mirror of
https://github.com/brl/mutter.git
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a7a511ce79
Merge from clutter.git/master * clutter/glx/clutter-event-glx.c: * clutter/glx/clutter-stage-glx.c: Implement the _NET_WM_PING protocol handling on the main stage window. * clutter/clutter-stage.h: * clutter/clutter-stage.c: * clutter/clutter-main.c: Handle CLUTTER_DELETE events internally, by calling clutter_main_quit(), and remove the ::delete-event signal from ClutterStage; clean up the signal emission sequence for the events: emit the ::event signal before emitting any signal and the ::event-after signal after the signal has been emitted; move the signal emission calls inside ClutterStage so we can call g_signal_emit() instead of g_signal_emit_by_name(), thus sparing us a lookup for each event. * examples/test.c: Remove ::delete-event signal handling.
495 lines
12 KiB
C
495 lines
12 KiB
C
#include "config.h"
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#include "clutter-stage-egl.h"
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#include "clutter-egl.h"
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#include "../clutter-main.h"
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#include "../clutter-feature.h"
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#include "../clutter-color.h"
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#include "../clutter-util.h"
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#include "../clutter-event.h"
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#include "../clutter-enum-types.h"
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#include "../clutter-private.h"
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#include "../clutter-debug.h"
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#ifdef HAVE_XFIXES
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#include <X11/extensions/Xfixes.h>
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#endif
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G_DEFINE_TYPE (ClutterStageEgl, clutter_stage_egl, CLUTTER_TYPE_STAGE);
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/* This is currently an EGL on X implementation (eg for use with vincent)
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*
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*
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*/
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static void
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clutter_stage_egl_show (ClutterActor *actor)
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{
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ClutterStageEgl *stage_egl = CLUTTER_STAGE_EGL (actor);
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if (stage_egl->xwin)
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XMapWindow (stage_egl->xdpy, stage_egl->xwin);
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}
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static void
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clutter_stage_egl_hide (ClutterActor *actor)
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{
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ClutterStageEgl *stage_egl = CLUTTER_STAGE_EGL (actor);
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if (stage_egl->xwin)
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XUnmapWindow (stage_egl->xdpy, stage_egl->xwin);
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}
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static void
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clutter_stage_egl_unrealize (ClutterActor *actor)
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{
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ClutterStageEgl *stage_egl = CLUTTER_STAGE_EGL (actor);
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gboolean was_offscreen;
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CLUTTER_MARK();
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g_object_get (actor, "offscreen", &was_offscreen, NULL);
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if (G_UNLIKELY (was_offscreen))
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{
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/* No support as yet for this */
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}
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else
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{
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if (stage_egl->xwin != None)
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{
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XDestroyWindow (stage_egl->xdpy, stage_egl->xwin);
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stage_egl->xwin = None;
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}
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else
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stage_egl->xwin = None;
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}
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if (stage_egl->egl_surface)
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eglDestroySurface (clutter_egl_display(), stage_egl->egl_surface);
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stage_egl->egl_surface = NULL;
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if (stage_egl->egl_context)
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eglDestroyContext (clutter_egl_display(), stage_egl->egl_context);
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stage_egl->egl_context = NULL;
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eglMakeCurrent (clutter_egl_display(),
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EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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stage_egl->egl_context = None;
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}
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static void
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clutter_stage_egl_realize (ClutterActor *actor)
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{
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ClutterStageEgl *stage_egl = CLUTTER_STAGE_EGL (actor);
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EGLConfig configs[2];
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EGLint config_count;
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EGLBoolean status;
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gboolean is_offscreen;
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CLUTTER_NOTE (MISC, "Realizing main stage");
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g_object_get (actor, "offscreen", &is_offscreen, NULL);
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if (G_LIKELY (!is_offscreen))
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{
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EGLint cfg_attribs[] = { EGL_BUFFER_SIZE, EGL_DONT_CARE,
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EGL_RED_SIZE, 5,
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EGL_GREEN_SIZE, 6,
