/* * 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-main * @short_description: Various 'global' clutter functions. * * Functions to retrieve various global Clutter resources and other utility * functions for mainloops, events and threads */ #include "config.h" #include #include "clutter-main.h" #include "clutter-feature.h" #include "clutter-actor.h" #include "clutter-stage.h" #include "clutter-private.h" #include /* for gst_init() */ typedef struct { GSource source; Display *display; GPollFD event_poll_fd; } ClutterXEventSource; typedef void (*ClutterXEventFunc) (XEvent *xev, gpointer user_data); static gboolean __clutter_has_debug = FALSE; static gboolean __clutter_has_fps = FALSE; static ClutterMainContext *ClutterCntx = NULL; static gboolean x_event_prepare (GSource *source, gint *timeout) { Display *display = ((ClutterXEventSource*)source)->display; *timeout = -1; return XPending (display); } static gboolean x_event_check (GSource *source) { ClutterXEventSource *display_source = (ClutterXEventSource*)source; gboolean retval; if (display_source->event_poll_fd.revents & G_IO_IN) retval = XPending (display_source->display); else retval = FALSE; return retval; } static gboolean x_event_dispatch (GSource *source, GSourceFunc callback, gpointer user_data) { Display *display = ((ClutterXEventSource*)source)->display; ClutterXEventFunc event_func = (ClutterXEventFunc) callback; XEvent xev; if (XPending (display)) { XNextEvent (display, &xev); if (event_func) (*event_func) (&xev, user_data); } return TRUE; } static const GSourceFuncs x_event_funcs = { x_event_prepare, x_event_check, x_event_dispatch, NULL }; static void translate_key_event (ClutterKeyEvent *event, XEvent *xevent) { event->type = xevent->xany.type == KeyPress ? CLUTTER_KEY_PRESS : CLUTTER_KEY_RELEASE; event->time = xevent->xkey.time; event->modifier_state = xevent->xkey.state; /* FIXME: handle modifiers */ event->hardware_keycode = xevent->xkey.keycode; event->keyval = XKeycodeToKeysym(xevent->xkey.display, xevent->xkey.keycode, 0 ); /* FIXME: index with modifiers */ } static void translate_button_event (ClutterButtonEvent *event, XEvent *xevent) { /* FIXME: catch double click */ CLUTTER_DBG("button event at %ix%i", xevent->xbutton.x, xevent->xbutton.y); event->type = xevent->xany.type == ButtonPress ? CLUTTER_BUTTON_PRESS : CLUTTER_BUTTON_RELEASE; event->time = xevent->xbutton.time; event->x = xevent->xbutton.x; event->y = xevent->xbutton.y; event->modifier_state = xevent->xbutton.state; /* includes button masks */ event->button = xevent->xbutton.button; } static void translate_motion_event (ClutterMotionEvent *event, XEvent *xevent) { event->type = CLUTTER_MOTION; event->time = xevent->xbutton.time; event->x = xevent->xmotion.x; event->y = xevent->xmotion.y; event->modifier_state = xevent->xmotion.state; } static void clutter_dispatch_x_event (XEvent *xevent, gpointer data) { ClutterMainContext *ctx = CLUTTER_CONTEXT (); ClutterEvent event; ClutterStage *stage = ctx->stage; gboolean emit_input_event = FALSE; switch (xevent->type) { case Expose: { XEvent foo_xev; /* Cheap compress */ while (XCheckTypedWindowEvent(ctx->xdpy, xevent->xexpose.window, Expose, &foo_xev)); /* FIXME: need to make stage an 'actor' so can que * a paint direct from there rather than hack here... */ clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); } break; case KeyPress: translate_key_event ((ClutterKeyEvent *) &event, xevent); g_signal_emit_by_name (stage, "key-press-event", &event); emit_input_event = TRUE; break; case KeyRelease: translate_key_event ((ClutterKeyEvent *) &event, xevent); g_signal_emit_by_name (stage, "key-release-event", &event); emit_input_event = TRUE; break; case ButtonPress: translate_button_event ((ClutterButtonEvent *) &event, xevent); g_signal_emit_by_name (stage, "button-press-event", &event); emit_input_event = TRUE; break; case ButtonRelease: translate_button_event ((ClutterButtonEvent *) &event, xevent); g_signal_emit_by_name (stage, "button-release-event", &event); emit_input_event = TRUE; break; case MotionNotify: translate_motion_event ((ClutterMotionEvent *) &event, xevent); g_signal_emit_by_name (stage, "motion-event", &event); emit_input_event = TRUE; break; } if (emit_input_event) g_signal_emit_by_name (stage, "input-event", &event); } static void events_init() { GMainContext *gmain_context; int connection_number; GSource *source; ClutterXEventSource *display_source; gmain_context = g_main_context_default (); g_main_context_ref (gmain_context); connection_number = ConnectionNumber (ClutterCntx->xdpy); source = g_source_new ((GSourceFuncs *)&x_event_funcs, sizeof (ClutterXEventSource)); display_source = (ClutterXEventSource *)source; display_source->event_poll_fd.fd = connection_number; display_source->event_poll_fd.events = G_IO_IN; display_source->display = ClutterCntx->xdpy; g_source_add_poll (source, &display_source->event_poll_fd); g_source_set_can_recurse (source, TRUE); g_source_set_callback (source, (GSourceFunc) clutter_dispatch_x_event, NULL /* no userdata */, NULL); g_source_attach (source, gmain_context); g_source_unref (source); } static gboolean clutter_want_fps(void) { return __clutter_has_fps; } /** * clutter_redraw: * * FIXME */ void clutter_redraw (void) { ClutterMainContext *ctx = CLUTTER_CONTEXT(); ClutterStage *stage = ctx->stage; ClutterColor stage_color; static GTimer *timer = NULL; static guint timer_n_frames = 0; /* FIXME: Should move all this into stage... */ CLUTTER_DBG("@@@ Redraw enter @@@"); clutter_threads_enter (); if (clutter_want_fps ()) { if (!timer) timer = g_timer_new (); } clutter_stage_get_color (stage, &stage_color); glClearColor(((float) stage_color.red / 0xff * 1.0), ((float) stage_color.green / 0xff * 1.0), ((float) stage_color.blue / 0xff * 1.0), 0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); clutter_actor_paint (CLUTTER_ACTOR (stage)); if (clutter_stage_get_xwindow (stage)) { #if 0 unsigned int retraceCount; /* Wait for vertical retrace */ /* glXGetVideoSyncSGI(&retraceCount); */ /* glXWaitVideoSyncSGI(2, (retraceCount+1)%2, &retraceCount); */ glXWaitVideoSyncSGI(1, 0, &retraceCount); #endif glXSwapBuffers(ctx->xdpy, clutter_stage_get_xwindow (stage)); } else { glXWaitGL(); CLUTTER_GLERR(); } if (clutter_want_fps ()) { timer_n_frames++; if (g_timer_elapsed (timer, NULL) >= 1.0) { g_print ("*** FPS: %i ***\n", timer_n_frames); timer_n_frames = 0; g_timer_start (timer); } } clutter_threads_leave (); CLUTTER_DBG("@@@ Redraw leave @@@"); } /** * clutter_main_quit: * * Terminates the Clutter mainloop. */ void clutter_main_quit (void) { ClutterMainContext *context = CLUTTER_CONTEXT (); g_return_if_fail (context->main_loops != NULL); g_main_loop_quit (context->main_loops->data); } /** * clutter_main_level: * * Retrieves the depth of the Clutter mainloop. * * Return value: The level of the mainloop. */ gint clutter_main_level (void) { ClutterMainContext *context = CLUTTER_CONTEXT (); return context->main_loop_level; } /** * clutter_main: * * Starts the Clutter mainloop. */ void clutter_main (void) { ClutterMainContext *context = CLUTTER_CONTEXT (); GMainLoop *loop; if (!context->is_initialized) { g_warning ("Called clutter_main() but Clutter wasn't initialised. " "You must call clutter_init() first."); return; } context->main_loop_level++; loop = g_main_loop_new (NULL, TRUE); context->main_loops = g_slist_prepend (context->main_loops, loop); if (g_main_loop_is_running (context->main_loops->data)) { g_main_loop_run (loop); } context->main_loops = g_slist_remove (context->main_loops, loop); g_main_loop_unref (loop); context->main_loop_level--; if (context->main_loop_level == 0) { clutter_actor_destroy (CLUTTER_ACTOR (context->stage)); g_free (context); } } /** * clutter_threads_enter: * * Locks the Clutter thread lock. */ void clutter_threads_enter(void) { ClutterMainContext *context = CLUTTER_CONTEXT (); g_mutex_lock (context->gl_lock); } /** * clutter_threads_leave: * * Unlocks the Clutter thread lock. */ void clutter_threads_leave (void) { ClutterMainContext *context = CLUTTER_CONTEXT (); g_mutex_unlock (context->gl_lock); } /** * clutter_xdisplay: * * Retrieves the X display that Clutter is using * * Return value: A pointer to an X Display structure. */ Display* clutter_xdisplay (void) { return ClutterCntx->xdpy; } /** * clutter_xscreen: * * Retrieves the X screen that Clutter is using. * * Return value: the X screen ID */ int clutter_xscreen (void) { return ClutterCntx->xscreen; } /** * clutter_root_xwindow: * * FIXME * * Return value: FIXME */ Window clutter_root_xwindow (void) { return ClutterCntx->xwin_root; } /** * clutter_want_debug: * * Check if clutter has debugging turned on. * * Return value: TRUE if debugging is turned on, FALSE otherwise. */ gboolean clutter_want_debug (void) { return __clutter_has_debug; } ClutterMainContext* clutter_context_get_default (void) { if (!ClutterCntx) { ClutterMainContext *ctx; ctx = g_new0 (ClutterMainContext, 1); ctx->is_initialized = FALSE; ClutterCntx = ctx; } return ClutterCntx; } static gboolean is_gl_version_at_least_12 (void) { #define NON_VENDOR_VERSION_MAX_LEN 32 gchar non_vendor_version[NON_VENDOR_VERSION_MAX_LEN]; const gchar *version; gint i = 0; version = (const gchar*)glGetString(GL_VERSION); while ( ((version[i] <= '9' && version[i] >= '0') || version[i] == '.') && i < NON_VENDOR_VERSION_MAX_LEN) { non_vendor_version[i] = version[i]; i++; } non_vendor_version[i] = '\0'; if (strstr (non_vendor_version, "1.0") == NULL && strstr (non_vendor_version, "1.0") == NULL) return TRUE; return FALSE; } /** * clutter_init: * @argc: The number of arguments in @argv * @argv: A pointer to an array of arguments. * * Initialises Clutter. * * Return value: 1 on success, < 0 on failure. */ int clutter_init (int *argc, char ***argv) { ClutterMainContext *context; static gboolean is_initialized = FALSE; if (is_initialized) return 1; context = clutter_context_get_default (); if (g_getenv ("CLUTTER_DEBUG")) __clutter_has_debug = TRUE; if (g_getenv ("CLUTTER_SHOW_FPS")) __clutter_has_fps = TRUE; g_type_init(); if (!g_thread_supported ()) g_thread_init (NULL); XInitThreads(); gst_init (argc, argv); context->main_loops = NULL; context->main_loop_level = 0; if ((context->xdpy = XOpenDisplay (g_getenv ("DISPLAY"))) == NULL) { g_critical ("Unable to connect to X DISPLAY."); return -1; } context->xscreen = DefaultScreen(context->xdpy); context->xwin_root = RootWindow(context->xdpy, context->xscreen); context->font_map = PANGO_FT2_FONT_MAP (pango_ft2_font_map_new ()); pango_ft2_font_map_set_resolution (context->font_map, 96.0, 96.0); context->gl_lock = g_mutex_new (); context->stage = CLUTTER_STAGE (clutter_stage_get_default ()); g_return_val_if_fail (CLUTTER_IS_STAGE (context->stage), -3); g_object_ref_sink (context->stage); /* Realize to get context */ clutter_actor_realize (CLUTTER_ACTOR (context->stage)); g_return_val_if_fail (CLUTTER_ACTOR_IS_REALIZED(CLUTTER_ACTOR(context->stage)), -4); /* At least GL 1.2 is needed for CLAMP_TO_EDGE */ g_return_val_if_fail(is_gl_version_at_least_12 (), -5); /* Check available features */ clutter_feature_init (); events_init (); context->is_initialized = TRUE; return 1; }