mutter/clutter/win32/clutter-stage-win32.c

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/* Clutter.
* An OpenGL based 'interactive canvas' library.
* Authored By Matthew Allum <mallum@openedhand.com>
* Copyright (C) 2006-2007 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.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-backend-win32.h"
#include "clutter-stage-win32.h"
#include "clutter-win32.h"
#include "../clutter-stage-window.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-shader.h"
#include "../clutter-stage.h"
#include "cogl/cogl.h"
#include <windows.h>
static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterStageWin32,
clutter_stage_win32,
CLUTTER_TYPE_GROUP,
G_IMPLEMENT_INTERFACE
(CLUTTER_TYPE_STAGE_WINDOW,
clutter_stage_window_iface_init));
static void
clutter_stage_win32_show (ClutterActor *actor)
{
ClutterStageWin32 *stage_win32 = CLUTTER_STAGE_WIN32 (actor);
if (stage_win32->hwnd)
{
/* Force a redraw so that the layout will be run and the correct
size will be allocated to the window before it is
shown. Otherwise a WM_SIZE message will be sent which will
override the user's chosen size */
clutter_redraw (stage_win32->wrapper);
ShowWindow (stage_win32->hwnd, SW_SHOW);
}
}
static void
clutter_stage_win32_hide (ClutterActor *actor)
{
ClutterStageWin32 *stage_win32 = CLUTTER_STAGE_WIN32 (actor);
if (stage_win32->hwnd)
ShowWindow (stage_win32->hwnd, SW_HIDE);
}
static void
clutter_stage_win32_get_preferred_width (ClutterActor *self,
Remove Units from the public API With the recent change to internal floating point values, ClutterUnit has become a redundant type, defined to be a float. All integer entry points are being internally converted to floating point values to be passed to the GL pipeline with the least amount of conversion. ClutterUnit is thus exposed as just a "pixel with fractionary bits", and not -- as users might think -- as generic, resolution and device independent units. not that it was the case, but a definitive amount of people was convinced it did provide this "feature", and was flummoxed about the mere existence of this type. So, having ClutterUnit exposed in the public API doubles the entry points and has the following disadvantages: - we have to maintain twice the amount of entry points in ClutterActor - we still do an integer-to-float implicit conversion - we introduce a weird impedance between pixels and "pixels with fractionary bits" - language bindings will have to choose what to bind, and resort to manually overriding the API + *except* for language bindings based on GObject-Introspection, as they cannot do manual overrides, thus will replicate the entire set of entry points For these reason, we should coalesces every Actor entry point for pixels and for ClutterUnit into a single entry point taking a float, like: void clutter_actor_set_x (ClutterActor *self, gfloat x); void clutter_actor_get_size (ClutterActor *self, gfloat *width, gfloat *height); gfloat clutter_actor_get_height (ClutterActor *self); etc. The issues I have identified are: - we'll have a two cases of compiler warnings: - printf() format of the return values from %d to %f - clutter_actor_get_size() taking floats instead of unsigned ints - we'll have a problem with varargs when passing an integer instead of a floating point value, except on 64bit platforms where the size of a float is the same as the size of an int To be clear: the *intent* of the API should not change -- we still use pixels everywhere -- but: - we remove ambiguity in the API with regard to pixels and units - we remove entry points we get to maintain for the whole 1.0 version of the API - we make things simpler to bind for both manual language bindings and automatic (gobject-introspection based) ones - we have the simplest API possible while still exposing the capabilities of the underlying GL implementation
