mirror of
https://github.com/brl/mutter.git
synced 2024-12-22 11:02:05 +00:00
Move the get_actor_at_pos() inside ClutterStage, as it is pure
GL and not GLX. Removed the get_actor_at_pos() and flush() vfuncs from ClutterStageClass: clutter_stage_flush() becomes the private _clutter_stage_sync_viewport() function, which should only be used internally.
This commit is contained in:
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65d1a65b49
commit
fa93634d14
@ -137,6 +137,8 @@ void _clutter_synthetise_stage_state (ClutterBackend *backend,
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ClutterStageState set_flags,
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ClutterStageState unset_flags);
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void _clutter_stage_sync_viewport (ClutterStage *stage);
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G_END_DECLS
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#endif /* _HAVE_CLUTTER_PRIVATE_H */
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@ -44,6 +44,8 @@
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#include "clutter-debug.h"
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#include "clutter-version.h" /* For flavour */
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#include <GL/gl.h>
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#include <gdk-pixbuf-xlib/gdk-pixbuf-xlib.h>
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G_DEFINE_ABSTRACT_TYPE (ClutterStage, clutter_stage, CLUTTER_TYPE_GROUP);
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@ -581,23 +583,6 @@ clutter_stage_hide_cursor (ClutterStage *stage)
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}
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}
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/**
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* clutter_stage_flush:
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* @stage: a #ClutterStage
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*
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* Flushes the stage. This function is only useful for stage
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* implementations inside backends or for actors; you should never
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* need to call this function directly.
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*/
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void
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clutter_stage_flush (ClutterStage *stage)
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{
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
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if (CLUTTER_STAGE_GET_CLASS (stage)->flush)
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CLUTTER_STAGE_GET_CLASS (stage)->flush (stage);
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}
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/**
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* clutter_stage_snapshot
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* @stage: A #ClutterStage
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@ -637,17 +622,148 @@ clutter_stage_snapshot (ClutterStage *stage,
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return NULL;
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}
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static inline void
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frustum (GLfloat left,
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GLfloat right,
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GLfloat bottom,
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GLfloat top,
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GLfloat nearval,
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GLfloat farval)
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{
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GLfloat x, y, a, b, c, d;
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GLfloat m[16];
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x = (2.0 * nearval) / (right - left);
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y = (2.0 * nearval) / (top - bottom);
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a = (right + left) / (right - left);
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b = (top + bottom) / (top - bottom);
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c = -(farval + nearval) / ( farval - nearval);
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d = -(2.0 * farval * nearval) / (farval - nearval);
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#define M(row,col) m[col*4+row]
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M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F;
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M(1,0) = 0.0F; M(1,1) = y; M(1,2) = b; M(1,3) = 0.0F;
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M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = c; M(2,3) = d;
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M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = -1.0F; M(3,3) = 0.0F;
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#undef M
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glMultMatrixf (m);
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}
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static inline void
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perspective (GLfloat fovy,
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GLfloat aspect,
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GLfloat zNear,
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GLfloat zFar)
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{
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GLfloat xmin, xmax, ymin, ymax;
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ymax = zNear * tan (fovy * M_PI / 360.0);
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ymin = -ymax;
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xmin = ymin * aspect;
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xmax = ymax * aspect;
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frustum (xmin, xmax, ymin, ymax, zNear, zFar);
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}
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void
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_clutter_stage_sync_viewport (ClutterStage *stage)
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{
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ClutterActor *actor;
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gint width, height;
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
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actor = CLUTTER_ACTOR (stage);
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width = clutter_actor_get_width (actor);
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height = clutter_actor_get_height (actor);
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glViewport (0, 0, width, height);
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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perspective (60.0f, 1.0f, 0.1f, 100.0f);
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glMatrixMode (GL_MODELVIEW);
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glLoadIdentity ();
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/* Then for 2D like transform */
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/* camera distance from screen, 0.5 * tan (FOV) */
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#define DEFAULT_Z_CAMERA 0.866025404f
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glTranslatef (-0.5f, -0.5f, -DEFAULT_Z_CAMERA);
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glScalef ( 1.0f / width,
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-1.0f / height,
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1.0f / width);
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glTranslatef (0.0f, -1.0 * height, 0.0f);
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}
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/**
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* clutter_stage_get_actor_at_pos:
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* @stage:
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* @x:
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* @y:
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*
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* FIXME
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*
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* Return value: the actor at the specified coordinates, if any
