/* * 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, see . * * */ /** * 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-stage.h" #include "clutter-actor-private.h" #include "clutter-backend-private.h" #include "clutter-color.h" #include "clutter-container.h" #include "clutter-debug.h" #include "clutter-device-manager-private.h" #include "clutter-enum-types.h" #include "clutter-id-pool.h" #include "clutter-main.h" #include "clutter-marshal.h" #include "clutter-master-clock.h" #include "clutter-paint-volume-private.h" #include "clutter-private.h" #include "clutter-profile.h" #include "clutter-stage-manager-private.h" #include "clutter-stage-private.h" #include "clutter-util.h" #include "clutter-version.h" /* For flavour */ #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)) /* * ClutterStageHint: * @CLUTTER_STAGE_NONE: No hint set * @CLUTTER_STAGE_NO_CLEAR_ON_PAINT: When this hint is set, the stage * should not clear the viewport; this flag is useful when painting * fully opaque actors covering the whole visible area of the stage, * i.e. when no blending with the stage color happens over the whole * stage viewport * * A series of hints that enable or disable behaviours on the stage */ typedef enum { /*< prefix=CLUTTER_STAGE >*/ CLUTTER_STAGE_HINT_NONE = 0, CLUTTER_STAGE_NO_CLEAR_ON_PAINT = 1 << 0 } ClutterStageHint; #define STAGE_NO_CLEAR_ON_PAINT(s) ((((ClutterStage *) (s))->priv->stage_hints & CLUTTER_STAGE_NO_CLEAR_ON_PAINT) != 0) struct _ClutterStageQueueRedrawEntry { ClutterActor *actor; gboolean has_clip; ClutterPaintVolume clip; }; struct _ClutterStagePrivate { /* the stage implementation */ ClutterStageWindow *impl; ClutterColor color; ClutterPerspective perspective; CoglMatrix projection; int viewport[4]; ClutterFog fog; gchar *title; ClutterActor *key_focused_actor; GQueue *event_queue; ClutterStageHint stage_hints; gint picks_per_frame; GArray *paint_volume_stack; const ClutterGeometry *current_paint_clip; GList *pending_queue_redraws; ClutterPickMode pick_buffer_mode; guint relayout_pending : 1; 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; guint use_alpha : 1; guint min_size_changed : 1; guint dirty_viewport : 1; guint dirty_projection : 1; guint have_valid_pick_buffer : 1; }; enum { PROP_0, PROP_COLOR, PROP_FULLSCREEN_SET, PROP_OFFSCREEN, PROP_CURSOR_VISIBLE, PROP_PERSPECTIVE, PROP_TITLE, PROP_USER_RESIZABLE, PROP_USE_FOG, PROP_FOG, PROP_USE_ALPHA, PROP_KEY_FOCUS, PROP_NO_CLEAR_HINT }; enum { FULLSCREEN, UNFULLSCREEN, ACTIVATE, DEACTIVATE, DELETE_EVENT, LAST_SIGNAL }; static guint stage_signals[LAST_SIGNAL] = { 0, }; static const ClutterColor default_stage_color = { 255, 255, 255, 255 }; static void _clutter_stage_maybe_finish_queue_redraws (ClutterStage *stage); static void _clutter_stage_maybe_finish_queue_redraws (ClutterStage *stage); 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 inline void queue_full_redraw (ClutterStage *stage) { ClutterStageWindow *stage_window; if (CLUTTER_ACTOR_IN_DESTRUCTION (stage)) return; clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); /* Just calling clutter_actor_queue_redraw will typically only * redraw the bounding box of the children parented on the stage but * in this case we really need to ensure that the full stage is * redrawn so we add a NULL redraw clip to the stage window. */ stage_window = _clutter_stage_get_window (stage); if (stage_window == NULL) return; _clutter_stage_window_add_redraw_clip (stage_window, NULL); } static void clutter_stage_allocate (ClutterActor *self, const ClutterActorBox *box, ClutterAllocationFlags flags) { ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv; ClutterGeometry prev_geom; ClutterGeometry geom = { 0, }; gboolean origin_changed; gint width, height; origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED) ? TRUE : FALSE; if (priv->impl == NULL) return; clutter_actor_get_allocation_geometry (self, &prev_geom); width = clutter_actor_box_get_width (box); height = clutter_actor_box_get_height (box); _clutter_stage_window_get_geometry (priv->impl, &geom); /* 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)", width, height, origin_changed ? "changed" : "not changed"); klass = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class); klass->allocate (self, box, flags); /* Ensure the window is sized correctly */ if (!priv->is_fullscreen) { if (priv->min_size_changed) { gfloat min_width, min_height; gboolean min_width_set, min_height_set; g_object_get (G_OBJECT (self), "min-width", &min_width, "min-width-set", &min_width_set, "min-height", &min_height, "min-height-set", &min_height_set, NULL); if (!min_width_set) min_width = 1; if (!min_height_set) min_height = 1; if (width < min_width) width = min_width; if (height < min_height) height = min_height; priv->min_size_changed = FALSE; } if ((geom.width != width) || (geom.height != height)) _clutter_stage_window_resize (priv->impl, width, height); } } else { ClutterActorBox override = { 0, }; ClutterActorClass *klass; 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); } /* XXX: Until Cogl becomes fully responsible for backend windows * Clutter need to manually keep it informed of the current window * size. We do this after the allocation above so that the stage * window has a chance to update the window size based on the * allocation. */ _clutter_stage_window_get_geometry (priv->impl, &geom); _cogl_onscreen_clutter_backend_set_size (geom.width, geom.height); clutter_actor_get_allocation_geometry (self, &geom); if (geom.width != prev_geom.width || geom.height != prev_geom.height) { _clutter_stage_set_viewport (CLUTTER_STAGE (self), 0, 0, geom.width, geom.height); /* Note: we don't assume that set_viewport will queue a full redraw * since it may bail-out early if something preemptively set the * viewport before the stage was really allocated its new size. */ queue_full_redraw (CLUTTER_STAGE (self)); } } /* This provides a common point of entry for painting the scenegraph * for picking or painting... * * XXX: Instead of having a toplevel 2D clip region, it might be * better to have a clip volume within the view frustum. This could * allow us to avoid projecting actors into window coordinates to * be able to cull them. */ void _clutter_stage_do_paint (ClutterStage *stage, const ClutterGeometry *clip) { ClutterStagePrivate *priv = stage->priv; priv->current_paint_clip = clip; _clutter_stage_paint_volume_stack_free_all (stage); clutter_actor_paint (CLUTTER_ACTOR (stage)); priv->current_paint_clip = NULL; } static void clutter_stage_paint (ClutterActor *self) { ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv; CoglBufferBit clear_flags; CoglColor stage_color; guint8 real_alpha; CLUTTER_STATIC_TIMER (stage_clear_timer, "Painting actors", /* parent */ "Stage clear", "The time spent clearing the stage", 0 /* no application private data */); CLUTTER_NOTE (PAINT, "Initializing stage paint"); /* composite the opacity to the stage color */ real_alpha = clutter_actor_get_opacity (self) * priv->color.alpha / 255; /* we use the real alpha to clear the stage if :use-alpha is * set; the effect depends entirely on how the Clutter backend */ cogl_color_init_from_4ub (&stage_color, priv->color.red, priv->color.green, priv->color.blue, priv->use_alpha ? real_alpha : 255); cogl_color_premultiply (&stage_color); clear_flags = COGL_BUFFER_BIT_DEPTH; if (!STAGE_NO_CLEAR_ON_PAINT (self)) clear_flags |= COGL_BUFFER_BIT_COLOR; CLUTTER_TIMER_START (_clutter_uprof_context, stage_clear_timer); cogl_clear (&stage_color, clear_flags); CLUTTER_TIMER_STOP (_clutter_uprof_context, stage_clear_timer); 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 (); /* 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 gboolean clutter_stage_get_paint_volume (ClutterActor *self, ClutterPaintVolume *volume) { /* Returning False effectively means Clutter has to assume it covers * everything... */ return FALSE; } 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) */ priv->dirty_viewport = TRUE; priv->dirty_projection = TRUE; 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) { ClutterBackend *backend = clutter_get_default_backend (); GError *error = NULL; /* 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_critical ("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; ClutterInputDevice *device; 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); } /* if needed, update the state of the input device of the event. * we do it here to avoid calling the same code from every backend * event processing function */ device = clutter_event_get_device (event); if (device != NULL) { ClutterModifierType event_state = clutter_event_get_state (event); guint32 event_time = clutter_event_get_time (event); gfloat event_x, event_y; clutter_event_get_coords (event, &event_x, &event_y); _clutter_input_device_set_coords (device, event_x, event_y); _clutter_input_device_set_state (device, event_state); _clutter_input_device_set_time (device, event_time); } } 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 != NULL; l = l->next) { ClutterEvent *event; ClutterEvent *next_event; ClutterInputDevice *device; ClutterInputDevice *next_device; gboolean check_device = FALSE; event = l->data; next_event = l->next ? l->next->data : NULL; device = clutter_event_get_device (event); if (next_event != NULL) next_device = clutter_event_get_device (next_event); else next_device = NULL; if (device != NULL && next_device != NULL) check_device = TRUE; /* Skip consecutive motion events coming from the same device */ if (priv->throttle_motion_events && next_event != NULL && event->type == CLUTTER_MOTION && (next_event->type == CLUTTER_MOTION || next_event->type == CLUTTER_LEAVE) && (!check_device || (device == next_device))) { CLUTTER_NOTE (EVENT, "Omitting motion event at %d, %d", (int) event->motion.x, (int) 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->relayout_pending || priv->redraw_pending; } void _clutter_stage_maybe_relayout (ClutterActor *actor) { ClutterStage *stage = CLUTTER_STAGE (actor); ClutterStagePrivate *priv = stage->priv; gfloat natural_width, natural_height; ClutterActorBox box = { 0, }; CLUTTER_STATIC_TIMER (relayout_timer, "Mainloop", /* no parent */ "Layouting", "The time spent reallocating