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3294 lines
92 KiB
C
3294 lines
92 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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/**
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* SECTION:clutter-stage
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* @short_description: Top level visual element to which actors are placed.
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*
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* #ClutterStage is a top level 'window' on which child actors are placed
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* and manipulated.
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*
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* Clutter creates a default stage upon initialization, which can be retrieved
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* using clutter_stage_get_default(). Clutter always provides the default
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* stage, unless the backend is unable to create one. The stage returned
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* by clutter_stage_get_default() is guaranteed to always be the same.
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*
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* Backends might provide support for multiple stages. The support for this
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* feature can be checked at run-time using the clutter_feature_available()
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* function and the %CLUTTER_FEATURE_STAGE_MULTIPLE flag. If the backend used
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* supports multiple stages, new #ClutterStage instances can be created
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* using clutter_stage_new(). These stages must be managed by the developer
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* using clutter_actor_destroy(), which will take care of destroying all the
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* actors contained inside them.
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*
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* #ClutterStage is a proxy actor, wrapping the backend-specific
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* implementation of the windowing system. It is possible to subclass
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* #ClutterStage, as long as every overridden virtual function chains up to
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* the parent class corresponding function.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-stage.h"
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#include "clutter-backend.h"
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#include "clutter-main.h"
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#include "clutter-color.h"
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#include "clutter-util.h"
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#include "clutter-marshal.h"
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#include "clutter-master-clock.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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#include "clutter-stage-manager.h"
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#include "clutter-stage-window.h"
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#include "clutter-version.h" /* For flavour */
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#include "clutter-id-pool.h"
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#include "clutter-container.h"
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#include "clutter-profile.h"
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#include "clutter-input-device.h"
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#include "cogl/cogl.h"
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G_DEFINE_TYPE (ClutterStage, clutter_stage, CLUTTER_TYPE_GROUP);
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#define CLUTTER_STAGE_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_STAGE, ClutterStagePrivate))
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/* <private>
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* ClutterStageHint:
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* @CLUTTER_STAGE_NONE: No hint set
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* @CLUTTER_STAGE_NO_CLEAR_ON_PAINT: When this hint is set, the stage
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* should not clear the viewport; this flag is useful when painting
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* fully opaque actors covering the whole visible area of the stage,
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* i.e. when no blending with the stage color happens over the whole
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* stage viewport
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*
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* A series of hints that enable or disable behaviours on the stage
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*/
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typedef enum { /*< prefix=CLUTTER_STAGE >*/
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CLUTTER_STAGE_HINT_NONE = 0,
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CLUTTER_STAGE_NO_CLEAR_ON_PAINT = 1 << 0
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} ClutterStageHint;
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#define STAGE_NO_CLEAR_ON_PAINT(s) ((((ClutterStage *) (s))->priv->stage_hints & CLUTTER_STAGE_NO_CLEAR_ON_PAINT) != 0)
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struct _ClutterStageQueueRedrawEntry
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{
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ClutterActor *actor;
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gboolean has_clip;
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ClutterPaintVolume clip;
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};
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struct _ClutterStagePrivate
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{
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/* the stage implementation */
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ClutterStageWindow *impl;
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ClutterColor color;
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ClutterPerspective perspective;
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CoglMatrix projection;
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int viewport[4];
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ClutterFog fog;
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gchar *title;
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ClutterActor *key_focused_actor;
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GQueue *event_queue;
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ClutterStageHint stage_hints;
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gint picks_per_frame;
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GArray *paint_volume_stack;
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const ClutterGeometry *current_paint_clip;
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GList *pending_queue_redraws;
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guint relayout_pending : 1;
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guint redraw_pending : 1;
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guint is_fullscreen : 1;
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guint is_cursor_visible : 1;
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guint is_user_resizable : 1;
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guint use_fog : 1;
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guint throttle_motion_events : 1;
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guint use_alpha : 1;
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guint min_size_changed : 1;
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guint dirty_viewport : 1;
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guint dirty_projection : 1;
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guint have_valid_pick_buffer : 1;
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};
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enum
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{
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PROP_0,
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PROP_COLOR,
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PROP_FULLSCREEN_SET,
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PROP_OFFSCREEN,
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PROP_CURSOR_VISIBLE,
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PROP_PERSPECTIVE,
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PROP_TITLE,
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PROP_USER_RESIZABLE,
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PROP_USE_FOG,
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PROP_FOG,
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PROP_USE_ALPHA,
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PROP_KEY_FOCUS,
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PROP_NO_CLEAR_HINT
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};
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enum
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{
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FULLSCREEN,
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UNFULLSCREEN,
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ACTIVATE,
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DEACTIVATE,
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DELETE_EVENT,
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LAST_SIGNAL
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};
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static guint stage_signals[LAST_SIGNAL] = { 0, };
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static const ClutterColor default_stage_color = { 255, 255, 255, 255 };
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static void _clutter_stage_maybe_finish_queue_redraws (ClutterStage *stage);
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static void
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_clutter_stage_maybe_finish_queue_redraws (ClutterStage *stage);
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static void
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clutter_stage_get_preferred_width (ClutterActor *self,
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gfloat for_height,
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gfloat *min_width_p,
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gfloat *natural_width_p)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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ClutterGeometry geom = { 0, };
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if (priv->impl == NULL)
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return;
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_clutter_stage_window_get_geometry (priv->impl, &geom);
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if (min_width_p)
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*min_width_p = geom.width;
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if (natural_width_p)
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*natural_width_p = geom.width;
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}
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static void
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clutter_stage_get_preferred_height (ClutterActor *self,
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gfloat for_width,
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gfloat *min_height_p,
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gfloat *natural_height_p)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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ClutterGeometry geom = { 0, };
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if (priv->impl == NULL)
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return;
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_clutter_stage_window_get_geometry (priv->impl, &geom);
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if (min_height_p)
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*min_height_p = geom.height;
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if (natural_height_p)
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*natural_height_p = geom.height;
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}
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static inline void
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queue_full_redraw (ClutterStage *stage)
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{
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ClutterStageWindow *stage_window;
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if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
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return;
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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/* Just calling clutter_actor_queue_redraw will typically only
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* redraw the bounding box of the children parented on the stage but
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* in this case we really need to ensure that the full stage is
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* redrawn so we add a NULL redraw clip to the stage window. */
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stage_window = _clutter_stage_get_window (stage);
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if (stage_window == NULL)
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return;
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_clutter_stage_window_add_redraw_clip (stage_window, NULL);
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}
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static void
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clutter_stage_allocate (ClutterActor *self,
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const ClutterActorBox *box,
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ClutterAllocationFlags flags)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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ClutterGeometry prev_geom;
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ClutterGeometry geom = { 0, };
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gboolean origin_changed;
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gint width, height;
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origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED) ? TRUE : FALSE;
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if (priv->impl == NULL)
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return;
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clutter_actor_get_allocation_geometry (self, &prev_geom);
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width = clutter_actor_box_get_width (box);
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height = clutter_actor_box_get_height (box);
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_clutter_stage_window_get_geometry (priv->impl, &geom);
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/* XXX: Until Cogl becomes fully responsible for backend windows Clutter
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* need to manually keep it informed of the current window size */
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_cogl_onscreen_clutter_backend_set_size (geom.width, geom.height);
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/* if the stage is fixed size (for instance, it's using a frame-buffer)
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* then we simply ignore any allocation request and override the
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* allocation chain.
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*/
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if ((!clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC)))
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{
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ClutterActorClass *klass;
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CLUTTER_NOTE (LAYOUT,
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"Following allocation to %dx%d (origin %s)",
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width, height,
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origin_changed ? "changed" : "not changed");
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klass = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class);
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klass->allocate (self, box, flags);
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/* Ensure the window is sized correctly */
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if (!priv->is_fullscreen)
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{
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if (priv->min_size_changed)
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{
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gfloat min_width, min_height;
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gboolean min_width_set, min_height_set;
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g_object_get (G_OBJECT (self),
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"min-width", &min_width,
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"min-width-set", &min_width_set,
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"min-height", &min_height,
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"min-height-set", &min_height_set,
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NULL);
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if (!min_width_set)
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min_width = 1;
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if (!min_height_set)
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min_height = 1;
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if (width < min_width)
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width = min_width;
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if (height < min_height)
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height = min_height;
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priv->min_size_changed = FALSE;
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}
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if ((geom.width != width) || (geom.height != height))
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_clutter_stage_window_resize (priv->impl, width, height);
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}
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}
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else
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{
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ClutterActorBox override = { 0, };
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ClutterActorClass *klass;
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override.x1 = 0;
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override.y1 = 0;
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override.x2 = geom.width;
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override.y2 = geom.height;
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CLUTTER_NOTE (LAYOUT,
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"Overrigin original allocation of %dx%d "
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"with %dx%d (origin %s)",
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width, height,
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(int) (override.x2),
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(int) (override.y2),
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origin_changed ? "changed" : "not changed");
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/* and store the overridden allocation */
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klass = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class);
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klass->allocate (self, &override, flags);
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}
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clutter_actor_get_allocation_geometry (self, &geom);
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if (geom.width != prev_geom.width || geom.height != prev_geom.height)
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{
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_clutter_stage_set_viewport (CLUTTER_STAGE (self),
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0, 0, geom.width, geom.height);
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/* Note: we don't assume that set_viewport will queue a full redraw
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* since it may bail-out early if something preemptively set the
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* viewport before the stage was really allocated its new size. */
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queue_full_redraw (CLUTTER_STAGE (self));
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}
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}
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/* This provides a common point of entry for painting the scenegraph
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* for picking or painting...
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*
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* XXX: Instead of having a toplevel 2D clip region, it might be
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* better to have a clip volume within the view frustum. This could
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* allow us to avoid projecting actors into window coordinates to
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* be able to cull them.
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*/
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void
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_clutter_stage_do_paint (ClutterStage *stage, const ClutterGeometry *clip)
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{
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ClutterStagePrivate *priv = stage->priv;
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priv->current_paint_clip = clip;
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_clutter_stage_paint_volume_stack_free_all (stage);
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clutter_actor_paint (CLUTTER_ACTOR (stage));
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priv->current_paint_clip = NULL;
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}
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static void
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clutter_stage_paint (ClutterActor *self)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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CoglBufferBit clear_flags;
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CoglColor stage_color;
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guint8 real_alpha;
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CLUTTER_STATIC_TIMER (stage_clear_timer,
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"Painting actors", /* parent */
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"Stage clear",
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"The time spent clearing the stage",
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0 /* no application private data */);
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CLUTTER_NOTE (PAINT, "Initializing stage paint");
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/* composite the opacity to the stage color */
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real_alpha = clutter_actor_get_opacity (self)
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* priv->color.alpha
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/ 255;
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/* we use the real alpha to clear the stage if :use-alpha is
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* set; the effect depends entirely on how the Clutter backend
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*/
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cogl_color_init_from_4ub (&stage_color,
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priv->color.red,
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priv->color.green,
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priv->color.blue,
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priv->use_alpha ? real_alpha
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: 255);
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cogl_color_premultiply (&stage_color);
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clear_flags = COGL_BUFFER_BIT_DEPTH;
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if (!STAGE_NO_CLEAR_ON_PAINT (self))
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clear_flags |= COGL_BUFFER_BIT_COLOR;
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CLUTTER_TIMER_START (_clutter_uprof_context, stage_clear_timer);
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cogl_clear (&stage_color, clear_flags);
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CLUTTER_TIMER_STOP (_clutter_uprof_context, stage_clear_timer);
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if (priv->use_fog)
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{
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/* we only expose the linear progression of the fog in
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* the ClutterStage API, and that ignores the fog density.
