTTER_ACTOR (self), 640, 480);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_default:
|
|
*
|
|
* Returns the main stage. #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, with its reference count increased.
|
|
*
|
|
* Return value: the main #ClutterStage. You should never
|
|
* destroy the returned actor.
|
|
*/
|
|
ClutterActor *
|
|
clutter_stage_get_default (void)
|
|
{
|
|
ClutterActor *retval = NULL;
|
|
|
|
if (!stage_singleton)
|
|
{
|
|
stage_singleton = g_object_new (CLUTTER_TYPE_STAGE, NULL);
|
|
|
|
retval = CLUTTER_ACTOR (stage_singleton);
|
|
}
|
|
else
|
|
{
|
|
retval = CLUTTER_ACTOR (stage_singleton);
|
|
|
|
/* We dont ref for now as its assumed there will always be
|
|
* a stage and no real support for multiple stages. Non
|
|
* reffing makes API slightly simpler and allows for things
|
|
* like CLUTTER_STAGE_WIDTH() work nicely.
|
|
*
|
|
* In future if multiple stage support is added probably
|
|
* add a clutter-stage-manager class that would manage
|
|
* multiple instances.
|
|
* g_object_ref (retval);
|
|
*/
|
|
}
|
|
|
|
return retval;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_xwindow
|
|
* @stage: A #ClutterStage
|
|
*
|
|
* Get the stage's underlying x window ID.
|
|
*
|
|
* Return Value: Stage X Window XID
|
|
**/
|
|
Window
|
|
clutter_stage_get_xwindow (ClutterStage *stage)
|
|
{
|
|
return stage->priv->xwin;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_xwindow_foreign
|
|
* @stage: A #ClutterStage
|
|
* @xid: A preexisting X Window ID
|
|
*
|
|
* Target the #ClutterStage to use an existing external X Window.
|
|
*
|
|
* Return value: TRUE if foreign window valid, FALSE otherwise
|
|
**/
|
|
gboolean
|
|
clutter_stage_set_xwindow_foreign (ClutterStage *stage,
|
|
Window xid)
|
|
{
|
|
/* For screensavers via XSCREENSAVER_WINDOW env var.
|
|
* Also for toolkit binding.
|
|
*/
|
|
gint x,y;
|
|
guint width, height, border, depth;
|
|
Window root_return;
|
|
Status status;
|
|
ClutterGeometry geom;
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
g_return_val_if_fail (xid != None, FALSE);
|
|
|
|
priv = stage->priv;
|
|
|
|
clutter_util_trap_x_errors();
|
|
|
|
status = XGetGeometry (clutter_xdisplay(),
|
|
xid,
|
|
&root_return,
|
|
&x,
|
|
&y,
|
|
&width,
|
|
&height,
|
|
&border,
|
|
&depth);
|
|
|
|
if (clutter_util_untrap_x_errors() || !status ||
|
|
width == 0 || height == 0 ||
|
|
depth != priv->xvisinfo->depth)
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
clutter_actor_unrealize (CLUTTER_ACTOR (stage));
|
|
|
|
priv->xwin = xid;
|
|
priv->is_foreign_xwin = TRUE;
|
|
|
|
geom.x = x;
|
|
geom.y = y;
|
|
geom.width = priv->xwin_width = width;
|
|
geom.height = priv->xwin_height = height;
|
|
|
|
clutter_actor_set_geometry (CLUTTER_ACTOR (stage), &geom);
|
|
|
|
clutter_actor_realize (CLUTTER_ACTOR (stage));
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_xvisual
|
|
* @stage: A #ClutterStage
|
|
*
|
|
* Get the stage's XVisualInfo.
|
|
*
|
|
* Return Value: The stage's XVisualInfo
|
|
**/
|
|
const XVisualInfo*
|
|
clutter_stage_get_xvisual (ClutterStage *stage)
|
|
{
|
|
return stage->priv->xvisinfo;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_color
|
|
* @stage: A #ClutterStage
|
|
* @color: A #ClutterColor
|
|
*
|
|
* Set 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.red = color->red;
|
|
priv->color.green = color->green;
|
|
priv->color.blue = color->blue;
|
|
priv->color.alpha = color->alpha;
|
|
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (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->red = priv->color.red;
|
|
color->green = priv->color.green;
|
|
color->blue = priv->color.blue;
|
|
color->alpha = priv->color.alpha;
|
|
}
|
|
|
|
static void
|
|
snapshot_pixbuf_free (guchar *pixels,
|
|
gpointer data)
|
|
{
|
|
g_free(pixels);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_snapshot
|
|
* @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
|
|
*
|
|
* Gets a pixel based representation of the current rendered stage.