2009-05-06 15:44:47 +00:00
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p)
{
ClutterStageWin32 *stage_win32 = CLUTTER_STAGE_WIN32 (self);
int width;
/* If we're in fullscreen mode then return the size of the screen
instead */
if ((stage_win32->state & CLUTTER_STAGE_STATE_FULLSCREEN))
width = CLUTTER_UNITS_FROM_DEVICE (stage_win32->fullscreen_rect.right
- stage_win32->fullscreen_rect.left);
else
width = CLUTTER_UNITS_FROM_DEVICE (stage_win32->win_width);
if (min_width_p)
*min_width_p = width;
if (natural_width_p)
*natural_width_p = width;
}
static void
clutter_stage_win32_get_preferred_height (ClutterActor *self,
Remove Units from the public API With the recent change to internal floating point values, ClutterUnit has become a redundant type, defined to be a float. All integer entry points are being internally converted to floating point values to be passed to the GL pipeline with the least amount of conversion. ClutterUnit is thus exposed as just a "pixel with fractionary bits", and not -- as users might think -- as generic, resolution and device independent units. not that it was the case, but a definitive amount of people was convinced it did provide this "feature", and was flummoxed about the mere existence of this type. So, having ClutterUnit exposed in the public API doubles the entry points and has the following disadvantages: - we have to maintain twice the amount of entry points in ClutterActor - we still do an integer-to-float implicit conversion - we introduce a weird impedance between pixels and "pixels with fractionary bits" - language bindings will have to choose what to bind, and resort to manually overriding the API + *except* for language bindings based on GObject-Introspection, as they cannot do manual overrides, thus will replicate the entire set of entry points For these reason, we should coalesces every Actor entry point for pixels and for ClutterUnit into a single entry point taking a float, like: void clutter_actor_set_x (ClutterActor *self, gfloat x); void clutter_actor_get_size (ClutterActor *self, gfloat *width, gfloat *height); gfloat clutter_actor_get_height (ClutterActor *self); etc. The issues I have identified are: - we'll have a two cases of compiler warnings: - printf() format of the return values from %d to %f - clutter_actor_get_size() taking floats instead of unsigned ints - we'll have a problem with varargs when passing an integer instead of a floating point value, except on 64bit platforms where the size of a float is the same as the size of an int To be clear: the *intent* of the API should not change -- we still use pixels everywhere -- but: - we remove ambiguity in the API with regard to pixels and units - we remove entry points we get to maintain for the whole 1.0 version of the API - we make things simpler to bind for both manual language bindings and automatic (gobject-introspection based) ones - we have the simplest API possible while still exposing the capabilities of the underlying GL implementation
2009-05-06 15:44:47 +00:00
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p)
{
ClutterStageWin32 *stage_win32 = CLUTTER_STAGE_WIN32 (self);
int height;
/* If we're in fullscreen mode then return the size of the screen
instead */
if ((stage_win32->state & CLUTTER_STAGE_STATE_FULLSCREEN))
height = CLUTTER_UNITS_FROM_DEVICE (stage_win32->fullscreen_rect.bottom
- stage_win32->fullscreen_rect.top);
else
height = CLUTTER_UNITS_FROM_DEVICE (stage_win32->win_height);
if (min_height_p)
*min_height_p = height;
if (natural_height_p)