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* thus, we pass 1.0 as the density parameter
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*/
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cogl_set_fog (&stage_color,
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COGL_FOG_MODE_LINEAR,
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1.0,
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priv->fog.z_near,
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priv->fog.z_far);
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}
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else
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cogl_disable_fog ();
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/* this will take care of painting every child */
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CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint (self);
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}
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static void
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clutter_stage_pick (ClutterActor *self,
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const ClutterColor *color)
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{
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/* Note: we don't chain up to our parent as we don't want any geometry
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* emitted for the stage itself. The stage's pick id is effectively handled
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* by the call to cogl_clear done in clutter-main.c:_clutter_do_pick_async()
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*/
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clutter_container_foreach (CLUTTER_CONTAINER (self),
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CLUTTER_CALLBACK (clutter_actor_paint),
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NULL);
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}
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static void
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clutter_stage_realize (ClutterActor *self)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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gboolean is_realized;
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/* Make sure the viewport and projection matrix are valid for the
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* first paint (which will likely occur before the ConfigureNotify
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* is received)
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*/
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priv->dirty_viewport = TRUE;
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priv->dirty_projection = TRUE;
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g_assert (priv->impl != NULL);
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is_realized = _clutter_stage_window_realize (priv->impl);
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/* ensure that the stage is using the context if the
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* realization sequence was successful
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*/
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if (is_realized)
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{
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ClutterBackend *backend = clutter_get_default_backend ();
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GError *error = NULL;
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/* We want to select the context without calling
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clutter_backend_ensure_context so that it doesn't call any
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Cogl functions. Otherwise it would create the Cogl context
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before we get a chance to check whether the GL version is
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valid */
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_clutter_backend_ensure_context_internal (backend, CLUTTER_STAGE (self));
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/* Make sure Cogl can support the driver */
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if (!_cogl_check_driver_valid (&error))
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{
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g_critical ("The GL driver is not supported: %s",
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error->message);
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g_clear_error (&error);
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CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
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}
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else
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CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
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}
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else
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CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
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}
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static void
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clutter_stage_unrealize (ClutterActor *self)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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/* and then unrealize the implementation */
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g_assert (priv->impl != NULL);
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_clutter_stage_window_unrealize (priv->impl);
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CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
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clutter_stage_ensure_current (CLUTTER_STAGE (self));
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}
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static void
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clutter_stage_show (ClutterActor *self)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->show (self);
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/* Possibly do an allocation run so that the stage will have the
|
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right size before we map it */
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_clutter_stage_maybe_relayout (self);
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|
|
g_assert (priv->impl != NULL);
|
|
_clutter_stage_window_show (priv->impl, TRUE);
|
|
}
|
|
|
|
static void
|
|
clutter_stage_hide (ClutterActor *self)
|
|
{
|
|
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
|
|
|
|
g_assert (priv->impl != NULL);
|
|
_clutter_stage_window_hide (priv->impl);
|
|
|
|
CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->hide (self);
|
|
}
|
|
|
|
static void
|
|
clutter_stage_emit_key_focus_event (ClutterStage *stage,
|
|
gboolean focus_in)
|
|
{
|
|
ClutterStagePrivate *priv = stage->priv;
|
|
|
|
if (priv->key_focused_actor == NULL)
|
|
return;
|
|
|
|
if (focus_in)
|
|
g_signal_emit_by_name (priv->key_focused_actor, "key-focus-in");
|
|
else
|
|
g_signal_emit_by_name (priv->key_focused_actor, "key-focus-out");
|
|
}
|
|
|
|
static void
|
|
clutter_stage_real_activate (ClutterStage *stage)
|
|
{
|
|
clutter_stage_emit_key_focus_event (stage, TRUE);
|
|
}
|
|
|
|
static void
|
|
clutter_stage_real_deactivate (ClutterStage *stage)
|
|
{
|
|
clutter_stage_emit_key_focus_event (stage, FALSE);
|
|
}
|
|
|
|
static void
|
|
clutter_stage_real_fullscreen (ClutterStage *stage)
|
|
{
|
|
ClutterStagePrivate *priv = stage->priv;
|
|
ClutterGeometry geom;
|
|
ClutterActorBox box;
|
|
|
|
/* we need to force an allocation here because the size
|
|
* of the stage might have been changed by the backend
|
|
*
|
|
* this is a really bad solution to the issues caused by
|
|
* the fact that fullscreening the stage on the X11 backends
|
|
* is really an asynchronous operation
|
|
*/
|
|
_clutter_stage_window_get_geometry (priv->impl, &geom);
|
|
|
|
box.x1 = 0;
|
|
box.y1 = 0;
|
|
box.x2 = geom.width;
|
|
box.y2 = geom.height;
|
|
|
|
clutter_actor_allocate (CLUTTER_ACTOR (stage),
|
|
&box,
|
|
CLUTTER_ALLOCATION_NONE);
|
|
}
|
|
|
|
void
|
|
_clutter_stage_queue_event (ClutterStage *stage,
|
|
ClutterEvent *event)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
gboolean first_event;
|
|
ClutterInputDevice *device;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
first_event = priv->event_queue->length == 0;
|
|
|
|
g_queue_push_tail (priv->event_queue, clutter_event_copy (event));
|
|
|
|
if (first_event)
|
|
{
|
|
ClutterMasterClock *master_clock = _clutter_master_clock_get_default ();
|
|
_clutter_master_clock_start_running (master_clock);
|
|
}
|
|
|
|
/* if needed, update the state of the input device of the event.
|
|
* we do it here to avoid calling the same code from every backend
|
|
* event processing function
|
|
*/
|
|
device = clutter_event_get_device (event);
|
|
if (device != NULL)
|
|
{
|
|
ClutterModifierType event_state = clutter_event_get_state (event);
|
|
guint32 event_time = clutter_event_get_time (event);
|
|
gfloat event_x, event_y;
|
|
|
|
clutter_event_get_coords (event, &event_x, &event_y);
|
|
|
|
_clutter_input_device_set_coords (device, event_x, event_y);
|
|
_clutter_input_device_set_state (device, event_state);
|
|
_clutter_input_device_set_time (device, event_time);
|
|
}
|
|
}
|
|
|
|
gboolean
|
|
_clutter_stage_has_queued_events (ClutterStage *stage)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
|
|
priv = stage->priv;
|
|
|
|
return priv->event_queue->length > 0;
|
|
}
|
|
|
|
void
|
|
_clutter_stage_process_queued_events (ClutterStage *stage)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
GList *events, *l;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
if (priv->event_queue->length == 0)
|
|
return;
|
|
|
|
/* In case the stage gets destroyed during event processing */
|
|
g_object_ref (stage);
|
|
|
|
/* Steal events before starting processing to avoid reentrancy
|
|
* issues */
|
|
events = priv->event_queue->head;
|
|
priv->event_queue->head = NULL;
|
|
priv->event_queue->tail = NULL;
|
|
priv->event_queue->length = 0;
|
|
|
|
for (l = events; l != NULL; l = l->next)
|
|
{
|
|
ClutterEvent *event;
|
|
ClutterEvent *next_event;
|
|
ClutterInputDevice *device;
|
|
ClutterInputDevice *next_device;
|
|
gboolean check_device = FALSE;
|
|
|
|
event = l->data;
|
|
next_event = l->next ? l->next->data : NULL;
|
|
|
|
device = clutter_event_get_device (event);
|
|
|
|
if (next_event != NULL)
|
|
next_device = clutter_event_get_device (next_event);
|
|
else
|
|
next_device = NULL;
|
|
|
|
if (device != NULL && next_device != NULL)
|
|
check_device = TRUE;
|
|
|
|
/* Skip consecutive motion events coming from the same device */
|
|
if (priv->throttle_motion_events &&
|
|
next_event != NULL &&
|
|
event->type == CLUTTER_MOTION &&
|
|
(next_event->type == CLUTTER_MOTION ||
|
|
next_event->type == CLUTTER_LEAVE) &&
|
|
(!check_device || (device == next_device)))
|
|
{
|
|
CLUTTER_NOTE (EVENT,
|
|
"Omitting motion event at %d, %d",
|
|
(int) event->motion.x,
|
|
(int) event->motion.y);
|
|
goto next_event;
|
|
}
|
|
|
|
_clutter_process_event (event);
|
|
|
|
next_event:
|
|
clutter_event_free (event);
|
|
}
|
|
|
|
g_list_free (events);
|
|
|
|
g_object_unref (stage);
|
|
}
|
|
|
|
/**
|
|
* _clutter_stage_needs_update:
|
|
* @stage: A #ClutterStage
|
|
*
|
|
* Determines if _clutter_stage_do_update() needs to be called.
|
|
*
|
|
* Return value: %TRUE if the stage need layout or painting
|
|
*/
|
|
gboolean
|
|
_clutter_stage_needs_update (ClutterStage *stage)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
|
|
priv = stage->priv;
|
|
|
|
return priv->relayout_pending || priv->redraw_pending;
|
|
}
|
|
|
|
void
|
|
_clutter_stage_maybe_relayout (ClutterActor *actor)
|
|
{
|
|
ClutterStage *stage = CLUTTER_STAGE (actor);
|
|
ClutterStagePrivate *priv = stage->priv;
|
|
gfloat natural_width, natural_height;
|
|
ClutterActorBox box = { 0, };
|
|
CLUTTER_STATIC_TIMER (relayout_timer,
|
|
"Mainloop", /* no parent */
|
|
"Layouting",
|
|
"The time spent reallocating the stage",
|
|
0 /* no application private data */);
|
|
|
|
if (!priv->relayout_pending)
|
|
return;
|
|
priv->relayout_pending = FALSE;
|
|
|
|
/* avoid reentrancy */
|
|
if (!CLUTTER_ACTOR_IN_RELAYOUT (stage))
|
|
{
|
|
CLUTTER_TIMER_START (_clutter_uprof_context, relayout_timer);
|
|
CLUTTER_NOTE (ACTOR, "Recomputing layout");
|
|
|
|
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_IN_RELAYOUT);
|
|
|
|
natural_width = natural_height = 0;
|
|
clutter_actor_get_preferred_size (CLUTTER_ACTOR (stage),
|
|
NULL, NULL,
|
|
&natural_width, &natural_height);
|
|
|
|
box.x1 = 0;
|
|
box.y1 = 0;
|
|
box.x2 = natural_width;
|
|
box.y2 = natural_height;
|
|
|
|
CLUTTER_NOTE (ACTOR, "Allocating (0, 0 - %d, %d) for the stage",
|
|
(int) natural_width,
|
|
(int) natural_height);
|
|
|
|
clutter_actor_allocate (CLUTTER_ACTOR (stage),
|
|
&box, CLUTTER_ALLOCATION_NONE);
|
|
|
|
CLUTTER_UNSET_PRIVATE_FLAGS (stage, CLUTTER_IN_RELAYOUT);
|
|
CLUTTER_TIMER_STOP (_clutter_uprof_context, relayout_timer);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* _clutter_stage_do_update:
|
|
* @stage: A #ClutterStage
|
|
*
|
|
* Handles per-frame layout and repaint for the stage.
|
|
*
|
|
* Return value: %TRUE if the stage was updated
|
|
*/
|
|
gboolean
|
|
_clutter_stage_do_update (ClutterStage *stage)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
|
|
priv = stage->priv;
|
|
|
|
/* NB: We need to ensure we have an up to date layout *before* we
|
|
* check or clear the pending redraws flag since a relayout may
|
|
* queue a redraw.
