mutter/clutter/osx/clutter-stage-osx.c

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/* Clutter - An OpenGL based 'interactive canvas' library.
* OSX backend - integration with NSWindow and NSView
*
* Copyright (C) 2007-2008 Tommi Komulainen <tommi.komulainen@iki.fi>
* Copyright (C) 2007 OpenedHand Ltd.
*
* 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.
*/
#include "config.h"
#include "clutter-osx.h"
#include "clutter-stage-osx.h"
#include "clutter-backend-osx.h"
#import <AppKit/AppKit.h>
#include <clutter/clutter-debug.h>
#include <clutter/clutter-private.h>
static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterStageOSX, clutter_stage_osx, CLUTTER_TYPE_ACTOR,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW,
clutter_stage_window_iface_init))
/* FIXME: this should be in clutter-stage.c */
static void
clutter_stage_osx_state_update (ClutterStageOSX *self,
ClutterStageState unset_flags,
ClutterStageState set_flags);
#define CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL (NSMainMenuWindowLevel + 1)
/*************************************************************************/
@implementation ClutterGLWindow
- (id)initWithView:(NSView *)aView UTF8Title:(const char *)aTitle stage:(ClutterStageOSX *)aStage
{
if ((self = [super initWithContentRect: [aView frame]
styleMask: NSTitledWindowMask | NSClosableWindowMask | NSResizableWindowMask
backing: NSBackingStoreBuffered
defer: NO]) != nil)
{
[self setDelegate: self];
[self useOptimizedDrawing: YES];
[self setContentView: aView];
[self setTitle:[NSString stringWithUTF8String: aTitle ? aTitle : ""]];
self->stage_osx = aStage;
}
return self;
}
- (BOOL) windowShouldClose: (id) sender
{
CLUTTER_NOTE (BACKEND, "[%p] windowShouldClose", self->stage_osx);
ClutterEvent event;
event.type = CLUTTER_DELETE;
event.any.stage = CLUTTER_STAGE (self->stage_osx->wrapper);
clutter_event_put (&event);
return NO;
}
- (NSRect) constrainFrameRect:(NSRect)frameRect toScreen:(NSScreen*)aScreen
{
/* in fullscreen mode we don't want to be constrained by menubar or dock
* FIXME: calculate proper constraints depending on fullscreen mode
*/
return frameRect;
}
- (void) windowDidBecomeKey:(NSNotification*)aNotification
{
CLUTTER_NOTE (BACKEND, "[%p] windowDidBecomeKey", self->stage_osx);
if (self->stage_osx->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
[self setLevel: CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL];
clutter_stage_osx_state_update (self->stage_osx, 0, CLUTTER_STAGE_STATE_ACTIVATED);
}
- (void) windowDidResignKey:(NSNotification*)aNotification
{
CLUTTER_NOTE (BACKEND, "[%p] windowDidResignKey", self->stage_osx);
if (self->stage_osx->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
{
[self setLevel: NSNormalWindowLevel];
[self orderBack: nil];
}
clutter_stage_osx_state_update (self->stage_osx, CLUTTER_STAGE_STATE_ACTIVATED, 0);
}
@end
/*************************************************************************/
@interface ClutterGLView : NSOpenGLView
{
ClutterStageOSX *stage_osx;
}
- (void) drawRect: (NSRect) bounds;
