/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Authored By Matthew Allum * * Copyright (C) 2006 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. */ /** * SECTION:clutter-stage * @short_description: Top level visual element to which actors are placed. * * #ClutterStage is a top level 'window' on which child actors are placed * and manipulated. * * Clutter creates a default stage upon initialization, which can be retrieved * using clutter_stage_get_default(). Clutter always provides the default * stage, unless the backend is unable to create one. The stage returned * by clutter_stage_get_default() is guaranteed to always be the same. * * Backends might provide support for multiple stages. The support for this * feature can be checked at run-time using the clutter_feature_available() * function and the %CLUTTER_FEATURE_STAGE_MULTIPLE flag. If the backend used * supports multiple stages, new #ClutterStage instances can be created * using clutter_stage_new(). These stages must be managed by the developer * using clutter_actor_destroy(), which will take care of destroying all the * actors contained inside them. * * #ClutterStage is a proxy actor, wrapping the backend-specific * implementation of the windowing system. It is possible to subclass * #ClutterStage, as long as every overridden virtual function chains up to * the parent class corresponding function. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "clutter-backend.h" #include "clutter-stage.h" #include "clutter-main.h" #include "clutter-color.h" #include "clutter-util.h" #include "clutter-marshal.h" #include "clutter-master-clock.h" #include "clutter-enum-types.h" #include "clutter-private.h" #include "clutter-debug.h" #include "clutter-stage-manager.h" #include "clutter-stage-window.h" #include "clutter-version.h" /* For flavour */ #include "clutter-id-pool.h" #include "clutter-container.h" #include "cogl/cogl.h" G_DEFINE_TYPE (ClutterStage, clutter_stage, CLUTTER_TYPE_GROUP); #define CLUTTER_STAGE_GET_PRIVATE(obj) \ (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_STAGE, ClutterStagePrivate)) struct _ClutterStagePrivate { /* the stage implementation */ ClutterStageWindow *impl; ClutterColor color; ClutterPerspective perspective; ClutterFog fog; gchar *title; ClutterActor *key_focused_actor; GQueue *event_queue; guint redraw_pending : 1; guint is_fullscreen : 1; guint is_cursor_visible : 1; guint is_user_resizable : 1; guint use_fog : 1; guint throttle_motion_events : 1; }; enum { PROP_0, PROP_COLOR, PROP_FULLSCREEN_SET, PROP_OFFSCREEN, PROP_CURSOR_VISIBLE, PROP_PERSPECTIVE, PROP_TITLE, PROP_USER_RESIZE, PROP_USE_FOG, PROP_FOG }; enum { FULLSCREEN, UNFULLSCREEN, ACTIVATE, DEACTIVATE, LAST_SIGNAL }; static guint stage_signals[LAST_SIGNAL] = { 0, }; static const ClutterColor default_stage_color = { 255, 255, 255, 255 }; static void clutter_stage_get_preferred_width (ClutterActor *self, gfloat for_height, gfloat *min_width_p, gfloat *natural_width_p) { ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv; ClutterGeometry geom = { 0, }; if (priv->impl == NULL) return; _clutter_stage_window_get_geometry (priv->impl, &geom); if (min_width_p) *min_width_p = geom.width; if (natural_width_p) *natural_width_p = geom.width; } static void clutter_stage_get_preferred_height (ClutterActor *self, gfloat for_width, gfloat *min_height_p, gfloat *natural_height_p) { ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv; ClutterGeometry geom = { 0, }; if (priv->impl == NULL) return; _clutter_stage_window_get_geometry (priv->impl, &geom); if (min_height_p) *min_height_p = geom.height; if (natural_height_p) *natural_height_p = geom.height; } static void clutter_stage_allocate (ClutterActor *self, const ClutterActorBox *box, ClutterAllocationFlags flags) { ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv; gboolean origin_changed; gint width, height; origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED) ? TRUE : FALSE; if (priv->impl == NULL) return; width = clutter_actor_box_get_width (box); height = clutter_actor_box_get_height (box); /* if the stage is fixed size (for instance, it's using a frame-buffer) * then we simply ignore any allocation request and override the * allocation chain. */ if ((!clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))) { ClutterActorClass *klass; /* XXX: Until Cogl becomes fully responsible for backend windows Clutter * need to manually keep it informed of the current window size */ _cogl_onscreen_clutter_backend_set_size (width, height); CLUTTER_NOTE (LAYOUT, "Following allocation to %dx%d (origin %s)", width, height, origin_changed ? "changed" : "not changed"); klass = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class); klass->allocate (self, box, flags); _clutter_stage_window_resize (priv->impl, width, height); } else { ClutterActorBox override = { 0, }; ClutterGeometry geom = { 0, }; ClutterActorClass *klass; _clutter_stage_window_get_geometry (priv->impl, &geom); /* XXX: Until Cogl becomes fully responsible for backend windows Clutter * need to manually keep it informed of the current window size */ _cogl_onscreen_clutter_backend_set_size (geom.width, geom.height); override.x1 = 0; override.y1 = 0; override.x2 = geom.width; override.y2 = geom.height; CLUTTER_NOTE (LAYOUT, "Overrigin original allocation of %dx%d " "with %dx%d (origin %s)", width, height, (int) (override.x2), (int) (override.y2), origin_changed ? "changed" : "not changed"); /* and store the overridden allocation */ klass = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class); klass->allocate (self, &override, flags); } } static void clutter_stage_paint (ClutterActor *self) { ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv; CoglColor stage_color; CLUTTER_NOTE (PAINT, "Initializing stage paint"); cogl_color_set_from_4ub (&stage_color, priv->color.red, priv->color.green, priv->color.blue, priv->color.alpha); cogl_clear (&stage_color, COGL_BUFFER_BIT_COLOR | COGL_BUFFER_BIT_DEPTH); if (priv->use_fog) { /* we only expose the linear progression of the fog in * the ClutterStage API, and that ignores the fog