/* * 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 */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include #include #include "clutter-event.h" #include "clutter-backend.h" #include "clutter-main.h" #include "clutter-master-clock.h" #include "clutter-feature.h" #include "clutter-actor.h" #include "clutter-stage.h" #include "clutter-private.h" #include "clutter-debug.h" #include "clutter-version.h" /* For flavour define */ #include "clutter-frame-source.h" #include "cogl/cogl.h" #include "pango/cogl-pango.h" /* main context */ static ClutterMainContext *ClutterCntx = NULL; /* main lock and locking/unlocking functions */ static GMutex *clutter_threads_mutex = NULL; static GCallback clutter_threads_lock = NULL; static GCallback clutter_threads_unlock = NULL; /* command line options */ static gboolean clutter_is_initialized = FALSE; static gboolean clutter_show_fps = FALSE; static gboolean clutter_fatal_warnings = FALSE; static gboolean clutter_disable_mipmap_text = FALSE; static gboolean clutter_use_fuzzy_picking = FALSE; static guint clutter_default_fps = 60; static PangoDirection clutter_text_direction = PANGO_DIRECTION_LTR; static guint clutter_main_loop_level = 0; static GSList *main_loops = NULL; guint clutter_debug_flags = 0; /* global clutter debug flag */ #ifdef CLUTTER_ENABLE_DEBUG static const GDebugKey clutter_debug_keys[] = { { "misc", CLUTTER_DEBUG_MISC }, { "actor", CLUTTER_DEBUG_ACTOR }, { "texture", CLUTTER_DEBUG_TEXTURE }, { "event", CLUTTER_DEBUG_EVENT }, { "paint", CLUTTER_DEBUG_PAINT }, { "gl", CLUTTER_DEBUG_GL }, { "alpha", CLUTTER_DEBUG_ALPHA }, { "behaviour", CLUTTER_DEBUG_BEHAVIOUR }, { "pango", CLUTTER_DEBUG_PANGO }, { "backend", CLUTTER_DEBUG_BACKEND }, { "scheduler", CLUTTER_DEBUG_SCHEDULER }, { "script", CLUTTER_DEBUG_SCRIPT }, { "shader", CLUTTER_DEBUG_SHADER }, { "multistage", CLUTTER_DEBUG_MULTISTAGE }, { "animation", CLUTTER_DEBUG_ANIMATION }, { "layout", CLUTTER_DEBUG_LAYOUT } }; #endif /* CLUTTER_ENABLE_DEBUG */ /** * clutter_get_show_fps: * * Returns whether Clutter should print out the frames per second on the * console. You can enable this setting either using the * CLUTTER_SHOW_FPS environment variable or passing * the --clutter-show-fps command line argument. * * * Return value: %TRUE if Clutter should show the FPS. * * Since: 0.4 */ gboolean clutter_get_show_fps (void) { return clutter_show_fps; } void _clutter_stage_maybe_relayout (ClutterActor *stage) { gfloat natural_width, natural_height; ClutterActorBox box = { 0, }; /* avoid reentrancy */ if (!(CLUTTER_PRIVATE_FLAGS (stage) & CLUTTER_ACTOR_IN_RELAYOUT)) { CLUTTER_NOTE (ACTOR, "Recomputing layout"); CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_IN_RELAYOUT); natural_width = natural_height = 0; clutter_actor_get_preferred_size (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 (stage, &box, FALSE); CLUTTER_UNSET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_IN_RELAYOUT); } } void _clutter_stage_maybe_setup_viewport (ClutterStage *stage) { if (CLUTTER_PRIVATE_FLAGS (stage) & CLUTTER_ACTOR_SYNC_MATRICES) { ClutterPerspective perspective; gfloat width, height; clutter_actor_get_size (CLUTTER_ACTOR (stage), &width, &height); clutter_stage_get_perspective (stage, &perspective); CLUTTER_NOTE (PAINT, "Setting up the viewport"); cogl_setup_viewport (width, height, perspective.fovy, perspective.aspect, perspective.z_near, perspective.z_far); CLUTTER_UNSET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES); } } /** * clutter_redraw: * * Forces a redraw of the entire stage. Applications should never use this * function, but queue a redraw using clutter_actor_queue_redraw(). */ void clutter_redraw (ClutterStage *stage) { ClutterMainContext *ctx; ClutterMasterClock *master_clock; static GTimer *timer = NULL; static guint timer_n_frames = 0; ctx = clutter_context_get_default (); master_clock = _clutter_master_clock_get_default (); /* Before we can paint, we have to be sure we have the latest layout */ _clutter_stage_maybe_relayout (CLUTTER_ACTOR (stage)); _clutter_backend_ensure_context (ctx->backend, stage); /* Setup FPS count - not currently across *all* stages rather than per */ if (G_UNLIKELY (clutter_get_show_fps ())) { if (!timer) timer = g_timer_new (); } /* The code below can't go in stage paint as base actor_paint * will get called before it (and break picking, etc) */ _clutter_stage_maybe_setup_viewport (stage); /* Call through to the actual backend to do the painting down from * the stage. It will likely need to swap buffers, vblank sync etc * which will be windowing system dependent */ _clutter_backend_redraw (ctx->backend, stage); /* prepare for the next frame; if anything queues a redraw as the * result of a timeline, this will end up redrawing the scene */ _clutter_master_clock_advance (master_clock); /* Complete FPS info */ if (G_UNLIKELY (clutter_get_show_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_TIMESTAMP (SCHEDULER, "Redraw finish for stage:%p", stage); } /** * clutter_set_motion_events_enabled: * @enable: %TRUE to enable per-actor motion events * * Sets whether per-actor motion events should be enabled or not (the * default is to enable them). * * If @enable is %FALSE the following events will not work: * * ClutterActor::motion-event, unless on the * #ClutterStage * ClutterActor::enter-event * ClutterActor::leave-event * * * Since: 0.6 */ void clutter_set_motion_events_enabled (gboolean enable) { ClutterMainContext *context = clutter_context_get_default (); context->motion_events_per_actor = enable; } /** * clutter_get_motion_events_enabled: * * Gets whether the per-actor motion events are enabled. * * Return value: %TRUE if the motion events are enabled * * Since: 0.6 */ gboolean clutter_get_motion_events_enabled (void) { ClutterMainContext *context = clutter_context_get_default (); return context->motion_events_per_actor; } guint _clutter_pix_to_id (guchar pixel[4]); static inline void init_bits (void) { ClutterMainContext *ctx; static gboolean done = FALSE; if (G_LIKELY (done)) return; ctx = clutter_context_get_default (); done = TRUE; } void _clutter_id_to_color (guint id, ClutterColor *col) { ClutterMainContext *ctx; gint red, green, blue; ctx = clutter_context_get_default (); /* compute the numbers we'll store in the components */ red = (id >> (ctx->fb_g_mask_used+ctx->fb_b_mask_used)) & (0xff >> (8-ctx->fb_r_mask_used)); green = (id >> ctx->fb_b_mask_used) & (0xff >> (8-ctx->fb_g_mask_used)); blue = (id) & (0xff >> (8-ctx->fb_b_mask_used)); /* shift left bits a bit and add one, this circumvents * at least some potential rounding errors in GL/GLES * driver / hw implementation. */ if (ctx->fb_r_mask_used != ctx->fb_r_mask) red = red * 2; if (ctx->fb_g_mask_used != ctx->fb_g_mask) green = green * 2; if (ctx->fb_b_mask_used != ctx->fb_b_mask) blue = blue * 2; /* shift up to be full 8bit values */ red = (red << (8 - ctx->fb_r_mask)) | (0x7f >> (ctx->fb_r_mask_used)); green = (green << (8 - ctx->fb_g_mask)) | (0x7f >> (ctx->fb_g_mask_used)); blue = (blue << (8 - ctx->fb_b_mask)) | (0x7f >> (ctx->fb_b_mask_used)); col->red = red; col->green = green; col->blue = blue; col->alpha = 0xff; } guint _clutter_pixel_to_id (guchar pixel[4]) { ClutterMainContext *ctx; gint red, green, blue; guint id; ctx = clutter_context_get_default (); /* reduce the pixel components to the number of bits actually used of the * 8bits. */ red = pixel[0] >> (8 - ctx->fb_r_mask); green = pixel[1] >> (8 - ctx->fb_g_mask); blue = pixel[2] >> (8 - ctx->fb_b_mask); /* divide potentially by two if 'fuzzy' */ red = red >> (ctx->fb_r_mask - ctx->fb_r_mask_used); green = green >> (ctx->fb_g_mask - ctx->fb_g_mask_used); blue = blue >> (ctx->fb_b_mask - ctx->fb_b_mask_used); /* combine the correct per component values into the final id */ id = blue + (green << ctx->fb_b_mask_used) + (red << (ctx->fb_b_mask_used + ctx->fb_g_mask_used)); return id; } ClutterActor * _clutter_do_pick (ClutterStage *stage, gint x, gint y, ClutterPickMode mode) { ClutterMainContext *context; guchar pixel[4]; GLint viewport[4]; CoglColor white; guint32 id; GLboolean dither_was_on; context = clutter_context_get_default (); _clutter_backend_ensure_context (context->backend, stage); /* needed for when a context switch happens */ _clutter_stage_maybe_setup_viewport (stage); cogl_color_set_from_4ub (&white, 255, 255, 255, 255); cogl_disable_fog (); cogl_clear (&white); /* Disable dithering (if any) when doing the painting in pick mode */ dither_was_on = glIsEnabled (GL_DITHER); glDisable (GL_DITHER); /* Render the entire scence in pick mode - just single colored silhouette's * are drawn offscreen (as we never swap buffers) */ context->pick_mode = mode; clutter_actor_paint (CLUTTER_ACTOR (stage)); context->pick_mode = CLUTTER_PICK_NONE; /* Calls should work under both GL and GLES, note GLES needs RGBA */ glGetIntegerv(GL_VIEWPORT, viewport); /* Below to be safe, particularly on GL ES. an EGL wait call or full * could be nicer. */ glFinish(); /* Read the color of the screen co-ords pixel */ glReadPixels (x, viewport[3] - y -1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel); /* Restore whether GL_DITHER was enabled */ if (dither_was_on) glEnable (GL_DITHER); if (pixel[0] == 0xff && pixel[1] == 0xff && pixel[2] == 0xff) return CLUTTER_ACTOR (stage); id = _clutter_pixel_to_id (pixel); return clutter_get_actor_by_gid (id); } static PangoDirection clutter_get_text_direction (void) { PangoDirection dir = PANGO_DIRECTION_LTR; const gchar *direction; direction = g_getenv ("CLUTTER_TEXT_DIRECTION"); if (direction && *direction != '\0') { if (strcmp (direction, "rtl") == 0) dir = PANGO_DIRECTION_RTL; else if (strcmp (direction, "ltr") == 0) dir = PANGO_DIRECTION_LTR; } else { /* Translate to default:RTL if you want your widgets * to be RTL, otherwise translate to default:LTR. * * Do *not* translate it to "predefinito:LTR": if it * it isn't default:LTR or default:RTL it will not work */ char *e = _("default:LTR"); if (strcmp (e, "default:RTL") == 0) dir = PANGO_DIRECTION_RTL; else if (strcmp (e, "default:LTR") == 0) dir = PANGO_DIRECTION_LTR; else g_warning ("Whoever translated default:LTR did so wrongly."); } return dir; } static void update_pango_context (ClutterBackend *backend, PangoContext *context) { PangoFontDescription *font_desc; const cairo_font_options_t *font_options; const gchar *font_name; gdouble resolution; /* update the text direction */ pango_context_set_base_dir (context, clutter_text_direction); /* get the configuration for the PangoContext from the backend */ font_name = clutter_backend_get_font_name (backend); font_options = clutter_backend_get_font_options (backend); resolution = clutter_backend_get_resolution (backend); font_desc = pango_font_description_from_string (font_name); if (resolution < 0) resolution = 96.0; /* fall back */ pango_context_set_font_description (context, font_desc); pango_cairo_context_set_font_options (context, font_options); pango_cairo_context_set_resolution (context, resolution); pango_font_description_free (font_desc); } PangoContext * _clutter_context_get_pango_context (ClutterMainContext *self) { if (G_UNLIKELY (self->pango_context == NULL)) { PangoContext *context; context = cogl_pango_font_map_create_context (self->font_map); self->pango_context = context; g_signal_connect (self->backend, "resolution-changed", G_CALLBACK (update_pango_context), self->pango_context); g_signal_connect (self->backend, "font-changed", G_CALLBACK (update_pango_context), self->pango_context); } update_pango_context (self->backend, self->pango_context); return self->pango_context; } PangoContext * _clutter_context_create_pango_context (ClutterMainContext *self) { PangoContext *context; context = cogl_pango_font_map_create_context (self->font_map); update_pango_context (self->backend, context); return context; } /** * clutter_main_quit: * * Terminates the Clutter mainloop. */ void clutter_main_quit (void) { g_return_if_fail (main_loops != NULL); g_main_loop_quit (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) { return clutter_main_loop_level; } /** * clutter_main: * * Starts the Clutter mainloop. */ void clutter_main (void) { GMainLoop *loop; /* Make sure there is a context */ CLUTTER_CONTEXT (); if (!clutter_is_initialized) { g_warning ("Called clutter_main() but Clutter wasn't initialised. " "You must call clutter_init() first."); return; } CLUTTER_MARK (); clutter_main_loop_level++; loop = g_main_loop_new (NULL, TRUE); main_loops = g_slist_prepend (main_loops, loop); #ifdef HAVE_CLUTTER_FRUITY /* clutter fruity creates an application that forwards events and manually * spins the mainloop */ clutter_fruity_main (); #else if (g_main_loop_is_running (main_loops->data)) { clutter_threads_leave (); g_main_loop_run (loop); clutter_threads_enter (); } #endif main_loops = g_slist_remove (main_loops, loop); g_main_loop_unref (loop); clutter_main_loop_level--; CLUTTER_MARK (); } static void clutter_threads_impl_lock (void) { if (clutter_threads_mutex) g_mutex_lock (clutter_threads_mutex); } static void clutter_threads_impl_unlock (void) { if (clutter_threads_mutex) g_mutex_unlock (clutter_threads_mutex); } /** * clutter_threads_init: * * Initialises the Clutter threading mechanism, so that Clutter API can be * called by multiple threads, using clutter_threads_enter() and * clutter_threads_leave() to mark the critical sections. * * You must call g_thread_init() before this function. * * This function must be called before clutter_init(). * * Since: 0.4 */ void clutter_threads_init (void) { if (!g_thread_supported ()) g_error ("g_thread_init() must be called before clutter_threads_init()"); clutter_threads_mutex = g_mutex_new (); if (!clutter_threads_lock) clutter_threads_lock = clutter_threads_impl_lock; if (!clutter_threads_unlock) clutter_threads_unlock = clutter_threads_impl_unlock; } /** * clutter_threads_set_lock_functions: * @enter_fn: function called when aquiring the Clutter main lock * @leave_fn: function called when releasing the Clutter main lock * * Allows the application to replace the standard method that * Clutter uses to protect its data structures. Normally, Clutter * creates a single #GMutex that is locked by clutter_threads_enter(), * and released by clutter_threads_leave(); using this function an * application provides, instead, a function @enter_fn that is * called by clutter_threads_enter() and a function @leave_fn that is * called by clutter_threads_leave(). * * The functions must provide at least same locking functionality * as the default implementation, but can also do extra application * specific processing. * * As an example, consider an application that has its own recursive * lock that when held, holds the Clutter lock as well. When Clutter * unlocks the Clutter lock when entering a recursive main loop, the * application must temporarily release its lock as well. * * Most threaded Clutter apps won't need to use this method. * * This method must be called before clutter_threads_init(), and cannot * be called multiple times. * * Since: 0.4 */ void clutter_threads_set_lock_functions (GCallback enter_fn, GCallback leave_fn) { g_return_if_fail (clutter_threads_lock == NULL && clutter_threads_unlock == NULL); clutter_threads_lock = enter_fn; clutter_threads_unlock = leave_fn; } typedef struct { GSourceFunc func; gpointer data; GDestroyNotify notify; } ClutterThreadsDispatch; static gboolean clutter_threads_dispatch (gpointer data) { ClutterThreadsDispatch *dispatch = data; gboolean ret = FALSE; clutter_threads_enter (); if (!g_source_is_destroyed (g_main_current_source ())) ret = dispatch->func (dispatch->data); clutter_threads_leave (); return ret; } static void clutter_threads_dispatch_free (gpointer data) { ClutterThreadsDispatch *dispatch = data; /* XXX - we cannot hold the thread lock here because the main loop * might destroy a source while still in the dispatcher function; so * knowing whether the lock is being held or not is not known a priori. * * see bug: http://bugzilla.gnome.org/show_bug.cgi?id=459555 */ if (dispatch->notify) dispatch->notify (dispatch->data); g_slice_free (ClutterThreadsDispatch, dispatch); } /** * clutter_threads_add_idle_full: * @priority: the priority of the timeout source. Typically this will be in the * range between #G_PRIORITY_DEFAULT_IDLE and #G_PRIORITY_HIGH_IDLE * @func: function to call * @data: data to pass to the function * @notify: functio to call when the idle source is removed * * Adds a function to be called whenever there are no higher priority * events pending. If the function returns %FALSE it is automatically * removed from the list of event sources and will not be called again. * * This function can be considered a thread-safe variant of g_idle_add_full(): * it will call @function while holding the Clutter lock. It is logically * equivalent to the following implementation: * * |[ * static gboolean * idle_safe_callback (gpointer data) * { * SafeClosure *closure = data; * gboolean res = FALSE; * * /* mark the critical section */ * * clutter_threads_enter(); * * /* the callback does not need to acquire the Clutter * * lock itself, as it is held by the this proxy handler * */ * res = closure->callback (closure->data); * * clutter_threads_leave(); * * return res; * } * static gulong * add_safe_idle (GSourceFunc callback, * gpointer data) * { * SafeClosure *closure = g_new0 (SafeClosure, 1); * * closure->callback = callback; * closure->data = data; * * return g_add_idle_full (G_PRIORITY_DEFAULT_IDLE, * idle_safe_callback, * closure, * g_free) * } *]| * * This function should be used by threaded applications to make sure * that @func is emitted under the Clutter threads lock and invoked * from the same thread that started the Clutter main loop. For instance, * it can be used to update the UI using the results from a worker * thread: * * |[ * static gboolean * update_ui (gpointer data) * { * SomeClosure *closure = data; * * /* it is safe to call Clutter API from this function because * * it is invoked from the same thread that started the main * * loop and under the Clutter thread lock * */ * clutter_label_set_text (CLUTTER_LABEL (closure->label), * closure->text); * * g_object_unref (closure->label); * g_free (closure); * * return FALSE; * } * * /* within another thread */ * closure = g_new0 (SomeClosure, 1); * /* always take a reference on GObject instances */ * closure->label = g_object_ref (my_application->label); * closure->text = g_strdup (processed_text_to_update_the_label); * * clutter_threads_add_idle_full (G_PRIORITY_HIGH_IDLE, * update_ui, * closure, * NULL); * ]| * * Return value: the ID (greater than 0) of the event source. * * Since: 0.4 */ guint clutter_threads_add_idle_full (gint priority, GSourceFunc func, gpointer data, GDestroyNotify notify) { ClutterThreadsDispatch *dispatch; g_return_val_if_fail (func != NULL, 0); dispatch = g_slice_new (ClutterThreadsDispatch); dispatch->func = func; dispatch->data = data; dispatch->notify = notify; return g_idle_add_full (priority, clutter_threads_dispatch, dispatch, clutter_threads_dispatch_free); } /** * clutter_threads_add_idle: * @func: function to call * @data: data to pass to the function * * Simple wrapper around clutter_threads_add_idle_full() using the * default priority. * * Return value: the ID (greater than 0) of the event source. * * Since: 0.4 */ guint clutter_threads_add_idle (GSourceFunc func, gpointer data) { g_return_val_if_fail (func != NULL, 0); return clutter_threads_add_idle_full (G_PRIORITY_DEFAULT_IDLE, func, data, NULL); } /** * clutter_threads_add_timeout_full: * @priority: the priority of the timeout source. Typically this will be in the * range between #G_PRIORITY_DEFAULT and #G_PRIORITY_HIGH. * @interval: the time between calls to the function, in milliseconds * @func: function to call * @data: data to pass to the function * @notify: function to call when the timeout source is removed * * Sets a function to be called at regular intervals holding the Clutter * threads lock, with the given priority. The function is called repeatedly * until it returns %FALSE, at which point the timeout is automatically * removed and the function will not be called again. The @notify function * is called when the timeout is removed. * * The first call to the function will be at the end of the first @interval. * * It is important to note that, due to how the Clutter main loop is * implemented, the timing will not be accurate and it will not try to * "keep up" with the interval. A more reliable source is available * using clutter_threads_add_frame_source_full(), which is also internally * used by #ClutterTimeline. * * See also clutter_threads_add_idle_full(). * * Return value: the ID (greater than 0) of the event source. * * Since: 0.4 */ guint clutter_threads_add_timeout_full (gint priority, guint interval, GSourceFunc func, gpointer data, GDestroyNotify notify) { ClutterThreadsDispatch *dispatch; g_return_val_if_fail (func != NULL, 0); dispatch = g_slice_new (ClutterThreadsDispatch); dispatch->func = func; dispatch->data = data; dispatch->notify = notify; return g_timeout_add_full (priority, interval, clutter_threads_dispatch, dispatch, clutter_threads_dispatch_free); } /** * clutter_threads_add_timeout: * @interval: the time between calls to the function, in milliseconds * @func: function to call * @data: data to pass to the function * * Simple wrapper around clutter_threads_add_timeout_full(). * * Return value: the ID (greater than 0) of the event source. * * Since: 0.4 */ guint clutter_threads_add_timeout (guint interval, GSourceFunc func, gpointer data) { g_return_val_if_fail (func != NULL, 0); return clutter_threads_add_timeout_full (G_PRIORITY_DEFAULT, interval, func, data, NULL); } /** * clutter_threads_add_frame_source_full: * @priority: the priority of the frame source. Typically this will be in the * range between #G_PRIORITY_DEFAULT and #G_PRIORITY_HIGH. * @fps: the number of times per second to call the function * @func: function to call * @data: data to pass to the function * @notify: function to call when the timeout source is removed * * Sets a function to be called at regular intervals holding the Clutter * threads lock, with the given priority. The function is called repeatedly * until it returns %FALSE, at which point the timeout is automatically * removed and the function will not be called again. The @notify function * is called when the timeout is removed. * * This function is similar to clutter_threads_add_timeout_full() * except that it will try to compensate for delays. For example, if * @func takes half the interval time to execute then the function * will be called again half the interval time after it finished. In * contrast clutter_threads_add_timeout_full() would not fire until a * full interval after the function completes so the delay between * calls would be @interval * 1.5. This function does not however try * to invoke the function multiple times to catch up missing frames if * @func takes more than @interval ms to execute. * * See also clutter_threads_add_idle_full(). * * Return value: the ID (greater than 0) of the event source. * * Since: 0.8 */ guint clutter_threads_add_frame_source_full (gint priority, guint fps, GSourceFunc func, gpointer data, GDestroyNotify notify) { ClutterThreadsDispatch *dispatch; g_return_val_if_fail (func != NULL, 0); dispatch = g_slice_new (ClutterThreadsDispatch); dispatch->func = func; dispatch->data = data; dispatch->notify = notify; return clutter_frame_source_add_full (priority, fps, clutter_threads_dispatch, dispatch, clutter_threads_dispatch_free); } /** * clutter_threads_add_frame_source: * @fps: the number of times per second to call the function * @func: function to call * @data: data to pass to the function * * Simple wrapper around clutter_threads_add_frame_source_full(). * * Return value: the ID (greater than 0) of the event source. * * Since: 0.8 */ guint clutter_threads_add_frame_source (guint fps, GSourceFunc func, gpointer data) { g_return_val_if_fail (func != NULL, 0); return clutter_threads_add_frame_source_full (G_PRIORITY_DEFAULT, fps, func, data, NULL); } /** * clutter_threads_enter: * * Locks the Clutter thread lock. * * Since: 0.4 */ void clutter_threads_enter (void) { if (clutter_threads_lock) (* clutter_threads_lock) (); } /** * clutter_threads_leave: * * Unlocks the Clutter thread lock. * * Since: 0.4 */ void clutter_threads_leave (void) { if (clutter_threads_unlock) (* clutter_threads_unlock) (); } /** * clutter_get_debug_enabled: * * Check if clutter has debugging turned on. * * Return value: TRUE if debugging is turned on, FALSE otherwise. */ gboolean clutter_get_debug_enabled (void) { #ifdef CLUTTER_ENABLE_DEBUG return clutter_debug_flags != 0; #else return FALSE; #endif } ClutterMainContext * clutter_context_get_default (void) { if (G_UNLIKELY(!ClutterCntx)) { ClutterMainContext *ctx; ClutterCntx = ctx = g_new0 (ClutterMainContext, 1); ctx->backend = g_object_new (_clutter_backend_impl_get_type (), NULL); ctx->is_initialized = FALSE; ctx->motion_events_per_actor = TRUE; ctx->master_clock = _clutter_master_clock_get_default (); #ifdef CLUTTER_ENABLE_DEBUG ctx->timer = g_timer_new (); g_timer_start (ctx->timer); #endif } return ClutterCntx; } /** * clutter_get_timestamp: * * Returns the approximate number of microseconds passed since clutter was * intialised. * * Return value: Number of microseconds since clutter_init() was called. */ gulong clutter_get_timestamp (void) { #ifdef CLUTTER_ENABLE_DEBUG ClutterMainContext *ctx; gdouble seconds; ctx = clutter_context_get_default (); /* FIXME: may need a custom timer for embedded setups */ seconds = g_timer_elapsed (ctx->timer, NULL); return (gulong)(seconds / 1.0e-6); #else return 0; #endif } static gboolean clutter_arg_direction_cb (const char *key, const char *value, gpointer user_data) { clutter_text_direction = (strcmp (value, "rtl") == 0) ? PANGO_DIRECTION_RTL : PANGO_DIRECTION_LTR; return TRUE; } #ifdef CLUTTER_ENABLE_DEBUG static gboolean clutter_arg_debug_cb (const char *key, const char *value, gpointer user_data) { clutter_debug_flags |= g_parse_debug_string (value, clutter_debug_keys, G_N_ELEMENTS (clutter_debug_keys)); return TRUE; } static gboolean clutter_arg_no_debug_cb (const char *key, const char *value, gpointer user_data) { clutter_debug_flags &= ~g_parse_debug_string (value, clutter_debug_keys, G_N_ELEMENTS (clutter_debug_keys)); return TRUE; } #endif /* CLUTTER_ENABLE_DEBUG */ GQuark clutter_init_error_quark (void) { return g_quark_from_static_string ("clutter-init-error-quark"); } static ClutterInitError clutter_init_real (GError **error) { ClutterMainContext *ctx; ClutterActor *stage; gdouble resolution; ClutterBackend *backend; /* Note, creates backend if not already existing, though parse args will * have likely created it */ ctx = clutter_context_get_default (); backend = ctx->backend; if (!ctx->options_parsed) { g_set_error (error, CLUTTER_INIT_ERROR, CLUTTER_INIT_ERROR_INTERNAL, "When using clutter_get_option_group_without_init() " "you must parse options before calling clutter_init()"); return CLUTTER_INIT_ERROR_INTERNAL; } /* * Call backend post parse hooks. */ if (!_clutter_backend_post_parse (backend, error)) return CLUTTER_INIT_ERROR_BACKEND; /* Stage will give us a GL Context etc */ stage = clutter_stage_get_default (); if (!stage) { if (error) g_set_error (error, CLUTTER_INIT_ERROR, CLUTTER_INIT_ERROR_INTERNAL, "Unable to create the default stage"); else g_critical ("Unable to create the default stage"); return CLUTTER_INIT_ERROR_INTERNAL; } clutter_stage_set_title (CLUTTER_STAGE (stage), g_get_prgname ()); clutter_actor_realize (stage); if (!CLUTTER_ACTOR_IS_REALIZED (stage)) { if (error) g_set_error (error, CLUTTER_INIT_ERROR, CLUTTER_INIT_ERROR_INTERNAL, "Unable to realize the default stage"); else g_critical ("Unable to realize the default stage"); return CLUTTER_INIT_ERROR_INTERNAL; } /* Now we can safely assume we have a valid GL context and can * start issueing cogl commands */ /* * Resolution requires display to be open, so can only be queried after * the post_parse hooks run. * * NB: cogl_pango requires a Cogl context. */ ctx->font_map = COGL_PANGO_FONT_MAP (cogl_pango_font_map_new ()); resolution = clutter_backend_get_resolution (ctx->backend); cogl_pango_font_map_set_resolution (ctx->font_map, resolution); if (G_LIKELY (!clutter_disable_mipmap_text)) cogl_pango_font_map_set_use_mipmapping (ctx->font_map, TRUE); clutter_text_direction = clutter_get_text_direction (); /* Figure out framebuffer masks used for pick */ cogl_get_bitmasks (&ctx->fb_r_mask, &ctx->fb_g_mask, &ctx->fb_b_mask, NULL); ctx->fb_r_mask_used = ctx->fb_r_mask; ctx->fb_g_mask_used = ctx->fb_g_mask; ctx->fb_b_mask_used = ctx->fb_b_mask; /* XXX - describe what "fuzzy picking" is */ if (clutter_use_fuzzy_picking) { ctx->fb_r_mask_used--; ctx->fb_g_mask_used--; ctx->fb_b_mask_used--; } /* Initiate event collection */ _clutter_backend_init_events (ctx->backend); /* finally features - will call to backend and cogl */ _clutter_feature_init (); clutter_is_initialized = TRUE; ctx->is_initialized = TRUE; return CLUTTER_INIT_SUCCESS; } static GOptionEntry clutter_args[] = { { "clutter-show-fps", 0, 0, G_OPTION_ARG_NONE, &clutter_show_fps, N_("Show frames per second"), NULL }, { "clutter-default-fps", 0, 0, G_OPTION_ARG_INT, &clutter_default_fps, N_("Default frame rate"), "FPS" }, { "g-fatal-warnings", 0, 0, G_OPTION_ARG_NONE, &clutter_fatal_warnings, N_("Make all warnings fatal"), NULL }, { "clutter-text-direction", 0, 0, G_OPTION_ARG_CALLBACK, clutter_arg_direction_cb, N_("Direction for the text"), "DIRECTION" }, { "clutter-disable-mipmapped-text", 0, 0, G_OPTION_ARG_NONE, &clutter_disable_mipmap_text, N_("Disable mipmapping on text"), NULL }, { "clutter-use-fuzzy-picking", 0, 0, G_OPTION_ARG_NONE, &clutter_use_fuzzy_picking, N_("Use 'fuzzy' picking"), NULL }, #ifdef CLUTTER_ENABLE_DEBUG { "clutter-debug", 0, 0, G_OPTION_ARG_CALLBACK, clutter_arg_debug_cb, N_("Clutter debugging flags to set"), "FLAGS" }, { "clutter-no-debug", 0, 0, G_OPTION_ARG_CALLBACK, clutter_arg_no_debug_cb, N_("Clutter debugging flags to unset"), "FLAGS" }, #endif /* CLUTTER_ENABLE_DEBUG */ { NULL, }, }; /* pre_parse_hook: initialise variables depending on environment * variables; these variables might be overridden by the command * line arguments that are going to be parsed after. */ static gboolean pre_parse_hook (GOptionContext *context, GOptionGroup *group, gpointer data, GError **error) { ClutterMainContext *clutter_context; ClutterBackend *backend; const char *env_string; if (clutter_is_initialized) return TRUE; if (setlocale (LC_ALL, "") == NULL) g_warning ("Locale not supported by C library.\n" "Using the fallback 'C' locale."); clutter_context = clutter_context_get_default (); clutter_context->id_pool = clutter_id_pool_new (256); backend = clutter_context->backend; g_assert (CLUTTER_IS_BACKEND (backend)); #ifdef CLUTTER_ENABLE_DEBUG env_string = g_getenv ("CLUTTER_DEBUG"); if (env_string != NULL) { clutter_debug_flags = g_parse_debug_string (env_string, clutter_debug_keys, G_N_ELEMENTS (clutter_debug_keys)); env_string = NULL; } #endif /* CLUTTER_ENABLE_DEBUG */ env_string = g_getenv ("CLUTTER_SHOW_FPS"); if (env_string) clutter_show_fps = TRUE; env_string = g_getenv ("CLUTTER_DEFAULT_FPS"); if (env_string) { gint default_fps = g_ascii_strtoll (env_string, NULL, 10); clutter_default_fps = CLAMP (default_fps, 1, 1000); } env_string = g_getenv ("CLUTTER_DISABLE_MIPMAPPED_TEXT"); if (env_string) clutter_disable_mipmap_text = TRUE; #ifdef HAVE_CLUTTER_FRUITY /* we always enable fuzzy picking in the "fruity" backend */ clutter_use_fuzzy_picking = TRUE; #else env_string = g_getenv ("CLUTTER_FUZZY_PICK"); if (env_string) clutter_use_fuzzy_picking = TRUE; #endif /* HAVE_CLUTTER_FRUITY */ return _clutter_backend_pre_parse (backend, error); } /* post_parse_hook: initialise the context and data structures * and opens the X display */ static gboolean post_parse_hook (GOptionContext *context, GOptionGroup *group, gpointer data, GError **error) { ClutterMainContext *clutter_context; ClutterBackend *backend; if (clutter_is_initialized) return TRUE; clutter_context = clutter_context_get_default (); backend = clutter_context->backend; g_assert (CLUTTER_IS_BACKEND (backend)); if (clutter_fatal_warnings) { GLogLevelFlags fatal_mask; fatal_mask = g_log_set_always_fatal (G_LOG_FATAL_MASK); fatal_mask |= G_LOG_LEVEL_WARNING | G_LOG_LEVEL_CRITICAL; g_log_set_always_fatal (fatal_mask); } clutter_context->frame_rate = clutter_default_fps; clutter_context->options_parsed = TRUE; /* * If not asked to defer display setup, call clutter_init_real(), * which in turn calls the backend post parse hooks. */ if (!clutter_context->defer_display_setup) return clutter_init_real (error); return TRUE; } /** * clutter_get_option_group: * * Returns a #GOptionGroup for the command line arguments recognized * by Clutter. You should add this group to your #GOptionContext with * g_option_context_add_group(), if you are using g_option_context_parse() * to parse your commandline arguments. * * Calling g_option_context_parse() with Clutter's #GOptionGroup will result * in Clutter's initialization. That is, the following code: * * |[ * g_option_context_set_main_group (context, clutter_get_option_group ()); * res = g_option_context_parse (context, &argc, &argc, NULL); * ]| * * is functionally equivalent to: * * |[ * clutter_init (&argc, &argv); * ]| * * After g_option_context_parse() on a #GOptionContext containing the * Clutter #GOptionGroup has returned %TRUE, Clutter is guaranteed to be * initialized. * * Return value: (transfer full): a #GOptionGroup for the commandline arguments * recognized by Clutter * * Since: 0.2 */ GOptionGroup * clutter_get_option_group (void) { ClutterMainContext *context; GOptionGroup *group; clutter_base_init (); context = clutter_context_get_default (); group = g_option_group_new ("clutter", _("Clutter Options"), _("Show Clutter Options"), NULL, NULL); g_option_group_set_parse_hooks (group, pre_parse_hook, post_parse_hook); g_option_group_add_entries (group, clutter_args); g_option_group_set_translation_domain (group, GETTEXT_PACKAGE); /* add backend-specific options */ _clutter_backend_add_options (context->backend, group); return group; } /** * clutter_get_option_group_without_init: * * Returns a #GOptionGroup for the command line arguments recognized * by Clutter. You should add this group to your #GOptionContext with * g_option_context_add_group(), if you are using g_option_context_parse() * to parse your commandline arguments. Unlike clutter_get_option_group(), * calling g_option_context_parse() with the #GOptionGroup returned by this * function requires a subsequent explicit call to clutter_init(); use this * function when needing to set foreign display connection with * clutter_x11_set_display(), or with gtk_clutter_init(). * * Return value: (transfer full): a #GOptionGroup for the commandline arguments * recognized by Clutter * * Since: 0.8.2 */ GOptionGroup * clutter_get_option_group_without_init (void) { ClutterMainContext *context; GOptionGroup *group; clutter_base_init (); context = clutter_context_get_default (); context->defer_display_setup = TRUE; group = clutter_get_option_group (); return group; } /* Note that the gobject-introspection annotations for the argc/argv * parameters do not produce the right result; however, they do * allow the common case of argc=NULL, argv=NULL to work. */ /** * clutter_init_with_args: * @argc: (inout): a pointer to the number of command line arguments * @argv: (array length=argc) (inout): a pointer to the array of command line arguments * @parameter_string: a string which is displayed in the * first line of output, after * programname [OPTION...] * @entries: a %NULL terminated array of #GOptionEntrys * describing the options of your program * @translation_domain: a translation domain to use for translating * the output for the options in @entries * with gettext(), or %NULL * @error: a return location for a #GError * * This function does the same work as clutter_init(). Additionally, * it allows you to add your own command line options, and it * automatically generates nicely formatted * output. Note that your program will be terminated after writing * out the help output. Also note that, in case of error, the * error message will be placed inside @error instead of being * printed on the display. * * Return value: %CLUTTER_INIT_SUCCESS if Clutter has been successfully * initialised, or other values or #ClutterInitError in case of * error. * * Since: 0.2 */ ClutterInitError clutter_init_with_args (int *argc, char ***argv, const char *parameter_string, GOptionEntry *entries, const char *translation_domain, GError **error) { GOptionContext *context; GOptionGroup *group; gboolean res; ClutterMainContext *ctx; if (clutter_is_initialized) return CLUTTER_INIT_SUCCESS; clutter_base_init (); ctx = clutter_context_get_default (); if (!ctx->defer_display_setup) { if (argc && *argc > 0 && *argv) g_set_prgname ((*argv)[0]); context = g_option_context_new (parameter_string); group = clutter_get_option_group (); g_option_context_add_group (context, group); group = cogl_get_option_group (); g_option_context_add_group (context, group); if (entries) g_option_context_add_main_entries (context, entries, translation_domain); res = g_option_context_parse (context, argc, argv, error); g_option_context_free (context); /* if res is FALSE, the error is filled for * us by g_option_context_parse() */ if (!res) { /* if there has been an error in the initialization, the * error id will be preserved inside the GError code */ if (error && *error) return (*error)->code; else return CLUTTER_INIT_ERROR_INTERNAL; } return CLUTTER_INIT_SUCCESS; } else return clutter_init_real (error); } static gboolean clutter_parse_args (int *argc, char ***argv) { GOptionContext *option_context; GOptionGroup *clutter_group, *cogl_group; GError *error = NULL; gboolean ret = TRUE; if (clutter_is_initialized) return TRUE; option_context = g_option_context_new (NULL); g_option_context_set_ignore_unknown_options (option_context, TRUE); g_option_context_set_help_enabled (option_context, FALSE); /* Initiate any command line options from the backend */ clutter_group = clutter_get_option_group (); g_option_context_set_main_group (option_context, clutter_group); cogl_group = cogl_get_option_group (); g_option_context_add_group (option_context, cogl_group); if (!g_option_context_parse (option_context, argc, argv, &error)) { if (error) { g_warning ("%s", error->message); g_error_free (error); } ret = FALSE; } g_option_context_free (option_context); return ret; } /** * clutter_init: * @argc: (inout): The number of arguments in @argv * @argv: (array length=argc) (inout): A pointer to an array of arguments. * * It will initialise everything needed to operate with Clutter and * parses some standard command line options. @argc and @argv are * adjusted accordingly so your own code will never see those standard * arguments. * * Return value: 1 on success, < 0 on failure. */ ClutterInitError clutter_init (int *argc, char ***argv) { ClutterMainContext *ctx; GError *error = NULL; if (clutter_is_initialized) return CLUTTER_INIT_SUCCESS; clutter_base_init (); ctx = clutter_context_get_default (); if (!ctx->defer_display_setup) { if (argc && *argc > 0 && *argv) g_set_prgname ((*argv)[0]); /* parse_args will trigger backend creation and things like * DISPLAY connection etc. */ if (clutter_parse_args (argc, argv) == FALSE) { CLUTTER_NOTE (MISC, "failed to parse arguments."); return CLUTTER_INIT_ERROR_INTERNAL; } return CLUTTER_INIT_SUCCESS; } else return clutter_init_real (&error); } gboolean _clutter_boolean_handled_accumulator (GSignalInvocationHint *ihint, GValue *return_accu, const GValue *handler_return, gpointer dummy) { gboolean continue_emission; gboolean signal_handled; signal_handled = g_value_get_boolean (handler_return); g_value_set_boolean (return_accu, signal_handled); continue_emission = !signal_handled; return continue_emission; } static void event_click_count_generate (ClutterEvent *event) { /* multiple button click detection */ static gint click_count = 0; static gint previous_x = -1; static gint previous_y = -1; static guint32 previous_time = 0; static gint previous_button_number = -1; ClutterBackend *backend; guint double_click_time; guint double_click_distance; backend = clutter_context_get_default ()->backend; double_click_distance = clutter_backend_get_double_click_distance (backend); double_click_time = clutter_backend_get_double_click_time (backend); if (event->button.device != NULL) { click_count = event->button.device->click_count; previous_x = event->button.device->previous_x; previous_y = event->button.device->previous_y; previous_time = event->button.device->previous_time; previous_button_number = event->button.device->previous_button_number; } switch (event->type) { case CLUTTER_BUTTON_PRESS: case CLUTTER_SCROLL: /* check if we are in time and within distance to increment an * existing click count */ if (event->button.time < previous_time + double_click_time && (ABS (event->button.x - previous_x) <= double_click_distance) && (ABS (event->button.y - previous_y) <= double_click_distance) && event->button.button == previous_button_number) { click_count ++; } else /* start a new click count*/ { click_count=1; previous_button_number = event->button.button; } /* store time and position for this click for comparison with * next event */ previous_time = event->button.time; previous_x = event->button.x; previous_y = event->button.y; /* fallthrough */ case CLUTTER_BUTTON_RELEASE: event->button.click_count=click_count; break; default: g_assert (NULL); } if (event->button.device != NULL) { event->button.device->click_count = click_count; event->button.device->previous_x = previous_x; event->button.device->previous_y = previous_y; event->button.device->previous_time = previous_time; event->button.device->previous_button_number = previous_button_number; } } static inline void emit_event (ClutterEvent *event, gboolean is_key_event) { static gboolean lock = FALSE; GPtrArray *event_tree = NULL; ClutterActor *actor; gint i = 0; if (!event->any.source) { CLUTTER_NOTE (EVENT, "No source set, discarding event"); return; } /* reentrancy check */ if (lock != FALSE) { g_warning ("Tried emitting event during event delivery, bailing out.n"); return; } lock = TRUE; event_tree = g_ptr_array_sized_new (64); actor = event->any.source; /* Build 'tree' of emitters for the event */ while (actor) { ClutterActor *parent; parent = clutter_actor_get_parent (actor); if (clutter_actor_get_reactive (actor) || parent == NULL || /* stage gets all events */ is_key_event) /* keyboard events are always emitted */ { g_ptr_array_add (event_tree, g_object_ref (actor)); } actor = parent; } /* Capture */ for (i = event_tree->len - 1; i >= 0; i--) if (clutter_actor_event (g_ptr_array_index (event_tree, i), event, TRUE)) goto done; /* Bubble */ for (i = 0; i < event_tree->len; i++) if (clutter_actor_event (g_ptr_array_index (event_tree, i), event, FALSE)) goto done; done: for (i = 0; i < event_tree->len; i++) g_object_unref (g_ptr_array_index (event_tree, i)); g_ptr_array_free (event_tree, TRUE); lock = FALSE; } /* * Emits a pointer event after having prepared the event for delivery (setting * source, computing click_count, generating enter/leave etc.). */ static inline void emit_pointer_event (ClutterEvent *event, ClutterInputDevice *device) { /* Using the global variable directly, since it has to be initialized * at this point */ ClutterMainContext *context = ClutterCntx; if (G_UNLIKELY (context->pointer_grab_actor != NULL && device == NULL)) { /* global grab */ clutter_actor_event (context->pointer_grab_actor, event, FALSE); } else if (G_UNLIKELY (device != NULL && device->pointer_grab_actor != NULL)) { /* per device grab */ clutter_actor_event (device->pointer_grab_actor, event, FALSE); } else { /* no grab, time to capture and bubble */ emit_event (event, FALSE); } } static inline void emit_keyboard_event (ClutterEvent *event) { ClutterMainContext *context = ClutterCntx; if (G_UNLIKELY (context->keyboard_grab_actor != NULL)) clutter_actor_event (context->keyboard_grab_actor, event, FALSE); else emit_event (event, TRUE); } static void unset_motion_last_actor (ClutterActor *actor, ClutterInputDevice *dev) { ClutterMainContext *context = ClutterCntx; if (dev == NULL) context->motion_last_actor = NULL; else dev->motion_last_actor = NULL; } static ClutterInputDevice * clutter_event_get_device (ClutterEvent *event); /* This function should perhaps be public and in clutter-event.c ? */ static ClutterInputDevice * clutter_event_get_device (ClutterEvent *event) { g_return_val_if_fail (event != NULL, NULL); switch (event->type) { case CLUTTER_NOTHING: case CLUTTER_STAGE_STATE: case CLUTTER_DESTROY_NOTIFY: case CLUTTER_CLIENT_MESSAGE: case CLUTTER_DELETE: case CLUTTER_ENTER: case CLUTTER_LEAVE: return NULL; break; case CLUTTER_BUTTON_PRESS: case CLUTTER_BUTTON_RELEASE: return event->button.device; case CLUTTER_MOTION: return event->motion.device; case CLUTTER_SCROLL: return event->scroll.device; break; case CLUTTER_KEY_PRESS: case CLUTTER_KEY_RELEASE: break; } return NULL; } static void set_motion_last_actor (ClutterActor *motion_current_actor, ClutterInputDevice *device) { ClutterMainContext *context = ClutterCntx; ClutterActor *last_actor = context->motion_last_actor; if (device != NULL) last_actor = device->motion_last_actor; if (last_actor && last_actor != motion_current_actor) { g_signal_handlers_disconnect_by_func (last_actor, G_CALLBACK (unset_motion_last_actor), device); } if (motion_current_actor && last_actor != motion_current_actor) { g_signal_connect (motion_current_actor, "destroy", G_CALLBACK (unset_motion_last_actor), device); } if (device != NULL) device->motion_last_actor = motion_current_actor; else context->motion_last_actor = motion_current_actor; } static inline void generate_enter_leave_events (ClutterEvent *event) { ClutterMainContext *context = ClutterCntx; ClutterActor *motion_current_actor = event->motion.source; ClutterActor *last_actor = context->motion_last_actor; ClutterInputDevice *device = clutter_event_get_device (event); if (device != NULL) last_actor = device->motion_last_actor; if (last_actor != motion_current_actor) { if (motion_current_actor) { ClutterEvent cev; gfloat x, y; cev.crossing.device = device; clutter_event_get_coords (event, &x, &y); if (context->motion_last_actor) { cev.crossing.type = CLUTTER_LEAVE; cev.crossing.time = event->any.time; cev.crossing.flags = 0; cev.crossing.x = x; cev.crossing.y = y; cev.crossing.source = last_actor; cev.crossing.stage = event->any.stage; cev.crossing.related = motion_current_actor; emit_pointer_event (&cev, device); } cev.crossing.type = CLUTTER_ENTER; cev.crossing.time = event->any.time; cev.crossing.flags = 0; cev.crossing.x = x; cev.crossing.y = y; cev.crossing.source = motion_current_actor; cev.crossing.stage = event->any.stage; if (context->motion_last_actor) cev.crossing.related = last_actor; else cev.crossing.related = NULL; emit_pointer_event (&cev, device); } } set_motion_last_actor (motion_current_actor, device); } /** * clutter_do_event * @event: a #ClutterEvent. * * Processes an event. This function should never be called by applications. * * Since: 0.4 */ void clutter_do_event (ClutterEvent *event) { /* FIXME: This should probably be clutter_cook_event() - it would * take a raw event from the backend and 'cook' it so its more tasty. * */ ClutterMainContext *context; ClutterBackend *backend; ClutterActor *stage; ClutterInputDevice *device = NULL; static gint32 motion_last_time = 0L; gint32 local_motion_time; context = clutter_context_get_default (); backend = context->backend; stage = CLUTTER_ACTOR(event->any.stage); if (!stage) return; CLUTTER_TIMESTAMP (EVENT, "Event received"); context->last_event_time = clutter_event_get_time (event); switch (event->type) { case CLUTTER_NOTHING: event->any.source = stage; break; case CLUTTER_LEAVE: /* The source is set for generated events, not for events * resulting from the cursor leaving the stage */ if (event->any.source == NULL) { ClutterActor *last_actor = context->motion_last_actor; if (event->crossing.device != NULL) last_actor = event->crossing.device->motion_last_actor; event->any.source = last_actor; set_motion_last_actor (NULL, event->crossing.device); } /* flow through */ case CLUTTER_ENTER: emit_pointer_event (event, event->crossing.device); break; case CLUTTER_DESTROY_NOTIFY: case CLUTTER_DELETE: event->any.source = stage; /* the stage did not handle the event, so we just quit */ if (!clutter_stage_event (CLUTTER_STAGE (stage), event)) { if (stage == clutter_stage_get_default()) clutter_main_quit (); else clutter_actor_destroy (stage); } break; case CLUTTER_KEY_PRESS: case CLUTTER_KEY_RELEASE: { ClutterActor *actor = NULL; /* check that we're not a synthetic event with source set */ if (event->any.source == NULL) { actor = clutter_stage_get_key_focus (CLUTTER_STAGE (stage)); event->any.source = actor; if (G_UNLIKELY (actor == NULL)) { g_warning ("No key focus set, discarding"); return; } } emit_keyboard_event (event); } break; case CLUTTER_MOTION: device = event->motion.device; if (device) local_motion_time = device->motion_last_time; else local_motion_time = motion_last_time; /* avoid rate throttling for synthetic motion events or if * the per-actor events are disabled */ if (!