/* Clutter. * An OpenGL based 'interactive canvas' library. * Authored By Matthew Allum * 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-glx.h" #include "clutter-stage-glx.h" #include "clutter-glx.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" #ifdef HAVE_XFIXES #include #endif #include #include #include G_DEFINE_TYPE (ClutterStageGLX, clutter_stage_glx, CLUTTER_TYPE_STAGE); #define _NET_WM_STATE_REMOVE 0 /* remove/unset property */ #define _NET_WM_STATE_ADD 1 /* add/set property */ #define _NET_WM_STATE_TOGGLE 2 /* toggle property */ static void send_wmspec_change_state (ClutterBackendGLX *backend_glx, Window window, Atom state, gboolean add) { XClientMessageEvent xclient; memset (&xclient, 0, sizeof (xclient)); xclient.type = ClientMessage; xclient.window = window; xclient.message_type = backend_glx->atom_WM_STATE; xclient.format = 32; xclient.data.l[0] = add ? _NET_WM_STATE_ADD : _NET_WM_STATE_REMOVE; xclient.data.l[1] = state; xclient.data.l[2] = 0; xclient.data.l[3] = 0; xclient.data.l[4] = 0; XSendEvent (backend_glx->xdpy, DefaultRootWindow(backend_glx->xdpy), False, SubstructureRedirectMask|SubstructureNotifyMask, (XEvent *)&xclient); } static void fix_window_size (ClutterStageGLX *stage_glx) { gboolean resize; resize = clutter_stage_get_user_resizable (CLUTTER_STAGE (stage_glx)); if (stage_glx->xwin != None && stage_glx->is_foreign_xwin == FALSE) { XSizeHints *size_hints; size_hints = XAllocSizeHints(); if (!resize) { size_hints->max_width = size_hints->min_width = stage_glx->xwin_width; size_hints->max_height = size_hints->min_height = stage_glx->xwin_height; size_hints->flags = PMinSize|PMaxSize; } XSetWMNormalHints (stage_glx->xdpy, stage_glx->xwin, size_hints); XFree(size_hints); } } static void clutter_stage_glx_show (ClutterActor *actor) { ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (actor); /* Chain up to set mapped flags */ CLUTTER_ACTOR_CLASS (clutter_stage_glx_parent_class)->show(actor); if (stage_glx->xwin) { /* Fire off a redraw to avoid flicker on first map. * Appears not to work perfectly on intel drivers at least. */ clutter_redraw(); XSync (stage_glx->xdpy, FALSE); XMapWindow (stage_glx->xdpy, stage_glx->xwin); } } static void clutter_stage_glx_hide (ClutterActor *actor) { ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (actor); if (stage_glx->xwin) XUnmapWindow (stage_glx->xdpy, stage_glx->xwin); } static void clutter_stage_glx_unrealize (ClutterActor *actor) { ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (actor); gboolean was_offscreen; CLUTTER_MARK(); g_object_get (actor, "offscreen", &was_offscreen, NULL); clutter_glx_trap_x_errors (); if (G_UNLIKELY (was_offscreen)) { if (stage_glx->glxpixmap) { glXDestroyGLXPixmap (stage_glx->xdpy, stage_glx->glxpixmap); stage_glx->glxpixmap = None; } if (stage_glx->xpixmap) { XFreePixmap (stage_glx->xdpy, stage_glx->xpixmap); stage_glx->xpixmap = None; } } else { if (!stage_glx->is_foreign_xwin && stage_glx->xwin != None) { XDestroyWindow (stage_glx->xdpy, stage_glx->xwin); stage_glx->xwin = None; } else stage_glx->xwin = None; } glXMakeCurrent (stage_glx->xdpy, None, NULL); if (stage_glx->gl_context != None) { glXDestroyContext (stage_glx->xdpy, stage_glx->gl_context); stage_glx->gl_context = None; } XSync (stage_glx->xdpy, False); clutter_glx_untrap_x_errors (); CLUTTER_MARK (); } static void set_wm_protocols (Display *xdisplay, Window xwindow) { Atom protocols[2]; int n = 0; protocols[n++] = XInternAtom (xdisplay, "WM_DELETE_WINDOW", False); protocols[n++] = XInternAtom (xdisplay, "_NET_WM_PING", False); XSetWMProtocols (xdisplay, xwindow, protocols, n); } static void clutter_stage_glx_realize (ClutterActor *actor) { ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (actor); gboolean is_offscreen; CLUTTER_NOTE (MISC, "Realizing main stage"); g_object_get (actor, "offscreen", &is_offscreen, NULL); if (G_LIKELY (!is_offscreen)) { int gl_attributes[] = { GLX_RGBA, GLX_DOUBLEBUFFER, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_STENCIL_SIZE, 1, 0 }; if (stage_glx->xvisinfo) XFree (stage_glx->xvisinfo); if (stage_glx->xvisinfo == None) stage_glx->xvisinfo = glXChooseVisual (stage_glx->xdpy, stage_glx->xscreen, gl_attributes); if (!stage_glx->xvisinfo) { g_critical ("Unable to find suitable GL visual."); CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED); return; } if (stage_glx->xwin == None) { XSetWindowAttributes xattr; unsigned long mask; CLUTTER_NOTE (MISC, "Creating stage X window"); /* window attributes */ xattr.background_pixel = WhitePixel (stage_glx->xdpy, stage_glx->xscreen); xattr.border_pixel = 0; xattr.colormap = XCreateColormap (stage_glx->xdpy, stage_glx->xwin_root, stage_glx->xvisinfo->visual, AllocNone); mask = CWBackPixel | CWBorderPixel | CWColormap; stage_glx->xwin = XCreateWindow (stage_glx->xdpy, stage_glx->xwin_root, 0, 0, stage_glx->xwin_width, stage_glx->xwin_height, 0, stage_glx->xvisinfo->depth, InputOutput, stage_glx->xvisinfo->visual, mask, &xattr); } CLUTTER_NOTE (MISC, "XSelectInput"); XSelectInput (stage_glx->xdpy, stage_glx->xwin, StructureNotifyMask | FocusChangeMask | ExposureMask | /* FIXME: we may want to eplicity enable MotionMask */ PointerMotionMask | KeyPressMask | KeyReleaseMask | ButtonPressMask | ButtonReleaseMask | PropertyChangeMask); /* no user resize.. */ fix_window_size (stage_glx); set_wm_protocols (stage_glx->xdpy, stage_glx->xwin); if (stage_glx->gl_context) glXDestroyContext (stage_glx->xdpy, stage_glx->gl_context); CLUTTER_NOTE (GL, "Creating GL Context"); stage_glx->gl_context = glXCreateContext (stage_glx->xdpy, stage_glx->xvisinfo, 0, True); if (stage_glx->gl_context == None) { g_critical ("Unable to create suitable GL context."); CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED); return; } CLUTTER_NOTE (GL, "glXMakeCurrent"); glXMakeCurrent (stage_glx->xdpy, stage_glx->xwin, stage_glx->gl_context); } else { int gl_attributes[] = { GLX_DEPTH_SIZE, 0, GLX_ALPHA_SIZE, 0, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_USE_GL, GLX_RGBA, 0 }; if (stage_glx->xvisinfo) XFree (stage_glx->xvisinfo); CLUTTER_NOTE (GL, "glXChooseVisual"); stage_glx->xvisinfo = glXChooseVisual (stage_glx->xdpy, stage_glx->xscreen, gl_attributes); if (!stage_glx->xvisinfo) { g_critical ("Unable to find suitable GL visual."); goto fail; } if (stage_glx->gl_context) glXDestroyContext (stage_glx->xdpy, stage_glx->gl_context); stage_glx->xpixmap = XCreatePixmap (stage_glx->xdpy, stage_glx->xwin_root, stage_glx->xwin_width, stage_glx->xwin_height, DefaultDepth (stage_glx->xdpy, stage_glx->xscreen)); stage_glx->glxpixmap = glXCreateGLXPixmap (stage_glx->xdpy, stage_glx->xvisinfo, stage_glx->xpixmap); /* indirect */ stage_glx->gl_context = glXCreateContext (stage_glx->xdpy, stage_glx->xvisinfo, 0, False); clutter_glx_trap_x_errors (); glXMakeCurrent (stage_glx->xdpy, stage_glx->glxpixmap, stage_glx->gl_context); if (clutter_glx_untrap_x_errors ()) { g_critical ("Unable to set up