|
|
*/
|
|
_clutter_stage_maybe_relayout (CLUTTER_ACTOR (stage));
|
|
|
|
if (!priv->redraw_pending)
|
|
return FALSE;
|
|
|
|
_clutter_stage_maybe_finish_queue_redraws (stage);
|
|
|
|
CLUTTER_NOTE (PAINT, "redrawing via idle for stage[%p]", stage);
|
|
_clutter_do_redraw (stage);
|
|
|
|
/* reset the guard, so that new redraws are possible */
|
|
priv->redraw_pending = FALSE;
|
|
|
|
if (CLUTTER_CONTEXT ()->redraw_count > 0)
|
|
{
|
|
CLUTTER_NOTE (SCHEDULER, "Queued %lu redraws during the last cycle",
|
|
CLUTTER_CONTEXT ()->redraw_count);
|
|
|
|
CLUTTER_CONTEXT ()->redraw_count = 0;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static void
|
|
clutter_stage_real_queue_relayout (ClutterActor *self)
|
|
{
|
|
ClutterStage *stage = CLUTTER_STAGE (self);
|
|
ClutterStagePrivate *priv = stage->priv;
|
|
ClutterActorClass *parent_class;
|
|
|
|
priv->relayout_pending = TRUE;
|
|
|
|
/* chain up */
|
|
parent_class = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class);
|
|
parent_class->queue_relayout (self);
|
|
}
|
|
|
|
static void
|
|
clutter_stage_real_queue_redraw (ClutterActor *actor,
|
|
ClutterActor *leaf)
|
|
{
|
|
ClutterStage *stage = CLUTTER_STAGE (actor);
|
|
ClutterStagePrivate *priv = stage->priv;
|
|
ClutterStageWindow *stage_window;
|
|
ClutterGeometry stage_clip;
|
|
const ClutterPaintVolume *redraw_clip;
|
|
ClutterPaintVolume projected_clip;
|
|
CoglMatrix modelview;
|
|
ClutterActorBox bounding_box;
|
|
|
|
if (CLUTTER_ACTOR_IN_DESTRUCTION (actor))
|
|
return;
|
|
|
|
/* If the backend can't do anything with redraw clips (e.g. it already knows
|
|
* it needs to redraw everything anyway) then don't spend time transforming
|
|
* any clip volume into stage coordinates... */
|
|
stage_window = _clutter_stage_get_window (stage);
|
|
if (stage_window == NULL)
|
|
return;
|
|
|
|
if (_clutter_stage_window_ignoring_redraw_clips (stage_window))
|
|
return;
|
|
|
|
/* Convert the clip volume (which is in leaf actor coordinates) into stage
|
|
* coordinates and then into an axis aligned stage coordinates bounding
|
|
* box...
|
|
*/
|
|
|
|
if (!_clutter_actor_get_queue_redraw_clip (leaf))
|
|
{
|
|
_clutter_stage_window_add_redraw_clip (stage_window, NULL);
|
|
return;
|
|
}
|
|
|
|
redraw_clip = _clutter_actor_get_queue_redraw_clip (leaf);
|
|
|
|
_clutter_paint_volume_copy_static (redraw_clip, &projected_clip);
|
|
|
|
/* NB: _clutter_actor_apply_modelview_transform_recursive will never
|
|
* include the transformation between stage coordinates and OpenGL
|
|
* window coordinates, we have to explicitly use the
|
|
* stage->apply_transform to get that... */
|
|
cogl_matrix_init_identity (&modelview);
|
|
_clutter_actor_apply_modelview_transform (CLUTTER_ACTOR (stage), &modelview);
|
|
_clutter_actor_apply_modelview_transform_recursive (leaf, NULL, &modelview);
|
|
|
|
_clutter_paint_volume_project (&projected_clip,
|
|
&modelview,
|
|
&priv->projection,
|
|
priv->viewport);
|
|
|
|
_clutter_paint_volume_get_bounding_box (&projected_clip, &bounding_box);
|
|
clutter_paint_volume_free (&projected_clip);
|
|
|
|
clutter_actor_box_clamp_to_pixel (&bounding_box);
|
|
|
|
/* when converting to integer coordinates make sure we round the edges of the
|
|
* clip rectangle outwards... */
|
|
stage_clip.x = bounding_box.x1;
|
|
stage_clip.y = bounding_box.y1;
|
|
stage_clip.width = bounding_box.x2 - stage_clip.x;
|
|
stage_clip.height = bounding_box.y2 - stage_clip.y;
|
|
|
|
_clutter_stage_window_add_redraw_clip (stage_window, &stage_clip);
|
|
}
|
|
|
|
gboolean
|
|
_clutter_stage_has_full_redraw_queued (ClutterStage *stage)
|
|
{
|
|
ClutterStageWindow *stage_window = _clutter_stage_get_window (stage);
|
|
|
|
if (CLUTTER_ACTOR_IN_DESTRUCTION (stage) || stage_window == NULL)
|
|
return FALSE;
|
|
|
|
if (stage->priv->redraw_pending &&
|
|
!_clutter_stage_window_has_redraw_clips (stage_window))
|
|
return TRUE;
|
|
else
|
|
return FALSE;
|
|
}
|
|
|
|
static gboolean
|
|
clutter_stage_real_delete_event (ClutterStage *stage,
|
|
ClutterEvent *event)
|
|
{
|
|
if (clutter_stage_is_default (stage))
|
|
clutter_main_quit ();
|
|
else
|
|
clutter_actor_destroy (CLUTTER_ACTOR (stage));
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static void
|
|
clutter_stage_real_apply_transform (ClutterActor *stage,
|
|
CoglMatrix *matrix)
|
|
{
|
|
ClutterStagePrivate *priv = CLUTTER_STAGE (stage)->priv;
|
|
CoglMatrix perspective;
|
|
gfloat z_camera;
|
|
gfloat width, height;
|
|
|
|
/*
|
|
* In theory, we can compute the camera distance from screen as:
|
|
*
|
|
* 0.5 * tan (FOV)
|
|
*
|
|
* However, it's better to compute the z_camera from our projection
|
|
* matrix so that we get a 1:1 mapping at the screen distance. Consider
|
|
* the upper-left corner of the screen. It has object coordinates
|
|
* (0,0,0), so by the transform below, ends up with eye coordinate
|
|
*
|
|
* x_eye = x_object / width - 0.5 = - 0.5
|
|
* y_eye = (height - y_object) / width - 0.5 = 0.5
|
|
* z_eye = z_object / width - z_camera = - z_camera
|
|
*
|
|
* From cogl_perspective(), we know that the projection matrix has
|
|
* the form:
|
|
*
|
|
* (x, 0, 0, 0)
|
|
* (0, y, 0, 0)
|
|
* (0, 0, c, d)
|
|
* (0, 0, -1, 0)
|
|
*
|
|
* Applied to the above, we get clip coordinates of
|
|
*
|
|
* x_clip = x * (- 0.5)
|
|
* y_clip = y * 0.5
|
|
* w_clip = - 1 * (- z_camera) = z_camera
|
|
*
|
|
* Dividing through by w to get normalized device coordinates, we
|
|
* have, x_nd = x * 0.5 / z_camera, y_nd = - y * 0.5 / z_camera.
|
|
* The upper left corner of the screen has normalized device coordinates,
|
|
* (-1, 1), so to have the correct 1:1 mapping, we have to have:
|
|
*
|
|
* z_camera = 0.5 * x = 0.5 * y
|
|
*
|
|
* If x != y, then we have a non-uniform aspect ration, and a 1:1 mapping
|
|
* doesn't make sense.
|
|
*/
|
|
|
|
cogl_matrix_init_identity (&perspective);
|
|
cogl_matrix_perspective (&perspective,
|
|
priv->perspective.fovy,
|
|
priv->perspective.aspect,
|
|
priv->perspective.z_near,
|
|
priv->perspective.z_far);
|
|
|
|
z_camera = 0.5f * perspective.xx;
|
|
|
|
clutter_actor_get_size (stage, &width, &height);
|
|
|
|
cogl_matrix_init_identity (matrix);
|
|
cogl_matrix_translate (matrix, -0.5f, -0.5f, -z_camera);
|
|
cogl_matrix_scale (matrix,
|
|
1.0f / width, -1.0f / height, 1.0f / width);
|
|
cogl_matrix_translate (matrix, 0.0f, -1.0f * height, 0.0f);
|
|
}
|
|
|
|
static void
|
|
clutter_stage_set_property (GObject *object,
|
|
guint prop_id,
|
|
const GValue *value,
|
|
GParamSpec *pspec)
|
|
{
|
|
ClutterStage *stage = CLUTTER_STAGE (object);
|
|
|
|
switch (prop_id)
|
|
{
|
|
case PROP_COLOR:
|
|
clutter_stage_set_color (stage, clutter_value_get_color (value));
|
|
break;
|
|
|
|
case PROP_OFFSCREEN:
|
|
if (g_value_get_boolean (value))
|
|
g_warning ("Offscreen stages are currently not supported\n");
|
|
break;
|
|
|
|
case PROP_CURSOR_VISIBLE:
|
|
if (g_value_get_boolean (value))
|
|
clutter_stage_show_cursor (stage);
|
|
else
|
|
clutter_stage_hide_cursor (stage);
|
|
break;
|
|
|
|
case PROP_PERSPECTIVE:
|
|
clutter_stage_set_perspective (stage, g_value_get_boxed (value));
|
|
break;
|
|
|
|
case PROP_TITLE:
|
|
clutter_stage_set_title (stage, g_value_get_string (value));
|
|
break;
|
|
|
|
case PROP_USER_RESIZABLE:
|
|
clutter_stage_set_user_resizable (stage, g_value_get_boolean (value));
|
|
break;
|
|
|
|
case PROP_USE_FOG:
|
|
clutter_stage_set_use_fog (stage, g_value_get_boolean (value));
|
|
break;
|
|
|
|
case PROP_FOG:
|
|
clutter_stage_set_fog (stage, g_value_get_boxed (value));
|
|
break;
|
|
|
|
case PROP_USE_ALPHA:
|
|
clutter_stage_set_use_alpha (stage, g_value_get_boolean (value));
|
|
break;
|
|
|
|
case PROP_KEY_FOCUS:
|
|
clutter_stage_set_key_focus (stage, g_value_get_object (value));
|
|
break;
|
|
|
|
case PROP_NO_CLEAR_HINT:
|
|
clutter_stage_set_no_clear_hint (stage, g_value_get_boolean (value));
|
|
break;
|
|
|
|
default:
|
|
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
clutter_stage_get_property (GObject *gobject,
|
|
guint prop_id,
|
|
GValue *value,
|
|
GParamSpec *pspec)
|
|
{
|
|
ClutterStagePrivate *priv = CLUTTER_STAGE (gobject)->priv;
|
|
|
|
switch (prop_id)
|
|
{
|
|
case PROP_COLOR:
|
|
clutter_value_set_color (value, &priv->color);
|
|
break;
|
|
|
|
case PROP_OFFSCREEN:
|
|
g_value_set_boolean (value, FALSE);
|
|
break;
|
|
|
|
case PROP_FULLSCREEN_SET:
|
|
g_value_set_boolean (value, priv->is_fullscreen);
|
|
break;
|
|
|
|
case PROP_CURSOR_VISIBLE:
|
|
g_value_set_boolean (value, priv->is_cursor_visible);
|
|
break;
|
|
|
|
case PROP_PERSPECTIVE:
|
|
g_value_set_boxed (value, &priv->perspective);
|
|
break;
|
|
|
|
case PROP_TITLE:
|
|
g_value_set_string (value, priv->title);
|
|
break;
|
|
|
|
case PROP_USER_RESIZABLE:
|
|
g_value_set_boolean (value, priv->is_user_resizable);
|
|
break;
|
|
|
|
case PROP_USE_FOG:
|
|
g_value_set_boolean (value, priv->use_fog);
|
|
break;
|
|
|
|
case PROP_FOG:
|
|
g_value_set_boxed (value, &priv->fog);
|
|
break;
|
|
|
|
case PROP_USE_ALPHA:
|
|
g_value_set_boolean (value, priv->use_alpha);
|
|
break;
|
|
|
|
case PROP_KEY_FOCUS:
|
|
g_value_set_object (value, priv->key_focused_actor);
|
|
break;
|
|
|
|
case PROP_NO_CLEAR_HINT:
|
|
{
|
|
gboolean hint =
|
|
(priv->stage_hints & CLUTTER_STAGE_NO_CLEAR_ON_PAINT) != 0;
|
|
|
|
g_value_set_boolean (value, hint);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
clutter_stage_dispose (GObject *object)
|
|
{
|
|
ClutterStage *stage = CLUTTER_STAGE (object);
|
|
ClutterStagePrivate *priv = stage->priv;
|
|
ClutterStageManager *stage_manager = clutter_stage_manager_get_default ();
|
|
ClutterMainContext *context;
|
|
GList *l, *next;
|
|
|
|
clutter_actor_hide (CLUTTER_ACTOR (object));
|
|
|
|
_clutter_stage_manager_remove_stage (stage_manager, stage);
|
|
|
|
context = _clutter_context_get_default ();
|
|
|
|
/* Remove any pending events for this stage from the event queue */
|
|
for (l = context->events_queue->head; l; l = next)
|
|
{
|
|
ClutterEvent *event = l->data;
|
|
|
|
next = l->next;
|
|
|
|
if (event->any.stage == stage)
|
|
{
|
|
g_queue_delete_link (context->events_queue, l);
|
|
clutter_event_free (event);
|
|
}
|
|
}
|
|
|
|
if (priv->impl != NULL)
|
|
{
|
|
CLUTTER_NOTE (BACKEND, "Disposing of the stage implementation");
|
|
|
|
g_object_unref (priv->impl);
|
|
priv->impl = NULL;
|
|
}
|
|
|
|
G_OBJECT_CLASS (clutter_stage_parent_class)->dispose (object);
|
|
}
|
|
|
|
static void
|
|
clutter_stage_finalize (GObject *object)
|
|
{
|
|
ClutterStage *stage = CLUTTER_STAGE (object);
|
|
ClutterStagePrivate *priv = stage->priv;
|
|
|
|
g_queue_foreach (priv->event_queue, (GFunc)clutter_event_free, NULL);
|
|
g_queue_free (priv->event_queue);
|
|
|
|
g_free (stage->priv->title);
|
|
|
|
g_array_free (priv->paint_volume_stack, TRUE);
|
|
|
|
G_OBJECT_CLASS (clutter_stage_parent_class)->finalize (object);
|
|
}
|
|
|
|
static void
|
|
clutter_stage_class_init (ClutterStageClass *klass)
|
|
{
|
|
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
|
|
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
|
|
GParamSpec *pspec;
|
|
|
|
gobject_class->set_property = clutter_stage_set_property;
|
|
gobject_class->get_property = clutter_stage_get_property;
|
|
gobject_class->dispose = clutter_stage_dispose;
|
|
gobject_class->finalize = clutter_stage_finalize;
|
|
|
|
actor_class->allocate = clutter_stage_allocate;
|
|
actor_class->get_preferred_width = clutter_stage_get_preferred_width;
|
|
actor_class->get_preferred_height = clutter_stage_get_preferred_height;
|
|
actor_class->paint = clutter_stage_paint;
|
|
actor_class->pick = clutter_stage_pick;
|
|
actor_class->realize = clutter_stage_realize;
|
|
actor_class->unrealize = clutter_stage_unrealize;
|
|
actor_class->show = clutter_stage_show;
|
|
actor_class->hide = clutter_stage_hide;
|
|
actor_class->queue_relayout = clutter_stage_real_queue_relayout;
|
|
actor_class->queue_redraw = clutter_stage_real_queue_redraw;
|
|
actor_class->apply_transform = clutter_stage_real_apply_transform;
|
|
|
|
/**
|
|
* ClutterStage:fullscreen:
|
|
*
|
|
* Whether the stage should be fullscreen or not.