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EGL_BLUE_SIZE, 5,
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EGL_NONE };
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status = eglGetConfigs (clutter_egl_get_default_display(),
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configs,
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2,
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&config_count);
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if (status != EGL_TRUE)
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g_warning ("eglGetConfigs");
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status = eglChooseConfig (clutter_egl_get_default_display(),
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cfg_attribs,
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configs,
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sizeof configs / sizeof configs[0],
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&config_count);
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if (stage_egl->xwin == None)
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stage_egl->xwin = XCreateSimpleWindow(clutter_egl_get_default_display(),
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clutter_egl_get_default_root_window(),
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0, 0,
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stage_egl->xwin_width,
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stage_egl->xwin_height,
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0, 0,
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WhitePixel(clutter_egl_get_default_display(),
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clutter_egl_get_default_screen()));
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XSelectInput(clutter_egl_get_default_display(),
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stage_egl->xwin,
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StructureNotifyMask
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|ExposureMask
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/* FIXME: we may want to eplicity enable MotionMask */
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|PointerMotionMask
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|KeyPressMask
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|KeyReleaseMask
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|ButtonPressMask
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|ButtonReleaseMask
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|PropertyChangeMask);
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if (stage_egl->egl_context)
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eglDestroyContext (clutter_egl_display(), stage_egl->egl_context);
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if (stage_egl->egl_surface)
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eglDestroySurface (clutter_egl_display(), stage_egl->egl_surface);
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stage_egl->egl_surface
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= eglCreateWindowSurface (clutter_egl_display(),
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configs[0],
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(NativeWindowType)stage_egl->xwin,
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NULL);
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if (stage_egl->egl_surface == EGL_NO_SURFACE)
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g_warning ("eglCreateWindowSurface");
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stage_egl->egl_context = eglCreateContext (clutter_egl_display(),
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configs[0],
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EGL_NO_CONTEXT,
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NULL);
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if (stage_egl->egl_context == EGL_NO_CONTEXT)
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g_warning ("eglCreateContext");
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status = eglMakeCurrent (clutter_egl_display(),
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stage_egl->egl_surface,
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EGL_NO_SURFACE,
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stage_egl->egl_context);
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if (status != EGL_TRUE)
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g_warning ("eglMakeCurrent");
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}
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else
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{
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/* FIXME */
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}
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_clutter_stage_sync_viewport (CLUTTER_STAGE (stage_egl));
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}
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static void
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clutter_stage_egl_paint (ClutterActor *self)
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{
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ClutterStageEgl *stage_egl = CLUTTER_STAGE_EGL (self);
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ClutterStage *stage = CLUTTER_STAGE (self);
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ClutterColor stage_color;
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static GTimer *timer = NULL;
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static guint timer_n_frames = 0;
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CLUTTER_NOTE (PAINT, " Redraw enter");
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if (clutter_get_show_fps ())
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{
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if (!timer)
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timer = g_timer_new ();
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}
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clutter_stage_get_color (stage, &stage_color);
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/* FIXME: move below into cogl_paint_start() ? */
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glClearColorx ((stage_color.red << 16) / 0xff,
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(stage_color.green << 16) / 0xff,
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(stage_color.blue << 16) / 0xff,
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0xff);
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glDisable (GL_LIGHTING);
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glDisable (GL_DEPTH_TEST);
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/* Basically call up to ClutterGroup paint here */
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CLUTTER_ACTOR_CLASS (clutter_stage_egl_parent_class)->paint (self);
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/* Why this paint is done in backend as likely GL windowing system
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* specific calls, like swapping buffers.