the stage", 0 /* no application private data */); if (!priv->relayout_pending) return; priv->relayout_pending = FALSE; /* avoid reentrancy */ if (!CLUTTER_ACTOR_IN_RELAYOUT (stage)) { CLUTTER_TIMER_START (_clutter_uprof_context, relayout_timer); CLUTTER_NOTE (ACTOR, "Recomputing layout"); CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_IN_RELAYOUT); natural_width = natural_height = 0; clutter_actor_get_preferred_size (CLUTTER_ACTOR (stage), NULL, NULL, &natural_width, &natural_height); box.x1 = 0; box.y1 = 0; box.x2 = natural_width; box.y2 = natural_height; CLUTTER_NOTE (ACTOR, "Allocating (0, 0 - %d, %d) for the stage", (int) natural_width, (int) natural_height); clutter_actor_allocate (CLUTTER_ACTOR (stage), &box, CLUTTER_ALLOCATION_NONE); CLUTTER_UNSET_PRIVATE_FLAGS (stage, CLUTTER_IN_RELAYOUT); CLUTTER_TIMER_STOP (_clutter_uprof_context, relayout_timer); } } /** * _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; /* NB: We need to ensure we have an up to date layout *before* we * check or clear the pending redraws flag since a relayout may * queue a redraw. */ _clutter_stage_maybe_relayout (CLUTTER_ACTOR (stage)); if (!priv->redraw_pending) return FALSE; _clutter_stage_maybe_finish_queue_redraws (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_relayout (ClutterActor *self) { ClutterStage *stage = CLUTTER_STAGE (self); ClutterStagePrivate *priv = stage->priv; ClutterActorClass *parent_class; priv->relayout_pending = TRUE; /* chain up */ parent_class = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class); parent_class->queue_relayout (self); } static void clutter_stage_real_queue_redraw (ClutterActor *actor, ClutterActor *leaf) { ClutterStage *stage = CLUTTER_STAGE (actor); ClutterStagePrivate *priv = stage->priv; ClutterStageWindow *stage_window; ClutterGeometry stage_clip; const ClutterPaintVolume *redraw_clip; ClutterPaintVolume projected_clip; CoglMatrix modelview; ClutterActorBox bounding_box; if (CLUTTER_ACTOR_IN_DESTRUCTION (actor)) return; /* If the backend can't do anything with redraw clips (e.g. it already knows * it needs to redraw everything anyway) then don't spend time transforming * any clip volume into stage coordinates... */ stage_window = _clutter_stage_get_window (stage); if (stage_window == NULL) return; if (_clutter_stage_window_ignoring_redraw_clips (stage_window)) { _clutter_stage_window_add_redraw_clip (stage_window, NULL); return; } /* Convert the clip volume (which is in leaf actor coordinates) into stage * coordinates and then into an axis aligned stage coordinates bounding * box... */ if (!_clutter_actor_get_queue_redraw_clip (leaf)) { _clutter_stage_window_add_redraw_clip (stage_window, NULL); return; } redraw_clip = _clutter_actor_get_queue_redraw_clip (leaf); _clutter_paint_volume_copy_static (redraw_clip, &projected_clip); /* NB: _clutter_actor_apply_modelview_transform_recursive will never * include the transformation between stage coordinates and OpenGL * window coordinates, we have to explicitly use the * stage->apply_transform to get that... */ cogl_matrix_init_identity (&modelview); _clutter_actor_apply_modelview_transform (CLUTTER_ACTOR (stage), &modelview); _clutter_actor_apply_modelview_transform_recursive (leaf, NULL, &modelview); _clutter_paint_volume_project (&projected_clip, &modelview, &priv->projection, priv->viewport); _clutter_paint_volume_get_bounding_box (&projected_clip, &bounding_box); clutter_paint_volume_free (&projected_clip); clutter_actor_box_clamp_to_pixel (&bounding_box); /* when converting to integer coordinates make sure we round the edges of the * clip rectangle outwards... */ stage_clip.x = bounding_box.x1; stage_clip.y = bounding_box.y1; stage_clip.width = bounding_box.x2 - stage_clip.x; stage_clip.height = bounding_box.y2 - stage_clip.y; _clutter_stage_window_add_redraw_clip (stage_window, &stage_clip); } gboolean _clutter_stage_has_full_redraw_queued (ClutterStage *stage) { ClutterStageWindow *stage_window = _clutter_stage_get_window (stage); if (CLUTTER_ACTOR_IN_DESTRUCTION (stage) || stage_window == NULL) return FALSE; if (stage->priv->redraw_pending && !_clutter_stage_window_has_redraw_clips (stage_window)) return TRUE; else return FALSE; } static gboolean clutter_stage_real_delete_event (ClutterStage *stage, ClutterEvent *event) { if (clutter_stage_is_default (stage)) clutter_main_quit (); else clutter_actor_destroy (CLUTTER_ACTOR (stage)); return TRUE; } static void clutter_stage_real_apply_transform (ClutterActor *stage, CoglMatrix *matrix) { ClutterStagePrivate *priv = CLUTTER_STAGE (stage)->priv; CoglMatrix perspective; gfloat z_camera; gfloat width, height; /* * In theory, we can compute the camera distance from screen as: * * 0.5 * tan (FOV) * * However, it's better to compute the z_camera from our projection * matrix so that we get a 1:1 mapping at the screen distance. Consider * the upper-left corner of the screen. It has object coordinates * (0,0,0), so by the transform below, ends up with eye coordinate * * x_eye = x_object / width - 0.5 = - 0.5 * y_eye = (height - y_object) / width - 0.5 = 0.5 * z_eye = z_object / width - z_camera = - z_camera * * From cogl_perspective(), we know that the projection matrix has * the form: * * (x, 0, 0, 0) * (0, y, 0, 0) * (0, 0, c, d) * (0, 0, -1, 0) * * Applied to the above, we get clip coordinates of * * x_clip = x * (- 0.5) * y_clip = y * 0.5 * w_clip = - 1 * (- z_camera) = z_camera * * Dividing through by w to get normalized device coordinates, we * have, x_nd = x * 0.5 / z_camera, y_nd = - y * 0.5 / z_camera. * The upper left corner of the screen has normalized device coordinates, * (-1, 1), so to have the correct 1:1 mapping, we have to have: * * z_camera = 0.5 * x = 0.5 * y * * If x != y, then we have a non-uniform aspect ration, and a 1:1 mapping * doesn't make sense. */ cogl_matrix_init_identity (&perspective); cogl_matrix_perspective (&perspective, priv->perspective.fovy, priv->perspective.aspect, priv->perspective.z_near, priv->perspective.z_far); z_camera = 0.5f * perspective.xx; clutter_actor_get_size (stage, &width, &height); cogl_matrix_init_identity (matrix); cogl_matrix_translate (matrix, -0.5f, -0.5f, -z_camera); cogl_matrix_scale (matrix, 1.0f / width, -1.0f / height, 1.0f / width); cogl_matrix_translate (matrix, 0.0f, -1.0f * height, 0.0f); } static void clutter_stage_set_property (GObject *object, guint prop_id, const GValue *value, GParamSpec *pspec) { ClutterStage *stage = CLUTTER_STAGE (object); 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_RESIZABLE: 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; case PROP_USE_ALPHA: clutter_stage_set_use_alpha (stage, g_value_get_boolean (value)); break; case PROP_KEY_FOCUS: clutter_stage_set_key_focus (stage, g_value_get_object (value)); break; case PROP_NO_CLEAR_HINT: clutter_stage_set_no_clear_hint (stage, g_value_get_boolean (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_RESIZABLE: 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; case PROP_USE_ALPHA: g_value_set_boolean (value, priv->use_alpha); break; case PROP_KEY_FOCUS: g_value_set_object (value, priv->key_focused_actor); break; case PROP_NO_CLEAR_HINT: { gboolean hint = (priv->stage_hints & CLUTTER_STAGE_NO_CLEAR_ON_PAINT) != 0; g_value_set_boolean (value, hint); } 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_array_free (priv->paint_volume_stack, TRUE); 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->get_paint_volume = clutter_stage_get_paint_volume; 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_relayout = clutter_stage_real_queue_relayout; actor_class->queue_redraw = clutter_stage_real_queue_redraw; actor_class->apply_transform = clutter_stage_real_apply_transform; /** * 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", P_("Fullscreen Set"), P_("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", P_("Offscreen"), P_("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", P_("Cursor Visible"), P_("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", P_("User Resizable"), P_("Whether the stage is able to be resized via user interaction"), FALSE, CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_USER_RESIZABLE, pspec); /** * ClutterStage:color: * * The color of the main stage. */ pspec = clutter_param_spec_color ("color", P_("Color"), P_("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", P_("Perspective"), P_("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", P_("Title"), P_("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", P_("Use Fog"), P_("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", P_("Fog"), P_("Settings for the depth cueing"), CLUTTER_TYPE_FOG, CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_FOG, pspec); /** * ClutterStage:use-alpha: * * Whether the #ClutterStage should honour the alpha component of the * #ClutterStage:color property when painting. If Clutter is run under * a compositing manager this will result in the stage being blended * with the underlying window(s) * * Since: 1.2 */ pspec = g_param_spec_boolean ("use-alpha", P_("Use Alpha"), P_("Whether to honour the alpha component of the stage color"), FALSE, CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_USE_ALPHA, pspec); /** * ClutterStage:key-focus: * * The #ClutterActor that will receive key events from the underlying * windowing system. * * If %NULL, the #ClutterStage will receive the events. * * Since: 1.2 */ pspec = g_param_spec_object ("key-focus", P_("Key Focus"), P_("The currently key focused actor"), CLUTTER_TYPE_ACTOR, CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_KEY_FOCUS, pspec); /** * ClutterStage:no-clear-hint: * * Whether or not the #ClutterStage should clear its contents * before each paint cycle. * * See clutter_stage_set_no_clear_hint() for further information. * * Since: 1.4 */ pspec = g_param_spec_boolean ("no-clear-hint", P_("No Clear Hint"), P_("Whether the stage should clear its contents"), FALSE, CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_NO_CLEAR_HINT, 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 (I_("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 (I_("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 (I_("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 (I_("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); /** * ClutterStage::delete-event: * @stage: the stage that received the event * @event: a #ClutterEvent of type %CLUTTER_DELETE * * The ::delete-event signal is emitted when the user closes a * #ClutterStage window using the window controls. * * Clutter by default will call clutter_main_quit() if @stage is * the default stage, and clutter_actor_destroy() for any other * stage. * * It is possible to override the default behaviour by connecting * a new handler and returning %TRUE there. * * This signal is emitted only on Clutter backends that * embed #ClutterStage in native windows. It is not emitted for * backends that use a static frame buffer. * * Since: 1.2 */ stage_signals[DELETE_EVENT] = g_signal_new (I_("delete-event"), G_TYPE_FROM_CLASS (gobject_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterStageClass, delete_event), _clutter_boolean_handled_accumulator, NULL, _clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); klass->fullscreen = clutter_stage_real_fullscreen; klass->activate = clutter_stage_real_activate; klass->deactivate = clutter_stage_real_deactivate; klass->delete_event = clutter_stage_real_delete_event; g_type_class_add_private (gobject_class, sizeof (ClutterStagePrivate)); } static void clutter_stage_notify_min_size (ClutterStage *self) { self->priv->min_size_changed = TRUE; } static void clutter_stage_init (ClutterStage *self) { ClutterStagePrivate *priv; ClutterBackend *backend; ClutterGeometry geom; /* a stage is a top-level object */ CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_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->min_size_changed = 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; cogl_matrix_init_identity (&priv->projection); cogl_matrix_perspective (&priv->projection, priv->perspective.fovy, priv->perspective.aspect, priv->perspective.z_near, priv->perspective.z_far); /* depth cueing */ priv->fog.z_near = 1.0; priv->fog.z_far = 2.0; priv->relayout_pending = TRUE; clutter_actor_set_reactive (CLUTTER_ACTOR (self), TRUE); clutter_stage_set_title (self, g_get_prgname ()); clutter_stage_set_key_focus (self, NULL); g_signal_connect (self, "notify::min-width", G_CALLBACK (clutter_stage_notify_min_size), NULL); g_signal_connect (self, "notify::min-height", G_CALLBACK (clutter_stage_notify_min_size), NULL); _clutter_stage_window_get_geometry (priv->impl, &geom); _clutter_stage_set_viewport (self, 0, 0, geom.width, geom.height); _clutter_stage_set_pick_buffer_valid (self, FALSE, CLUTTER_PICK_ALL); _clutter_stage_reset_picks_per_frame_counter (self); priv->paint_volume_stack = g_array_new (FALSE, FALSE, sizeof (ClutterPaintVolume)); } /** * 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); _clutter_stage_manager_set_default_stage (stage_manager, stage); /* the default stage is realized by default */ clutter_actor_realize (CLUTTER_ACTOR (stage)); } 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; 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; if (priv->perspective.fovy == perspective->fovy && priv->perspective.aspect == perspective->aspect && priv->perspective.z_near == perspective->z_near && priv->perspective.z_far == perspective->z_far) return; priv->perspective = *perspective; cogl_matrix_init_identity (&priv->projection); cogl_matrix_perspective (&priv->projection, priv->perspective.fovy, priv->perspective.aspect, priv->perspective.z_near, priv->perspective.z_far); priv->dirty_projection = TRUE; clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); } /** * clutter_stage_get_perspective: * @stage: A #ClutterStage * @perspective: (out caller-allocates) (allow-none): 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_get_projection_matrix: * @stage: A #ClutterStage * @projection: return location for a #CoglMatrix representing the * perspective projection applied to actors on the given * @stage. * * Retrieves the @stage's projection matrix. This is derived from the * current perspective set using clutter_stage_set_perspective(). * * Since: 1.6 */ void _clutter_stage_get_projection_matrix (ClutterStage *stage, CoglMatrix *projection) { g_return_if_fail (CLUTTER_IS_STAGE (stage)); g_return_if_fail (projection != NULL); *projection = stage->priv->projection; } /* This simply provides a simple mechanism for us to ensure that * the projection matrix gets re-asserted before painting. * * This is used when switching between multiple stages */ void _clutter_stage_dirty_projection (ClutterStage *stage) { stage->priv->dirty_projection = TRUE; } /* * clutter_stage_set_viewport: * @stage: A #ClutterStage * @x: The X postition to render the stage at, in window coordinates * @y: The Y position to render the stage at, in window coordinates * @width: The width to render the stage at, in window coordinates * @height: The height to render the stage at, in window coordinates * * Sets the stage viewport. The viewport defines a final scale and * translation of your rendered stage and actors. This lets you render * your stage into a subregion of the stage window or you could use it to * pan a