*natural_height_p = height;
}
static void
get_fullscreen_rect (ClutterStageWin32 *stage_win32)
{
HMONITOR monitor;
MONITORINFO monitor_info;
/* If we already have a window then try to use the same monitor that
is already on */
if (stage_win32->hwnd)
monitor = MonitorFromWindow (stage_win32->hwnd, MONITOR_DEFAULTTONEAREST);
else
{
/* Otherwise just guess that they will want the monitor where
the cursor is */
POINT cursor;
GetCursorPos (&cursor);
monitor = MonitorFromPoint (cursor, MONITOR_DEFAULTTONEAREST);
}
monitor_info.cbSize = sizeof (monitor_info);
GetMonitorInfoW (monitor, &monitor_info);
stage_win32->fullscreen_rect = monitor_info.rcMonitor;
}
static void
get_full_window_size (ClutterStageWin32 *stage_win32,
int width_in, int height_in,
int *width_out, int *height_out)
{
gboolean resizable
= clutter_stage_get_user_resizable (stage_win32->wrapper);
/* The window size passed to CreateWindow includes the window
decorations */
*width_out = width_in + GetSystemMetrics (resizable ? SM_CXSIZEFRAME
: SM_CXFIXEDFRAME) * 2;
*height_out = height_in + GetSystemMetrics (resizable ? SM_CYSIZEFRAME
: SM_CYFIXEDFRAME) * 2
+ GetSystemMetrics (SM_CYCAPTION);
}
void
_clutter_stage_win32_get_min_max_info (ClutterStageWin32 *stage_win32,
MINMAXINFO *min_max_info)
{
/* If the window isn't resizable then set the max and min size to
the current size */
if (!clutter_stage_get_user_resizable (CLUTTER_STAGE (stage_win32->wrapper)))
{
int full_width, full_height;
get_full_window_size (stage_win32,
stage_win32->win_width, stage_win32->win_height,
&full_width, &full_height);
min_max_info->ptMaxTrackSize.x = full_width;
min_max_info->ptMinTrackSize.x = full_width;
min_max_info->ptMaxTrackSize.y = full_height;
min_max_info->ptMinTrackSize.y = full_height;
}
}
static void
clutter_stage_win32_allocate (ClutterActor *self,
const ClutterActorBox *box,
ClutterAllocationFlags flags)
{
ClutterStageWin32 *stage_win32 = CLUTTER_STAGE_WIN32 (self);
gint new_width, new_height;
new_width = ABS (box->x2 - box->x1);
new_height = ABS (box->y2 - box->y1);
if (new_width != stage_win32->win_width ||
new_height != stage_win32->win_height)
{
/* Ignore size requests if we are in full screen mode */
if ((stage_win32->state & CLUTTER_STAGE_STATE_FULLSCREEN) == 0)
{
stage_win32->win_width = new_width;
stage_win32->win_height = new_height;
if (stage_win32->hwnd != NULL && !stage_win32->is_foreign_win)
{
int full_width, full_height;
get_full_window_size (stage_win32,
new_width, new_height,
&full_width, &full_height);
SetWindowPos (stage_win32->hwnd, NULL,
0, 0,
full_width, full_height,
SWP_NOZORDER | SWP_NOMOVE);
}
}
CLUTTER_SET_PRIVATE_FLAGS (stage_win32->wrapper,
CLUTTER_ACTOR_SYNC_MATRICES);
}
CLUTTER_ACTOR_CLASS (clutter_stage_win32_parent_class)
->allocate (self, box, flags);
}
static void
clutter_stage_win32_set_title (ClutterStageWindow *stage_window,
const gchar *title)
{
ClutterStageWin32 *stage_win32 = CLUTTER_STAGE_WIN32 (stage_window);
wchar_t *wtitle;
/* Empty window titles not allowed, so set it to just a period. */
if (title == NULL || !title[0])
title = ".";
wtitle = g_utf8_to_utf16 (title, -1, NULL, NULL, NULL);
SetWindowTextW (stage_win32->hwnd, wtitle);
g_free (wtitle);
}
static LONG
get_window_style (ClutterStageWin32 *stage_win32)
{
ClutterStage *wrapper = stage_win32->wrapper;
/* Fullscreen mode shouldn't have any borders */
if ((stage_win32->state & CLUTTER_STAGE_STATE_FULLSCREEN))
return WS_POPUP;
/* Otherwise it's an overlapped window but if it isn't resizable
then it shouldn't have a thick frame */
else if (clutter_stage_get_user_resizable (wrapper))
return WS_OVERLAPPEDWINDOW;
else
return WS_OVERLAPPEDWINDOW & ~WS_THICKFRAME & ~WS_MAXIMIZEBOX;
}
static void