@end
@implementation ClutterGLView
- (id) initWithFrame: (NSRect)aFrame pixelFormat:(NSOpenGLPixelFormat*)aFormat stage:(ClutterStageOSX*)aStage
{
if ((self = [super initWithFrame:aFrame pixelFormat:aFormat]) != nil)
{
self->stage_osx = aStage;
}
return self;
}
- (void) drawRect: (NSRect) bounds
{
clutter_actor_paint (CLUTTER_ACTOR (self->stage_osx->wrapper));
[[self openGLContext] flushBuffer];
}
/* In order to receive key events */
- (BOOL) acceptsFirstResponder
{
return YES;
}
/* We want 0,0 top left */
- (BOOL) isFlipped
{
return YES;
}
- (void) setFrameSize: (NSSize) aSize
{
CLUTTER_NOTE (BACKEND, "[%p] setFrameSize: %dx%d", self->stage_osx,
(int)aSize.width, (int)aSize.height);
[super setFrameSize: aSize];
clutter_actor_set_size (CLUTTER_ACTOR (self->stage_osx->wrapper),
(int)aSize.width, (int)aSize.height);
CLUTTER_SET_PRIVATE_FLAGS(self->stage_osx->wrapper, CLUTTER_ACTOR_SYNC_MATRICES);
}
/* Simply forward all events that reach our view to clutter. */
#define EVENT_HANDLER(event) -(void)event:(NSEvent *)theEvent { \
_clutter_event_osx_put (theEvent, self->stage_osx->wrapper); \
}
EVENT_HANDLER(mouseDown)
EVENT_HANDLER(mouseDragged)
EVENT_HANDLER(mouseUp)
EVENT_HANDLER(mouseMoved)
EVENT_HANDLER(mouseEntered)
EVENT_HANDLER(mouseExited)
EVENT_HANDLER(rightMouseDown)
EVENT_HANDLER(rightMouseDragged)
EVENT_HANDLER(rightMouseUp)
EVENT_HANDLER(otherMouseDown)
EVENT_HANDLER(otherMouseDragged)
EVENT_HANDLER(otherMouseUp)
EVENT_HANDLER(scrollWheel)
EVENT_HANDLER(keyDown)
EVENT_HANDLER(keyUp)
EVENT_HANDLER(flagsChanged)
EVENT_HANDLER(helpRequested)
EVENT_HANDLER(tabletPoint)
EVENT_HANDLER(tabletProximity)
#undef EVENT_HANDLER
@end
/*************************************************************************/
static void
clutter_stage_osx_state_update (ClutterStageOSX *self,
ClutterStageState unset_flags,
ClutterStageState set_flags)
{
ClutterStageStateEvent event;
event.new_state = self->stage_state;
event.new_state |= set_flags;
event.new_state &= ~unset_flags;
if (event.new_state == self->stage_state)
return;
event.changed_mask = event.new_state ^ self->stage_state;
self->stage_state = event.new_state;
event.type = CLUTTER_STAGE_STATE;
event.stage = CLUTTER_STAGE (self->wrapper);
clutter_event_put ((ClutterEvent*)&event);
}
static void
clutter_stage_osx_save_frame (ClutterStageOSX *self)
{
if (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)))
{
g_assert (self->window != NULL);
self->normalFrame = [self->window frame];
self->haveNormalFrame = TRUE;
}
}
static void
clutter_stage_osx_set_frame (ClutterStageOSX *self)
{
g_assert (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)));
g_assert (self->window != NULL);
if (self->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
{
/* Raise above the menubar (and dock) covering the whole screen.
*
* NOTE: This effectively breaks Option-Tabbing as our window covers
* all other applications completely. However we deal with the situation
* by lowering the window to the bottom of the normal level stack on
* windowDidResignKey notification.