density. * thus, we pass 1.0 as the density parameter */ cogl_set_fog (&stage_color, COGL_FOG_MODE_LINEAR, 1.0, priv->fog.z_near, priv->fog.z_far); } else cogl_disable_fog (); #if 0 CLUTTER_NOTE (PAINT, "Proxying the paint to the stage implementation"); _clutter_stage_window_paint (priv->impl); #endif /* this will take care of painting every child */ CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint (self); } static void clutter_stage_pick (ClutterActor *self, const ClutterColor *color) { /* Note: we don't chain up to our parent as we don't want any geometry * emitted for the stage itself. The stage's pick id is effectively handled * by the call to cogl_clear done in clutter-main.c:_clutter_do_pick_async() */ clutter_container_foreach (CLUTTER_CONTAINER (self), CLUTTER_CALLBACK (clutter_actor_paint), NULL); } static void clutter_stage_realize (ClutterActor *self) { ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv; gboolean is_realized; /* Make sure the viewport and projection matrix are valid for the * first paint (which will likely occur before the ConfigureNotify * is received) */ CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_SYNC_MATRICES); g_assert (priv->impl != NULL); is_realized = _clutter_stage_window_realize (priv->impl); /* ensure that the stage is using the context if the * realization sequence was successful */ if (is_realized) { GError *error = NULL; ClutterBackend *backend = clutter_get_default_backend (); /* We want to select the context without calling clutter_backend_ensure_context so that it doesn't call any Cogl functions. Otherwise it would create the Cogl context before we get a chance to check whether the GL version is valid */ _clutter_backend_ensure_context_internal (backend, CLUTTER_STAGE (self)); /* Make sure Cogl can support the driver */ if (!_cogl_check_driver_valid (&error)) { g_warning ("The GL driver is not supported: %s", error->message); g_clear_error (&error); CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED); } else CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED); } else CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED); } static void clutter_stage_unrealize (ClutterActor *self) { ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv; /* and then unrealize the implementation */ g_assert (priv->impl != NULL); _clutter_stage_window_unrealize (priv->impl); CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED); clutter_stage_ensure_current (CLUTTER_STAGE (self)); } static void clutter_stage_show (ClutterActor *self) { ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv; CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->show (self); /* Possibly do an allocation run so that the stage will have the right size before we map it */ _clutter_stage_maybe_relayout (self); g_assert (priv->impl != NULL); _clutter_stage_window_show (priv->impl, TRUE); } static void clutter_stage_hide (ClutterActor *self) { ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv; g_assert (priv->impl != NULL); _clutter_stage_window_hide (priv->impl); CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->hide (self); } static void clutter_stage_emit_key_focus_event (ClutterStage *stage, gboolean focus_in) { ClutterStagePrivate *priv = stage->priv; if (priv->key_focused_actor == NULL) return; if (focus_in) g_signal_emit_by_name (priv->key_focused_actor, "key-focus-in"); else g_signal_emit_by_name (priv->key_focused_actor, "key-focus-out"); } static void clutter_stage_real_activate (ClutterStage *stage) { clutter_stage_emit_key_focus_event (stage, TRUE); } static void clutter_stage_real_deactivate (ClutterStage *stage) { clutter_stage_emit_key_focus_event (stage, FALSE); } static void clutter_stage_real_fullscreen (ClutterStage *stage) { ClutterStagePrivate *priv = stage->priv; ClutterGeometry geom; ClutterActorBox box; /* we need to force an allocation here because the size * of the stage might have been changed by the backend * * this is a really bad solution to the issues caused by * the fact that fullscreening the stage on the X11 backends * is really an asynchronous operation */ _clutter_stage_window_get_geometry (priv->impl, &geom); box.x1 = 0; box.y1 = 0; box.x2 = geom.width; box.y2 = geom.height; clutter_actor_allocate (CLUTTER_ACTOR (stage), &box, CLUTTER_ALLOCATION_NONE); } void _clutter_stage_queue_event (ClutterStage *stage, ClutterEvent *event) { ClutterStagePrivate *priv; gboolean first_event; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; first_event = priv->event_queue->length == 0; g_queue_push_tail (priv->event_queue, clutter_event_copy (event)); if (first_event) { ClutterMasterClock *master_clock = _clutter_master_clock_get_default (); _clutter_master_clock_start_running (master_clock); } } gboolean _clutter_stage_has_queued_events (ClutterStage *stage) { ClutterStagePrivate *priv; g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE); priv = stage->priv; return priv->event_queue->length > 0; } void _clutter_stage_process_queued_events (ClutterStage *stage) { ClutterStagePrivate *priv; GList *events, *l;; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; if (priv->event_queue->length == 0) return; /* In case the stage gets destroyed during event processing */ g_object_ref (stage); /* Steal events before starting processing to avoid reentrancy * issues */ events = priv->event_queue->head; priv->event_queue->head = NULL; priv->event_queue->tail = NULL; priv->event_queue->length = 0; for (l = events; l; l = l->next) { ClutterEvent *event; ClutterEvent *next_event; event = l->data; next_event = l->next ? l->next->data : NULL; /* Skip consecutive motion events */ if (priv->throttle_motion_events && next_event && event->type == CLUTTER_MOTION && (next_event->type == CLUTTER_MOTION || next_event->type == CLUTTER_LEAVE)) { CLUTTER_NOTE (EVENT, "Omitting motion event at %.2f, %.2f", event->motion.x, event->motion.y); goto next_event; } _clutter_process_event (event); next_event: clutter_event_free (event); } g_list_free (events); g_object_unref (stage); } /** * _clutter_stage_needs_update: * @stage: A #ClutterStage * * Determines if _clutter_stage_do_update() needs to be called. * * Return value: %TRUE if the stage need layout or painting */ gboolean _clutter_stage_needs_update (ClutterStage *stage) { ClutterStagePrivate *priv; g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE); priv = stage->priv; return priv->redraw_pending; } /** * _clutter_stage_do_update: * @stage: A #ClutterStage * * Handles per-frame layout and repaint for the stage. * * Return value: %TRUE if the stage was updated */ gboolean _clutter_stage_do_update (ClutterStage *stage) { ClutterStagePrivate *priv; g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE); priv = stage->priv; if (!priv->redraw_pending) return FALSE; /* clutter_do_redraw() will also call maybe_relayout(), but since a relayout * can queue a redraw, we want to do the relayout before we clear the * update_idle to avoid painting the stage twice. Calling maybe_relayout() * twice in a row is cheap because of caching of requested and allocated * size. */ _clutter_stage_maybe_relayout (CLUTTER_ACTOR (stage)); CLUTTER_NOTE (PAINT, "redrawing via idle for stage[%p]", stage); _clutter_do_redraw (stage); /* reset the guard, so that new redraws are possible */ priv->redraw_pending = FALSE; if (CLUTTER_CONTEXT ()->redraw_count > 0) { CLUTTER_NOTE (SCHEDULER, "Queued %lu redraws during the last cycle", CLUTTER_CONTEXT ()->redraw_count); CLUTTER_CONTEXT ()->redraw_count = 0; } return TRUE; } static void clutter_stage_real_queue_redraw (ClutterActor *actor, ClutterActor *leaf) { ClutterStage *stage = CLUTTER_STAGE (actor); ClutterStagePrivate *priv = stage->priv; CLUTTER_NOTE (PAINT, "Redraw request number %lu", CLUTTER_CONTEXT ()->redraw_count + 1); if (!priv->redraw_pending) { ClutterMasterClock *master_clock; priv->redraw_pending = TRUE; master_clock = _clutter_master_clock_get_default (); _clutter_master_clock_start_running (master_clock); } else CLUTTER_CONTEXT ()->redraw_count += 1; } static void clutter_stage_set_property (GObject *object, guint prop_id, const GValue *value, GParamSpec *pspec) { ClutterStage *stage; ClutterStagePrivate *priv; ClutterActor *actor; stage = CLUTTER_STAGE (object); actor = CLUTTER_ACTOR (stage); priv = stage->priv; switch (prop_id) { case PROP_COLOR: clutter_stage_set_color (stage, clutter_value_get_color (value)); break; case PROP_OFFSCREEN: if (g_value_get_boolean (value)) g_warning ("Offscreen stages are currently not supported\n"); break; case PROP_CURSOR_VISIBLE: if (g_value_get_boolean (value)) clutter_stage_show_cursor (stage); else clutter_stage_hide_cursor (stage); break; case PROP_PERSPECTIVE: clutter_stage_set_perspective (stage, g_value_get_boxed (value)); break; case PROP_TITLE: clutter_stage_set_title (stage, g_value_get_string (value)); break; case PROP_USER_RESIZE: clutter_stage_set_user_resizable (stage, g_value_get_boolean (value)); break; case PROP_USE_FOG: clutter_stage_set_use_fog (stage, g_value_get_boolean (value)); break; case PROP_FOG: clutter_stage_set_fog (stage, g_value_get_boxed (value)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void clutter_stage_get_property (GObject *gobject, guint prop_id, GValue *value, GParamSpec *pspec) { ClutterStagePrivate *priv = CLUTTER_STAGE (gobject)->priv; switch (prop_id) { case PROP_COLOR: clutter_value_set_color (value, &priv->color); break; case PROP_OFFSCREEN: g_value_set_boolean (value, FALSE); break; case PROP_FULLSCREEN_SET: g_value_set_boolean (value, priv->is_fullscreen); break; case PROP_CURSOR_VISIBLE: g_value_set_boolean (value, priv->is_cursor_visible); break; case PROP_PERSPECTIVE: g_value_set_boxed (value, &priv->perspective); break; case PROP_TITLE: g_value_set_string (value, priv->title); break; case PROP_USER_RESIZE: g_value_set_boolean (value, priv->is_user_resizable); break; case PROP_USE_FOG: g_value_set_boolean (value, priv->use_fog); break; case PROP_FOG: g_value_set_boxed (value, &priv->fog); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec); break; } } static void clutter_stage_dispose (GObject *object) { ClutterStage *stage = CLUTTER_STAGE (object); ClutterStagePrivate *priv = stage->priv; ClutterStageManager *stage_manager = clutter_stage_manager_get_default (); ClutterMainContext *context; GList *l, *next; clutter_actor_hide (CLUTTER_ACTOR (object)); _clutter_stage_manager_remove_stage (stage_manager, stage); context = _clutter_context_get_default (); /* Remove any pending events for this stage from the event queue */ for (l = context->events_queue->head; l; l = next) { ClutterEvent *event = l->data; next = l->next; if (event->any.stage == stage) { g_queue_delete_link (context->events_queue, l); clutter_event_free (event); } } if (priv->impl != NULL) { CLUTTER_NOTE (BACKEND, "Disposing of the stage implementation"); g_object_unref (priv->impl); priv->impl = NULL; } G_OBJECT_CLASS (clutter_stage_parent_class)->dispose (object); } static void clutter_stage_finalize (GObject *object) { ClutterStage *stage = CLUTTER_STAGE (object); ClutterStagePrivate *priv = stage->priv; g_queue_foreach (priv->event_queue, (GFunc)clutter_event_free, NULL); g_queue_free (priv->event_queue); g_free (stage->priv->title); G_OBJECT_CLASS (clutter_stage_parent_class)->finalize (object); } static void clutter_stage_class_init (ClutterStageClass *klass) { GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass); GParamSpec *pspec; gobject_class->set_property = clutter_stage_set_property; gobject_class->get_property = clutter_stage_get_property; gobject_class->dispose = clutter_stage_dispose; gobject_class->finalize = clutter_stage_finalize; actor_class->allocate = clutter_stage_allocate; actor_class->get_preferred_width = clutter_stage_get_preferred_width; actor_class->get_preferred_height = clutter_stage_get_preferred_height; actor_class->paint = clutter_stage_paint; actor_class->pick = clutter_stage_pick; actor_class->realize = clutter_stage_realize; actor_class->unrealize = clutter_stage_unrealize; actor_class->show = clutter_stage_show; actor_class->hide = clutter_stage_hide; actor_class->queue_redraw = clutter_stage_real_queue_redraw; /** * ClutterStage:fullscreen: * * Whether the stage should be fullscreen or not. * * This property is set by calling clutter_stage_set_fullscreen() * but since the actual implementation is delegated to the backend * you should connect to the notify::fullscreen-set signal in order * to get notification if the fullscreen state has been successfully * achieved. * * Since: 1.0 */ pspec = g_param_spec_boolean ("fullscreen-set", "Fullscreen Set", "Whether the main stage is fullscreen", FALSE, CLUTTER_PARAM_READABLE); g_object_class_install_property (gobject_class, PROP_FULLSCREEN_SET, pspec); /** * ClutterStage:offscreen: * * Whether the stage should be rendered in an offscreen buffer. * * Not every backend supports redirecting the * stage to an offscreen buffer. This property might not work * and it might be deprecated at any later date. */ pspec = g_param_spec_boolean ("offscreen", "Offscreen", "Whether the main stage should be " "rendered offscreen", FALSE, CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_OFFSCREEN, pspec); /** * ClutterStage:cursor-visible: * * Whether the mouse pointer should be visible */ pspec = g_param_spec_boolean ("cursor-visible", "Cursor Visible", "Whether the mouse pointer is visible " "on the main stage", TRUE, CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_CURSOR_VISIBLE, pspec); /** * ClutterStage:user-resizable: * * Whether the stage is resizable via user interaction. * * Since: 0.4 */ pspec = g_param_spec_boolean ("user-resizable", "User Resizable", "Whether the stage is able to be resized " "via user interaction", FALSE, CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_USER_RESIZE, pspec); /** * ClutterStage:color: * * The color of the main stage. */ pspec = clutter_param_spec_color ("color", "Color", "The color of the stage", &default_stage_color, CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_COLOR, pspec); /** * ClutterStage:perspective: * * The parameters used for the perspective projection from 3D * coordinates to 2D * * Since: 0.8.2 */ pspec = g_param_spec_boxed ("perspective", "Perspective", "Perspective projection parameters", CLUTTER_TYPE_PERSPECTIVE, CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_PERSPECTIVE, pspec); /** * ClutterStage:title: * * The stage's title - usually displayed in stage windows title decorations. * * Since: 0.4 */ pspec = g_param_spec_string ("title", "Title", "Stage Title", NULL, CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_TITLE, pspec); /** * ClutterStage:use-fog: * * Whether the stage should use a linear GL "fog" in creating the * depth-cueing effect, to enhance the perception of depth by fading * actors farther from the viewpoint. * * Since: 0.6 */ pspec = g_param_spec_boolean ("use-fog", "Use Fog", "Whether to enable depth cueing", FALSE, CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_USE_FOG, pspec); /** * ClutterStage:fog: * * The settings for the GL "fog", used only if #ClutterStage:use-fog * is set to %TRUE * * Since: 1.0 */ pspec = g_param_spec_boxed ("fog", "Fog", "Settings for the depth cueing", CLUTTER_TYPE_FOG, CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_FOG, pspec); /** * ClutterStage::fullscreen * @stage: the stage which was fullscreened * * The ::fullscreen signal is emitted when the stage is made fullscreen. * * Since: 0.6 */ stage_signals[FULLSCREEN] = g_signal_new ("fullscreen", G_TYPE_FROM_CLASS (gobject_class), G_SIGNAL_RUN_FIRST, G_STRUCT_OFFSET (ClutterStageClass, fullscreen), NULL, NULL, clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); /** * ClutterStage::unfullscreen * @stage: the stage which has left a fullscreen state. * * The ::unfullscreen signal is emitted when the stage leaves a fullscreen * state. * * Since: 0.6 */ stage_signals[UNFULLSCREEN] = g_signal_new ("unfullscreen", G_TYPE_FROM_CLASS (gobject_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterStageClass, unfullscreen), NULL, NULL, clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); /** * ClutterStage::activate * @stage: the stage which was activated * * The ::activate signal is emitted when the stage receives key focus * from the underlying window system. * * Since: 0.6 */ stage_signals[ACTIVATE] = g_signal_new ("activate", G_TYPE_FROM_CLASS (gobject_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterStageClass, activate), NULL, NULL, clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); /** * ClutterStage::deactivate * @stage: the stage which was deactivated * * The ::activate signal is emitted when the stage loses key focus * from the underlying window system. * * Since: 0.6 */ stage_signals[DEACTIVATE] = g_signal_new ("deactivate", G_TYPE_FROM_CLASS (gobject_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterStageClass, deactivate), NULL, NULL, clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); klass->fullscreen = clutter_stage_real_fullscreen; klass->activate = clutter_stage_real_activate; klass->deactivate = clutter_stage_real_deactivate; g_type_class_add_private (gobject_class, sizeof (ClutterStagePrivate)); } static void clutter_stage_init (ClutterStage *self) { ClutterStagePrivate *priv; ClutterBackend *backend; /* a stage is a top-level object */ CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IS_TOPLEVEL); self->priv = priv = CLUTTER_STAGE_GET_PRIVATE (self); CLUTTER_NOTE (BACKEND, "Creating stage from the default backend"); backend = clutter_get_default_backend (); priv->impl = _clutter_backend_create_stage (backend, self, NULL); if (!priv->impl) { g_warning ("Unable to create a new stage, falling back to the " "default stage."); priv->impl = _clutter_stage_get_default_window (); /* at this point we must have a default stage, or we're screwed */ g_assert (priv->impl != NULL); } priv->event_queue = g_queue_new (); priv->is_fullscreen = FALSE; priv->is_user_resizable = FALSE; priv->is_cursor_visible = TRUE; priv->use_fog = FALSE; priv->throttle_motion_events = TRUE; priv->color = default_stage_color; priv->perspective.fovy = 60.0; /* 60 Degrees */ priv->perspective.aspect = 1.0; priv->perspective.z_near = 0.1; priv->perspective.z_far = 100.0; /* depth