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*/
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if (stage_egl->xwin)
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{
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clutter_feature_wait_for_vblank ();
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eglSwapBuffers ((EGLDisplay)stage_egl->xdpy,
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(EGLSurface)stage_egl->xwin);
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}
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else
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{
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eglWaitGL ();
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CLUTTER_GLERR ();
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}
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if (clutter_get_show_fps ())
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{
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timer_n_frames++;
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if (g_timer_elapsed (timer, NULL) >= 1.0)
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{
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g_print ("*** FPS: %i ***\n", timer_n_frames);
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timer_n_frames = 0;
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g_timer_start (timer);
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}
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}
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CLUTTER_NOTE (PAINT, " Redraw leave");
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}
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static void
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clutter_stage_egl_allocate_coords (ClutterActor *self,
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ClutterActorBox *box)
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{
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ClutterStageEgl *stage_egl = CLUTTER_STAGE_EGL (self);
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box->x1 = box->y1 = 0;
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box->x2 = box->x1 + stage_egl->xwin_width;
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box->y2 = box->y1 + stage_egl->xwin_height;
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}
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static void
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clutter_stage_egl_request_coords (ClutterActor *self,
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ClutterActorBox *box)
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{
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ClutterStageEgl *stage_egl = CLUTTER_STAGE_EGL (self);
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gint new_width, new_height;
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/* FIXME: some how have X configure_notfiys call this ? */
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new_width = ABS (box->x2 - box->x1);
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new_height = ABS (box->y2 - box->y1);
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if (new_width != stage_egl->xwin_width ||
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new_height != stage_egl->xwin_height)
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{
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stage_egl->xwin_width = new_width;
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stage_egl->xwin_height = new_height;
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if (stage_egl->xwin != None)
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XResizeWindow (stage_egl->xdpy,
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stage_egl->xwin,
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stage_egl->xwin_width,
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stage_egl->xwin_height);
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_clutter_stage_sync_viewport (CLUTTER_STAGE (stage_egl));
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}
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if (stage_egl->xwin != None) /* Do we want to bother ? */
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XMoveWindow (stage_egl->xdpy,
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stage_egl->xwin,
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box->x1,
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box->y1);
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}
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static void
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clutter_stage_egl_set_fullscreen (ClutterStage *stage,
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gboolean fullscreen)
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{
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ClutterStageEgl *stage_egl = CLUTTER_STAGE_EGL (stage);
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Atom atom_WM_STATE, atom_WM_STATE_FULLSCREEN;
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atom_WM_STATE = XInternAtom (stage_egl->xdpy, "_NET_WM_STATE", False);
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atom_WM_STATE_FULLSCREEN = XInternAtom (stage_egl->xdpy,
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"_NET_WM_STATE_FULLSCREEN",
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False);
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if (fullscreen)
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{
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gint width, height;
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width = DisplayWidth (stage_egl->xdpy, stage_egl->xscreen);
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height = DisplayHeight (stage_egl->xdpy, stage_egl->xscreen);
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clutter_actor_set_size (CLUTTER_ACTOR (stage_egl), width, height);
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if (stage_egl->xwin != None)
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XChangeProperty (stage_egl->xdpy,
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stage_egl->xwin,
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atom_WM_STATE, XA_ATOM, 32,
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PropModeReplace,
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(unsigned char *) &atom_WM_STATE_FULLSCREEN, 1);
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}
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else
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{
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if (stage_egl->xwin != None)
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XDeleteProperty (stage_egl->xdpy, stage_egl->xwin, atom_WM_STATE);
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}
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_clutter_stage_sync_viewport (stage);
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}
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static void
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clutter_stage_egl_set_cursor_visible (ClutterStage *stage,
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gboolean show_cursor)
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{
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ClutterStageEgl *stage_egl = CLUTTER_STAGE_EGL (stage);
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if (stage_egl->xwin == None)
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return;
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CLUTTER_NOTE (MISC, "setting cursor state (%s) over stage window (%u)",
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show_cursor ? "visible" : "invisible",
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(unsigned int) stage_egl->xwin);
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if (show_cursor)
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{
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#ifdef HAVE_XFIXES
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XFixesShowCursor (stage_egl->xdpy, stage_egl->xwin);
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#else
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XUndefineCursor (stage_egl->xdpy, stage_egl->xwin);
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#endif /* HAVE_XFIXES */
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}
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else
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{
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#ifdef HAVE_XFIXES
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XFixesHideCursor (stage_egl->xdpy, stage_egl->xwin);
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#else
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XColor col;
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Pixmap pix;
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Cursor curs;
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pix = XCreatePixmap (stage_egl->xdpy, stage_egl->xwin, 1, 1, 1);