*/
[self->window setLevel: CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL];
[self->window setFrame: [self->window frameRectForContentRect: [[self->window screen] frame]] display: NO];
}
else
{
[self->window setLevel: NSNormalWindowLevel];
if (self->haveNormalFrame)
[self->window setFrame: self->normalFrame display: NO];
else
/* looks better than positioning to 0,0 (bottom right) */
[self->window center];
}
}
/*************************************************************************/
static void
clutter_stage_osx_realize (ClutterActor *actor)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
ClutterBackendOSX *backend_osx;
gboolean offscreen;
CLUTTER_NOTE (BACKEND, "[%p] realize", self);
/* ensure we get realize+unrealize properly paired */
g_return_if_fail (self->view == NULL && self->window == NULL);
CLUTTER_OSX_POOL_ALLOC();
g_object_get (self->wrapper, "offscreen", &offscreen, NULL);
if (offscreen)
{
g_warning("OSX Backend does not yet support offscreen rendering\n");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
backend_osx = CLUTTER_BACKEND_OSX (self->backend);
NSRect rect = NSMakeRect(0, 0, self->requisition_width, self->requisition_height);
self->view = [[ClutterGLView alloc]
initWithFrame: rect
pixelFormat: backend_osx->pixel_format
stage: self];
[self->view setOpenGLContext:backend_osx->context];
self->window = [[ClutterGLWindow alloc]
initWithView: self->view
UTF8Title: clutter_stage_get_title (CLUTTER_STAGE (self->wrapper))
stage: self];
/* looks better than positioning to 0,0 (bottom right) */
[self->window center];
CLUTTER_OSX_POOL_RELEASE();
/* FIXME: ClutterStage:realize is using the class pointer directly rather
* than clutter_actor_realize which would set the REALIZED flag for us.
*/
CLUTTER_NOTE (BACKEND, "Marking stage as realized");
CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
}
static void
clutter_stage_osx_unrealize (ClutterActor *actor)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
CLUTTER_NOTE (BACKEND, "[%p] unrealize", self);
/* ensure we get realize+unrealize properly paired */
g_return_if_fail (self->view != NULL && self->window != NULL);
CLUTTER_OSX_POOL_ALLOC();
[self->view release];
[self->window close];
self->view = NULL;
self->window = NULL;
CLUTTER_OSX_POOL_RELEASE();
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
}
static void
clutter_stage_osx_show (ClutterActor *actor)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
CLUTTER_NOTE (BACKEND, "[%p] show", self);
if (CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->show)
CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->show (actor);
CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
CLUTTER_OSX_POOL_ALLOC();
clutter_stage_osx_set_frame (self);
[self->window makeKeyAndOrderFront: nil];
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_hide (ClutterActor *actor)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
CLUTTER_NOTE (BACKEND, "[%p] hide", self);
CLUTTER_OSX_POOL_ALLOC();
[self->window orderOut: nil];
CLUTTER_OSX_POOL_RELEASE();
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
if (CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->hide)
CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->hide (actor);
}
static void
clutter_stage_osx_get_preferred_width (ClutterActor *actor,
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)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
gboolean is_resizable;
CLUTTER_OSX_POOL_ALLOC();
is_resizable = clutter_stage_get_user_resizable (self->wrapper);
if (min_width_p)
{
if (is_resizable)
*min_width_p = CLUTTER_UNITS_FROM_FLOAT (1.0);
else
*min_width_p = CLUTTER_UNITS_FROM_FLOAT (self->requisition_width);
}
if (natural_width_p)
*natural_width_p = CLUTTER_UNITS_FROM_FLOAT (self->requisition_width);
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_get_preferred_height (ClutterActor *actor,
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)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
gboolean is_resizable;
CLUTTER_OSX_POOL_ALLOC();
is_resizable = clutter_stage_get_user_resizable (self->wrapper);
if (min_height_p)
{
if (is_resizable)
*min_height_p = CLUTTER_UNITS_FROM_FLOAT (1.0);
else
*min_height_p = CLUTTER_UNITS_FROM_FLOAT (self->requisition_height);
}
if (natural_height_p)