clutter_stage_win32_set_user_resize (ClutterStageWindow *stage_window,
gboolean value)
{
HWND hwnd = CLUTTER_STAGE_WIN32 (stage_window)->hwnd;
LONG old_style = GetWindowLongW (hwnd, GWL_STYLE);
/* Update the window style but preserve the visibility */
SetWindowLongW (hwnd, GWL_STYLE,
get_window_style (CLUTTER_STAGE_WIN32 (stage_window))
| (old_style & WS_VISIBLE));
/* Queue a redraw of the frame */
RedrawWindow (hwnd, NULL, NULL, RDW_FRAME | RDW_INVALIDATE);
}
static ClutterActor *
clutter_stage_win32_get_wrapper (ClutterStageWindow *stage_window)
{
return CLUTTER_ACTOR (CLUTTER_STAGE_WIN32 (stage_window)->wrapper);
}
static void
clutter_stage_win32_set_fullscreen (ClutterStageWindow *stage_window,
gboolean value)
{
ClutterStageWin32 *stage_win32 = CLUTTER_STAGE_WIN32 (stage_window);
HWND hwnd = CLUTTER_STAGE_WIN32 (stage_window)->hwnd;
LONG old_style = GetWindowLongW (hwnd, GWL_STYLE);
ClutterStageStateEvent event;
if (value)
stage_win32->state |= CLUTTER_STAGE_STATE_FULLSCREEN;
else
stage_win32->state &= ~CLUTTER_STAGE_STATE_FULLSCREEN;
if (hwnd)
{
/* Update the window style but preserve the visibility */
SetWindowLongW (hwnd, GWL_STYLE,
get_window_style (stage_win32)
| (old_style & WS_VISIBLE));
/* Update the window size */
if (value)
{
get_fullscreen_rect (stage_win32);
SetWindowPos (hwnd, HWND_TOP,
stage_win32->fullscreen_rect.left,
stage_win32->fullscreen_rect.top,
stage_win32->fullscreen_rect.right
- stage_win32->fullscreen_rect.left,
stage_win32->fullscreen_rect.bottom
- stage_win32->fullscreen_rect.top,
0);
}
else
{
int full_width, full_height;
get_full_window_size (stage_win32,
stage_win32->win_width,
stage_win32->win_height,
&full_width, &full_height);
SetWindowPos (stage_win32->hwnd, NULL,
0, 0,
full_width, full_height,
SWP_NOZORDER | SWP_NOMOVE);
}
CLUTTER_SET_PRIVATE_FLAGS (stage_win32->wrapper,
CLUTTER_ACTOR_SYNC_MATRICES);
}
/* Report the state change */
memset (&event, 0, sizeof (event));
event.type = CLUTTER_STAGE_STATE;
event.stage = CLUTTER_STAGE (stage_win32->wrapper);
event.new_state = stage_win32->state;
event.changed_mask = CLUTTER_STAGE_STATE_FULLSCREEN;
clutter_event_put ((ClutterEvent *) &event);
}
static ATOM
clutter_stage_win32_get_window_class ()
{
static ATOM klass = 0;
if (klass == 0)
{
WNDCLASSW wndclass;
memset (&wndclass, 0, sizeof (wndclass));
wndclass.style = CS_DBLCLKS | CS_HREDRAW | CS_VREDRAW;
wndclass.lpfnWndProc = _clutter_stage_win32_window_proc;
wndclass.cbWndExtra = sizeof (LONG_PTR);
wndclass.hInstance = GetModuleHandleW (NULL);
wndclass.hIcon = LoadIconW (NULL, (LPWSTR) IDI_APPLICATION);
wndclass.hCursor = LoadCursorW (NULL, (LPWSTR) IDC_ARROW);
wndclass.hbrBackground = NULL;
wndclass.lpszMenuName = NULL;
wndclass.lpszClassName = L"ClutterStageWin32";
klass = RegisterClassW (&wndclass);
}
return klass;
}
static gboolean
clutter_stage_win32_check_gl_version ()
{
const char *version_string, *major_end, *minor_end;
int major = 0, minor = 0;
/* Get the OpenGL version number */
if ((version_string = (const char *) glGetString (GL_VERSION)) == NULL)
return FALSE;
/* Extract the major number */
for (major_end = version_string; *major_end >= '0'
&& *major_end <= '9'; major_end++)
major = (major * 10) + *major_end - '0';
/* If there were no digits or the major number isn't followed by a
dot then it is invalid */
if (major_end == version_string || *major_end != '.')
return FALSE;
/* Extract the minor number */
for (minor_end = major_end + 1; *minor_end >= '0'
&& *minor_end <= '9'; minor_end++)
minor = (minor * 10) + *minor_end - '0';
/* If there were no digits or there is an unexpected character then
it is invalid */
if (minor_end == major_end + 1
|| (*minor_end && *minor_end != ' ' && *minor_end != '.'))