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memset (&col, 0, sizeof (col));
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curs = XCreatePixmapCursor (stage_egl->xdpy,
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pix, pix,
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&col, &col,
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1, 1);
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XFreePixmap (stage_egl->xdpy, pix);
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XDefineCursor (stage_egl->xdpy, stage_egl->xwin, curs);
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#endif /* HAVE_XFIXES */
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}
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_clutter_stage_sync_viewport (stage);
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}
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static void
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clutter_stage_egl_set_offscreen (ClutterStage *stage,
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gboolean offscreen)
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{
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g_warning ("Stage of type `%s' do not support ClutterStage::set_offscreen",
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G_OBJECT_TYPE_NAME (stage));
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}
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static void
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snapshot_pixbuf_free (guchar *pixels,
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gpointer data)
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{
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g_free (pixels);
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}
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static void
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clutter_stage_egl_draw_to_pixbuf (ClutterStage *stage,
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GdkPixbuf *dest,
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gint x,
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gint y,
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gint width,
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gint height)
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{
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g_warning ("Stage of type `%s' do not support ClutterStage::draw_to_pixbuf",
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G_OBJECT_TYPE_NAME (stage));
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}
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static void
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clutter_stage_egl_dispose (GObject *gobject)
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{
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ClutterStageEgl *stage_egl = CLUTTER_STAGE_EGL (gobject);
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if (stage_egl->xwin)
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clutter_actor_unrealize (CLUTTER_ACTOR (stage_egl));
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G_OBJECT_CLASS (clutter_stage_egl_parent_class)->dispose (gobject);
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}
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static void
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clutter_stage_egl_class_init (ClutterStageEglClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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ClutterStageClass *stage_class = CLUTTER_STAGE_CLASS (klass);
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gobject_class->dispose = clutter_stage_egl_dispose;
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actor_class->show = clutter_stage_egl_show;
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actor_class->hide = clutter_stage_egl_hide;
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actor_class->realize = clutter_stage_egl_realize;
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actor_class->unrealize = clutter_stage_egl_unrealize;
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actor_class->paint = clutter_stage_egl_paint;
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actor_class->request_coords = clutter_stage_egl_request_coords;
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actor_class->allocate_coords = clutter_stage_egl_allocate_coords;
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stage_class->set_fullscreen = clutter_stage_egl_set_fullscreen;
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stage_class->set_cursor_visible = clutter_stage_egl_set_cursor_visible;
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stage_class->set_offscreen = clutter_stage_egl_set_offscreen;
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stage_class->draw_to_pixbuf = clutter_stage_egl_draw_to_pixbuf;
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}
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static void
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clutter_stage_egl_init (ClutterStageEgl *stage)
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{
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stage->xdpy = NULL;
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stage->xwin_root = None;
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stage->xscreen = 0;
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stage->xwin = None;
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stage->xwin_width = 640;
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stage->xwin_height = 480;
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stage->xvisinfo = None;
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}
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/**
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* clutter_egl_get_stage_window:
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* @stage: a #ClutterStage
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*
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* FIXME
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*
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* Return value: FIXME
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*
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* Since: 0.4
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*/
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Window
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clutter_egl_get_stage_window (ClutterStage *stage)
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{
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g_return_val_if_fail (CLUTTER_IS_STAGE_EGL (stage), None);
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return CLUTTER_STAGE_EGL (stage)->xwin;
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}
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/**
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* clutter_egl_get_stage_visual:
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* @stage: a #ClutterStage
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*
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* FIXME
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*
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* Return value: FIXME
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*
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* Since: 0.4
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*/
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XVisualInfo *
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clutter_egl_get_stage_visual (ClutterStage *stage)
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{
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g_return_val_if_fail (CLUTTER_IS_STAGE_EGL (stage), NULL);
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return CLUTTER_STAGE_EGL (stage)->xvisinfo;
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}
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/**
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* clutter_egl_set_stage_foreign:
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* @stage: a #ClutterStage
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* @window: FIXME
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*
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* FIXME
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*
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* Since: 0.4
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*/
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void
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clutter_egl_set_stage_foreign (ClutterStage *stage,
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Window window)
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{
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g_return_if_fail (CLUTTER_IS_STAGE_EGL (stage));
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/* FIXME */
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}
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