|
|
*
|
|
* This property is set by calling clutter_stage_set_fullscreen()
|
|
* but since the actual implementation is delegated to the backend
|
|
* you should connect to the notify::fullscreen-set signal in order
|
|
* to get notification if the fullscreen state has been successfully
|
|
* achieved.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
pspec = g_param_spec_boolean ("fullscreen-set",
|
|
P_("Fullscreen Set"),
|
|
P_("Whether the main stage is fullscreen"),
|
|
FALSE,
|
|
CLUTTER_PARAM_READABLE);
|
|
g_object_class_install_property (gobject_class,
|
|
PROP_FULLSCREEN_SET,
|
|
pspec);
|
|
/**
|
|
* ClutterStage:offscreen:
|
|
*
|
|
* Whether the stage should be rendered in an offscreen buffer.
|
|
*
|
|
* <warning><para>Not every backend supports redirecting the
|
|
* stage to an offscreen buffer. This property might not work
|
|
* and it might be deprecated at any later date.</para></warning>
|
|
*/
|
|
pspec = g_param_spec_boolean ("offscreen",
|
|
P_("Offscreen"),
|
|
P_("Whether the main stage should be rendered offscreen"),
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (gobject_class,
|
|
PROP_OFFSCREEN,
|
|
pspec);
|
|
/**
|
|
* ClutterStage:cursor-visible:
|
|
*
|
|
* Whether the mouse pointer should be visible
|
|
*/
|
|
pspec = g_param_spec_boolean ("cursor-visible",
|
|
P_("Cursor Visible"),
|
|
P_("Whether the mouse pointer is visible on the main stage"),
|
|
TRUE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (gobject_class,
|
|
PROP_CURSOR_VISIBLE,
|
|
pspec);
|
|
/**
|
|
* ClutterStage:user-resizable:
|
|
*
|
|
* Whether the stage is resizable via user interaction.
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
pspec = g_param_spec_boolean ("user-resizable",
|
|
P_("User Resizable"),
|
|
P_("Whether the stage is able to be resized via user interaction"),
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (gobject_class,
|
|
PROP_USER_RESIZABLE,
|
|
pspec);
|
|
/**
|
|
* ClutterStage:color:
|
|
*
|
|
* The color of the main stage.
|
|
*/
|
|
pspec = clutter_param_spec_color ("color",
|
|
P_("Color"),
|
|
P_("The color of the stage"),
|
|
&default_stage_color,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (gobject_class, PROP_COLOR, pspec);
|
|
|
|
/**
|
|
* ClutterStage:perspective:
|
|
*
|
|
* The parameters used for the perspective projection from 3D
|
|
* coordinates to 2D
|
|
*
|
|
* Since: 0.8.2
|
|
*/
|
|
pspec = g_param_spec_boxed ("perspective",
|
|
P_("Perspective"),
|
|
P_("Perspective projection parameters"),
|
|
CLUTTER_TYPE_PERSPECTIVE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (gobject_class,
|
|
PROP_PERSPECTIVE,
|
|
pspec);
|
|
|
|
/**
|
|
* ClutterStage:title:
|
|
*
|
|
* The stage's title - usually displayed in stage windows title decorations.
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
pspec = g_param_spec_string ("title",
|
|
P_("Title"),
|
|
P_("Stage Title"),
|
|
NULL,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (gobject_class, PROP_TITLE, pspec);
|
|
|
|
/**
|
|
* ClutterStage:use-fog:
|
|
*
|
|
* Whether the stage should use a linear GL "fog" in creating the
|
|
* depth-cueing effect, to enhance the perception of depth by fading
|
|
* actors farther from the viewpoint.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
pspec = g_param_spec_boolean ("use-fog",
|
|
P_("Use Fog"),
|
|
P_("Whether to enable depth cueing"),
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (gobject_class, PROP_USE_FOG, pspec);
|
|
|
|
/**
|
|
* ClutterStage:fog:
|
|
*
|
|
* The settings for the GL "fog", used only if #ClutterStage:use-fog
|
|
* is set to %TRUE
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
pspec = g_param_spec_boxed ("fog",
|
|
P_("Fog"),
|
|
P_("Settings for the depth cueing"),
|
|
CLUTTER_TYPE_FOG,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (gobject_class, PROP_FOG, pspec);
|
|
|
|
/**
|
|
* ClutterStage:use-alpha:
|
|
*
|
|
* Whether the #ClutterStage should honour the alpha component of the
|
|
* #ClutterStage:color property when painting. If Clutter is run under
|
|
* a compositing manager this will result in the stage being blended
|
|
* with the underlying window(s)
|
|
*
|
|
* Since: 1.2
|
|
*/
|
|
pspec = g_param_spec_boolean ("use-alpha",
|
|
P_("Use Alpha"),
|
|
P_("Whether to honour the alpha component of the stage color"),
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (gobject_class, PROP_USE_ALPHA, pspec);
|
|
|
|
/**
|
|
* ClutterStage:key-focus:
|
|
*
|
|
* The #ClutterActor that will receive key events from the underlying
|
|
* windowing system.
|
|
*
|
|
* If %NULL, the #ClutterStage will receive the events.
|
|
*
|
|
* Since: 1.2
|
|
*/
|
|
pspec = g_param_spec_object ("key-focus",
|
|
P_("Key Focus"),
|
|
P_("The currently key focused actor"),
|
|
CLUTTER_TYPE_ACTOR,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (gobject_class, PROP_KEY_FOCUS, pspec);
|
|
|
|
/**
|
|
* ClutterStage:no-clear-hint:
|
|
*
|
|
* Whether or not the #ClutterStage should clear its contents
|
|
* before each paint cycle.
|
|
*
|
|
* See clutter_stage_set_no_clear_hint() for further information.
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
pspec = g_param_spec_boolean ("no-clear-hint",
|
|
P_("No Clear Hint"),
|
|
P_("Whether the stage should clear its contents"),
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (gobject_class, PROP_NO_CLEAR_HINT, pspec);
|
|
|
|
/**
|
|
* ClutterStage::fullscreen
|
|
* @stage: the stage which was fullscreened
|
|
*
|
|
* The ::fullscreen signal is emitted when the stage is made fullscreen.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
stage_signals[FULLSCREEN] =
|
|
g_signal_new (I_("fullscreen"),
|
|
G_TYPE_FROM_CLASS (gobject_class),
|
|
G_SIGNAL_RUN_FIRST,
|
|
G_STRUCT_OFFSET (ClutterStageClass, fullscreen),
|
|
NULL, NULL,
|
|
_clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
/**
|
|
* ClutterStage::unfullscreen
|
|
* @stage: the stage which has left a fullscreen state.
|
|
*
|
|
* The ::unfullscreen signal is emitted when the stage leaves a fullscreen
|
|
* state.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
stage_signals[UNFULLSCREEN] =
|
|
g_signal_new (I_("unfullscreen"),
|
|
G_TYPE_FROM_CLASS (gobject_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterStageClass, unfullscreen),
|
|
NULL, NULL,
|
|
_clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
/**
|
|
* ClutterStage::activate
|
|
* @stage: the stage which was activated
|
|
*
|
|
* The ::activate signal is emitted when the stage receives key focus
|
|
* from the underlying window system.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
stage_signals[ACTIVATE] =
|
|
g_signal_new (I_("activate"),
|
|
G_TYPE_FROM_CLASS (gobject_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterStageClass, activate),
|
|
NULL, NULL,
|
|
_clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
/**
|
|
* ClutterStage::deactivate
|
|
* @stage: the stage which was deactivated
|
|
*
|
|
* The ::activate signal is emitted when the stage loses key focus
|
|
* from the underlying window system.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
stage_signals[DEACTIVATE] =
|
|
g_signal_new (I_("deactivate"),
|
|
G_TYPE_FROM_CLASS (gobject_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterStageClass, deactivate),
|
|
NULL, NULL,
|
|
_clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
|
|
/**
|
|
* ClutterStage::delete-event:
|
|
* @stage: the stage that received the event
|
|
* @event: a #ClutterEvent of type %CLUTTER_DELETE
|
|
*
|
|
* The ::delete-event signal is emitted when the user closes a
|
|
* #ClutterStage window using the window controls.
|
|
*
|
|
* Clutter by default will call clutter_main_quit() if @stage is
|
|
* the default stage, and clutter_actor_destroy() for any other
|
|
* stage.
|
|
*
|
|
* It is possible to override the default behaviour by connecting
|
|
* a new handler and returning %TRUE there.