subregion of the stage if your stage window is smaller then * the stage. (XXX: currently this isn't possible) * * Unlike a scale and translation done using the modelview matrix this * is done after everything has had perspective projection applied, so * for example if you were to pan across a subregion of the stage using * the viewport then you would not see a change in perspective for the * actors on the stage. * * Normally the stage viewport will automatically track the size of the * stage window with no offset so the stage will fill your window. This * behaviour can be changed with the "viewport-mimics-window" property * which will automatically be set to FALSE if you use this API. If * you want to revert to the original behaviour then you should set * this property back to %TRUE using * clutter_stage_set_viewport_mimics_window(). * (XXX: If we were to make this API public then we might want to do * add that property.) * * Since: 1.6 */ void _clutter_stage_set_viewport (ClutterStage *stage, int x, int y, int width, int height) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; if (x == priv->viewport[0] && y == priv->viewport[1] && width == priv->viewport[2] && height == priv->viewport[3]) return; priv->viewport[0] = x; priv->viewport[1] = y; priv->viewport[2] = width; priv->viewport[3] = height; priv->dirty_viewport = TRUE; queue_full_redraw (stage); } /* This simply provides a simple mechanism for us to ensure that * the viewport gets re-asserted before next painting. * * This is used when switching between multiple stages */ void _clutter_stage_dirty_viewport (ClutterStage *stage) { stage->priv->dirty_viewport = TRUE; } /* * clutter_stage_get_viewport: * @stage: A #ClutterStage * @x: A location for the X position where the stage is rendered, * in window coordinates. * @y: A location for the Y position where the stage is rendered, * in window coordinates. * @width: A location for the width the stage is rendered at, * in window coordinates. * @height: A location for the height the stage is rendered at, * in window coordinates. * * Returns the viewport offset and size set using * clutter_stage_set_viewport() or if the "viewport-mimics-window" property * is TRUE then @x and @y will be set to 0 and @width and @height will equal * the width if the stage window. * * Since: 1.6 */ void _clutter_stage_get_viewport (ClutterStage *stage, int *x, int *y, int *width, int *height) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; *x = priv->viewport[0]; *y = priv->viewport[1]; *width = priv->viewport[2]; *height = priv->viewport[3]; } /** * 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); } /* If the backend did fullscreen the stage window then we need to resize * the stage and update its viewport so we queue a relayout. Note: if the * fullscreen request is handled asynchronously we can't rely on this * queue_relayout to update the viewport, but for example the X backend * will recieve a ConfigureNotify after a successful resize which is how * we ensure the viewport is updated on X. */ clutter_actor_queue_relayout (CLUTTER_ACTOR (stage)); } /** * 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); if (!retval) g_signal_emit_by_name (stage, "delete-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"); g_object_notify (G_OBJECT (stage), "key-focus"); } /** * 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 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"); 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_init_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 */ * } * ]| * * 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. * Support for premultiplied colors will improve 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_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); } G_DEFINE_BOXED_TYPE (ClutterPerspective, clutter_perspective, clutter_perspective_copy, clutter_perspective_free); 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); } G_DEFINE_BOXED_TYPE (ClutterFog, clutter_fog, clutter_fog_copy, clutter_fog_free); /** * 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_new(). * * 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_stage_dirty_viewport (stage); clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); } void _clutter_stage_maybe_setup_viewport (ClutterStage *stage) { ClutterStagePrivate *priv = stage->priv; if (priv->dirty_viewport) { CLUTTER_NOTE (PAINT, "Setting up the viewport { w:%d, h:%d }", priv->viewport[2], priv->viewport[3]); cogl_set_viewport (priv->viewport[0], priv->viewport[1], priv->viewport[2], priv->viewport[3]); priv->dirty_viewport = FALSE; } if (priv->dirty_projection) { cogl_set_projection_matrix (&priv->projection); priv->dirty_projection = FALSE; } } /** * 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->relayout_pending = TRUE; 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; } /** * clutter_stage_set_use_alpha: * @stage: a #ClutterStage * @use_alpha: whether the stage should honour the opacity or the * alpha channel of the stage color * * Sets whether the @stage should honour the #ClutterActor:opacity and * the alpha channel