mutter/clutter/fruity/clutter-stage-fruity.c

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#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-stage-fruity.h"
#include "clutter-fruity.h"
#include "clutter-backend-fruity.h"
#include "../clutter-main.h"
#include "../clutter-feature.h"
#include "../clutter-color.h"
#include "../clutter-util.h"
#include "../clutter-event.h"
#include "../clutter-enum-types.h"
#include "../clutter-private.h"
#include "../clutter-debug.h"
#include "../clutter-units.h"
#include "../clutter-stage.h"
#include "../clutter-stage-window.h"
static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterStageEGL,
clutter_stage_egl,
CLUTTER_TYPE_ACTOR,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW,
clutter_stage_window_iface_init));
static void
clutter_stage_egl_show (ClutterActor *actor)
{
CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
}
static void
clutter_stage_egl_hide (ClutterActor *actor)
{
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
}
static void
clutter_stage_egl_unrealize (ClutterActor *actor)
{
ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (actor);
CLUTTER_MARK();
Enforce invariants on mapped, realized, visibility states Bug 1138 - No trackable "mapped" state * Add a VISIBLE flag tracking application programmer's expected showing-state for the actor, allowing us to always ensure we keep what the app wants while tracking internal implementation state separately. * Make MAPPED reflect whether the actor will be painted; add notification on a ClutterActor::mapped property. Keep MAPPED state updated as the actor is shown, ancestors are shown, actor is reparented, etc. * Require a stage and realized parents to realize; this means at realization time the correct window system and GL resources are known. But unparented actors can no longer be realized. * Allow children to be unrealized even if parent is realized. Otherwise in effect either all actors or no actors are realized, i.e. it becomes a stage-global flag. * Allow clutter_actor_realize() to "fail" if not inside a toplevel * Rework clutter_actor_unrealize() so internally we have a flavor that does not mess with visibility flag * Add _clutter_actor_rerealize() to encapsulate a somewhat tricky operation we were doing in a couple of places * Do not realize/unrealize children in ClutterGroup, ClutterActor already does it * Do not realize impl by hand in clutter_stage_show(), since showing impl already does that * Do not unrealize in various dispose() methods, since ClutterActor dispose implementation already does it and chaining up is mandatory * ClutterTexture uses COGL while unrealizable (before it's added to a stage). Previously this breakage was affecting ClutterActor because we had to allow realize outside a stage. Move the breakage to ClutterTexture, by making ClutterTexture just use COGL while not realized. * Unrealize before we set parent to NULL in clutter_actor_unparent(). This means unrealize() implementations can get to the stage. Because actors need the stage in order to detach from stage. * Update clutter-actor-invariants.txt to reflect latest changes * Remove explicit hide/unrealize from ClutterActor::dispose since unparent already forces those Instead just assert that unparent() occurred and did the right thing. * Check whether parent implements unrealize before chaining up Needed because ClutterGroup no longer has to implement unrealize. * Perform unrealize in the default handler for the signal. This allows non-containers that have children to work properly, and allows containers to override how it's done. * Add map/unmap virtual methods and set MAPPED flag on self and children in there. This allows subclasses to hook map/unmap. These are not signals, because notify::mapped is better for anything it's legitimate for a non-subclass to do. Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-04-02 09:16:43 -04:00
if (CLUTTER_ACTOR_CLASS (clutter_stage_egl_parent_class)->unrealize != NULL)
CLUTTER_ACTOR_CLASS (clutter_stage_egl_parent_class)->unrealize (actor);
if (stage_egl->egl_surface)
{
eglDestroySurface (clutter_egl_display (), stage_egl->egl_surface);