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*/
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ClutterActor *
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clutter_stage_get_actor_at_pos (ClutterStage *stage,
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gint x,
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gint y)
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{
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ClutterActor *found = NULL;
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GLuint buff[64] = { 0 };
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GLint hits;
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GLint view[4];
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g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
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glSelectBuffer (sizeof (buff), buff);
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glGetIntegerv (GL_VIEWPORT, view);
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glRenderMode (GL_SELECT);
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if (CLUTTER_STAGE_GET_CLASS (stage)->get_actor_at_pos)
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glInitNames ();
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glPushName (0);
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glMatrixMode (GL_PROJECTION);
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glPushMatrix ();
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glLoadIdentity ();
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/* This is gluPickMatrix(x, y, 1.0, 1.0, view); */
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glTranslatef ((view[2] - 2 * (x - view[0])),
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(view[3] - 2 * (y - view[1])), 0);
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glScalef (view[2], -view[3], 1.0);
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perspective (60.0f, 1.0f, 0.1f, 100.0f);
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glMatrixMode (GL_MODELVIEW);
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clutter_actor_paint (CLUTTER_ACTOR (stage));
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glMatrixMode (GL_PROJECTION);
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glPopMatrix ();
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hits = glRenderMode (GL_RENDER);
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if (hits != 0)
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{
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return CLUTTER_STAGE_GET_CLASS (stage)->get_actor_at_pos (stage, x, y);
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#if 0
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gint i
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for (i = 0; i < hits; i++)
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g_print ("Hit at %i\n", buff[i * 4 + 3]);
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#endif
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found = clutter_group_find_child_by_id (CLUTTER_GROUP (stage),
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buff[(hits-1) * 4 + 3]);
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}
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return NULL;
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_clutter_stage_sync_viewport (stage);
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return found;
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}
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@ -84,9 +84,6 @@ struct _ClutterStageClass
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gboolean visible);
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void (* set_offscreen) (ClutterStage *stage,
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gboolean offscreen);
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ClutterActor *(* get_actor_at_pos) (ClutterStage *stage,
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gint x,
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gint y);
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void (* draw_to_pixbuf) (ClutterStage *stage,
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GdkPixbuf *dest,
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gint x,
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@ -45,75 +45,6 @@
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G_DEFINE_TYPE (ClutterStageGlx, clutter_stage_glx, CLUTTER_TYPE_STAGE);
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static inline void
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frustum (GLfloat left,
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GLfloat right,
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GLfloat bottom,
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GLfloat top,
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GLfloat nearval,
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GLfloat farval)
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{
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GLfloat x, y, a, b, c, d;
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GLfloat m[16];
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x = (2.0 * nearval) / (right - left);
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y = (2.0 * nearval) / (top - bottom);
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a = (right + left) / (right - left);
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b = (top + bottom) / (top - bottom);
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c = -(farval + nearval) / ( farval - nearval);
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d = -(2.0 * farval * nearval) / (farval - nearval);
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#define M(row,col) m[col*4+row]
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M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F;
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M(1,0) = 0.0F; M(1,1) = y; M(1,2) = b; M(1,3) = 0.0F;
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M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = c; M(2,3) = d;
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M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = -1.0F; M(3,3) = 0.0F;
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#undef M
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glMultMatrixf (m);
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}
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static inline void
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perspective (GLfloat fovy,
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GLfloat aspect,
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GLfloat zNear,
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GLfloat zFar)
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{
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GLfloat xmin, xmax, ymin, ymax;
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ymax = zNear * tan (fovy * M_PI / 360.0);
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ymin = -ymax;
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xmin = ymin * aspect;
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xmax = ymax * aspect;
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frustum (xmin, xmax, ymin, ymax, zNear, zFar);
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}
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static void
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sync_viewport (ClutterStageGlx *stage_glx)
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{
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glViewport (0, 0, stage_glx->xwin_width, stage_glx->xwin_height);
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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perspective (60.0f, 1.0f, 0.1f, 100.0f);
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glMatrixMode (GL_MODELVIEW);
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glLoadIdentity ();
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/* Then for 2D like transform */
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/* camera distance from screen, 0.5 * tan (FOV) */
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#define DEFAULT_Z_CAMERA 0.866025404f
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glTranslatef (-0.5f, -0.5f, -DEFAULT_Z_CAMERA);
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glScalef ( 1.0f / stage_glx->xwin_width,
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-1.0f / stage_glx->xwin_height,