cueing */ priv->fog.z_near = 1.0; priv->fog.z_far = 2.0; clutter_actor_set_reactive (CLUTTER_ACTOR (self), TRUE); clutter_stage_set_key_focus (self, NULL); } /** * clutter_stage_get_default: * * Returns the main stage. The default #ClutterStage is a singleton, * so the stage will be created the first time this function is * called (typically, inside clutter_init()); all the subsequent * calls to clutter_stage_get_default() will return the same instance. * * Clutter guarantess the existence of the default stage. * * Return value: (transfer none): the main #ClutterStage. You should never * destroy or unref the returned actor. */ ClutterActor * clutter_stage_get_default (void) { ClutterStageManager *stage_manager = clutter_stage_manager_get_default (); ClutterStage *stage; stage = clutter_stage_manager_get_default_stage (stage_manager); if (G_UNLIKELY (stage == NULL)) /* This will take care of automatically adding the stage to the * stage manager and setting it as the default. Its floating * reference will be claimed by the stage manager. */ stage = g_object_new (CLUTTER_TYPE_STAGE, NULL); return CLUTTER_ACTOR (stage); } /** * clutter_stage_set_color: * @stage: A #ClutterStage * @color: A #ClutterColor * * Sets the stage color. */ void clutter_stage_set_color (ClutterStage *stage, const ClutterColor *color) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); g_return_if_fail (color != NULL); priv = stage->priv; priv->color = *color; if (CLUTTER_ACTOR_IS_VISIBLE (stage)) clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); g_object_notify (G_OBJECT (stage), "color"); } /** * clutter_stage_get_color: * @stage: A #ClutterStage * @color: return location for a #ClutterColor * * Retrieves the stage color. */ void clutter_stage_get_color (ClutterStage *stage, ClutterColor *color) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); g_return_if_fail (color != NULL); priv = stage->priv; *color = priv->color; } /** * clutter_stage_set_perspective: * @stage: A #ClutterStage * @perspective: A #ClutterPerspective * * Sets the stage perspective. */ void clutter_stage_set_perspective (ClutterStage *stage, ClutterPerspective *perspective) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); g_return_if_fail (perspective != NULL); g_return_if_fail (perspective->z_far - perspective->z_near != 0); priv = stage->priv; priv->perspective = *perspective; /* this will cause the viewport to be reset; see * clutter_maybe_setup_viewport() inside clutter-main.c */ CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES); } /** * clutter_stage_get_perspective: * @stage: A #ClutterStage * @perspective: return location for a #ClutterPerspective * * Retrieves the stage perspective. */ void clutter_stage_get_perspective (ClutterStage *stage, ClutterPerspective *perspective) { g_return_if_fail (CLUTTER_IS_STAGE (stage)); g_return_if_fail (perspective != NULL); *perspective = stage->priv->perspective; } /** * clutter_stage_set_fullscreen: * @stage: a #ClutterStage * @fullscreen: %TRUE to to set the stage fullscreen * * Asks to place the stage window in the fullscreen or unfullscreen * states. * ( Note that you shouldn't assume the window is definitely full screen * afterward, because other entities (e.g. the user or window manager) * could unfullscreen it again, and not all window managers honor * requests to fullscreen windows. * * If you want to receive notification of the fullscreen state you * should either use the #ClutterStage::fullscreen and * #ClutterStage::unfullscreen signals, or use the notify signal * for the #ClutterStage:fullscreen-set property * * Since: 1.0 */ void clutter_stage_set_fullscreen (ClutterStage *stage, gboolean fullscreen) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; if (priv->is_fullscreen != fullscreen) { ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl); ClutterStageWindowIface *iface; iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl); /* Only set if backend implements. * * Also see clutter_stage_event() for setting priv->is_fullscreen * on state change event. */ if (iface->set_fullscreen) iface->set_fullscreen (impl, fullscreen); } } /** * clutter_stage_get_fullscreen: * @stage: a #ClutterStage * * Retrieves whether the stage is full screen or not * * Return value: %TRUE if the stage is full screen * * Since: 1.0 */ gboolean clutter_stage_get_fullscreen (ClutterStage *stage) { g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE); return stage->priv->is_fullscreen; } /** * clutter_stage_set_user_resizable: * @stage: a #ClutterStage * @resizable: whether the stage should be user resizable. * * Sets if the stage is resizable by user interaction (e.g. via * window manager controls) * * Since: 0.4 */ void clutter_stage_set_user_resizable (ClutterStage *stage, gboolean resizable) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; if (clutter_feature_available (CLUTTER_FEATURE_STAGE_USER_RESIZE) && priv->is_user_resizable != resizable) { ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl); ClutterStageWindowIface *iface; iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl); if (iface->set_user_resizable) { priv->is_user_resizable = resizable; iface->set_user_resizable (impl, resizable); g_object_notify (G_OBJECT (stage), "user-resizable"); } } } /** * clutter_stage_get_user_resizable: * @stage: a #ClutterStage * * Retrieves the value set with clutter_stage_set_user_resizable(). * * Return value: %TRUE if the stage is resizable by the user. * * Since: 0.4 */ gboolean clutter_stage_get_user_resizable (ClutterStage *stage) { g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE); return stage->priv->is_user_resizable; } /** * clutter_stage_show_cursor: * @stage: a #ClutterStage * * Shows the cursor on the stage window */ void clutter_stage_show_cursor (ClutterStage *stage) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; if (!priv->is_cursor_visible) { ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl); ClutterStageWindowIface *iface; iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl); if (iface->set_cursor_visible) { priv->is_cursor_visible = TRUE; iface->set_cursor_visible (impl, TRUE); g_object_notify (G_OBJECT (stage), "cursor-visible"); } } } /** * clutter_stage_hide_cursor: * @stage: a #ClutterStage * * Makes the cursor invisible on the stage window * * Since: 0.4 */ void clutter_stage_hide_cursor (ClutterStage *stage) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; if (priv->is_cursor_visible) { ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl); ClutterStageWindowIface *iface; iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl); if (iface->set_cursor_visible) { priv->is_cursor_visible = FALSE; iface->set_cursor_visible (impl, FALSE); g_object_notify (G_OBJECT (stage), "cursor-visible"); } } } /** * clutter_stage_read_pixels: * @stage: A #ClutterStage * @x: x coordinate of the first pixel that is read from stage * @y: y coordinate of the first pixel that is read from stage * @width: Width dimention of pixels to be read, or -1 for the * entire stage width * @height: Height dimention of pixels to be read, or -1 for the * entire stage height * * Makes a screenshot of the stage in RGBA 8bit data, returns a * linear buffer with @width * 4 as rowstride. * * The alpha data contained in the returned buffer is driver-dependent, * and not guaranteed to hold any sensible value. * * Return value: a pointer to newly allocated memory with the buffer * or %NULL if the read failed. Use g_free() on the returned data * to release the resources it has allocated. */ guchar * clutter_stage_read_pixels (ClutterStage *stage, gint x, gint y, gint width, gint height) { guchar *pixels; GLint viewport[4]; gint rowstride; gint stage_width, stage_height; g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL); /* according to glReadPixels documentation pixels outside the viewport are * undefined, but no error should be provoked, thus this is probably unnneed. */ g_return_val_if_fail (x >= 0 && y >= 0, NULL); /* Force a redraw of the stage before reading back pixels */ clutter_stage_ensure_current (stage); clutter_actor_paint (CLUTTER_ACTOR (stage)); glGetIntegerv (GL_VIEWPORT, viewport); stage_width = viewport[2]; stage_height = viewport[3]; if (width < 0 || width > stage_width) width = stage_width; if (height < 0 || height > stage_height) height = stage_height; rowstride = width * 4; pixels = g_malloc (height * rowstride); cogl_read_pixels (x, y, width, height, COGL_READ_PIXELS_COLOR_BUFFER, COGL_PIXEL_FORMAT_RGBA_8888, pixels); return pixels; } /** * clutter_stage_get_actor_at_pos: * @stage: a #ClutterStage * @pick_mode: how the scene graph should be painted * @x: X coordinate to check * @y: Y coordinate to check * * Checks the scene at the coordinates @x and @y and returns a pointer * to the #ClutterActor at those coordinates. * * By using @pick_mode it is possible to control which actors will be * painted and thus available. * * Return value: (transfer none): the actor at the specified coordinates, * if any */ ClutterActor * clutter_stage_get_actor_at_pos (ClutterStage *stage, ClutterPickMode pick_mode, gint x, gint y) { return _clutter_do_pick (stage, x, y, pick_mode); } /** * clutter_stage_event: * @stage: a #ClutterStage * @event: a #ClutterEvent * * This function is used to emit an event on the main stage. * * You should rarely need to use this function, except for * synthetised events. * * Return value: the return value from the signal emission * * Since: 0.4 */ gboolean clutter_stage_event (ClutterStage *stage, ClutterEvent *event) { ClutterStagePrivate *priv; g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE); g_return_val_if_fail (event != NULL, FALSE); priv = stage->priv; if (event->type == CLUTTER_DELETE) { gboolean retval = FALSE; g_signal_emit_by_name (stage, "event", event, &retval); return retval; } if (event->type != CLUTTER_STAGE_STATE) return FALSE; /* emit raw event */ if (clutter_actor_event (CLUTTER_ACTOR (stage), event, FALSE)) return TRUE; if (event->stage_state.changed_mask & CLUTTER_STAGE_STATE_FULLSCREEN) { if (event->stage_state.new_state & CLUTTER_STAGE_STATE_FULLSCREEN) { priv->is_fullscreen = TRUE; g_signal_emit (stage, stage_signals[FULLSCREEN], 0); g_object_notify (G_OBJECT (stage), "fullscreen-set"); } else { priv->is_fullscreen = FALSE; g_signal_emit (stage, stage_signals[UNFULLSCREEN], 0); g_object_notify (G_OBJECT (stage), "fullscreen-set"); } } if (event->stage_state.changed_mask & CLUTTER_STAGE_STATE_ACTIVATED) { if (event->stage_state.new_state & CLUTTER_STAGE_STATE_ACTIVATED) g_signal_emit (stage, stage_signals[ACTIVATE], 0); else g_signal_emit (stage, stage_signals[DEACTIVATE], 0); } return TRUE; } /** * clutter_stage_set_title * @stage: A #ClutterStage * @title: A utf8 string for the stage windows title. * * Sets the stage title. * * Since: 0.4 **/ void clutter_stage_set_title (ClutterStage *stage, const gchar *title) { ClutterStagePrivate *priv; ClutterStageWindow *impl; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; g_free (priv->title); priv->title = g_strdup (title); impl = CLUTTER_STAGE_WINDOW (priv->impl); if (CLUTTER_STAGE_WINDOW_GET_IFACE(impl)->set_title != NULL) CLUTTER_STAGE_WINDOW_GET_IFACE (impl)->set_title (impl, priv->title); g_object_notify (G_OBJECT (stage), "title"); } /** * clutter_stage_get_title * @stage: A #ClutterStage * * Gets the stage title. * * Return value: pointer to the title string for the stage. The * returned string is owned by the actor and should not * be modified or freed. * * Since: 0.4 **/ G_CONST_RETURN gchar * clutter_stage_get_title (ClutterStage *stage) { g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL); return stage->priv->title; } static void on_key_focused_weak_notify (gpointer data, GObject *where_the_object_was) { ClutterStagePrivate *priv; ClutterStage *stage = CLUTTER_STAGE (data); g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; priv->key_focused_actor = NULL; /* focused actor has dissapeared - fall back to stage * FIXME: need some kind of signal dance/block here. */ clutter_stage_set_key_focus (stage, NULL); } /** * clutter_stage_set_key_focus: * @stage: the #ClutterStage * @actor: (allow-none): the actor to set key focus to, or %NULL * * Sets the key focus on @actor. An actor with key focus will receive * all the key events. If @actor is %NULL, the stage will receive * focus. * * Since: 0.6 */ void clutter_stage_set_key_focus (ClutterStage *stage, ClutterActor *actor) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor)); priv = stage->priv; if (priv->key_focused_actor == actor) return; if (priv->key_focused_actor) { ClutterActor *old_focused_actor; old_focused_actor = priv->key_focused_actor; /* set key_focused_actor to NULL before emitting the signal or someone * might hide the previously focused actor in the signal handler and we'd * get re-entrant call and get glib critical from g_object_weak_unref */ g_object_weak_unref (G_OBJECT (priv->key_focused_actor), on_key_focused_weak_notify, stage); priv->key_focused_actor = NULL; g_signal_emit_by_name (old_focused_actor, "key-focus-out"); } else g_signal_emit_by_name (stage, "key-focus-out"); /* Note, if someone changes key focus in focus-out signal handler we'd be * overriding the latter call below moving the focus where it was originally * intended. The order of events would be: * 1st focus-out, 2nd focus-out (on stage), 2nd focus-in, 1st focus-in */ if (actor) { priv->key_focused_actor = actor; g_object_weak_ref (G_OBJECT (actor), on_key_focused_weak_notify, stage); g_signal_emit_by_name (priv->key_focused_actor, "key-focus-in"); } else g_signal_emit_by_name (stage, "key-focus-in"); } /** * clutter_stage_get_key_focus: * @stage: the #ClutterStage * * Retrieves the actor that is currently under key focus. * * Return value: (transfer none): the actor with key focus, or the stage * * Since: 0.6 */ ClutterActor * clutter_stage_get_key_focus (ClutterStage *stage) { g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL); if (stage->priv->key_focused_actor) return stage->priv->key_focused_actor; return CLUTTER_ACTOR (stage); } /** * clutter_stage_get_use_fog: * @stage: the #ClutterStage * * Gets whether the depth cueing effect is enabled on @stage. * * Return value: %TRUE if the the depth cueing effect is enabled * * Since: 0.6 */ gboolean clutter_stage_get_use_fog (ClutterStage *stage) { g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE); return stage->priv->use_fog; } /** * clutter_stage_set_use_fog: * @stage: the #ClutterStage * @fog: %TRUE for enabling the depth cueing effect * * Sets whether the depth cueing effect on the stage should be enabled * or not. * * Depth cueing is a 3D effect that makes actors farther away from the * viewing point less opaque, by fading them with the stage color. * The parameters of the GL fog used can be changed using the * clutter_stage_set_fog() function. * * Since: 0.6 */ void clutter_stage_set_use_fog (ClutterStage *stage, gboolean fog) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; if (priv->use_fog != fog) { priv->use_fog = fog; CLUTTER_NOTE (MISC, "%s depth-cueing inside stage", priv->use_fog ? "enabling" : "disabling"); if (CLUTTER_ACTOR_IS_VISIBLE (stage)) clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); g_object_notify (G_OBJECT (stage), "use-fog"); } } /** * clutter_stage_set_fog: * @stage: the #ClutterStage * @fog: a #ClutterFog structure * * Sets the fog (also known as "depth cueing") settings for the @stage. * * A #ClutterStage will only use a linear fog progression, which * depends solely on the distance from the viewer. The cogl_set_fog() * function in COGL exposes more of the underlying implementation, * and allows changing the for progression function. It can be directly * used by disabling the #ClutterStage:use-fog property and connecting * a signal handler to the #ClutterActor::paint signal on the @stage, * like: * * |[ * clutter_stage_set_use_fog (stage, FALSE); * g_signal_connect (stage, "paint", G_CALLBACK (on_stage_paint), NULL); * ]| * * The paint signal handler will call cogl_set_fog() with the * desired settings: * * |[ * static void * on_stage_paint (ClutterActor *actor) * { * ClutterColor stage_color = { 0, }; * CoglColor fog_color = { 0, }; * * /* set the fog color to the stage background color */ * clutter_stage_get_color (CLUTTER_STAGE (actor), &stage_color); * cogl_color_set_from_4ub (&fog_color, * stage_color.red, * stage_color.green, * stage_color.blue, * stage_color.alpha); * * /* enable fog */ * cogl_set_fog (&fog_color, * COGL_FOG_MODE_EXPONENTIAL, /* mode */ * 0.5, /* density */ * 5.0, 30.0); /* z_near and z_far */ * } * ]| * * Note: The fogging functions only work correctly when the visible actors use * unmultiplied alpha colors. By default Cogl will premultiply textures * and cogl_set_source_color will premultiply colors, so unless you * explicitly load your textures requesting an unmultiplied * internal_format and use cogl_material_set_color you can only use * fogging with fully opaque actors. * * We can look to improve this in the future when we can depend on * fragment shaders. * * Since: 0.6 */ void clutter_stage_set_fog (ClutterStage *stage, ClutterFog *fog) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); g_return_if_fail (fog != NULL); priv = stage->priv; priv->fog = *fog; if (priv->use_fog && CLUTTER_ACTOR_IS_VISIBLE (stage)) clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); } /** * clutter_stage_get_fog: * @stage: the #ClutterStage * @fog: return location for a #ClutterFog structure * * Retrieves the current depth cueing settings from the stage. * * Since: 0.6 */ void clutter_stage_get_fog (ClutterStage *stage, ClutterFog *fog) { g_return_if_fail (CLUTTER_IS_STAGE (stage)); g_return_if_fail (fog != NULL); *fog = stage->priv->fog; } /*** Perspective boxed type ******/ static gpointer clutter_perspective_copy (gpointer data) { if (G_LIKELY (data)) return g_slice_dup (ClutterPerspective, data); return NULL; } static void clutter_perspective_free (gpointer data) { if (G_LIKELY (data)) g_slice_free (ClutterPerspective, data); } GType clutter_perspective_get_type (void) { static GType our_type = 0; if (!our_type) our_type = g_boxed_type_register_static (I_("ClutterPerspective"), clutter_perspective_copy, clutter_perspective_free); return our_type; } static