mutter/clutter/sdl/clutter-stage-sdl.c

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#include "config.h"
#include "clutter-stage-sdl.h"
#include "clutter-sdl.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 "cogl.h"
G_DEFINE_TYPE (ClutterStageSDL, clutter_stage_sdl, CLUTTER_TYPE_STAGE);
static void
clutter_stage_sdl_show (ClutterActor *actor)
{
;
}
static void
clutter_stage_sdl_hide (ClutterActor *actor)
{
/* No way to easily unmap SDL window ? */
;
}
static void
clutter_stage_sdl_unrealize (ClutterActor *actor)
{
;
}
static void
clutter_stage_sdl_realize (ClutterActor *actor)
{
ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (actor);
gboolean is_offscreen, is_fullscreen;
CLUTTER_NOTE (BACKEND, "Realizing main stage");
g_object_get (actor, "offscreen", &is_offscreen, NULL);
g_object_get (actor, "fullscreen", &is_fullscreen, NULL);
if (G_LIKELY (!is_offscreen))
{
gint flags = SDL_OPENGL;
if (is_fullscreen) flags |= SDL_FULLSCREEN;
SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 0);
if (SDL_SetVideoMode(stage_sdl->win_width,
stage_sdl->win_height,
0, flags) == NULL)
{
CLUTTER_NOTE (BACKEND, "SDL appears not to handle this mode - %s",
SDL_GetError());
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
}
else
{
/* FIXME */
g_warning("SDL Backend does not yet support offscreen rendering\n");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
CLUTTER_SET_PRIVATE_FLAGS(actor, CLUTTER_ACTOR_SYNC_MATRICES);
}
static void
clutter_stage_sdl_allocate_coords (ClutterActor *self,
ClutterActorBox *box)
{
ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (self);
box->x1 = box->y1 = 0;
box->x2 = box->x1 + CLUTTER_UNITS_FROM_INT (stage_sdl->win_width);
box->y2 = box->y1 + CLUTTER_UNITS_FROM_INT (stage_sdl->win_height);
}
static void
clutter_stage_sdl_request_coords (ClutterActor *self,
ClutterActorBox *box)
{
ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (self);
gint new_width, new_height;
/* FIXME: some how have X configure_notfiys call this ? */
new_width = ABS (CLUTTER_UNITS_TO_INT (box->x2 - box->x1));
new_height = ABS (CLUTTER_UNITS_TO_INT (box->y2 - box->y1));
if (new_width != stage_sdl->win_width ||
new_height != stage_sdl->win_height)
{
if (SDL_SetVideoMode(new_width,
new_height,
0, SDL_OPENGL) == NULL)
{
box->x2 = box->x1 + stage_sdl->win_width;
box->y2 = box->y1 + stage_sdl->win_height;
/* Failed */
return;
}
stage_sdl->win_width = new_width;
stage_sdl->win_height = new_height;
CLUTTER_SET_PRIVATE_FLAGS(self, CLUTTER_ACTOR_SYNC_MATRICES);
}
}
static void
clutter_stage_sdl_set_fullscreen (ClutterStage *stage,
gboolean fullscreen)
{
ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (stage);
int flags = SDL_OPENGL;
if (fullscreen) flags |= SDL_FULLSCREEN;
SDL_SetVideoMode(stage_sdl->win_width,
stage_sdl->win_height,
0, flags);
}
static void
clutter_stage_sdl_set_cursor_visible (ClutterStage *stage,
gboolean show_cursor)
{
SDL_ShowCursor(show_cursor);
}
static void
clutter_stage_sdl_set_offscreen (ClutterStage *stage,
gboolean offscreen)
{
g_warning ("Stage of type `%s' do not support ClutterStage::set_offscreen",
G_OBJECT_TYPE_NAME (stage));
}
static void
clutter_stage_sdl_draw_to_pixbuf (ClutterStage *stage,
GdkPixbuf *dest,
gint x,
gint y,
gint width,
gint height)
{
g_warning ("Stage of type `%s' do not support ClutterStage::draw_to_pixbuf",
G_OBJECT_TYPE_NAME (stage));
}
static void
clutter_stage_sdl_dispose (GObject *gobject)
{
ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (gobject);
clutter_actor_unrealize (CLUTTER_ACTOR (stage_sdl));
G_OBJECT_CLASS (clutter_stage_sdl_parent_class)->dispose (gobject);
}
static void
clutter_stage_sdl_class_init (ClutterStageSDLClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
ClutterStageClass *stage_class = CLUTTER_STAGE_CLASS (klass);
gobject_class->dispose = clutter_stage_sdl_dispose;
actor_class->show = clutter_stage_sdl_show;
actor_class->hide = clutter_stage_sdl_hide;
actor_class->realize = clutter_stage_sdl_realize;
actor_class->unrealize = clutter_stage_sdl_unrealize;
actor_class->request_coords = clutter_stage_sdl_request_coords;
actor_class->allocate_coords = clutter_stage_sdl_allocate_coords;
stage_class->set_fullscreen = clutter_stage_sdl_set_fullscreen;
stage_class->set_cursor_visible = clutter_stage_sdl_set_cursor_visible;
stage_class->set_offscreen = clutter_stage_sdl_set_offscreen;
stage_class->draw_to_pixbuf = clutter_stage_sdl_draw_to_pixbuf;
}
static void
clutter_stage_sdl_init (ClutterStageSDL *stage)
{
stage->win_width = 640;
stage->win_height = 480;
}