offscreen context."); goto fail; } #if 0 /* Debug code for monitoring a off screen pixmap via window */ { Colormap cmap; XSetWindowAttributes swa; cmap = XCreateColormap(clutter_glx_display(), clutter_glx_root_window(), backend->xvisinfo->visual, AllocNone); /* create a window */ swa.colormap = cmap; foo_win = XCreateWindow(clutter_glx_display(), clutter_glx_root_window(), 0, 0, backend->xwin_width, backend->xwin_height, 0, backend->xvisinfo->depth, InputOutput, backend->xvisinfo->visual, CWColormap, &swa); XMapWindow(clutter_glx_display(), foo_win); } #endif } /* Make sure the viewport gets set up correctly */ CLUTTER_SET_PRIVATE_FLAGS(actor, CLUTTER_ACTOR_SYNC_MATRICES); return; fail: /* For one reason or another we cant realize the stage.. */ CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED); return; } static void clutter_stage_glx_query_coords (ClutterActor *self, ClutterActorBox *box) { ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (self); box->x1 = box->y1 = 0; box->x2 = box->x1 + CLUTTER_UNITS_FROM_INT (stage_glx->xwin_width); box->y2 = box->y1 + CLUTTER_UNITS_FROM_INT (stage_glx->xwin_height); } static void clutter_stage_glx_request_coords (ClutterActor *self, ClutterActorBox *box) { ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (self); gint new_width, new_height; 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_glx->xwin_width || new_height != stage_glx->xwin_height) { stage_glx->xwin_width = new_width; stage_glx->xwin_height = new_height; if (stage_glx->xwin != None) { XResizeWindow (stage_glx->xdpy, stage_glx->xwin, stage_glx->xwin_width, stage_glx->xwin_height); fix_window_size (stage_glx); } if (stage_glx->xpixmap != None) { /* Need to recreate to resize */ clutter_actor_unrealize (self); clutter_actor_realize (self); } CLUTTER_SET_PRIVATE_FLAGS(self, CLUTTER_ACTOR_SYNC_MATRICES); } if (stage_glx->xwin != None) /* Do we want to bother ? */ XMoveWindow (stage_glx->xdpy, stage_glx->xwin, CLUTTER_UNITS_TO_INT (box->x1), CLUTTER_UNITS_TO_INT (box->y1)); } static void clutter_stage_glx_set_fullscreen (ClutterStage *stage, gboolean fullscreen) { ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage); ClutterBackendGLX *backend_glx = stage_glx->backend; static gboolean was_resizeable = FALSE; if (fullscreen) { if (stage_glx->xwin != None) { if (!CLUTTER_ACTOR_IS_MAPPED(CLUTTER_ACTOR (stage_glx))) { gint width, height; width = DisplayWidth (stage_glx->xdpy, stage_glx->xscreen); height = DisplayHeight (stage_glx->xdpy, stage_glx->xscreen); clutter_actor_set_size (CLUTTER_ACTOR (stage_glx), width, height); /* FIXME: This wont work if we support more states */ XChangeProperty (stage_glx->xdpy, stage_glx->xwin, backend_glx->atom_WM_STATE, XA_ATOM, 32, PropModeReplace, (unsigned char *)&backend_glx->atom_WM_STATE_FULLSCREEN, 1); } else { /* We need to set window user resize-able for metacity at * at least to allow the window to fullscreen *sigh* */ if (clutter_stage_get_user_resizable (stage) == TRUE) was_resizeable = TRUE; else clutter_stage_set_user_resizable (stage, TRUE); send_wmspec_change_state(backend_glx, stage_glx->xwin, backend_glx->atom_WM_STATE_FULLSCREEN, TRUE); } } } else { if (stage_glx->xwin != None) { if (!CLUTTER_ACTOR_IS_MAPPED(CLUTTER_ACTOR (stage_glx))) { /* FIXME: This wont work if we support more states */ XDeleteProperty (stage_glx->xdpy, stage_glx->xwin, backend_glx->atom_WM_STATE); } else { clutter_stage_set_user_resizable (stage, TRUE); send_wmspec_change_state(backend_glx, stage_glx->xwin, backend_glx->atom_WM_STATE_FULLSCREEN, FALSE); /* reset the windows state - this isn't fun - see above */ if (!was_resizeable) clutter_stage_set_user_resizable (stage, FALSE); was_resizeable = FALSE; } } } CLUTTER_SET_PRIVATE_FLAGS(stage, CLUTTER_ACTOR_SYNC_MATRICES); } static void clutter_stage_glx_set_cursor_visible (ClutterStage *stage, gboolean show_cursor) { ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage); if (stage_glx->xwin == None) return; CLUTTER_NOTE (BACKEND, "setting cursor state ('%s') over stage window (%u)", show_cursor ? "visible" : "invisible", (unsigned int) stage_glx->xwin); if (show_cursor) { #if 0 /* HAVE_XFIXES - borked on fiesty at least so disabled until further * investigation. */ XFixesShowCursor (stage_glx->xdpy, stage_glx->xwin); #else XUndefineCursor (stage_glx->xdpy, stage_glx->xwin); #endif /* HAVE_XFIXES */ } else { #if 0 /* HAVE_XFIXES - borked */ XFixesHideCursor (stage_glx->xdpy, stage_glx->xwin); #else XColor col; Pixmap pix; Cursor curs; pix = XCreatePixmap (stage_glx->xdpy, stage_glx->xwin, 1, 1, 1); memset (&col, 0, sizeof (col)); curs = XCreatePixmapCursor (stage_glx->xdpy, pix, pix, &col, &col, 1, 1); XFreePixmap (stage_glx->xdpy, pix); XDefineCursor (stage_glx->xdpy, stage_glx->xwin, curs); #endif /* HAVE_XFIXES */ } } static void clutter_stage_glx_set_title (ClutterStage *stage, const gchar *title) { ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage); Atom atom_NET_WM_NAME, atom_UTF8_STRING; if (stage_glx->xwin == None) return; /* FIXME: pre create these to avoid too many round trips */ atom_NET_WM_NAME = XInternAtom (stage_glx->xdpy, "_NET_WM_NAME", False); atom_UTF8_STRING = XInternAtom (stage_glx->xdpy, "UTF8_STRING", False); if (title == NULL) { XDeleteProperty (stage_glx->xdpy, stage_glx->xwin, atom_NET_WM_NAME); } else { XChangeProperty (stage_glx->xdpy, stage_glx->xwin, atom_NET_WM_NAME, atom_UTF8_STRING, 8, PropModeReplace, (unsigned char*)title, (int)strlen(title)); } } static void clutter_stage_glx_set_user_resize (ClutterStage *stage, gboolean value) { ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage); fix_window_size (stage_glx); } static void clutter_stage_glx_set_offscreen (ClutterStage *stage, gboolean offscreen) { /* Do nothing ? */ } static void snapshot_pixbuf_free (guchar *pixels, gpointer data) { g_free (pixels); } static GdkPixbuf* clutter_stage_glx_draw_to_pixbuf (ClutterStage *stage, gint x, gint y, gint width, gint height) { guchar *data; GdkPixbuf *pixb; ClutterActor *actor; ClutterStageGLX *stage_glx; gboolean is_offscreen = FALSE; stage_glx = CLUTTER_STAGE_GLX (stage); actor = CLUTTER_ACTOR (stage); if (width < 0) width = clutter_actor_get_width (actor); if (height < 0) height = clutter_actor_get_height (actor); g_object_get (stage, "offscreen", &is_offscreen, NULL); if (G_UNLIKELY (is_offscreen)) { gdk_pixbuf_xlib_init (stage_glx->xdpy, stage_glx->xscreen); pixb = gdk_pixbuf_xlib_get_from_drawable (NULL, (Drawable) stage_glx->xpixmap, DefaultColormap (stage_glx->xdpy, stage_glx->xscreen), stage_glx->xvisinfo->visual, x, y, 0, 0, width, height); } else { GdkPixbuf *tmp = NULL, *tmp2 = NULL; gint stride; stride = ((width * 4 + 3) &~ 3); data = g_malloc0 (sizeof (guchar) * stride * height); glReadPixels (x, clutter_actor_get_height (actor) - y - height, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data); tmp = gdk_pixbuf_new_from_data (data, GDK_COLORSPACE_RGB, TRUE, 