|
|
*
|
|
* <note>This signal is emitted only on Clutter backends that
|
|
* embed #ClutterStage in native windows. It is not emitted for
|
|
* backends that use a static frame buffer.</note>
|
|
*
|
|
* Since: 1.2
|
|
*/
|
|
stage_signals[DELETE_EVENT] =
|
|
g_signal_new (I_("delete-event"),
|
|
G_TYPE_FROM_CLASS (gobject_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterStageClass, delete_event),
|
|
_clutter_boolean_handled_accumulator, NULL,
|
|
_clutter_marshal_BOOLEAN__BOXED,
|
|
G_TYPE_BOOLEAN, 1,
|
|
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
|
|
|
|
klass->fullscreen = clutter_stage_real_fullscreen;
|
|
klass->activate = clutter_stage_real_activate;
|
|
klass->deactivate = clutter_stage_real_deactivate;
|
|
klass->delete_event = clutter_stage_real_delete_event;
|
|
|
|
g_type_class_add_private (gobject_class, sizeof (ClutterStagePrivate));
|
|
}
|
|
|
|
static void
|
|
clutter_stage_notify_min_size (ClutterStage *self)
|
|
{
|
|
self->priv->min_size_changed = TRUE;
|
|
}
|
|
|
|
static void
|
|
clutter_stage_init (ClutterStage *self)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
ClutterBackend *backend;
|
|
ClutterGeometry geom;
|
|
|
|
/* a stage is a top-level object */
|
|
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IS_TOPLEVEL);
|
|
|
|
self->priv = priv = CLUTTER_STAGE_GET_PRIVATE (self);
|
|
|
|
CLUTTER_NOTE (BACKEND, "Creating stage from the default backend");
|
|
backend = clutter_get_default_backend ();
|
|
priv->impl = _clutter_backend_create_stage (backend, self, NULL);
|
|
if (!priv->impl)
|
|
{
|
|
g_warning ("Unable to create a new stage, falling back to the "
|
|
"default stage.");
|
|
priv->impl = _clutter_stage_get_default_window ();
|
|
|
|
/* at this point we must have a default stage, or we're screwed */
|
|
g_assert (priv->impl != NULL);
|
|
}
|
|
|
|
priv->event_queue = g_queue_new ();
|
|
|
|
priv->is_fullscreen = FALSE;
|
|
priv->is_user_resizable = FALSE;
|
|
priv->is_cursor_visible = TRUE;
|
|
priv->use_fog = FALSE;
|
|
priv->throttle_motion_events = TRUE;
|
|
priv->min_size_changed = FALSE;
|
|
|
|
priv->color = default_stage_color;
|
|
|
|
priv->perspective.fovy = 60.0; /* 60 Degrees */
|
|
priv->perspective.aspect = 1.0;
|
|
priv->perspective.z_near = 0.1;
|
|
priv->perspective.z_far = 100.0;
|
|
|
|
cogl_matrix_init_identity (&priv->projection);
|
|
cogl_matrix_perspective (&priv->projection,
|
|
priv->perspective.fovy,
|
|
priv->perspective.aspect,
|
|
priv->perspective.z_near,
|
|
priv->perspective.z_far);
|
|
|
|
/* depth cueing */
|
|
priv->fog.z_near = 1.0;
|
|
priv->fog.z_far = 2.0;
|
|
|
|
priv->relayout_pending = TRUE;
|
|
|
|
clutter_actor_set_reactive (CLUTTER_ACTOR (self), TRUE);
|
|
clutter_stage_set_title (self, g_get_prgname ());
|
|
clutter_stage_set_key_focus (self, NULL);
|
|
|
|
g_signal_connect (self, "notify::min-width",
|
|
G_CALLBACK (clutter_stage_notify_min_size), NULL);
|
|
g_signal_connect (self, "notify::min-height",
|
|
G_CALLBACK (clutter_stage_notify_min_size), NULL);
|
|
|
|
_clutter_stage_window_get_geometry (priv->impl, &geom);
|
|
_clutter_stage_set_viewport (self, 0, 0, geom.width, geom.height);
|
|
|
|
_clutter_stage_set_pick_buffer_valid (self, FALSE);
|
|
_clutter_stage_reset_picks_per_frame_counter (self);
|
|
|
|
priv->paint_volume_stack =
|
|
g_array_new (FALSE, FALSE, sizeof (ClutterPaintVolume));
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_default:
|
|
*
|
|
* Returns the main stage. The default #ClutterStage is a singleton,
|
|
* so the stage will be created the first time this function is
|
|
* called (typically, inside clutter_init()); all the subsequent
|
|
* calls to clutter_stage_get_default() will return the same instance.
|
|
*
|
|
* Clutter guarantess the existence of the default stage.
|
|
*
|
|
* Return value: (transfer none): the main #ClutterStage. You should never
|
|
* destroy or unref the returned actor.
|
|
*/
|
|
ClutterActor *
|
|
clutter_stage_get_default (void)
|
|
{
|
|
ClutterStageManager *stage_manager = clutter_stage_manager_get_default ();
|
|
ClutterStage *stage;
|
|
|
|
stage = clutter_stage_manager_get_default_stage (stage_manager);
|
|
if (G_UNLIKELY (stage == NULL))
|
|
{
|
|
/* This will take care of automatically adding the stage to the
|
|
* stage manager and setting it as the default. Its floating
|
|
* reference will be claimed by the stage manager.
|
|
*/
|
|
stage = g_object_new (CLUTTER_TYPE_STAGE, NULL);
|
|
_clutter_stage_manager_set_default_stage (stage_manager, stage);
|
|
|
|
/* the default stage is realized by default */
|
|
clutter_actor_realize (CLUTTER_ACTOR (stage));
|
|
}
|
|
|
|
return CLUTTER_ACTOR (stage);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_color:
|
|
* @stage: A #ClutterStage
|
|
* @color: A #ClutterColor
|
|
*
|
|
* Sets the stage color.
|
|
*/
|
|
void
|
|
clutter_stage_set_color (ClutterStage *stage,
|
|
const ClutterColor *color)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (color != NULL);
|
|
|
|
priv = stage->priv;
|
|
|
|
priv->color = *color;
|
|
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
|
|
|
g_object_notify (G_OBJECT (stage), "color");
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_color:
|
|
* @stage: A #ClutterStage
|
|
* @color: return location for a #ClutterColor
|
|
*
|
|
* Retrieves the stage color.
|
|
*/
|
|
void
|
|
clutter_stage_get_color (ClutterStage *stage,
|
|
ClutterColor *color)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (color != NULL);
|
|
|
|
priv = stage->priv;
|
|
|
|
*color = priv->color;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_perspective:
|
|
* @stage: A #ClutterStage
|
|
* @perspective: A #ClutterPerspective
|
|
*
|
|
* Sets the stage perspective.
|
|
*/
|
|
void
|
|
clutter_stage_set_perspective (ClutterStage *stage,
|
|
ClutterPerspective *perspective)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (perspective != NULL);
|
|
g_return_if_fail (perspective->z_far - perspective->z_near != 0);
|
|
|
|
priv = stage->priv;
|
|
|
|
if (priv->perspective.fovy == perspective->fovy &&
|
|
priv->perspective.aspect == perspective->aspect &&
|
|
priv->perspective.z_near == perspective->z_near &&
|
|
priv->perspective.z_far == perspective->z_far)
|
|
return;
|
|
|
|
priv->perspective = *perspective;
|
|
|
|
cogl_matrix_init_identity (&priv->projection);
|
|
cogl_matrix_perspective (&priv->projection,
|
|
priv->perspective.fovy,
|
|
priv->perspective.aspect,
|
|
priv->perspective.z_near,
|
|
priv->perspective.z_far);
|
|
|
|
priv->dirty_projection = TRUE;
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_perspective:
|
|
* @stage: A #ClutterStage
|
|
* @perspective: (out caller-allocates) (allow-none): return location for a
|
|
* #ClutterPerspective
|
|
*
|
|
* Retrieves the stage perspective.
|
|
*/
|
|
void
|
|
clutter_stage_get_perspective (ClutterStage *stage,
|
|
ClutterPerspective *perspective)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (perspective != NULL);
|
|
|
|
*perspective = stage->priv->perspective;
|
|
}
|
|
|
|
/*
|
|
* clutter_stage_get_projection_matrix:
|
|
* @stage: A #ClutterStage
|
|
* @projection: return location for a #CoglMatrix representing the
|
|
* perspective projection applied to actors on the given
|
|
* @stage.
|
|
*
|
|
* Retrieves the @stage's projection matrix. This is derived from the
|
|
* current perspective set using clutter_stage_set_perspective().
|
|
*
|
|
* Since: 1.6
|
|
*/
|
|
void
|
|
_clutter_stage_get_projection_matrix (ClutterStage *stage,
|
|
CoglMatrix *projection)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (projection != NULL);
|
|
|
|
*projection = stage->priv->projection;
|
|
}
|
|
|
|
/* This simply provides a simple mechanism for us to ensure that
|
|
* the projection matrix gets re-asserted before painting.
|
|
*
|
|
* This is used when switching between multiple stages */
|
|
void
|
|
_clutter_stage_dirty_projection (ClutterStage *stage)
|
|
{
|
|
stage->priv->dirty_projection = TRUE;
|
|
}
|
|
|
|
/*
|
|
* clutter_stage_set_viewport:
|
|
* @stage: A #ClutterStage
|
|
* @x: The X postition to render the stage at, in window coordinates
|
|
* @y: The Y position to render the stage at, in window coordinates
|
|
* @width: The width to render the stage at, in window coordinates
|
|
* @height: The height to render the stage at, in window coordinates
|
|
*
|
|
* Sets the stage viewport. The viewport defines a final scale and
|
|
* translation of your rendered stage and actors. This lets you render
|
|
* your stage into a subregion of the stage window or you could use it to
|
|
* pan a subregion of the stage if your stage window is smaller then
|
|
* the stage. (XXX: currently this isn't possible)
|
|
*
|
|
* Unlike a scale and translation done using the modelview matrix this
|
|
* is done after everything has had perspective projection applied, so
|
|
* for example if you were to pan across a subregion of the stage using
|
|
* the viewport then you would not see a change in perspective for the
|
|
* actors on the stage.
|
|
*
|
|
* Normally the stage viewport will automatically track the size of the
|
|
* stage window with no offset so the stage will fill your window. This
|
|
* behaviour can be changed with the "viewport-mimics-window" property
|
|
* which will automatically be set to FALSE if you use this API. If
|
|
* you want to revert to the original behaviour then you should set
|
|
* this property back to %TRUE using
|
|
* clutter_stage_set_viewport_mimics_window().
|
|
* (XXX: If we were to make this API public then we might want to do
|
|
* add that property.)
|
|
*
|
|
* Since: 1.6
|
|
*/
|
|
void
|
|
_clutter_stage_set_viewport (ClutterStage *stage,
|
|
int x,
|
|
int y,
|
|
int width,
|
|
int height)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
|
|
if (x == priv->viewport[0] &&
|
|
y == priv->viewport[1] &&
|
|
width == priv->viewport[2] &&
|
|
height == priv->viewport[3])
|
|
return;
|
|
|
|
priv->viewport[0] = x;
|
|
priv->viewport[1] = y;
|
|
priv->viewport[2] = width;
|
|
priv->viewport[3] = height;
|
|
|
|
priv->dirty_viewport = TRUE;
|
|
|
|
queue_full_redraw (stage);
|
|
}
|
|
|
|
/* This simply provides a simple mechanism for us to ensure that
|
|
* the viewport gets re-asserted before next painting.
|
|
*
|
|
* This is used when switching between multiple stages */
|
|
void
|
|
_clutter_stage_dirty_viewport (ClutterStage *stage)
|
|
{
|
|
stage->priv->dirty_viewport = TRUE;
|
|
}
|
|
|
|
/*
|
|
* clutter_stage_get_viewport:
|
|
* @stage: A #ClutterStage
|
|
* @x: A location for the X position where the stage is rendered,
|
|
* in window coordinates.