stage_egl->egl_surface = EGL_NO_SURFACE;
}
}
static void
clutter_stage_egl_realize (ClutterActor *actor)
{
ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (actor);
ClutterBackendEGL *backend_egl;
EGLConfig configs[2];
EGLint config_count;
EGLBoolean status;
gboolean is_offscreen;
CLUTTER_NOTE (BACKEND, "Realizing main stage");
g_object_get (stage_egl->wrapper, "offscreen", &is_offscreen, NULL);
backend_egl = CLUTTER_BACKEND_EGL (clutter_get_default_backend ());
if (G_LIKELY (!is_offscreen))
{
EGLint cfg_attribs[] = { EGL_BUFFER_SIZE, EGL_DONT_CARE,
EGL_RED_SIZE, 5,
EGL_GREEN_SIZE, 6,
EGL_BLUE_SIZE, 5,
EGL_DEPTH_SIZE, 16,
EGL_ALPHA_SIZE, EGL_DONT_CARE,
EGL_STENCIL_SIZE, 2,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_NONE };
status = eglGetConfigs (backend_egl->edpy,
configs,
2,
&config_count);
if (status != EGL_TRUE)
g_warning ("eglGetConfigs failed");
status = eglChooseConfig (backend_egl->edpy,
cfg_attribs,
configs,
G_N_ELEMENTS (configs),
&config_count);
if (status != EGL_TRUE)
2008-05-12 Emmanuele Bassi <ebassi@openedhand.com> Rework the stage wrapper/implementation relation: remove duplicated code and all the bookkeeping from the backends into ClutterStage whenever possible, to reduce the amount of work a backend must do (and possibly get wrong). Thanks to Tommi Komulainen. * clutter/clutter-main.c: (clutter_init_with_args), (clutter_init): Realize the default stage after creation. The default stage is special, because we use it in the initialization sequence. This removes the burden from the backends and reduces the things a backend can get wrong. * clutter/clutter-stage.c: (clutter_stage_show): Make sure to realize the implementation if it hasn't been realized yet. (clutter_stage_realize): Set the REALIZED flag and call clutter_stage_ensure_current() if the implementation was successfully realized. (clutter_stage_unrealized): Call clutter_stage_ensure_current() on unrealize. * clutter/glx/clutter-backend-glx.c: (clutter_backend_glx_create_stage): Do not realize the stage anymore when creating it, and let the normal realization sequence take place. (clutter_backend_glx_ensure_context): Trap for X11 errors. * clutter/glx/clutter-stage-glx.c: (clutter_stage_glx_realize): Chain up to the X11 implementation so that we can set up the window state (title, cursor visibility) when we actually have a X window. Also, do not call clutter_stage_ensure_current(), and rely on the wrapper to do it for us. This means we can drop setting the REALIZED flag on the wrapper. (clutter_stage_glx_unrealize): Do not call clutter_stage_ensure_current() ourselves, and rely on the wrapper to do it for us. * clutter/x11/clutter-stage-x11.c: (set_wm_title), (set_cursor_visible): Move the WM title and cursor visibility code inside their own functions. (clutter_stage_x11_realize): Set the window title and whether the cursor is visible or not after realizing the stage. (clutter_stage_x11_set_cursor_visible), (clutter_stage_x11_set_title): Call set_wm_title() and set_cursor_visible(). (clutter_stage_x11_finalize): Free the title string. * clutter/x11/clutter-stage-x11.h: Save more of the stage state, so that we can set it even when the stage hasn't been realized yet. * clutter/eglnative/clutter-backend-egl.c: (clutter_backend_egl_create_stage): * clutter/eglnative/clutter-stage-egl.c: (clutter_stage_egl_unrealize), (clutter_stage_egl_realize): Update the eglnative backend. * clutter/eglx/clutter-backend-egl.c: (clutter_backend_egl_ensure_context), (clutter_backend_egl_create_stage): * clutter/eglx/clutter-stage-egl.c: (clutter_stage_egl_unrealize), (clutter_stage_egl_realize): Update the eglx backend. * clutter/sdl/clutter-backend-sdl.c: (clutter_backend_sdl_create_stage): * clutter/sdl/clutter-stage-sdl.c: (clutter_stage_sdl_realize): Update the sdl backend. * clutter/fruity/clutter-backend-fruity.c: (clutter_backend_fruity_create_stage): * clutter/sdl/clutter-stage-fruity.c: (clutter_stage_fruity_realize): Update the fruity backend. * tests/test-multistage.c (on_button_press): Bail out if clutter_stage_new() returns NULL. * HACKING.backends: Update backend writing documentation.