8, width, height, stride, snapshot_pixbuf_free, NULL); tmp2 = gdk_pixbuf_flip (tmp, TRUE); g_object_unref (tmp); pixb = gdk_pixbuf_rotate_simple (tmp2, GDK_PIXBUF_ROTATE_UPSIDEDOWN); g_object_unref (tmp2); } return pixb; } static void clutter_stage_glx_dispose (GObject *gobject) { ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (gobject); if (stage_glx->xwin) clutter_actor_unrealize (CLUTTER_ACTOR (stage_glx)); G_OBJECT_CLASS (clutter_stage_glx_parent_class)->dispose (gobject); } static void clutter_stage_glx_class_init (ClutterStageGLXClass *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_glx_dispose; actor_class->show = clutter_stage_glx_show; actor_class->hide = clutter_stage_glx_hide; actor_class->realize = clutter_stage_glx_realize; actor_class->unrealize = clutter_stage_glx_unrealize; actor_class->request_coords = clutter_stage_glx_request_coords; actor_class->query_coords = clutter_stage_glx_query_coords; stage_class->set_fullscreen = clutter_stage_glx_set_fullscreen; stage_class->set_cursor_visible = clutter_stage_glx_set_cursor_visible; stage_class->set_offscreen = clutter_stage_glx_set_offscreen; stage_class->draw_to_pixbuf = clutter_stage_glx_draw_to_pixbuf; stage_class->set_title = clutter_stage_glx_set_title; stage_class->set_user_resize = clutter_stage_glx_set_user_resize; } static void clutter_stage_glx_init (ClutterStageGLX *stage) { stage->xdpy = NULL; stage->xwin_root = None; stage->xscreen = 0; stage->xwin = None; stage->xwin_width = 640; stage->xwin_height = 480; stage->xvisinfo = None; stage->is_foreign_xwin = FALSE; CLUTTER_SET_PRIVATE_FLAGS(stage, CLUTTER_ACTOR_SYNC_MATRICES); } /** * clutter_glx_get_stage_window: * @stage: a #ClutterStage * * Gets the stages X Window. * * Return value: An XID for the stage window. * * Since: 0.4 */ Window clutter_glx_get_stage_window (ClutterStage *stage) { g_return_val_if_fail (CLUTTER_IS_STAGE_GLX (stage), None); return CLUTTER_STAGE_GLX (stage)->xwin; } /** * clutter_glx_get_stage_visual: * @stage: a #ClutterStage * * Returns the stage XVisualInfo * * Return value: The XVisualInfo for the stage. * * Since: 0.4 */ XVisualInfo * clutter_glx_get_stage_visual (ClutterStage *stage) { g_return_val_if_fail (CLUTTER_IS_STAGE_GLX (stage), NULL); return CLUTTER_STAGE_GLX (stage)->xvisinfo; } /** * clutter_glx_set_stage_foreign: * @stage: a #ClutterStage * @xwindow: an existing X Window id * * Target the #ClutterStage to use an existing external X Window * * Return value: %TRUE if foreign window is valid * * Since: 0.4 */ gboolean clutter_glx_set_stage_foreign (ClutterStage *stage, Window xwindow) { ClutterStageGLX *stage_glx; ClutterActor *actor; gint x, y; guint width, height, border, depth; Window root_return; Status status; ClutterGeometry geom; g_return_val_if_fail (CLUTTER_IS_STAGE_GLX (stage), FALSE); g_return_val_if_fail (xwindow != None, FALSE); stage_glx = CLUTTER_STAGE_GLX (stage); actor = CLUTTER_ACTOR (stage); clutter_glx_trap_x_errors (); status = XGetGeometry (stage_glx->xdpy, xwindow, &root_return, &x, &y, &width, &height, &border, &depth); if (clutter_glx_untrap_x_errors () || !status || width == 0 || height == 0 || depth != stage_glx->xvisinfo->depth) { return FALSE; } clutter_actor_unrealize (actor); stage_glx->xwin = xwindow; stage_glx->is_foreign_xwin = TRUE; geom.x = x; geom.y = y; geom.width = stage_glx->xwin_width = width; geom.height = stage_glx->xwin_height = height; clutter_actor_set_geometry (actor, &geom); clutter_actor_realize (actor); return TRUE; }