|
|
* @y: A location for the Y position where the stage is rendered,
|
|
* in window coordinates.
|
|
* @width: A location for the width the stage is rendered at,
|
|
* in window coordinates.
|
|
* @height: A location for the height the stage is rendered at,
|
|
* in window coordinates.
|
|
*
|
|
* Returns the viewport offset and size set using
|
|
* clutter_stage_set_viewport() or if the "viewport-mimics-window" property
|
|
* is TRUE then @x and @y will be set to 0 and @width and @height will equal
|
|
* the width if the stage window.
|
|
*
|
|
* Since: 1.6
|
|
*/
|
|
void
|
|
_clutter_stage_get_viewport (ClutterStage *stage,
|
|
int *x,
|
|
int *y,
|
|
int *width,
|
|
int *height)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
*x = priv->viewport[0];
|
|
*y = priv->viewport[1];
|
|
*width = priv->viewport[2];
|
|
*height = priv->viewport[3];
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_fullscreen:
|
|
* @stage: a #ClutterStage
|
|
* @fullscreen: %TRUE to to set the stage fullscreen
|
|
*
|
|
* Asks to place the stage window in the fullscreen or unfullscreen
|
|
* states.
|
|
*
|
|
( Note that you shouldn't assume the window is definitely full screen
|
|
* afterward, because other entities (e.g. the user or window manager)
|
|
* could unfullscreen it again, and not all window managers honor
|
|
* requests to fullscreen windows.
|
|
*
|
|
* If you want to receive notification of the fullscreen state you
|
|
* should either use the #ClutterStage::fullscreen and
|
|
* #ClutterStage::unfullscreen signals, or use the notify signal
|
|
* for the #ClutterStage:fullscreen-set property
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_stage_set_fullscreen (ClutterStage *stage,
|
|
gboolean fullscreen)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
if (priv->is_fullscreen != fullscreen)
|
|
{
|
|
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
|
|
ClutterStageWindowIface *iface;
|
|
|
|
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
|
|
|
|
/* Only set if backend implements.
|
|
*
|
|
* Also see clutter_stage_event() for setting priv->is_fullscreen
|
|
* on state change event.
|
|
*/
|
|
if (iface->set_fullscreen)
|
|
iface->set_fullscreen (impl, fullscreen);
|
|
}
|
|
|
|
/* If the backend did fullscreen the stage window then we need to resize
|
|
* the stage and update its viewport so we queue a relayout. Note: if the
|
|
* fullscreen request is handled asynchronously we can't rely on this
|
|
* queue_relayout to update the viewport, but for example the X backend
|
|
* will recieve a ConfigureNotify after a successful resize which is how
|
|
* we ensure the viewport is updated on X.
|
|
*/
|
|
clutter_actor_queue_relayout (CLUTTER_ACTOR (stage));
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_fullscreen:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Retrieves whether the stage is full screen or not
|
|
*
|
|
* Return value: %TRUE if the stage is full screen
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
gboolean
|
|
clutter_stage_get_fullscreen (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
|
|
return stage->priv->is_fullscreen;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_user_resizable:
|
|
* @stage: a #ClutterStage
|
|
* @resizable: whether the stage should be user resizable.
|
|
*
|
|
* Sets if the stage is resizable by user interaction (e.g. via
|
|
* window manager controls)
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
void
|
|
clutter_stage_set_user_resizable (ClutterStage *stage,
|
|
gboolean resizable)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
if (clutter_feature_available (CLUTTER_FEATURE_STAGE_USER_RESIZE)
|
|
&& priv->is_user_resizable != resizable)
|
|
{
|
|
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
|
|
ClutterStageWindowIface *iface;
|
|
|
|
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
|
|
if (iface->set_user_resizable)
|
|
{
|
|
priv->is_user_resizable = resizable;
|
|
|
|
iface->set_user_resizable (impl, resizable);
|
|
|
|
g_object_notify (G_OBJECT (stage), "user-resizable");
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_user_resizable:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Retrieves the value set with clutter_stage_set_user_resizable().
|
|
*
|
|
* Return value: %TRUE if the stage is resizable by the user.
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
gboolean
|
|
clutter_stage_get_user_resizable (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
|
|
return stage->priv->is_user_resizable;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_show_cursor:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Shows the cursor on the stage window
|
|
*/
|
|
void
|
|
clutter_stage_show_cursor (ClutterStage *stage)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
if (!priv->is_cursor_visible)
|
|
{
|
|
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
|
|
ClutterStageWindowIface *iface;
|
|
|
|
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
|
|
if (iface->set_cursor_visible)
|
|
{
|
|
priv->is_cursor_visible = TRUE;
|
|
|
|
iface->set_cursor_visible (impl, TRUE);
|
|
|
|
g_object_notify (G_OBJECT (stage), "cursor-visible");
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_hide_cursor:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Makes the cursor invisible on the stage window
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
void
|
|
clutter_stage_hide_cursor (ClutterStage *stage)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
if (priv->is_cursor_visible)
|
|
{
|
|
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
|
|
ClutterStageWindowIface *iface;
|
|
|
|
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
|
|
if (iface->set_cursor_visible)
|
|
{
|
|
priv->is_cursor_visible = FALSE;
|
|
|
|
iface->set_cursor_visible (impl, FALSE);
|
|
|
|
g_object_notify (G_OBJECT (stage), "cursor-visible");
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_read_pixels:
|
|
* @stage: A #ClutterStage
|
|
* @x: x coordinate of the first pixel that is read from stage
|
|
* @y: y coordinate of the first pixel that is read from stage
|
|
* @width: Width dimention of pixels to be read, or -1 for the
|
|
* entire stage width
|
|
* @height: Height dimention of pixels to be read, or -1 for the
|
|
* entire stage height
|
|
*
|
|
* Makes a screenshot of the stage in RGBA 8bit data, returns a
|
|
* linear buffer with @width * 4 as rowstride.
|
|
*
|
|
* The alpha data contained in the returned buffer is driver-dependent,
|
|
* and not guaranteed to hold any sensible value.
|
|
*
|
|
* Return value: a pointer to newly allocated memory with the buffer
|
|
* or %NULL if the read failed. Use g_free() on the returned data
|
|
* to release the resources it has allocated.
|
|
*/
|
|
guchar *
|
|
clutter_stage_read_pixels (ClutterStage *stage,
|
|
gint x,
|
|
gint y,
|
|
gint width,
|
|
gint height)
|
|
{
|
|
guchar *pixels;
|
|
GLint viewport[4];
|
|
gint rowstride;
|
|
gint stage_width, stage_height;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
|
|
|
|
/* according to glReadPixels documentation pixels outside the viewport are
|
|
* undefined, but no error should be provoked, thus this is probably unnneed.
|
|
*/
|
|
g_return_val_if_fail (x >= 0 && y >= 0, NULL);
|
|
|
|
/* Force a redraw of the stage before reading back pixels */
|
|
clutter_stage_ensure_current (stage);
|
|
clutter_actor_paint (CLUTTER_ACTOR (stage));
|
|
|
|
glGetIntegerv (GL_VIEWPORT, viewport);
|
|
stage_width = viewport[2];
|
|
stage_height = viewport[3];
|
|
|
|
if (width < 0 || width > stage_width)
|
|
width = stage_width;
|
|
|
|
if (height < 0 || height > stage_height)
|
|
height = stage_height;
|
|
|
|
rowstride = width * 4;
|
|
|
|
pixels = g_malloc (height * rowstride);
|
|
|
|
cogl_read_pixels (x, y, width, height,
|
|
COGL_READ_PIXELS_COLOR_BUFFER,
|
|
COGL_PIXEL_FORMAT_RGBA_8888,
|
|
pixels);
|
|
|
|
return pixels;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_actor_at_pos:
|
|
* @stage: a #ClutterStage
|
|
* @pick_mode: how the scene graph should be painted
|
|
* @x: X coordinate to check
|
|
* @y: Y coordinate to check
|
|
*
|
|
* Checks the scene at the coordinates @x and @y and returns a pointer
|
|
* to the #ClutterActor at those coordinates.
|
|
*
|
|
* By using @pick_mode it is possible to control which actors will be
|
|
* painted and thus available.
|
|
*
|
|
* Return value: (transfer none): the actor at the specified coordinates,
|
|
* if any
|
|
*/
|
|
ClutterActor *
|
|
clutter_stage_get_actor_at_pos (ClutterStage *stage,
|
|
ClutterPickMode pick_mode,
|
|
gint x,
|
|
gint y)
|
|
{
|
|
return _clutter_do_pick (stage, x, y, pick_mode);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_event:
|
|
* @stage: a #ClutterStage
|
|
* @event: a #ClutterEvent
|
|
*
|
|
* This function is used to emit an event on the main stage.
|
|
*
|
|
* You should rarely need to use this function, except for
|
|
* synthetised events.
|
|
*
|
|
* Return value: the return value from the signal emission
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
gboolean
|
|
clutter_stage_event (ClutterStage *stage,
|
|
ClutterEvent *event)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
g_return_val_if_fail (event != NULL, FALSE);
|
|
|
|
priv = stage->priv;
|
|
|
|
if (event->type == CLUTTER_DELETE)
|
|
{
|
|
gboolean retval = FALSE;
|
|
|
|
g_signal_emit_by_name (stage, "event", event, &retval);
|
|
|
|
if (!retval)
|
|
g_signal_emit_by_name (stage, "delete-event", event, &retval);
|
|
|
|
return retval;
|
|
}
|
|
|
|
if (event->type != CLUTTER_STAGE_STATE)
|
|
return FALSE;
|
|
|
|
/* emit raw event */
|
|
if (clutter_actor_event (CLUTTER_ACTOR (stage), event, FALSE))
|
|
return TRUE;
|
|
|
|
if (event->stage_state.changed_mask & CLUTTER_STAGE_STATE_FULLSCREEN)
|
|
{
|
|
if (event->stage_state.new_state & CLUTTER_STAGE_STATE_FULLSCREEN)
|
|
{
|
|
priv->is_fullscreen = TRUE;
|
|
g_signal_emit (stage, stage_signals[FULLSCREEN], 0);
|
|
|
|
g_object_notify (G_OBJECT (stage), "fullscreen-set");
|
|
}
|
|
else
|
|
{
|
|
priv->is_fullscreen = FALSE;
|
|
g_signal_emit (stage, stage_signals[UNFULLSCREEN], 0);
|
|
|
|
g_object_notify (G_OBJECT (stage), "fullscreen-set");
|
|
}
|
|
}
|
|
|
|
if (event->stage_state.changed_mask & CLUTTER_STAGE_STATE_ACTIVATED)
|
|
{
|
|
if (event->stage_state.new_state & CLUTTER_STAGE_STATE_ACTIVATED)
|
|
g_signal_emit (stage, stage_signals[ACTIVATE], 0);
|
|
else
|
|
g_signal_emit (stage, stage_signals[DEACTIVATE], 0);
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_title
|
|
* @stage: A #ClutterStage
|
|
* @title: A utf8 string for the stage windows title.
|
|
*
|
|
* Sets the stage title.
|
|
*
|
|
* Since: 0.4
|
|
**/
|
|
void
|
|
clutter_stage_set_title (ClutterStage *stage,
|
|
const gchar *title)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
ClutterStageWindow *impl;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
g_free (priv->title);
|
|
priv->title = g_strdup (title);
|
|
|
|
impl = CLUTTER_STAGE_WINDOW (priv->impl);
|
|
if (CLUTTER_STAGE_WINDOW_GET_IFACE(impl)->set_title != NULL)
|
|
CLUTTER_STAGE_WINDOW_GET_IFACE (impl)->set_title (impl, priv->title);
|
|
|
|
g_object_notify (G_OBJECT (stage), "title");
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_title
|
|
* @stage: A #ClutterStage
|
|
*
|
|
* Gets the stage title.