2008-05-12 11:26:37 -04:00
{
g_critical ("eglChooseConfig failed");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
if (stage_egl->egl_surface != EGL_NO_SURFACE)
{
eglDestroySurface (backend_egl->edpy, stage_egl->egl_surface);
stage_egl->egl_surface = EGL_NO_SURFACE;
}
if (backend_egl->egl_context)
{
eglDestroyContext (backend_egl->edpy, backend_egl->egl_context);
backend_egl->egl_context = NULL;
}
stage_egl->egl_surface =
eglCreateWindowSurface (backend_egl->edpy,
configs[0],
NULL,
NULL);
if (stage_egl->egl_surface == EGL_NO_SURFACE)
{
g_critical ("Unable to create an EGL surface");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
eglQuerySurface (backend_egl->edpy,
stage_egl->egl_surface,
EGL_WIDTH,
&stage_egl->surface_width);
eglQuerySurface (backend_egl->edpy,
stage_egl->egl_surface,
EGL_HEIGHT,
&stage_egl->surface_height);
CLUTTER_NOTE (BACKEND, "EGL surface is %ix%i",
stage_egl->surface_width,
stage_egl->surface_height);
if (G_UNLIKELY (backend_egl->egl_context == NULL))
{
CLUTTER_NOTE (GL, "Creating EGL Context");
backend_egl->egl_context = eglCreateContext (backend_egl->edpy,
configs[0],
EGL_NO_CONTEXT,
NULL);
if (backend_egl->egl_context == EGL_NO_CONTEXT)
{
g_critical ("Unable to create a suitable EGL context");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
}
/* this will make sure to set the current context */
CLUTTER_NOTE (BACKEND, "Marking stage as realized and setting context");
CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
2008-05-12 Emmanuele Bassi <ebassi@openedhand.com> Rework the stage wrapper/implementation relation: remove duplicated code and all the bookkeeping from the backends into ClutterStage whenever possible, to reduce the amount of work a backend must do (and possibly get wrong). Thanks to Tommi Komulainen. * clutter/clutter-main.c: (clutter_init_with_args), (clutter_init): Realize the default stage after creation. The default stage is special, because we use it in the initialization sequence. This removes the burden from the backends and reduces the things a backend can get wrong. * clutter/clutter-stage.c: (clutter_stage_show): Make sure to realize the implementation if it hasn't been realized yet. (clutter_stage_realize): Set the REALIZED flag and call clutter_stage_ensure_current() if the implementation was successfully realized. (clutter_stage_unrealized): Call clutter_stage_ensure_current() on unrealize. * clutter/glx/clutter-backend-glx.c: (clutter_backend_glx_create_stage): Do not realize the stage anymore when creating it, and let the normal realization sequence take place. (clutter_backend_glx_ensure_context): Trap for X11 errors. * clutter/glx/clutter-stage-glx.c: (clutter_stage_glx_realize): Chain up to the X11 implementation so that we can set up the window state (title, cursor visibility) when we actually have a X window. Also, do not call clutter_stage_ensure_current(), and rely on the wrapper to do it for us. This means we can drop setting the REALIZED flag on the wrapper. (clutter_stage_glx_unrealize): Do not call clutter_stage_ensure_current() ourselves, and rely on the wrapper to do it for us. * clutter/x11/clutter-stage-x11.c: (set_wm_title), (set_cursor_visible): Move the WM title and cursor visibility code inside their own functions. (clutter_stage_x11_realize): Set the window title and whether the cursor is visible or not after realizing the stage. (clutter_stage_x11_set_cursor_visible), (clutter_stage_x11_set_title): Call set_wm_title() and set_cursor_visible(). (clutter_stage_x11_finalize): Free the title string. * clutter/x11/clutter-stage-x11.h: Save more of the stage state, so that we can set it even when the stage hasn't been realized yet. * clutter/eglnative/clutter-backend-egl.c: (clutter_backend_egl_create_stage): * clutter/eglnative/clutter-stage-egl.c: (clutter_stage_egl_unrealize), (clutter_stage_egl_realize): Update the eglnative backend. * clutter/eglx/clutter-backend-egl.c: (clutter_backend_egl_ensure_context), (clutter_backend_egl_create_stage): * clutter/eglx/clutter-stage-egl.c: (clutter_stage_egl_unrealize), (clutter_stage_egl_realize): Update the eglx backend. * clutter/sdl/clutter-backend-sdl.c: (clutter_backend_sdl_create_stage): * clutter/sdl/clutter-stage-sdl.c: (clutter_stage_sdl_realize): Update the sdl backend. * clutter/fruity/clutter-backend-fruity.c: (clutter_backend_fruity_create_stage): * clutter/sdl/clutter-stage-fruity.c: (clutter_stage_fruity_realize): Update the fruity backend. * tests/test-multistage.c (on_button_press): Bail out if clutter_stage_new() returns NULL. * HACKING.backends: Update backend writing documentation.