of the #ClutterStage:color * * Since: 1.2 */ void clutter_stage_set_use_alpha (ClutterStage *stage, gboolean use_alpha) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; if (priv->use_alpha != use_alpha) { priv->use_alpha = use_alpha; clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); g_object_notify (G_OBJECT (stage), "use-alpha"); } } /** * clutter_stage_get_use_alpha: * @stage: a #ClutterStage * * Retrieves the value set using clutter_stage_set_use_alpha() * * Return value: %TRUE if the stage should honour the opacity and the * alpha channel of the stage color * * Since: 1.2 */ gboolean clutter_stage_get_use_alpha (ClutterStage *stage) { g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE); return stage->priv->use_alpha; } /** * clutter_stage_set_minimum_size: * @stage: a #ClutterStage * @width: width, in pixels * @height: height, in pixels * * Sets the minimum size for a stage window, if the default backend * uses #ClutterStage inside a window * * This is a convenience function, and it is equivalent to setting the * #ClutterActor:min-width and #ClutterActor:min-height on @stage * * If the current size of @stage is smaller than the minimum size, the * @stage will be resized to the new @width and @height * * This function has no effect if @stage is fullscreen * * Since: 1.2 */ void clutter_stage_set_minimum_size (ClutterStage *stage, guint width, guint height) { g_return_if_fail (CLUTTER_IS_STAGE (stage)); g_return_if_fail ((width > 0) && (height > 0)); g_object_set (G_OBJECT (stage), "min-width", (gfloat) width, "min-height", (gfloat )height, NULL); } /** * clutter_stage_get_minimum_size: * @stage: a #ClutterStage * @width: (out): return location for the minimum width, in pixels, * or %NULL * @height: (out): return location for the minimum height, in pixels, * or %NULL * * Retrieves the minimum size for a stage window as set using * clutter_stage_set_minimum_size(). * * The returned size may not correspond to the actual minimum size and * it is specific to the #ClutterStage implementation inside the * Clutter backend * * Since: 1.2 */ void clutter_stage_get_minimum_size (ClutterStage *stage, guint *width_p, guint *height_p) { gfloat width, height; gboolean width_set, height_set; g_return_if_fail (CLUTTER_IS_STAGE (stage)); g_object_get (G_OBJECT (stage), "min-width", &width, "min-width-set", &width_set, "min-height", &height, "min-height-set", &height_set, NULL); /* if not width or height have been set, then the Stage * minimum size is defined to be 1x1 */ if (!width_set) width = 1; if (!height_set) height = 1; if (width_p) *width_p = (guint) width; if (height_p) *height_p = (guint) height; } /* Returns the number of swap buffers pending completion for the stage */ int _clutter_stage_get_pending_swaps (ClutterStage *stage) { ClutterStageWindow *stage_window; if (CLUTTER_ACTOR_IN_DESTRUCTION (stage)) return 0; stage_window = _clutter_stage_get_window (stage); if (stage_window == NULL) return 0; return _clutter_stage_window_get_pending_swaps (stage_window); } /** * clutter_stage_set_no_clear_hint: * @stage: a #ClutterStage * @no_clear: %TRUE if the @stage should not clear itself on every * repaint cycle * * Sets whether the @stage should clear itself at the beginning * of each paint cycle or not. * * Clearing the #ClutterStage can be a costly operation, especially * if the stage is always covered - for instance, in a full-screen * video player or in a game with a background texture. * * This setting is a hint; Clutter might discard this * hint depending on its internal state. * * If parts of the stage are visible and you disable * clearing you might end up with visual artifacts while painting the * contents of the stage. * * Since: 1.4 */ void clutter_stage_set_no_clear_hint (ClutterStage *stage, gboolean no_clear) { ClutterStagePrivate *priv; ClutterStageHint new_hints; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; new_hints = priv->stage_hints; if (no_clear) new_hints |= CLUTTER_STAGE_NO_CLEAR_ON_PAINT; else new_hints &= ~CLUTTER_STAGE_NO_CLEAR_ON_PAINT; if (priv->stage_hints == new_hints) return; priv->stage_hints = new_hints; g_object_notify (G_OBJECT (stage), "no-clear-hint"); } /** * clutter_stage_get_no_clear_hint: * @stage: a #ClutterStage * * Retrieves the hint set with clutter_stage_set_no_clear_hint() * * Return value: %TRUE if the stage should not clear itself on every paint * cycle, and %FALSE otherwise * * Since: 1.4 */ gboolean clutter_stage_get_no_clear_hint (ClutterStage *stage) { g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE); return (stage->priv->stage_hints & CLUTTER_STAGE_NO_CLEAR_ON_PAINT) != 0; } gboolean _clutter_stage_get_pick_buffer_valid (ClutterStage *stage, ClutterPickMode mode) { g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE); if (stage->priv->pick_buffer_mode != mode) return FALSE; return stage->priv->have_valid_pick_buffer; } void _clutter_stage_set_pick_buffer_valid (ClutterStage *stage, gboolean valid, ClutterPickMode mode) { g_return_if_fail (CLUTTER_IS_STAGE (stage)); stage->priv->have_valid_pick_buffer = !!valid; stage->priv->pick_buffer_mode = mode; } void _clutter_stage_increment_picks_per_frame_counter (ClutterStage *stage) { g_return_if_fail (CLUTTER_IS_STAGE (stage)); stage->priv->picks_per_frame++; } void _clutter_stage_reset_picks_per_frame_counter (ClutterStage *stage) { g_return_if_fail (CLUTTER_IS_STAGE (stage)); stage->priv->picks_per_frame = 0; } guint _clutter_stage_get_picks_per_frame_counter (ClutterStage *stage) { g_return_val_if_fail (CLUTTER_IS_STAGE (stage), 0); return stage->priv->picks_per_frame; } ClutterPaintVolume * _clutter_stage_paint_volume_stack_allocate (ClutterStage *stage) { GArray *paint_volume_stack = stage->priv->paint_volume_stack; g_array_set_size (paint_volume_stack, paint_volume_stack->len+1); return &g_array_index (paint_volume_stack, ClutterPaintVolume, paint_volume_stack->len - 1); } void _clutter_stage_paint_volume_stack_free_all (ClutterStage *stage) { GArray *paint_volume_stack = stage->priv->paint_volume_stack; int i; for (i = 0; i < paint_volume_stack->len; i++) { ClutterPaintVolume *pv = &g_array_index (paint_volume_stack, ClutterPaintVolume, i); clutter_paint_volume_free (pv); } g_array_set_size (paint_volume_stack, 0); } /* The is an out-of-band paramater available while painting that * can be used to cull actors. */ const ClutterGeometry * _clutter_stage_get_clip (ClutterStage *stage) { return stage->priv->current_paint_clip; } /* When an actor queues a redraw we add it to a list on the stage that * gets processed once all updates to the stage have been finished. * * This deferred approach to processing queue_redraw requests means * that we can avoid redundant transformations of clip volumes if * something later triggers a full stage redraw anyway. It also means * we can be more sure that all the referenced actors will have valid * allocations improving the chance that we can determine the actors * paint volume so we can clip the redraw request even if the user * didn't explicitly do so. */ ClutterStageQueueRedrawEntry * _clutter_stage_queue_actor_redraw (ClutterStage *stage, ClutterStageQueueRedrawEntry *entry, ClutterActor *actor, ClutterPaintVolume *clip) { 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; /* We have an optimization in _clutter_do_pick to detect when the * scene is static so we can cache a full, un-clipped pick buffer to * avoid continuous pick renders. * * Currently the assumption is that actors queue a redraw when some * state changes that affects painting *or* picking so we can use * this point to invalidate any currently cached pick buffer. */ _clutter_stage_set_pick_buffer_valid (stage, FALSE, -1); if (entry) { /* Ignore all requests to queue a redraw for an actor if a full * (non-clipped) redraw of the actor has already been queued. */ if (!entry->has_clip) return entry; /* If queuing a clipped redraw and a clipped redraw has * previously been queued for this actor then combine the latest * clip together with the existing clip */ if (clip) clutter_paint_volume_union (&entry->clip, clip); else { clutter_paint_volume_free (&entry->clip); entry->has_clip = FALSE; } return entry; } else { entry = g_slice_new (ClutterStageQueueRedrawEntry); entry->actor = g_object_ref (actor); if (clip) { entry->has_clip = TRUE; _clutter_paint_volume_init_static (actor, &entry->clip); _clutter_paint_volume_set_from_volume (&entry->clip, clip); } else entry->has_clip = FALSE; stage->priv->pending_queue_redraws = g_list_prepend (stage->priv->pending_queue_redraws, entry); return entry; } } static void free_queue_redraw_entry (ClutterStageQueueRedrawEntry *entry) { if (entry->actor) g_object_unref (entry->actor); if (entry->has_clip) clutter_paint_volume_free (&entry->clip); g_slice_free (ClutterStageQueueRedrawEntry, entry); } void _clutter_stage_queue_redraw_entry_invalidate (ClutterStageQueueRedrawEntry *entry) { if (entry == NULL) return; if (entry->actor != NULL) { g_object_unref (entry->actor); entry->actor = NULL; } if (entry->has_clip) { clutter_paint_volume_free (&entry->clip); entry->has_clip = FALSE; } } static void _clutter_stage_maybe_finish_queue_redraws (ClutterStage *stage) { /* Note: we have to repeat until the pending_queue_redraws list is * empty because actors are allowed to queue redraws in response to * the queue-redraw signal. For example Clone actors or * texture_new_from_actor actors will have to queue a redraw if * their source queues a redraw. */ while (stage->priv->pending_queue_redraws) { GList *l; /* XXX: we need to allow stage->priv->pending_queue_redraws to * be updated while we process the current entries in the list * so we steal the list pointer and then reset it to an empty * list before processing... */ GList *stolen_list = stage->priv->pending_queue_redraws; stage->priv->pending_queue_redraws = NULL; for (l = stolen_list; l; l = l->next) { ClutterStageQueueRedrawEntry *entry = l->data; ClutterPaintVolume *clip; /* NB: Entries may be invalidated if the actor gets destroyed */ if (G_LIKELY (entry->actor != NULL)) { clip = entry->has_clip ? &entry->clip : NULL; _clutter_actor_finish_queue_redraw (entry->actor, clip); } free_queue_redraw_entry (entry); } g_list_free (stolen_list); } }