|
|
*
|
|
* Return value: pointer to the title string for the stage. The
|
|
* returned string is owned by the actor and should not
|
|
* be modified or freed.
|
|
*
|
|
* Since: 0.4
|
|
**/
|
|
G_CONST_RETURN gchar *
|
|
clutter_stage_get_title (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
|
|
|
|
return stage->priv->title;
|
|
}
|
|
|
|
static void
|
|
on_key_focused_weak_notify (gpointer data,
|
|
GObject *where_the_object_was)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
ClutterStage *stage = CLUTTER_STAGE (data);
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
priv->key_focused_actor = NULL;
|
|
|
|
/* focused actor has dissapeared - fall back to stage
|
|
* FIXME: need some kind of signal dance/block here.
|
|
*/
|
|
clutter_stage_set_key_focus (stage, NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_key_focus:
|
|
* @stage: the #ClutterStage
|
|
* @actor: (allow-none): the actor to set key focus to, or %NULL
|
|
*
|
|
* Sets the key focus on @actor. An actor with key focus will receive
|
|
* all the key events. If @actor is %NULL, the stage will receive
|
|
* focus.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_stage_set_key_focus (ClutterStage *stage,
|
|
ClutterActor *actor)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor));
|
|
|
|
priv = stage->priv;
|
|
|
|
if (priv->key_focused_actor == actor)
|
|
return;
|
|
|
|
if (priv->key_focused_actor)
|
|
{
|
|
ClutterActor *old_focused_actor;
|
|
|
|
old_focused_actor = priv->key_focused_actor;
|
|
|
|
/* set key_focused_actor to NULL before emitting the signal or someone
|
|
* might hide the previously focused actor in the signal handler and we'd
|
|
* get re-entrant call and get glib critical from g_object_weak_unref
|
|
*/
|
|
|
|
g_object_weak_unref (G_OBJECT (priv->key_focused_actor),
|
|
on_key_focused_weak_notify,
|
|
stage);
|
|
|
|
priv->key_focused_actor = NULL;
|
|
|
|
g_signal_emit_by_name (old_focused_actor, "key-focus-out");
|
|
}
|
|
else
|
|
g_signal_emit_by_name (stage, "key-focus-out");
|
|
|
|
/* Note, if someone changes key focus in focus-out signal handler we'd be
|
|
* overriding the latter call below moving the focus where it was originally
|
|
* intended. The order of events would be:
|
|
* 1st focus-out, 2nd focus-out (on stage), 2nd focus-in, 1st focus-in
|
|
*/
|
|
|
|
if (actor)
|
|
{
|
|
priv->key_focused_actor = actor;
|
|
|
|
g_object_weak_ref (G_OBJECT (actor),
|
|
on_key_focused_weak_notify,
|
|
stage);
|
|
g_signal_emit_by_name (priv->key_focused_actor, "key-focus-in");
|
|
}
|
|
else
|
|
g_signal_emit_by_name (stage, "key-focus-in");
|
|
|
|
g_object_notify (G_OBJECT (stage), "key-focus");
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_key_focus:
|
|
* @stage: the #ClutterStage
|
|
*
|
|
* Retrieves the actor that is currently under key focus.
|
|
*
|
|
* Return value: (transfer none): the actor with key focus, or the stage
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
ClutterActor *
|
|
clutter_stage_get_key_focus (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
|
|
|
|
if (stage->priv->key_focused_actor)
|
|
return stage->priv->key_focused_actor;
|
|
|
|
return CLUTTER_ACTOR (stage);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_use_fog:
|
|
* @stage: the #ClutterStage
|
|
*
|
|
* Gets whether the depth cueing effect is enabled on @stage.
|
|
*
|
|
* Return value: %TRUE if the the depth cueing effect is enabled
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
gboolean
|
|
clutter_stage_get_use_fog (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
|
|
return stage->priv->use_fog;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_use_fog:
|
|
* @stage: the #ClutterStage
|
|
* @fog: %TRUE for enabling the depth cueing effect
|
|
*
|
|
* Sets whether the depth cueing effect on the stage should be enabled
|
|
* or not.
|
|
*
|
|
* Depth cueing is a 3D effect that makes actors farther away from the
|
|
* viewing point less opaque, by fading them with the stage color.
|
|
|
|
* The parameters of the GL fog used can be changed using the
|
|
* clutter_stage_set_fog() function.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_stage_set_use_fog (ClutterStage *stage,
|
|
gboolean fog)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
if (priv->use_fog != fog)
|
|
{
|
|
priv->use_fog = fog;
|
|
|
|
CLUTTER_NOTE (MISC, "%s depth-cueing inside stage",
|
|
priv->use_fog ? "enabling" : "disabling");
|
|
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
|
|
|
g_object_notify (G_OBJECT (stage), "use-fog");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_fog:
|
|
* @stage: the #ClutterStage
|
|
* @fog: a #ClutterFog structure
|
|
*
|
|
* Sets the fog (also known as "depth cueing") settings for the @stage.
|
|
*
|
|
* A #ClutterStage will only use a linear fog progression, which
|
|
* depends solely on the distance from the viewer. The cogl_set_fog()
|
|
* function in COGL exposes more of the underlying implementation,
|
|
* and allows changing the for progression function. It can be directly
|
|
* used by disabling the #ClutterStage:use-fog property and connecting
|
|
* a signal handler to the #ClutterActor::paint signal on the @stage,
|
|
* like:
|
|
*
|
|
* |[
|
|
* clutter_stage_set_use_fog (stage, FALSE);
|
|
* g_signal_connect (stage, "paint", G_CALLBACK (on_stage_paint), NULL);
|
|
* ]|
|
|
*
|
|
* The paint signal handler will call cogl_set_fog() with the
|
|
* desired settings:
|
|
*
|
|
* |[
|
|
* static void
|
|
* on_stage_paint (ClutterActor *actor)
|
|
* {
|
|
* ClutterColor stage_color = { 0, };
|
|
* CoglColor fog_color = { 0, };
|
|
*
|
|
* /* set the fog color to the stage background color */
|
|
* clutter_stage_get_color (CLUTTER_STAGE (actor), &stage_color);
|
|
* cogl_color_init_from_4ub (&fog_color,
|
|
* stage_color.red,
|
|
* stage_color.green,
|
|
* stage_color.blue,
|
|
* stage_color.alpha);
|
|
*
|
|
* /* enable fog */
|
|
* cogl_set_fog (&fog_color,
|
|
* COGL_FOG_MODE_EXPONENTIAL, /* mode */
|
|
* 0.5, /* density */
|
|
* 5.0, 30.0); /* z_near and z_far */
|
|
* }
|
|
* ]|
|
|
*
|
|
* <note>The fogging functions only work correctly when the visible actors use
|
|
* unmultiplied alpha colors. By default Cogl will premultiply textures and
|
|
* cogl_set_source_color() will premultiply colors, so unless you explicitly
|
|
* load your textures requesting an unmultiplied internal format and use
|
|
* cogl_material_set_color() you can only use fogging with fully opaque actors.
|
|
* Support for premultiplied colors will improve in the future when we can
|
|
* depend on fragment shaders.</note>
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_stage_set_fog (ClutterStage *stage,
|
|
ClutterFog *fog)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (fog != NULL);
|
|
|
|
priv = stage->priv;
|
|
|
|
priv->fog = *fog;
|
|
|
|
if (priv->use_fog)
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_fog:
|
|
* @stage: the #ClutterStage
|
|
* @fog: return location for a #ClutterFog structure
|
|
*
|
|
* Retrieves the current depth cueing settings from the stage.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_stage_get_fog (ClutterStage *stage,
|
|
ClutterFog *fog)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (fog != NULL);
|
|
|
|
*fog = stage->priv->fog;
|
|
}
|
|
|
|
/*** Perspective boxed type ******/
|
|
|
|
static gpointer
|
|
clutter_perspective_copy (gpointer data)
|
|
{
|
|
if (G_LIKELY (data))
|
|
return g_slice_dup (ClutterPerspective, data);
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static void
|
|
clutter_perspective_free (gpointer data)
|
|
{
|
|
if (G_LIKELY (data))
|
|
g_slice_free (ClutterPerspective, data);
|
|
}
|
|
|
|
GType
|
|
clutter_perspective_get_type (void)
|
|
{
|
|
static GType our_type = 0;
|
|
|
|
if (!our_type)
|
|
our_type = g_boxed_type_register_static (I_("ClutterPerspective"),
|
|
clutter_perspective_copy,
|
|
clutter_perspective_free);
|
|
return our_type;
|
|
}
|
|
|
|
static gpointer
|
|
clutter_fog_copy (gpointer data)
|
|
{
|
|
if (G_LIKELY (data))
|
|
return g_slice_dup (ClutterFog, data);
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static void
|
|
clutter_fog_free (gpointer data)
|
|
{
|
|
if (G_LIKELY (data))
|
|
g_slice_free (ClutterFog, data);
|
|
}
|
|
|
|
GType
|
|
clutter_fog_get_type (void)
|
|
{
|
|
static GType our_type = 0;
|
|
|
|
if (G_UNLIKELY (our_type == 0))
|
|
our_type = g_boxed_type_register_static (I_("ClutterFog"),
|
|
clutter_fog_copy,
|
|
clutter_fog_free);
|
|
|
|
return our_type;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_new:
|
|
*
|
|
* Creates a new, non-default stage. A non-default stage is a new
|
|
* top-level actor which can be used as another container. It works
|
|
* exactly like the default stage, but while clutter_stage_get_default()
|
|
* will always return the same instance, you will have to keep a pointer
|
|
* to any #ClutterStage returned by clutter_stage_create().
|
|
*
|
|
* The ability to support multiple stages depends on the current
|
|
* backend. Use clutter_feature_available() and
|
|
* %CLUTTER_FEATURE_STAGE_MULTIPLE to check at runtime whether a
|
|
* backend supports multiple stages.
|
|
*
|
|
* Return value: a new stage, or %NULL if the default backend does
|
|
* not support multiple stages. Use clutter_actor_destroy() to
|
|
* programmatically close the returned stage.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
ClutterActor *
|
|
clutter_stage_new (void)
|
|
{
|
|
if (!clutter_feature_available (CLUTTER_FEATURE_STAGE_MULTIPLE))
|
|
{
|
|
g_warning ("Unable to create a new stage: the %s backend does not "
|
|
"support multiple stages.",
|
|
CLUTTER_FLAVOUR);
|
|
return NULL;
|
|
}
|
|
|
|
/* The stage manager will grab the floating reference when the stage
|
|
is added to it in the constructor */
|
|
return g_object_new (CLUTTER_TYPE_STAGE, NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_ensure_current:
|
|
* @stage: the #ClutterStage
|
|
*
|
|
* This function essentially makes sure the right GL context is
|
|
* current for the passed stage. It is not intended to
|
|
* be used by applications.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_stage_ensure_current (ClutterStage *stage)
|
|
{
|
|
ClutterBackend *backend;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
backend = clutter_get_default_backend ();
|
|
_clutter_backend_ensure_context (backend, stage);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_ensure_viewport:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Ensures that the GL viewport is updated with the current
|
|
* stage window size.
|
|
*
|
|
* This function will queue a redraw of @stage.