*natural_height_p = CLUTTER_UNITS_FROM_FLOAT (self->requisition_height);
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_allocate (ClutterActor *actor,
const ClutterActorBox *box,
ClutterAllocationFlags flags)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
ClutterActorClass *parent_class;
CLUTTER_NOTE (BACKEND, "[%p], allocate: %d, %d - %d x %d", self,
CLUTTER_UNITS_TO_INT (box->x1),
CLUTTER_UNITS_TO_INT (box->y1),
CLUTTER_UNITS_TO_INT (box->x2 - box->x1),
CLUTTER_UNITS_TO_INT (box->y2 - box->y1));
self->requisition_width = CLUTTER_UNITS_TO_INT (box->x2 - box->x1);
self->requisition_height = CLUTTER_UNITS_TO_INT (box->y2 - box->y1);
if (CLUTTER_ACTOR_IS_REALIZED (actor))
{
CLUTTER_OSX_POOL_ALLOC();
NSSize size = NSMakeSize(self->requisition_width,
self->requisition_height);
[self->window setContentSize: size];
CLUTTER_OSX_POOL_RELEASE();
}
/* make sure that the viewport is updated */
CLUTTER_SET_PRIVATE_FLAGS (self->wrapper, CLUTTER_ACTOR_SYNC_MATRICES);
/* chain up */
parent_class = CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class);
parent_class->allocate (actor, box, flags);
}
/*************************************************************************/
static ClutterActor *
clutter_stage_osx_get_wrapper (ClutterStageWindow *stage_window)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
return CLUTTER_ACTOR (self->wrapper);
}
static void
clutter_stage_osx_set_title (ClutterStageWindow *stage_window,
const char *title)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
CLUTTER_NOTE (BACKEND, "[%p] set_title: %s", self, title);
CLUTTER_OSX_POOL_ALLOC();
if (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)))
[self->window setTitle:[NSString stringWithUTF8String: title ? title : ""]];
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_set_fullscreen (ClutterStageWindow *stage_window,
gboolean fullscreen)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
CLUTTER_NOTE (BACKEND, "[%p] set_fullscreen: %u", self, fullscreen);
CLUTTER_OSX_POOL_ALLOC();
/* Make sure to update the state before clutter_stage_osx_set_frame.
*
* Toggling fullscreen isn't atomic, there's two "events" involved:
* - stage state change (via state_update)
* - stage size change (via set_frame -> setFrameSize / set_size)
*
* We do state change first. Not sure there's any difference.
*/
if (fullscreen)
clutter_stage_osx_state_update (self, 0, CLUTTER_STAGE_STATE_FULLSCREEN);
else
clutter_stage_osx_state_update (self, CLUTTER_STAGE_STATE_FULLSCREEN, 0);
if (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)))
{
if (fullscreen)
clutter_stage_osx_save_frame (self);
clutter_stage_osx_set_frame (self);
}
else if (fullscreen)
{
/* FIXME: if you go fullscreen before realize we throw away the normal
* stage size and can't return. Need to maintain them separately.
*/
NSSize size = [[NSScreen mainScreen] frame].size;
clutter_actor_set_size (CLUTTER_ACTOR (self),
(int)size.width, (int)size.height);
}
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_window_iface_init (ClutterStageWindowIface *iface)
{
iface->get_wrapper = clutter_stage_osx_get_wrapper;
iface->set_title = clutter_stage_osx_set_title;
iface->set_fullscreen = clutter_stage_osx_set_fullscreen;
}
/*************************************************************************/
ClutterActor *
clutter_stage_osx_new (ClutterBackend *backend,
ClutterStage *wrapper)
{
ClutterStageOSX *self;
self = g_object_new (CLUTTER_TYPE_STAGE_OSX, NULL);
self->backend = backend;
self->wrapper = wrapper;
return CLUTTER_ACTOR(self);
}
/*************************************************************************/
static void
clutter_stage_osx_init (ClutterStageOSX *self)
{
self->requisition_width = 640;
self->requisition_height = 480;
CLUTTER_SET_PRIVATE_FLAGS(self, CLUTTER_ACTOR_IS_TOPLEVEL);
}
static void
clutter_stage_osx_class_init (ClutterStageOSXClass *klass)
{
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
actor_class->realize = clutter_stage_osx_realize;
actor_class->unrealize = clutter_stage_osx_unrealize;
actor_class->show = clutter_stage_osx_show;
actor_class->hide = clutter_stage_osx_hide;
actor_class->allocate = clutter_stage_osx_allocate;
actor_class->get_preferred_width = clutter_stage_osx_get_preferred_width;
actor_class->get_preferred_height = clutter_stage_osx_get_preferred_height;
}