return FALSE;
/* Accept OpenGL 1.2 or later */
return major > 1 || (major == 1 && minor >= 2);
}
static gboolean
clutter_stage_win32_pixel_format_is_better (const PIXELFORMATDESCRIPTOR *pfa,
const PIXELFORMATDESCRIPTOR *pfb)
{
/* Always prefer a format with a stencil buffer */
if (pfa->cStencilBits == 0)
{
if (pfb->cStencilBits > 0)
return TRUE;
}
else if (pfb->cStencilBits == 0)
return FALSE;
/* Prefer a bigger color buffer */
if (pfb->cColorBits > pfa->cColorBits)
return TRUE;
else if (pfb->cColorBits < pfa->cColorBits)
return FALSE;
/* Prefer a bigger depth buffer */
return pfb->cDepthBits > pfa->cDepthBits;
}
static int
clutter_stage_win32_choose_pixel_format (HDC dc, PIXELFORMATDESCRIPTOR *pfd)
{
int i, num_formats, best_pf = 0;
PIXELFORMATDESCRIPTOR best_pfd;
num_formats = DescribePixelFormat (dc, 0, sizeof (best_pfd), NULL);
for (i = 1; i <= num_formats; i++)
{
memset (pfd, 0, sizeof (*pfd));
if (DescribePixelFormat (dc, i, sizeof (best_pfd), pfd)
/* Check whether this format is useable by Clutter */
&& ((pfd->dwFlags & (PFD_SUPPORT_OPENGL
| PFD_DRAW_TO_WINDOW
| PFD_DOUBLEBUFFER
| PFD_GENERIC_FORMAT))
== (PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW))
&& pfd->iPixelType == PFD_TYPE_RGBA
&& pfd->cColorBits >= 16 && pfd->cColorBits <= 32
&& pfd->cDepthBits >= 16 && pfd->cDepthBits <= 32
/* Check whether this is a better format than one we've
already found */
&& (best_pf == 0
|| clutter_stage_win32_pixel_format_is_better (&best_pfd, pfd)))
{
best_pf = i;
best_pfd = *pfd;
}
}
*pfd = best_pfd;
return best_pf;
}
static void
clutter_stage_win32_realize (ClutterActor *actor)
{
ClutterStageWin32 *stage_win32 = CLUTTER_STAGE_WIN32 (actor);
ClutterBackendWin32 *backend_win32;
PIXELFORMATDESCRIPTOR pfd;
int pf;
CLUTTER_NOTE (MISC, "Realizing main stage");
backend_win32 = CLUTTER_BACKEND_WIN32 (clutter_get_default_backend ());
if (stage_win32->hwnd == NULL)
{
ATOM window_class = clutter_stage_win32_get_window_class ();
int win_xpos, win_ypos, win_width, win_height;
if (window_class == 0)
{
g_critical ("Unable to register window class");
goto fail;
}
/* If we're in fullscreen mode then use the fullscreen rect
instead */
if ((stage_win32->state & CLUTTER_STAGE_STATE_FULLSCREEN))
{
get_fullscreen_rect (stage_win32);
win_xpos = stage_win32->fullscreen_rect.left;
win_ypos = stage_win32->fullscreen_rect.top;
win_width = stage_win32->fullscreen_rect.right - win_xpos;
win_height = stage_win32->fullscreen_rect.left - win_ypos;
}
else
{
win_xpos = win_ypos = CW_USEDEFAULT;
get_full_window_size (stage_win32,
stage_win32->win_width,
stage_win32->win_height,
&win_width, &win_height);
}
stage_win32->hwnd = CreateWindowW ((LPWSTR) MAKEINTATOM (window_class),
L".",
get_window_style (stage_win32),
win_xpos,
win_ypos,
win_width,
win_height,
NULL, NULL,
GetModuleHandle (NULL),
NULL);
if (stage_win32->hwnd == NULL)
{
g_critical ("Unable to create stage window");
goto fail;
}
/* Store a pointer to the actor in the extra bytes of the window
so we can quickly access it in the window procedure */
SetWindowLongPtrW (stage_win32->hwnd, 0, (LONG_PTR) stage_win32);
}
if (stage_win32->client_dc)
ReleaseDC (stage_win32->hwnd, stage_win32->client_dc);
stage_win32->client_dc = GetDC (stage_win32->hwnd);
pf = clutter_stage_win32_choose_pixel_format (stage_win32->client_dc, &pfd);