(event->any.flags & CLUTTER_EVENT_FLAG_SYNTHETIC) || !context->motion_events_per_actor) { gint32 frame_rate, delta; /* avoid issuing too many motion events, which leads to many * redraws in pick mode (performance penalty) */ frame_rate = clutter_get_motion_events_frequency (); delta = 1000 / frame_rate; CLUTTER_NOTE (EVENT, "skip motion event: %s (last:%d, delta:%d, time:%d)", (event->any.time < (local_motion_time + delta) ? "yes" : "no"), local_motion_time, delta, event->any.time); /* we need to guard against roll-overs and the * case where the time is rolled backwards and * the backend is not ensuring a monotonic clock * for the events. * * see: * http://bugzilla.openedhand.com/show_bug.cgi?id=1130 */ if (event->any.time >= local_motion_time && event->any.time < (local_motion_time + delta)) break; else local_motion_time = event->any.time; } if (device) device->motion_last_time = local_motion_time; else motion_last_time = local_motion_time; /* Only stage gets motion events if clutter_set_motion_events is TRUE, * and the event is not a synthetic event with source set. */ if (!context->motion_events_per_actor && event->any.source == NULL) { /* Only stage gets motion events */ event->any.source = stage; /* global grabs */ if (context->pointer_grab_actor != NULL) { clutter_actor_event (context->pointer_grab_actor, event, FALSE); break; } else if (device != NULL && device->pointer_grab_actor != NULL) { clutter_actor_event (device->pointer_grab_actor, event, FALSE); break; } /* Trigger handlers on stage in both capture .. */ if (!clutter_actor_event (stage, event, TRUE)) { /* and bubbling phase */ clutter_actor_event (stage, event, FALSE); } break; } /* fallthrough */ case CLUTTER_BUTTON_PRESS: case CLUTTER_BUTTON_RELEASE: case CLUTTER_SCROLL: { ClutterActor *actor; gfloat x, y; clutter_event_get_coords (event, &x, &y); /* Only do a pick to find the source if source is not already set * (as it could be in a synthetic event) */ if (event->any.source == NULL) { /* Handle release off stage */ if ((x >= clutter_actor_get_width (stage) || y >= clutter_actor_get_height (stage) || x < 0 || y < 0)) { if (event->type == CLUTTER_BUTTON_RELEASE) { CLUTTER_NOTE (EVENT, "Release off stage received at %.2f, %.2f", x, y); event->button.source = stage; emit_pointer_event (event, event->button.device); } break; } /* Map the event to a reactive actor */ actor = _clutter_do_pick (CLUTTER_STAGE (stage), x, y, CLUTTER_PICK_REACTIVE); event->any.source = actor; if (!actor) break; } else { /* use the source already set in the synthetic event */ actor = event->any.source; } /* FIXME: for an optimisation should check if there are * actually any reactive actors and avoid the pick all together * (signalling just the stage). Should be big help for gles. */ CLUTTER_NOTE (EVENT, "Reactive event received at %.2f, %.2f - actor: %p", x, y, actor); /* Create, enter/leave events if needed */ generate_enter_leave_events (event); if (event->type != CLUTTER_MOTION) { /* Generate click count */ event_click_count_generate (event); } if (device == NULL) { switch (event->type) { case CLUTTER_BUTTON_PRESS: case CLUTTER_BUTTON_RELEASE: device = event->button.device; break; case CLUTTER_SCROLL: device = event->scroll.device; break; case CLUTTER_MOTION: /* already handled in the MOTION case of the switch */ default: break; } } emit_pointer_event (event, device); break; } case CLUTTER_STAGE_STATE: /* fullscreen / focus - forward to stage */ event->any.source = stage; clutter_stage_event (CLUTTER_STAGE (stage), event); break; case CLUTTER_CLIENT_MESSAGE: break; } } /** * clutter_get_actor_by_gid * @id: a #ClutterActor ID. * * Retrieves the #ClutterActor with @id. * * Return value: (transfer none): the actor with the passed id or %NULL. * The returned actor does not have its reference count increased. * * Since: 0.6 */ ClutterActor* clutter_get_actor_by_gid (guint32 id) { ClutterMainContext *context; context = clutter_context_get_default (); g_return_val_if_fail (context != NULL, NULL); return CLUTTER_ACTOR (clutter_id_pool_lookup (context->id_pool, id)); } void clutter_base_init (void) { static gboolean initialised = FALSE; if (!initialised) { GType foo; /* Quiet gcc */ initialised = TRUE; bindtextdomain (GETTEXT_PACKAGE, LOCALEDIR); bind_textdomain_codeset (GETTEXT_PACKAGE, "UTF-8"); /* initialise GLib type system */ g_type_init (); /* CLUTTER_TYPE_ACTOR */ foo = clutter_actor_get_type (); } } /** * clutter_get_default_frame_rate: * * Retrieves the default frame rate used when creating #ClutterTimelines. * * This value is also used to compute the default frequency of motion * events. * * Return value: the default frame rate * * Since: 0.6 */ guint clutter_get_default_frame_rate (void) { ClutterMainContext *context; context = clutter_context_get_default (); return context->frame_rate; } /** * clutter_set_default_frame_rate: * @frames_per_sec: the new default frame rate * * Sets the default frame rate to be used when creating #ClutterTimelines * * Since: 0.6 */ void clutter_set_default_frame_rate (guint frames_per_sec) { ClutterMainContext *context; context = clutter_context_get_default (); if (context->frame_rate != frames_per_sec) context->frame_rate = frames_per_sec; } static void on_pointer_grab_weak_notify (gpointer data, GObject *where_the_object_was) { ClutterInputDevice *dev = (ClutterInputDevice *)data; ClutterMainContext *context; context = clutter_context_get_default (); if (dev) { dev->pointer_grab_actor = NULL; clutter_ungrab_pointer_for_device (dev->id); } else { context->pointer_grab_actor = NULL; clutter_ungrab_pointer (); } } /** * clutter_grab_pointer: * @actor: a #ClutterActor * * Grabs pointer events, after the grab is done all pointer related events * (press, motion, release, enter, leave and scroll) are delivered to this * actor directly without passing through both capture and bubble phases of * the event delivery chain. The source set in the event will be the actor * that would have received the event if the pointer grab was not in effect. * * Grabs completely override the entire event delivery chain * done by Clutter. Pointer grabs should only be used as a last resource; * using the #ClutterActor::captured-event signal should always be the * preferred way to intercept event delivery to reactive actors. * * If you wish to grab all the pointer events for a specific input device, * you should use clutter_grab_pointer_for_device(). * * Since: 0.6 */ void clutter_grab_pointer (ClutterActor *actor) { ClutterMainContext *context; g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor)); context = clutter_context_get_default (); if (context->pointer_grab_actor == actor) return; if (context->pointer_grab_actor) { g_object_weak_unref (G_OBJECT (context->pointer_grab_actor), on_pointer_grab_weak_notify, NULL); context->pointer_grab_actor = NULL; } if (actor) { context->pointer_grab_actor = actor; g_object_weak_ref (G_OBJECT (actor), on_pointer_grab_weak_notify, NULL); } } /** * clutter_grab_pointer_for_device: * @actor: a #ClutterActor * @id: a device id, or -1 * * Grabs all the pointer events coming from the device @id for @actor. * * If @id is -1 then this function is equivalent to clutter_grab_pointer(). * * Since: 0.8 */ void clutter_grab_pointer_for_device (ClutterActor *actor, gint id) { ClutterInputDevice *dev; g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor)); /* essentially a global grab */ if (id == -1) { clutter_grab_pointer (actor); return; } dev = clutter_get_input_device_for_id (id); if (!dev) return; if (dev->pointer_grab_actor == actor) return; if (dev->pointer_grab_actor) { g_object_weak_unref (G_OBJECT (dev->pointer_grab_actor), on_pointer_grab_weak_notify, dev); dev->pointer_grab_actor = NULL; } if (actor) { dev->pointer_grab_actor = actor; g_object_weak_ref (G_OBJECT (actor), on_pointer_grab_weak_notify, dev); } } /** * clutter_ungrab_pointer: * * Removes an existing grab of the pointer. * * Since: 0.6 */ void clutter_ungrab_pointer (void) { clutter_grab_pointer (NULL); } /** * clutter_ungrab_pointer_for_device: * @id: a device id * * Removes an existing grab of the pointer events for device @id. * * Since: 0.8 */ void clutter_ungrab_pointer_for_device (gint id) { clutter_grab_pointer_for_device (NULL, id); } /** * clutter_get_pointer_grab: * * Queries the current pointer grab of clutter. * * Return value: (transfer none): the actor currently holding the pointer grab, or NULL if there is no grab. * * Since: 0.6 */ ClutterActor * clutter_get_pointer_grab (void) { ClutterMainContext *context; context = clutter_context_get_default (); return context->pointer_grab_actor; } static void on_keyboard_grab_weak_notify (gpointer data, GObject *where_the_object_was) { ClutterMainContext *context; context = clutter_context_get_default (); context->keyboard_grab_actor = NULL; clutter_ungrab_keyboard (); } /** * clutter_grab_keyboard: * @actor: a #ClutterActor * * Grabs keyboard events, after the grab is done keyboard * events (#ClutterActor::key-press-event and #ClutterActor::key-release-event) * are delivered to this actor directly. The source set in the event will be * the actor that would have received the event if the keyboard grab was not * in effect. * * Like pointer grabs, keyboard grabs should only be used as a last * resource. * * See also clutter_stage_set_key_focus() and clutter_actor_grab_key_focus() * to perform a "soft" key grab and assign key focus to a specific actor. * * Since: 0.6 */ void clutter_grab_keyboard (ClutterActor *actor) { ClutterMainContext *context; g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor)); context = clutter_context_get_default (); if (context->keyboard_grab_actor == actor) return; if (context->keyboard_grab_actor) { g_object_weak_unref (G_OBJECT (context->keyboard_grab_actor), on_keyboard_grab_weak_notify, NULL); context->keyboard_grab_actor = NULL; } if (actor) { context->keyboard_grab_actor = actor; g_object_weak_ref (G_OBJECT (actor), on_keyboard_grab_weak_notify, NULL); } } /** * clutter_ungrab_keyboard: * * Removes an existing grab of the keyboard. * * Since: 0.6 */ void clutter_ungrab_keyboard (void) { clutter_grab_keyboard (NULL); } /** * clutter_get_keyboard_grab: * * Queries the current keyboard grab of clutter. * * Return value: (transfer none): the actor currently holding the keyboard grab, or NULL if there is no grab. * * Since: 0.6 */ ClutterActor * clutter_get_keyboard_grab (void) { ClutterMainContext *context; context = clutter_context_get_default (); return context->keyboard_grab_actor; } /** * clutter_get_motion_events_frequency: * * Retrieves the number of motion events per second that are delivered * to the stage. * * See clutter_set_motion_events_frequency(). * * Return value: the number of motion events per second * * Since: 0.6 */ guint clutter_get_motion_events_frequency (void) { ClutterMainContext *context = clutter_context_get_default (); if (G_LIKELY (context->motion_frequency == 0)) { guint frequency; frequency = clutter_default_fps / 4; frequency = CLAMP (frequency, 20, 45); return frequency; } else return context->motion_frequency; } /** * clutter_set_motion_events_frequency: * @frequency: the number of motion events per second, or 0 for the * default value * * Sets the motion events frequency. Setting this to a non-zero value * will override the default setting, so it should be rarely used. * * Motion events are delivered from the default backend to the stage * and are used to generate the enter/leave events pair. This might lead * to a performance penalty due to the way the actors are identified. * Using this function is possible to reduce the frequency of the motion * events delivery to the stage. * * Since: 0.6 */ void clutter_set_motion_events_frequency (guint frequency) { ClutterMainContext *context = clutter_context_get_default (); /* never allow the motion events to exceed the default frame rate */ context->motion_frequency = CLAMP (frequency, 1, clutter_default_fps); } /** * clutter_clear_glyph_cache: * * Clears the internal cache of glyphs used by the Pango * renderer. This will free up some memory and GL texture * resources. The cache will be automatically refilled as more text is * drawn. * * Since: 0.8 */ void clutter_clear_glyph_cache (void) { if (CLUTTER_CONTEXT ()->font_map) cogl_pango_font_map_clear_glyph_cache (CLUTTER_CONTEXT ()->font_map); } /** * clutter_set_font_flags: * @flags: The new flags * * Sets the font quality options for subsequent text rendering * operations. * * Using mipmapped textures will improve the quality for scaled down * text but will use more texture memory. * * Enabling hinting improves text quality for static text but may * introduce some artifacts if the text is animated. * * Since: 1.0 */ void clutter_set_font_flags (ClutterFontFlags flags) { ClutterFontFlags old_flags, changed_flags; const cairo_font_options_t *font_options; cairo_font_options_t *new_font_options; ClutterBackend *backend; backend = clutter_get_default_backend (); if (CLUTTER_CONTEXT ()->font_map) cogl_pango_font_map_set_use_mipmapping (CLUTTER_CONTEXT ()->font_map, (flags & CLUTTER_FONT_MIPMAPPING) != 0); old_flags = clutter_get_font_flags (); font_options = clutter_backend_get_font_options (backend); new_font_options = cairo_font_options_copy (font_options); /* Only set the font options that have actually changed so we don't override a detailed setting from the backend */ changed_flags = old_flags ^ flags; if ((changed_flags & CLUTTER_FONT_HINTING)) cairo_font_options_set_hint_style (new_font_options, (flags & CLUTTER_FONT_HINTING) ? CAIRO_HINT_STYLE_FULL : CAIRO_HINT_STYLE_NONE); clutter_backend_set_font_options (backend, new_font_options); cairo_font_options_destroy (new_font_options); if (CLUTTER_CONTEXT ()->pango_context) update_pango_context (backend, CLUTTER_CONTEXT ()->pango_context); } /** * clutter_get_font_flags: * * Gets the current font flags for rendering text. See * clutter_set_font_flags(). * * Return value: The font flags * * Since: 1.0 */ ClutterFontFlags clutter_get_font_flags (void) { ClutterMainContext *ctxt = CLUTTER_CONTEXT (); CoglPangoFontMap *font_map = NULL; const cairo_font_options_t *font_options; ClutterFontFlags flags = 0; font_map = CLUTTER_CONTEXT ()->font_map; if (G_LIKELY (font_map) && cogl_pango_font_map_get_use_mipmapping (font_map)) flags |= CLUTTER_FONT_MIPMAPPING; font_options = clutter_backend_get_font_options (ctxt->backend); if ((cairo_font_options_get_hint_style (font_options) != CAIRO_HINT_STYLE_DEFAULT) && (cairo_font_options_get_hint_style (font_options) != CAIRO_HINT_STYLE_NONE)) flags |= CLUTTER_FONT_HINTING; return flags; } /** * clutter_get_input_device_for_id: * @id: a device id * * Retrieves the #ClutterInputDevice from its id. * * Return value: (transfer none): a #ClutterInputDevice, or %NULL * * Since: 0.8 */ ClutterInputDevice * clutter_get_input_device_for_id (gint id) { GSList *item; ClutterInputDevice *device = NULL; ClutterMainContext *context; context = clutter_context_get_default (); for (item = context->input_devices; item != NULL; item = item->next) { device = item->data; if (device->id == id) return device; } return NULL; } /** * clutter_get_font_map: * * Retrieves the #PangoFontMap instance used by Clutter. * You can use the global font map object with the COGL * Pango API. * * Return value: (transfer none): the #PangoFontMap instance. The returned * value is owned by Clutter and it should never be unreferenced. * * Since: 1.0 */ PangoFontMap * clutter_get_font_map (void) { if (CLUTTER_CONTEXT ()->font_map) return PANGO_FONT_MAP (CLUTTER_CONTEXT ()->font_map); return NULL; }