/* * 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 "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 */ ClutterActor *impl; ClutterColor color; ClutterPerspective perspective; ClutterFog fog; gchar *title; ClutterActor *key_focused_actor; guint update_idle; /* repaint idler id */ guint is_fullscreen : 1; guint is_offscreen : 1; guint is_cursor_visible : 1; guint is_user_resizable : 1; guint use_fog : 1; }; enum { PROP_0, PROP_COLOR, PROP_FULLSCREEN, 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; g_assert (priv->impl != NULL); CLUTTER_ACTOR_GET_CLASS (priv->impl)->get_preferred_width (priv->impl, for_height, min_width_p, natural_width_p); } 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; g_assert (priv->impl != NULL); CLUTTER_ACTOR_GET_CLASS (priv->impl)->get_preferred_height (priv->impl, for_width, min_height_p, natural_height_p); } static void clutter_stage_allocate (ClutterActor *self, const ClutterActorBox *box, gboolean origin_changed) { ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv; g_assert (priv->impl != NULL); /* 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; CLUTTER_NOTE (LAYOUT, "Following allocation to %dx%d (origin %s)", (int) (box->x2 - box->x1), (int) (box->y2 - box->y1), origin_changed ? "changed" : "not changed"); klass = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class); klass->allocate (self, box, origin_changed); klass = CLUTTER_ACTOR_GET_CLASS (priv->impl); klass->allocate (priv->impl, box, origin_changed); } else { ClutterActorBox override = { 0, }; ClutterActorClass *klass; gfloat natural_width, natural_height; /* propagate the allocation */ klass = CLUTTER_ACTOR_GET_CLASS (priv->impl); klass->allocate (self, box, origin_changed); /* get the preferred size from the backend */ clutter_actor_get_preferred_size (priv->impl, NULL, NULL, &natural_width, &natural_height); override.x1 = 0; override.y1 = 0; override.x2 = natural_width; override.y2 = natural_height; CLUTTER_NOTE (LAYOUT, "Overrigin original allocation of %dx%d " "with %dx%d (origin %s)", (int) (box->x2 - box->x1), (int) (box->y2 - box->y1), (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, origin_changed); } } 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 (); CLUTTER_NOTE (PAINT, "Proxying the paint to the stage implementation"); clutter_actor_paint (priv->impl); /* 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) { /* Paint nothing, cogl_paint_init() effectively paints the stage * silhouette for us - see _clutter_do_pick(). * Chain up to the groups paint howerer so our children get picked * - clutter_group_pick */ CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->pick (self, color); } static void clutter_stage_realize (ClutterActor *self) { ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv; /* 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); clutter_actor_realize (priv->impl); /* ensure that the stage is using the context if the * realization sequence was successful */ if (CLUTTER_ACTOR_IS_REALIZED (priv->impl)) { CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED); clutter_stage_ensure_current (CLUTTER_STAGE (self)); } 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_actor_unrealize (priv->impl); 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); g_assert (priv->impl != NULL); clutter_actor_show (priv->impl); } static void clutter_stage_hide (ClutterActor *self) { ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv; CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->hide (self); g_assert (priv->impl != NULL); clutter_actor_hide (priv->impl); } 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; gfloat natural_width, natural_height; 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_actor_get_preferred_size (CLUTTER_ACTOR (priv->impl), NULL, NULL, &natural_width, &natural_height); box.x1 = 0; box.y1 = 0; box.x2 = natural_width; box.y2 = natural_height; clutter_actor_allocate (CLUTTER_ACTOR (stage), &box, FALSE); } static gboolean redraw_update_idle (gpointer user_data) { ClutterStage *stage = user_data; ClutterStagePrivate *priv = stage->priv; ClutterMasterClock *master_clock; /* before we redraw we advance the master clock