2008-05-12 11:26:37 -04:00
/* this should be done in ClutterBackend::ensure_context */
status = eglMakeCurrent (backend_egl->edpy,
stage_egl->egl_surface,
stage_egl->egl_surface,
backend_egl->egl_context);
if (status != EGL_TRUE)
2008-05-12 Emmanuele Bassi <ebassi@openedhand.com> Rework the stage wrapper/implementation relation: remove duplicated code and all the bookkeeping from the backends into ClutterStage whenever possible, to reduce the amount of work a backend must do (and possibly get wrong). Thanks to Tommi Komulainen. * clutter/clutter-main.c: (clutter_init_with_args), (clutter_init): Realize the default stage after creation. The default stage is special, because we use it in the initialization sequence. This removes the burden from the backends and reduces the things a backend can get wrong. * clutter/clutter-stage.c: (clutter_stage_show): Make sure to realize the implementation if it hasn't been realized yet. (clutter_stage_realize): Set the REALIZED flag and call clutter_stage_ensure_current() if the implementation was successfully realized. (clutter_stage_unrealized): Call clutter_stage_ensure_current() on unrealize. * clutter/glx/clutter-backend-glx.c: (clutter_backend_glx_create_stage): Do not realize the stage anymore when creating it, and let the normal realization sequence take place. (clutter_backend_glx_ensure_context): Trap for X11 errors. * clutter/glx/clutter-stage-glx.c: (clutter_stage_glx_realize): Chain up to the X11 implementation so that we can set up the window state (title, cursor visibility) when we actually have a X window. Also, do not call clutter_stage_ensure_current(), and rely on the wrapper to do it for us. This means we can drop setting the REALIZED flag on the wrapper. (clutter_stage_glx_unrealize): Do not call clutter_stage_ensure_current() ourselves, and rely on the wrapper to do it for us. * clutter/x11/clutter-stage-x11.c: (set_wm_title), (set_cursor_visible): Move the WM title and cursor visibility code inside their own functions. (clutter_stage_x11_realize): Set the window title and whether the cursor is visible or not after realizing the stage. (clutter_stage_x11_set_cursor_visible), (clutter_stage_x11_set_title): Call set_wm_title() and set_cursor_visible(). (clutter_stage_x11_finalize): Free the title string. * clutter/x11/clutter-stage-x11.h: Save more of the stage state, so that we can set it even when the stage hasn't been realized yet. * clutter/eglnative/clutter-backend-egl.c: (clutter_backend_egl_create_stage): * clutter/eglnative/clutter-stage-egl.c: (clutter_stage_egl_unrealize), (clutter_stage_egl_realize): Update the eglnative backend. * clutter/eglx/clutter-backend-egl.c: (clutter_backend_egl_ensure_context), (clutter_backend_egl_create_stage): * clutter/eglx/clutter-stage-egl.c: (clutter_stage_egl_unrealize), (clutter_stage_egl_realize): Update the eglx backend. * clutter/sdl/clutter-backend-sdl.c: (clutter_backend_sdl_create_stage): * clutter/sdl/clutter-stage-sdl.c: (clutter_stage_sdl_realize): Update the sdl backend. * clutter/fruity/clutter-backend-fruity.c: (clutter_backend_fruity_create_stage): * clutter/sdl/clutter-stage-fruity.c: (clutter_stage_fruity_realize): Update the fruity backend. * tests/test-multistage.c (on_button_press): Bail out if clutter_stage_new() returns NULL. * HACKING.backends: Update backend writing documentation.