if (pf == 0 || !SetPixelFormat (stage_win32->client_dc, pf, &pfd))
{
g_critical ("Unable to find suitable GL pixel format");
goto fail;
}
if (backend_win32->gl_context == NULL)
{
backend_win32->gl_context = wglCreateContext (stage_win32->client_dc);
if (backend_win32->gl_context == NULL)
{
g_critical ("Unable to create suitable GL context");
goto fail;
}
/* Make the context current so we can check the GL version */
wglMakeCurrent (stage_win32->client_dc, backend_win32->gl_context);
if (!clutter_stage_win32_check_gl_version ())
{
g_critical ("OpenGL version number is too low");
goto fail;
}
}
CLUTTER_NOTE (BACKEND, "Marking stage as realized");
CLUTTER_ACTOR_SET_FLAGS (stage_win32, CLUTTER_ACTOR_REALIZED);
return;
fail:
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
}
static void
clutter_stage_win32_unrealize (ClutterActor *actor)
{
ClutterStageWin32 *stage_win32 = CLUTTER_STAGE_WIN32 (actor);
CLUTTER_NOTE (BACKEND, "Unrealizing stage");
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 13:16:43 +00:00
if (CLUTTER_ACTOR_CLASS (clutter_stage_win32_parent_class)->unrealize != NULL)
CLUTTER_ACTOR_CLASS (clutter_stage_win32_parent_class)->unrealize (actor);
if (stage_win32->client_dc)
{
ReleaseDC (stage_win32->hwnd, stage_win32->client_dc);
stage_win32->client_dc = NULL;
}
if (!stage_win32->is_foreign_win && stage_win32->hwnd)
{
/* Drop the pointer to this stage in the window so that any
further messages won't be processed. The stage might be being
destroyed so otherwise the messages would be handled with an
invalid stage instance */
SetWindowLongPtrW (stage_win32->hwnd, 0, (LONG_PTR) 0);
DestroyWindow (stage_win32->hwnd);
stage_win32->hwnd = NULL;
}
}
static void
clutter_stage_win32_dispose (GObject *gobject)
{
ClutterStageWin32 *stage_win32 = CLUTTER_STAGE_WIN32 (gobject);
G_OBJECT_CLASS (clutter_stage_win32_parent_class)->dispose (gobject);
}
static void
clutter_stage_win32_class_init (ClutterStageWin32Class *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
gobject_class->dispose = clutter_stage_win32_dispose;
actor_class->show = clutter_stage_win32_show;
actor_class->hide = clutter_stage_win32_hide;
actor_class->get_preferred_width = clutter_stage_win32_get_preferred_width;
actor_class->get_preferred_height = clutter_stage_win32_get_preferred_height;
actor_class->allocate = clutter_stage_win32_allocate;
actor_class->realize = clutter_stage_win32_realize;
actor_class->unrealize = clutter_stage_win32_unrealize;
}
static void
clutter_stage_win32_init (ClutterStageWin32 *stage)
{
stage->hwnd = NULL;
stage->client_dc = NULL;
stage->win_width = 640;
stage->win_height = 480;
stage->backend = NULL;
stage->scroll_pos = 0;
stage->is_foreign_win = FALSE;
stage->wrapper = NULL;
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_IS_TOPLEVEL);
}
static void
clutter_stage_window_iface_init (ClutterStageWindowIface *iface)
{
iface->get_wrapper = clutter_stage_win32_get_wrapper;
iface->set_title = clutter_stage_win32_set_title;
iface->set_fullscreen = clutter_stage_win32_set_fullscreen;
iface->set_user_resizable = clutter_stage_win32_set_user_resize;
}
/**
* clutter_win32_get_stage_window:
* @stage: a #ClutterStage
*
* Gets the stage's window handle
*
* Return value: An HWND for the stage window.
