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

235 lines
6.6 KiB
C
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#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#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 "../clutter-stage-window.h"
#include "cogl/cogl.h"
static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterStageSDL,
clutter_stage_sdl,
CLUTTER_TYPE_ACTOR,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW,
clutter_stage_window_iface_init));
static void
clutter_stage_sdl_show (ClutterActor *actor)
{
CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
CLUTTER_ACTOR_SET_FLAGS (CLUTTER_STAGE_SDL (actor)->wrapper,
CLUTTER_ACTOR_MAPPED);
CLUTTER_ACTOR_CLASS (clutter_stage_sdl_parent_class)->show (actor);
}
static void
clutter_stage_sdl_hide (ClutterActor *actor)
{
/* No way to easily unmap SDL window ? */
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
CLUTTER_ACTOR_UNSET_FLAGS (CLUTTER_STAGE_SDL (actor)->wrapper,
CLUTTER_ACTOR_MAPPED);
CLUTTER_ACTOR_CLASS (clutter_stage_sdl_parent_class)->hide (actor);
}
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");
is_offscreen = is_fullscreen = FALSE;
g_object_get (stage_sdl->wrapper,
"offscreen", &is_offscreen,
"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",
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
SDL_GetError ());
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
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
}
else
{
/* FIXME */
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 ("SDL Backend does not yet support offscreen rendering");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
}
}
static void
clutter_stage_sdl_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 11:44:47 -04:00
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p)
{
ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (self);
if (min_width_p)
*min_width_p = CLUTTER_UNITS_FROM_DEVICE (stage_sdl->win_width);
if (natural_width_p)
*natural_width_p = CLUTTER_UNITS_FROM_DEVICE (stage_sdl->win_width);
}
static void
clutter_stage_sdl_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 11:44:47 -04:00
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p)
{
ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (self);
if (min_height_p)
*min_height_p = CLUTTER_UNITS_FROM_DEVICE (stage_sdl->win_height);
if (natural_height_p)
*natural_height_p = CLUTTER_UNITS_FROM_DEVICE (stage_sdl->win_height);
}
static void
clutter_stage_sdl_allocate (ClutterActor *self,
const ClutterActorBox *box,
ClutterAllocationFlags flags)
{
ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (self);
gint new_width, new_height;
ClutterActorClass *parent_class;
/* FIXME: some how have X configure_notfiy 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)
{
/* Failed */
return;
}
stage_sdl->win_width = new_width;
stage_sdl->win_height = new_height;
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_SYNC_MATRICES);
}
parent_class = CLUTTER_ACTOR_CLASS (clutter_stage_sdl_parent_class);
parent_class->allocate (self, box, flags);
}
static void
clutter_stage_sdl_set_fullscreen (ClutterStageWindow *stage_window,
gboolean fullscreen)
{
ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (stage_window);
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 (ClutterStageWindow *stage_window,
gboolean show_cursor)
{
SDL_ShowCursor (show_cursor);
}
static void
clutter_stage_sdl_set_title (ClutterStageWindow *stage_window,
const gchar *title)
{
SDL_WM_SetCaption (title, NULL);
}
static void
clutter_stage_sdl_dispose (GObject *gobject)
{
ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (gobject);
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);
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->get_preferred_width = clutter_stage_sdl_get_preferred_width;
actor_class->get_preferred_height = clutter_stage_sdl_get_preferred_height;
actor_class->allocate = clutter_stage_sdl_allocate;
}
static void
clutter_stage_window_iface_init (ClutterStageWindowIface *iface)
{
iface->set_fullscreen = clutter_stage_sdl_set_fullscreen;
iface->set_cursor_visible = clutter_stage_sdl_set_cursor_visible;
iface->set_title = clutter_stage_sdl_set_title;
}
static void
clutter_stage_sdl_init (ClutterStageSDL *stage)
{
stage->win_width = 640;
stage->win_height = 480;
}