gpointer clutter_fog_copy (gpointer data) { if (G_LIKELY (data)) return g_slice_dup (ClutterFog, data); return NULL; } static void clutter_fog_free (gpointer data) { if (G_LIKELY (data)) g_slice_free (ClutterFog, data); } GType clutter_fog_get_type (void) { static GType our_type = 0; if (G_UNLIKELY (our_type == 0)) our_type = g_boxed_type_register_static (I_("ClutterFog"), clutter_fog_copy, clutter_fog_free); return our_type; } /** * clutter_stage_new: * * Creates a new, non-default stage. A non-default stage is a new * top-level actor which can be used as another container. It works * exactly like the default stage, but while clutter_stage_get_default() * will always return the same instance, you will have to keep a pointer * to any #ClutterStage returned by clutter_stage_create(). * * The ability to support multiple stages depends on the current * backend. Use clutter_feature_available() and * %CLUTTER_FEATURE_STAGE_MULTIPLE to check at runtime whether a * backend supports multiple stages. * * Return value: a new stage, or %NULL if the default backend does * not support multiple stages. Use clutter_actor_destroy() to * programmatically close the returned stage. * * Since: 0.8 */ ClutterActor * clutter_stage_new (void) { if (!clutter_feature_available (CLUTTER_FEATURE_STAGE_MULTIPLE)) { g_warning ("Unable to create a new stage: the %s backend does not " "support multiple stages.", CLUTTER_FLAVOUR); return NULL; } /* The stage manager will grab the floating reference when the stage is added to it in the constructor */ return g_object_new (CLUTTER_TYPE_STAGE, NULL); } /** * clutter_stage_ensure_current: * @stage: the #ClutterStage * * This function essentially makes sure the right GL context is * current for the passed stage. It is not intended to * be used by applications. * * Since: 0.8 */ void clutter_stage_ensure_current (ClutterStage *stage) { ClutterBackend *backend; g_return_if_fail (CLUTTER_IS_STAGE (stage)); backend = clutter_get_default_backend (); _clutter_backend_ensure_context (backend, stage); } /** * clutter_stage_ensure_viewport: * @stage: a #ClutterStage * * Ensures that the GL viewport is updated with the current * stage window size. * * This function will queue a redraw of @stage. * * This function should not be called by applications; it is used * when embedding a #ClutterStage into a toolkit with another * windowing system, like GTK+. * * Since: 1.0 */ void clutter_stage_ensure_viewport (ClutterStage *stage) { g_return_if_fail (CLUTTER_IS_STAGE (stage)); CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES); clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); } /** * clutter_stage_ensure_redraw: * @stage: a #ClutterStage * * Ensures that @stage is redrawn * * This function should not be called by applications: it is * used when embedding a #ClutterStage into a toolkit with * another windowing system, like GTK+. * * Since: 1.0 */ void clutter_stage_ensure_redraw (ClutterStage *stage) { ClutterMasterClock *master_clock; ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; priv->redraw_pending = TRUE; master_clock = _clutter_master_clock_get_default (); _clutter_master_clock_start_running (master_clock); } /** * clutter_stage_queue_redraw: * @stage: the #ClutterStage * * Queues a redraw for the passed stage. * * Applications should call clutter_actor_queue_redraw() and not * this function. * * This function is just a wrapper for clutter_actor_queue_redraw() * and should probably go away. * * Since: 0.8 */ void clutter_stage_queue_redraw (ClutterStage *stage) { g_return_if_fail (CLUTTER_IS_STAGE (stage)); clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); } /** * clutter_stage_is_default: * @stage: a #ClutterStage * * Checks if @stage is the default stage, or an instance created using * clutter_stage_new() but internally using the same implementation. * * Return value: %TRUE if the passed stage is the default one * * Since: 0.8 */ gboolean clutter_stage_is_default (ClutterStage *stage) { ClutterStageWindow *impl; g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE); if (CLUTTER_ACTOR (stage) == clutter_stage_get_default ()) return TRUE; impl = _clutter_stage_get_window (stage); if (impl == _clutter_stage_get_default_window ()) return TRUE; return FALSE; } void _clutter_stage_set_window (ClutterStage *stage, ClutterStageWindow *stage_window) { g_return_if_fail (CLUTTER_IS_STAGE (stage)); g_return_if_fail (CLUTTER_IS_STAGE_WINDOW (stage_window)); if (stage->priv->impl) g_object_unref (stage->priv->impl); stage->priv->impl = stage_window; } ClutterStageWindow * _clutter_stage_get_window (ClutterStage *stage) { g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL); return CLUTTER_STAGE_WINDOW (stage->priv->impl); } ClutterStageWindow * _clutter_stage_get_default_window (void) { ClutterActor *stage = clutter_stage_get_default (); return _clutter_stage_get_window (CLUTTER_STAGE (stage)); } /** * clutter_stage_set_throttle_motion_events: * @stage: a #ClutterStage * @throttle: %TRUE to throttle motion events * * Sets whether motion events received between redraws should * be throttled or not. If motion events are throttled, those * events received by the windowing system between redraws will * be compressed so that only the last event will be propagated * to the @stage and its actors. * * This function should only be used if you want to have all * the motion events delivered to your application code. * * Since: 1.0 */ void clutter_stage_set_throttle_motion_events (ClutterStage *stage, gboolean throttle) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; if (priv->throttle_motion_events != throttle) priv->throttle_motion_events = throttle; } /** * clutter_stage_get_throttle_motion_events: * @stage: a #ClutterStage * * Retrieves the value set with clutter_stage_set_throttle_motion_events() * * Return value: %TRUE if the motion events are being throttled, * and %FALSE otherwise * * Since: 1.0 */ gboolean clutter_stage_get_throttle_motion_events (ClutterStage *stage) { g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE); return stage->priv->throttle_motion_events; }