*
* Since: 0.8
*/
HWND
clutter_win32_get_stage_window (ClutterStage *stage)
{
ClutterStageWindow *impl;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
impl = _clutter_stage_get_window (stage);
g_return_val_if_fail (CLUTTER_IS_STAGE_WIN32 (impl), NULL);
return CLUTTER_STAGE_WIN32 (impl)->hwnd;
}
/**
* clutter_win32_get_stage_from_window:
* @hwnd: a window handle
*
* Gets the stage for a particular window.
*
* Return value: The stage or NULL if a stage does not exist for the
* window.
*
* Since: 0.8
*/
ClutterStage *
clutter_win32_get_stage_from_window (HWND hwnd)
{
/* Check whether the window handle is an instance of the stage
window class */
if ((ATOM) GetClassLongPtrW (hwnd, GCW_ATOM)
== clutter_stage_win32_get_window_class ())
/* If it is there should be a pointer to the stage in the window
extra data */
return CLUTTER_STAGE_WIN32 (GetWindowLongPtrW (hwnd, 0))->wrapper;
else
{
/* Otherwise it might be a foreign window so we should check the
stage list */
ClutterMainContext *context = clutter_context_get_default ();
ClutterStageManager *stage_manager = context->stage_manager;
GSList *l;
for (l = stage_manager->stages; l; l = l->next)
{
ClutterStage *stage = l->data;
ClutterStageWindow *impl;
impl = _clutter_stage_get_window (stage);
g_assert (CLUTTER_IS_STAGE_WIN32 (impl));
if (CLUTTER_STAGE_WIN32 (impl)->hwnd == hwnd)
return stage;
}
}
return NULL;
}
/**
* clutter_win32_set_stage_foreign:
* @stage: a #ClutterStage
* @hwnd: an existing window handle
*
* Target the #ClutterStage to use an existing external window handle.
*
* Return value: %TRUE if foreign window is valid
*
* Since: 0.8
*/
gboolean
clutter_win32_set_stage_foreign (ClutterStage *stage,
HWND hwnd)
{
ClutterStageWin32 *stage_win32;
ClutterStageWindow *impl;
ClutterActor *actor;
RECT client_rect;
POINT window_pos;
ClutterGeometry geom;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
g_return_val_if_fail (hwnd != NULL, FALSE);
actor = CLUTTER_ACTOR (stage);
impl = _clutter_stage_get_window (stage);
stage_win32 = CLUTTER_STAGE_WIN32 (impl);
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 13:16:43 +00:00
/* FIXME this needs updating to use _clutter_actor_rerealize(),
* see the analogous code in x11 backend. Probably best if
* win32 maintainer does it so they can be sure it compiles
* and works.
*/
clutter_actor_unrealize (actor);
if (!GetClientRect (hwnd, &client_rect))
{
g_warning ("Unable to retrieve the new window geometry");
return FALSE;
}
window_pos.x = client_rect.left;
window_pos.y = client_rect.right;
ClientToScreen (hwnd, &window_pos);
CLUTTER_NOTE (BACKEND, "Setting foreign window (0x%x)", (int) hwnd);
stage_win32->hwnd = hwnd;
stage_win32->is_foreign_win = TRUE;
geom.x = 0;
geom.y = 0;
geom.width = client_rect.right - client_rect.left;
geom.height = client_rect.bottom - client_rect.top;
clutter_actor_set_geometry (actor, &geom);
clutter_actor_realize (actor);
return TRUE;
}
void
clutter_stage_win32_map (ClutterStageWin32 *stage_win32)
{
clutter_actor_map (CLUTTER_ACTOR (stage_win32));
clutter_actor_map (CLUTTER_ACTOR (stage_win32->wrapper));
clutter_actor_queue_relayout (CLUTTER_ACTOR (stage_win32->wrapper));
}
void
clutter_stage_win32_unmap (ClutterStageWin32 *stage_win32)
{
clutter_actor_unmap (CLUTTER_ACTOR (stage_win32));
clutter_actor_unmap (CLUTTER_ACTOR (stage_win32->wrapper));
}