|
|
*
|
|
* Return value: pixel representation as a #GdkPixbuf
|
|
**/
|
|
GdkPixbuf*
|
|
clutter_stage_snapshot (ClutterStage *stage,
|
|
gint x,
|
|
gint y,
|
|
gint width,
|
|
gint height)
|
|
{
|
|
guchar *data;
|
|
GdkPixbuf *pixb, *fpixb;
|
|
ClutterActor *actor;
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
|
|
g_return_val_if_fail (x >= 0 && y >= 0, NULL);
|
|
|
|
priv = stage->priv;
|
|
|
|
actor = CLUTTER_ACTOR (stage);
|
|
|
|
if (width < 0)
|
|
width = clutter_actor_get_width (actor);
|
|
|
|
if (height < 0)
|
|
height = clutter_actor_get_height (actor);
|
|
|
|
|
|
if (priv->want_offscreen)
|
|
{
|
|
gdk_pixbuf_xlib_init (clutter_xdisplay(), clutter_xscreen());
|
|
|
|
pixb = gdk_pixbuf_xlib_get_from_drawable
|
|
(NULL,
|
|
(Drawable)priv->xpixmap,
|
|
DefaultColormap(clutter_xdisplay(),
|
|
clutter_xscreen()),
|
|
priv->xvisinfo->visual,
|
|
x, y, 0, 0, width, height);
|
|
return pixb;
|
|
}
|
|
else
|
|
{
|
|
data = g_malloc0 (sizeof (guchar) * width * height * 4);
|
|
|
|
glReadPixels (x,
|
|
clutter_actor_get_height (actor)
|
|
- y - height,
|
|
width,
|
|
height, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
|
|
|
pixb = gdk_pixbuf_new_from_data (data,
|
|
GDK_COLORSPACE_RGB,
|
|
TRUE,
|
|
8,
|
|
width,
|
|
height,
|
|
width * 4,
|
|
snapshot_pixbuf_free,
|
|
NULL);
|
|
|
|
fpixb = gdk_pixbuf_flip (pixb, TRUE);
|
|
|
|
g_object_unref (pixb);
|
|
|
|
return fpixb;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_actor_at_pos:
|
|
* @stage: a #ClutterStage
|
|
* @x: the x coordinate
|
|
* @y: the y coordinate
|
|
*
|
|
* If found, retrieves the actor that the (x, y) coordinates.
|
|
*
|
|
* Return value: the #ClutterActor at the desired coordinates,
|
|
* or %NULL if no actor was found.
|
|
*/
|
|
ClutterActor*
|
|
clutter_stage_get_actor_at_pos (ClutterStage *stage,
|
|
gint x,
|
|
gint y)
|
|
{
|
|
ClutterActor *found = NULL;
|
|
GLuint buff[64] = {0};
|
|
GLint hits, view[4];
|
|
|
|
glSelectBuffer(64, buff);
|
|
glGetIntegerv(GL_VIEWPORT, view);
|
|
glRenderMode(GL_SELECT);
|
|
|
|
glInitNames();
|
|
|
|
glPushName(0);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
/* This is gluPickMatrix(x, y, 1.0, 1.0, view); */
|
|
glTranslatef((view[2] - 2 * (x - view[0])),
|
|
(view[3] - 2 * (y - view[1])), 0);
|
|
glScalef(view[2], -view[3], 1.0);
|
|
|
|
perspective (60.0f, 1.0f, 0.1f, 100.0f);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
clutter_actor_paint (CLUTTER_ACTOR (stage));
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPopMatrix();
|
|
|
|
hits = glRenderMode(GL_RENDER);
|
|
|
|
if (hits != 0)
|
|
{
|
|
#if 0
|
|
gint i
|
|
for (i = 0; i < hits; i++)
|
|
g_print ("Hit at %i\n", buff[i * 4 + 3]);
|
|
#endif
|
|
|
|
found = clutter_group_find_child_by_id (CLUTTER_GROUP (stage),
|
|
buff[(hits-1) * 4 + 3]);
|
|
}
|
|
|
|
sync_gl_viewport (stage);
|
|
|
|
return found;
|
|
}
|