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1.0f / stage_glx->xwin_width);
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glTranslatef (0.0f, -1.0 * stage_glx->xwin_height, 0.0f);
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}
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static void
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clutter_stage_glx_show (ClutterActor *actor)
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{
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@ -349,7 +280,7 @@ clutter_stage_glx_realize (ClutterActor *actor)
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glXIsDirect (stage_glx->xdpy, stage_glx->gl_context) ? "yes"
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: "no");
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sync_viewport (stage_glx);
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_clutter_stage_sync_viewport (CLUTTER_STAGE (stage_glx));
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}
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static void
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@ -449,7 +380,7 @@ clutter_stage_glx_request_coords (ClutterActor *self,
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clutter_actor_realize (self);
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}
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sync_viewport (stage_glx);
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_clutter_stage_sync_viewport (CLUTTER_STAGE (stage_glx));
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}
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if (stage_glx->xwin != None) /* Do we want to bother ? */
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@ -493,7 +424,7 @@ clutter_stage_glx_set_fullscreen (ClutterStage *stage,
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XDeleteProperty (stage_glx->xdpy, stage_glx->xwin, atom_WM_STATE);
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}
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sync_viewport (stage_glx);
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_clutter_stage_sync_viewport (stage);
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}
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static void
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@ -537,7 +468,7 @@ clutter_stage_glx_set_cursor_visible (ClutterStage *stage,
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#endif /* HAVE_XFIXES */
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}
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sync_viewport (stage_glx);
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_clutter_stage_sync_viewport (stage);
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}
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static void
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@ -547,61 +478,6 @@ clutter_stage_glx_set_offscreen (ClutterStage *stage,
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}
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static ClutterActor *
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clutter_stage_glx_get_actor_at_pos (ClutterStage *stage,
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gint x,
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gint y)
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{
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ClutterActor *found = NULL;
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GLuint buff[64] = { 0 };
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GLint hits;
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GLint view[4];
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glSelectBuffer (sizeof (buff), buff);
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glGetIntegerv (GL_VIEWPORT, view);
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glRenderMode (GL_SELECT);
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glInitNames ();
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glPushName (0);
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glMatrixMode (GL_PROJECTION);
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glPushMatrix ();
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glLoadIdentity ();
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/* This is gluPickMatrix(x, y, 1.0, 1.0, view); */
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glTranslatef ((view[2] - 2 * (x - view[0])),
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(view[3] - 2 * (y - view[1])), 0);
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glScalef (view[2], -view[3], 1.0);
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perspective (60.0f, 1.0f, 0.1f, 100.0f);
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glMatrixMode (GL_MODELVIEW);
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clutter_actor_paint (CLUTTER_ACTOR (stage));
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glMatrixMode (GL_PROJECTION);
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glPopMatrix ();
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hits = glRenderMode(GL_RENDER);
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if (hits != 0)
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{
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#if 0
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gint i
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for (i = 0; i < hits; i++)
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g_print ("Hit at %i\n", buff[i * 4 + 3]);
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#endif
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found = clutter_group_find_child_by_id (CLUTTER_GROUP (stage),
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buff[(hits-1) * 4 + 3]);
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}
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clutter_stage_flush (stage);
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return found;
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}
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static void
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snapshot_pixbuf_free (guchar *pixels,
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gpointer data)
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@ -671,12 +547,6 @@ clutter_stage_glx_draw_to_pixbuf (ClutterStage *stage,
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}
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}
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static void
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clutter_stage_glx_flush (ClutterStage *stage)
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{
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sync_viewport (CLUTTER_STAGE_GLX (stage));
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}
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static void
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clutter_stage_glx_dispose (GObject *gobject)
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{
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@ -708,9 +578,7 @@ clutter_stage_glx_class_init (ClutterStageGlxClass *klass)
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stage_class->set_fullscreen = clutter_stage_glx_set_fullscreen;
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stage_class->set_cursor_visible = clutter_stage_glx_set_cursor_visible;
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stage_class->set_offscreen = clutter_stage_glx_set_offscreen;
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stage_class->get_actor_at_pos = clutter_stage_glx_get_actor_at_pos;
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stage_class->draw_to_pixbuf = clutter_stage_glx_draw_to_pixbuf;
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stage_class->flush = clutter_stage_glx_flush;
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}
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static void
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@ -131,7 +131,6 @@ Macro evaluating to the height of the #ClutterStage
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@set_fullscreen:
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@set_cursor_visible:
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@set_offscreen:
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@get_actor_at_pos:
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@draw_to_pixbuf:
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@flush:
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@event:
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