2008-05-12 11:26:37 -04:00
{
g_critical ("eglMakeCurrent failed");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
2008-05-12 Emmanuele Bassi <ebassi@openedhand.com> Rework the stage wrapper/implementation relation: remove duplicated code and all the bookkeeping from the backends into ClutterStage whenever possible, to reduce the amount of work a backend must do (and possibly get wrong). Thanks to Tommi Komulainen. * clutter/clutter-main.c: (clutter_init_with_args), (clutter_init): Realize the default stage after creation. The default stage is special, because we use it in the initialization sequence. This removes the burden from the backends and reduces the things a backend can get wrong. * clutter/clutter-stage.c: (clutter_stage_show): Make sure to realize the implementation if it hasn't been realized yet. (clutter_stage_realize): Set the REALIZED flag and call clutter_stage_ensure_current() if the implementation was successfully realized. (clutter_stage_unrealized): Call clutter_stage_ensure_current() on unrealize. * clutter/glx/clutter-backend-glx.c: (clutter_backend_glx_create_stage): Do not realize the stage anymore when creating it, and let the normal realization sequence take place. (clutter_backend_glx_ensure_context): Trap for X11 errors. * clutter/glx/clutter-stage-glx.c: (clutter_stage_glx_realize): Chain up to the X11 implementation so that we can set up the window state (title, cursor visibility) when we actually have a X window. Also, do not call clutter_stage_ensure_current(), and rely on the wrapper to do it for us. This means we can drop setting the REALIZED flag on the wrapper. (clutter_stage_glx_unrealize): Do not call clutter_stage_ensure_current() ourselves, and rely on the wrapper to do it for us. * clutter/x11/clutter-stage-x11.c: (set_wm_title), (set_cursor_visible): Move the WM title and cursor visibility code inside their own functions. (clutter_stage_x11_realize): Set the window title and whether the cursor is visible or not after realizing the stage. (clutter_stage_x11_set_cursor_visible), (clutter_stage_x11_set_title): Call set_wm_title() and set_cursor_visible(). (clutter_stage_x11_finalize): Free the title string. * clutter/x11/clutter-stage-x11.h: Save more of the stage state, so that we can set it even when the stage hasn't been realized yet. * clutter/eglnative/clutter-backend-egl.c: (clutter_backend_egl_create_stage): * clutter/eglnative/clutter-stage-egl.c: (clutter_stage_egl_unrealize), (clutter_stage_egl_realize): Update the eglnative backend. * clutter/eglx/clutter-backend-egl.c: (clutter_backend_egl_ensure_context), (clutter_backend_egl_create_stage): * clutter/eglx/clutter-stage-egl.c: (clutter_stage_egl_unrealize), (clutter_stage_egl_realize): Update the eglx backend. * clutter/sdl/clutter-backend-sdl.c: (clutter_backend_sdl_create_stage): * clutter/sdl/clutter-stage-sdl.c: (clutter_stage_sdl_realize): Update the sdl backend. * clutter/fruity/clutter-backend-fruity.c: (clutter_backend_fruity_create_stage): * clutter/sdl/clutter-stage-fruity.c: (clutter_stage_fruity_realize): Update the fruity backend. * tests/test-multistage.c (on_button_press): Bail out if clutter_stage_new() returns NULL. * HACKING.backends: Update backend writing documentation.
2008-05-12 11:26:37 -04:00
}
}
else
{
g_warning("EGL Backend does not yet support offscreen rendering\n");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
}
}
static void
clutter_stage_egl_get_preferred_width (ClutterActor *self,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p)
{
ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (self);
if (min_width_p)
*min_width_p = CLUTTER_UNITS_FROM_DEVICE (stage_egl->surface_width);
if (natural_width_p)
*natural_width_p = CLUTTER_UNITS_FROM_DEVICE (stage_egl->surface_width);
}
static void
clutter_stage_egl_get_preferred_height (ClutterActor *self,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p)
{
ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (self);
if (min_height_p)
*min_height_p = CLUTTER_UNITS_FROM_DEVICE (stage_egl->surface_height);
if (natural_height_p)
*natural_height_p = CLUTTER_UNITS_FROM_DEVICE (stage_egl->surface_height);
}
static void
clutter_stage_egl_dispose (GObject *gobject)
{
ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (gobject);
G_OBJECT_CLASS (clutter_stage_egl_parent_class)->dispose (gobject);
}
static void
clutter_stage_egl_class_init (ClutterStageEGLClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
gobject_class->dispose = clutter_stage_egl_dispose;
actor_class->show = clutter_stage_egl_show;
actor_class->hide = clutter_stage_egl_hide;
actor_class->realize = clutter_stage_egl_realize;
actor_class->unrealize = clutter_stage_egl_unrealize;
actor_class->get_preferred_width = clutter_stage_egl_get_preferred_width;
actor_class->get_preferred_height = clutter_stage_egl_get_preferred_height;
}
static void
clutter_stage_egl_set_fullscreen (ClutterStageWindow *stage_window,
gboolean fullscreen)
{
g_warning ("Stage of type '%s' do not support ClutterStage::set_fullscreen",
G_OBJECT_TYPE_NAME (stage_window));
}
static ClutterActor *
clutter_stage_egl_get_wrapper (ClutterStageWindow *stage_window)
{
return CLUTTER_ACTOR (CLUTTER_STAGE_EGL (stage_window)->wrapper);
}
static void
clutter_stage_window_iface_init (ClutterStageWindowIface *iface)
{
iface->set_fullscreen = clutter_stage_egl_set_fullscreen;
iface->set_title = NULL;
iface->get_wrapper = clutter_stage_egl_get_wrapper;
}
static void
clutter_stage_egl_init (ClutterStageEGL *stage)
{
}