of one tick; this means * that all the timelines that need advancing will be advanced by one * frame. this will cause multiple redraw requests, so we do this before * we ask for a relayout and before we do the actual redraw. this ensures * that we paint the most updated scenegraph state and that all animations * are in sync with the paint process. */ CLUTTER_NOTE (PAINT, "Avdancing master clock"); master_clock = _clutter_master_clock_get_default (); _clutter_master_clock_advance (master_clock); /* clutter_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)); /* redrawing will advance the master clock */ CLUTTER_NOTE (PAINT, "redrawing via idle for stage[%p]", stage); clutter_redraw (stage); /* reset the guard, so that new redraws are possible */ priv->update_idle = 0; 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 FALSE; } 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->update_idle == 0) { CLUTTER_NOTE (PAINT, "Adding idle source for stage: %p", stage); priv->update_idle = clutter_threads_add_idle_full (CLUTTER_PRIORITY_REDRAW, redraw_update_idle, stage, NULL); } else CLUTTER_CONTEXT ()->redraw_count += 1; } static void set_offscreen_while_unrealized (ClutterActor *actor, void *data) { CLUTTER_STAGE (actor)->priv->is_offscreen = GPOINTER_TO_INT (data); } 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: { gboolean was_showing; if (priv->is_offscreen == g_value_get_boolean (value)) return; was_showing = CLUTTER_ACTOR_IS_VISIBLE (actor); /* Backend needs to check this prop and handle accordingly * in realise. * FIXME: More 'obvious' implementation needed? */ _clutter_actor_rerealize (actor, set_offscreen_while_unrealized, GINT_TO_POINTER (g_value_get_boolean (value))); if (was_showing && !CLUTTER_ACTOR_IS_REALIZED (actor)) priv->is_offscreen = ~g_value_get_boolean (value); } break; case PROP_FULLSCREEN: if (g_value_get_boolean (value)) clutter_stage_fullscreen (stage); else clutter_stage_unfullscreen (stage); 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, priv->is_offscreen); break; case PROP_FULLSCREEN: 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 (); clutter_actor_hide (CLUTTER_ACTOR (object)); if (priv->update_idle) { g_source_remove (priv->update_idle); priv->update_idle = 0; } _clutter_stage_manager_remove_stage (stage_manager, stage); if (priv->impl) { CLUTTER_NOTE (BACKEND, "Disposing of the stage implementation"); clutter_actor_hide (priv->impl); clutter_actor_destroy (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); 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. */ g_object_class_install_property (gobject_class, PROP_FULLSCREEN, g_param_spec_boolean ("fullscreen", "Fullscreen", "Whether the main stage is fullscreen", FALSE, G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE)); /** * ClutterStage:offscreen: * * Whether the stage should be rendered in an offscreen buffer. */ g_object_class_install_property (gobject_class, PROP_OFFSCREEN, g_param_spec_boolean ("offscreen", "Offscreen", "Whether the main stage is renderer offscreen", FALSE, G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE)); /** * ClutterStage:cursor-visible: * * Whether the mouse pointer should be visible */ g_object_class_install_property (gobject_class, PROP_CURSOR_VISIBLE, g_param_spec_boolean ("cursor-visible", "Cursor Visible", "Whether the mouse pointer is visible on the main stage ", TRUE, G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE)); /** * ClutterStage:user-resizable: * * Whether the stage is resizable via user interaction. * * Since: 0.4 */ g_object_class_install_property (gobject_class, PROP_USER_RESIZE, g_param_spec_boolean ("user-resizable", "User Resizable", "Whether the stage is able to be resized via " "user interaction", FALSE, G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE)); /** * 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 */ g_object_class_install_property (gobject_class, PROP_PERSPECTIVE, g_param_spec_boxed ("perspective", "Perspective", "Perspective projection parameters", CLUTTER_TYPE_PERSPECTIVE, CLUTTER_PARAM_READWRITE)); /** * ClutterStage:title: * * The stage's title - usually displayed in stage windows title decorations. * * Since: 0.4 */ g_object_class_install_property (gobject_class, PROP_TITLE, g_param_spec_string ("title", "Title", "Stage Title", NULL, CLUTTER_PARAM_READWRITE)); /** * 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 */ g_object_class_install_property (gobject_class, PROP_USE_FOG, g_param_spec_boolean ("use-fog", "Use Fog", "Whether to enable depth cueing", FALSE, CLUTTER_PARAM_READWRITE)); /** * 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_ACTOR (_clutter_stage_get_default_window ()); /* at this point we must have a default stage, or we're screwed */ g_assert (priv->impl != NULL); } else g_object_ref_sink (priv->impl); /* make sure that the implementation is considered a top level */ CLUTTER_SET_PRIVATE_FLAGS (priv->impl, CLUTTER_ACTOR_IS_TOPLEVEL); priv->is_offscreen = FALSE; priv->is_fullscreen = FALSE; priv->is_user_resizable = FALSE; priv->is_cursor_visible = TRUE; priv->use_fog = FALSE; 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_fullscreen: * @stage: a #ClutterStage * * Asks to place the stage window in the fullscreen state. 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. */ void clutter_stage_fullscreen (ClutterStage *stage) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; if (!priv->is_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, TRUE); } } /** * clutter_stage_unfullscreen: * @stage: a #ClutterStage * * Asks to toggle off the fullscreen state for the stage window. Note that * you shouldn't assume the window is definitely not full screen afterward, * because other entities (e.g. the user or window manager) could fullscreen * it again, and not all window managers honor requests to unfullscreen * windows. */ void clutter_stage_unfullscreen (ClutterStage *stage) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; if (priv->is_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, FALSE); } } /** * 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; guchar *temprow; GLint viewport[4]; gint rowstride; gint stage_x, stage_y, 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_redraw (stage); clutter_stage_ensure_current (stage); glGetIntegerv (GL_VIEWPORT, viewport); stage_x = viewport[0]; stage_y = viewport[1]; 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); temprow = g_malloc (rowstride); /* Setup the pixel store parameters that may have been changed by Cogl */ glPixelStorei (GL_PACK_ALIGNMENT, 4); #ifdef HAVE_COGL_GL glPixelStorei (GL_PACK_ROW_LENGTH, 0); glPixelStorei (GL_PACK_SKIP_PIXELS, 0); glPixelStorei (GL_PACK_SKIP_ROWS, 0); #endif /* HAVE_COGL_GL */ /* The y co-ordinate should be given in OpenGL's coordinate system so 0 is the bottom row */ y = stage_height - y - height; glFinish (); /* check whether we need to read into a smaller temporary buffer */ glReadPixels (x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); /* vertically flip the buffer in-place */ for (y = 0; y < height / 2; y++) { if (y != height - y - 1) /* skip center row */ { memcpy (temprow, pixels + y * rowstride, rowstride); memcpy (pixels + y * rowstride, pixels + (height - y - 1) * rowstride, rowstride); memcpy (pixels + (height - y - 1) * rowstride, temprow, rowstride); } } g_free (temprow); 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"); } else { priv->is_fullscreen = FALSE; g_signal_emit (stage, stage_signals[UNFULLSCREEN], 0); g_object_notify (G_OBJECT (stage), "fullscreen"); } } 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: 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) { g_object_weak_unref (G_OBJECT (priv->key_focused_actor), on_key_focused_weak_notify, stage); g_signal_emit_by_name (priv->key_focused_actor, "key-focus-out"); priv->key_focused_actor = NULL; } else g_signal_emit_by_name (stage, "key-focus-out"); 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 */ * } * ]| * * 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) { ClutterMainContext *ctx = clutter_context_get_default (); g_return_if_fail (CLUTTER_IS_STAGE (stage)); _clutter_backend_ensure_context (ctx->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_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 = CLUTTER_ACTOR (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)); }