|
|
*
|
|
* This function should not be called by applications; it is used
|
|
* when embedding a #ClutterStage into a toolkit with another
|
|
* windowing system, like GTK+.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_stage_ensure_viewport (ClutterStage *stage)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
_clutter_stage_dirty_viewport (stage);
|
|
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
|
}
|
|
|
|
void
|
|
_clutter_stage_maybe_setup_viewport (ClutterStage *stage)
|
|
{
|
|
ClutterStagePrivate *priv = stage->priv;
|
|
|
|
if (priv->dirty_viewport)
|
|
{
|
|
CLUTTER_NOTE (PAINT,
|
|
"Setting up the viewport { w:%d, h:%d }",
|
|
priv->viewport[2], priv->viewport[3]);
|
|
|
|
cogl_set_viewport (priv->viewport[0],
|
|
priv->viewport[1],
|
|
priv->viewport[2],
|
|
priv->viewport[3]);
|
|
|
|
}
|
|
|
|
if (priv->dirty_projection)
|
|
cogl_set_projection_matrix (&priv->projection);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_ensure_redraw:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Ensures that @stage is redrawn
|
|
*
|
|
* This function should not be called by applications: it is
|
|
* used when embedding a #ClutterStage into a toolkit with
|
|
* another windowing system, like GTK+.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_stage_ensure_redraw (ClutterStage *stage)
|
|
{
|
|
ClutterMasterClock *master_clock;
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
priv->relayout_pending = TRUE;
|
|
priv->redraw_pending = TRUE;
|
|
|
|
master_clock = _clutter_master_clock_get_default ();
|
|
_clutter_master_clock_start_running (master_clock);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_queue_redraw:
|
|
* @stage: the #ClutterStage
|
|
*
|
|
* Queues a redraw for the passed stage.
|
|
*
|
|
* <note>Applications should call clutter_actor_queue_redraw() and not
|
|
* this function.</note>
|
|
*
|
|
* <note>This function is just a wrapper for clutter_actor_queue_redraw()
|
|
* and should probably go away.</note>
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_stage_queue_redraw (ClutterStage *stage)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_is_default:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Checks if @stage is the default stage, or an instance created using
|
|
* clutter_stage_new() but internally using the same implementation.
|
|
*
|
|
* Return value: %TRUE if the passed stage is the default one
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
gboolean
|
|
clutter_stage_is_default (ClutterStage *stage)
|
|
{
|
|
ClutterStageWindow *impl;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
|
|
if (CLUTTER_ACTOR (stage) == clutter_stage_get_default ())
|
|
return TRUE;
|
|
|
|
impl = _clutter_stage_get_window (stage);
|
|
if (impl == _clutter_stage_get_default_window ())
|
|
return TRUE;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
void
|
|
_clutter_stage_set_window (ClutterStage *stage,
|
|
ClutterStageWindow *stage_window)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (CLUTTER_IS_STAGE_WINDOW (stage_window));
|
|
|
|
if (stage->priv->impl)
|
|
g_object_unref (stage->priv->impl);
|
|
|
|
stage->priv->impl = stage_window;
|
|
}
|
|
|
|
ClutterStageWindow *
|
|
_clutter_stage_get_window (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
|
|
|
|
return CLUTTER_STAGE_WINDOW (stage->priv->impl);
|
|
}
|
|
|
|
ClutterStageWindow *
|
|
_clutter_stage_get_default_window (void)
|
|
{
|
|
ClutterActor *stage = clutter_stage_get_default ();
|
|
|
|
return _clutter_stage_get_window (CLUTTER_STAGE (stage));
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_throttle_motion_events:
|
|
* @stage: a #ClutterStage
|
|
* @throttle: %TRUE to throttle motion events
|
|
*
|
|
* Sets whether motion events received between redraws should
|
|
* be throttled or not. If motion events are throttled, those
|
|
* events received by the windowing system between redraws will
|
|
* be compressed so that only the last event will be propagated
|
|
* to the @stage and its actors.
|
|
*
|
|
* This function should only be used if you want to have all
|
|
* the motion events delivered to your application code.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_stage_set_throttle_motion_events (ClutterStage *stage,
|
|
gboolean throttle)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
if (priv->throttle_motion_events != throttle)
|
|
priv->throttle_motion_events = throttle;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_throttle_motion_events:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Retrieves the value set with clutter_stage_set_throttle_motion_events()
|
|
*
|
|
* Return value: %TRUE if the motion events are being throttled,
|
|
* and %FALSE otherwise
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
gboolean
|
|
clutter_stage_get_throttle_motion_events (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
|
|
return stage->priv->throttle_motion_events;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_use_alpha:
|
|
* @stage: a #ClutterStage
|
|
* @use_alpha: whether the stage should honour the opacity or the
|
|
* alpha channel of the stage color
|
|
*
|
|
* Sets whether the @stage should honour the #ClutterActor:opacity and
|
|
* the alpha channel of the #ClutterStage:color
|
|
*
|
|
* Since: 1.2
|
|
*/
|
|
void
|
|
clutter_stage_set_use_alpha (ClutterStage *stage,
|
|
gboolean use_alpha)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
if (priv->use_alpha != use_alpha)
|
|
{
|
|
priv->use_alpha = use_alpha;
|
|
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
|
|
|
g_object_notify (G_OBJECT (stage), "use-alpha");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_use_alpha:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Retrieves the value set using clutter_stage_set_use_alpha()
|
|
*
|
|
* Return value: %TRUE if the stage should honour the opacity and the
|
|
* alpha channel of the stage color
|
|
*
|
|
* Since: 1.2
|
|
*/
|
|
gboolean
|
|
clutter_stage_get_use_alpha (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
|
|
return stage->priv->use_alpha;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_minimum_size:
|
|
* @stage: a #ClutterStage
|
|
* @width: width, in pixels
|
|
* @height: height, in pixels
|
|
*
|
|
* Sets the minimum size for a stage window, if the default backend
|
|
* uses #ClutterStage inside a window
|
|
*
|
|
* This is a convenience function, and it is equivalent to setting the
|
|
* #ClutterActor:min-width and #ClutterActor:min-height on @stage
|
|
*
|
|
* If the current size of @stage is smaller than the minimum size, the
|
|
* @stage will be resized to the new @width and @height
|
|
*
|
|
* This function has no effect if @stage is fullscreen
|
|
*
|
|
* Since: 1.2
|
|
*/
|
|
void
|
|
clutter_stage_set_minimum_size (ClutterStage *stage,
|
|
guint width,
|
|
guint height)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail ((width > 0) && (height > 0));
|
|
|
|
g_object_set (G_OBJECT (stage),
|
|
"min-width", (gfloat) width,
|
|
"min-height", (gfloat )height,
|
|
NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_minimum_size:
|
|
* @stage: a #ClutterStage
|
|
* @width: (out): return location for the minimum width, in pixels,
|
|
* or %NULL
|
|
* @height: (out): return location for the minimum height, in pixels,
|
|
* or %NULL
|
|
*
|
|
* Retrieves the minimum size for a stage window as set using
|
|
* clutter_stage_set_minimum_size().
|
|
*
|
|
* The returned size may not correspond to the actual minimum size and
|
|
* it is specific to the #ClutterStage implementation inside the
|
|
* Clutter backend
|
|
*
|
|
* Since: 1.2
|
|
*/
|
|
void
|
|
clutter_stage_get_minimum_size (ClutterStage *stage,
|
|
guint *width_p,
|
|
guint *height_p)
|
|
{
|
|
gfloat width, height;
|
|
gboolean width_set, height_set;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
g_object_get (G_OBJECT (stage),
|
|
"min-width", &width,
|
|
"min-width-set", &width_set,
|
|
"min-height", &height,
|
|
"min-height-set", &height_set,
|
|
NULL);
|
|
|
|
/* if not width or height have been set, then the Stage
|
|
* minimum size is defined to be 1x1
|
|
*/
|
|
if (!width_set)
|
|
width = 1;
|
|
|
|
if (!height_set)
|
|
height = 1;
|
|
|
|
if (width_p)
|
|
*width_p = (guint) width;
|
|
|
|
if (height_p)
|
|
*height_p = (guint) height;
|
|
}
|
|
|
|
/* Returns the number of swap buffers pending completion for the stage */
|
|
int
|
|
_clutter_stage_get_pending_swaps (ClutterStage *stage)
|
|
{
|
|
ClutterStageWindow *stage_window;
|
|
|
|
if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
|
|
return 0;
|
|
|
|
stage_window = _clutter_stage_get_window (stage);
|
|
if (stage_window == NULL)
|
|
return 0;
|
|
|
|
return _clutter_stage_window_get_pending_swaps (stage_window);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_no_clear_hint:
|
|
* @stage: a #ClutterStage
|
|
* @no_clear: %TRUE if the @stage should not clear itself on every
|
|
* repaint cycle
|
|
*
|
|
* Sets whether the @stage should clear itself at the beginning
|
|
* of each paint cycle or not.
|
|
*
|
|
* Clearing the #ClutterStage can be a costly operation, especially
|
|
* if the stage is always covered - for instance, in a full-screen
|
|
* video player or in a game with a background texture.
|
|
*
|
|
* <note><para>This setting is a hint; Clutter might discard this
|
|
* hint depending on its internal state.</para></note>
|
|
*
|
|
* <warning><para>If parts of the stage are visible and you disable
|
|
* clearing you might end up with visual artifacts while painting the
|
|
* contents of the stage.</para></warning>
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
void
|
|
clutter_stage_set_no_clear_hint (ClutterStage *stage,
|
|
gboolean no_clear)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
ClutterStageHint new_hints;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
new_hints = priv->stage_hints;
|
|
|
|
if (no_clear)
|
|
new_hints |= CLUTTER_STAGE_NO_CLEAR_ON_PAINT;
|
|
else
|
|
new_hints &= ~CLUTTER_STAGE_NO_CLEAR_ON_PAINT;
|
|
|
|
if (priv->stage_hints == new_hints)
|
|
return;
|
|
|
|
priv->stage_hints = new_hints;
|
|
|
|
g_object_notify (G_OBJECT (stage), "no-clear-hint");
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_no_clear_hint:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Retrieves the hint set with clutter_stage_set_no_clear_hint()
|
|
*
|
|
* Return value: %TRUE if the stage should not clear itself on every paint
|
|
* cycle, and %FALSE otherwise
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
gboolean
|
|
clutter_stage_get_no_clear_hint (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
|
|
return (stage->priv->stage_hints & CLUTTER_STAGE_NO_CLEAR_ON_PAINT) != 0;
|
|
}
|
|
|
|
gboolean
|
|
_clutter_stage_get_pick_buffer_valid (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
|
|
return stage->priv->have_valid_pick_buffer;
|
|
}
|
|
|
|
void
|
|
_clutter_stage_set_pick_buffer_valid (ClutterStage *stage,
|
|
gboolean valid)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
stage->priv->have_valid_pick_buffer = !!valid;
|
|
}
|
|
|
|
void
|
|
_clutter_stage_increment_picks_per_frame_counter (ClutterStage *stage)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
stage->priv->picks_per_frame++;
|
|
}
|
|
|
|
void
|
|
_clutter_stage_reset_picks_per_frame_counter (ClutterStage *stage)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
stage->priv->picks_per_frame = 0;
|
|
}
|
|
|
|
guint
|
|
_clutter_stage_get_picks_per_frame_counter (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), 0);
|
|
|
|
return stage->priv->picks_per_frame;
|
|
}
|
|
|
|
ClutterPaintVolume *
|
|
_clutter_stage_paint_volume_stack_allocate (ClutterStage *stage)
|
|
{
|
|
GArray *paint_volume_stack = stage->priv->paint_volume_stack;
|
|
|
|
g_array_set_size (paint_volume_stack,
|
|
paint_volume_stack->len+1);
|
|
|
|
return &g_array_index (paint_volume_stack,
|
|
ClutterPaintVolume,
|
|
paint_volume_stack->len - 1);
|
|
}
|
|
|
|
void
|
|
_clutter_stage_paint_volume_stack_free_all (ClutterStage *stage)
|
|
{
|
|
GArray *paint_volume_stack = stage->priv->paint_volume_stack;
|
|
int i;
|
|
|
|
for (i = 0; i < paint_volume_stack->len; i++)
|
|
{
|
|
ClutterPaintVolume *pv =
|
|
&g_array_index (paint_volume_stack, ClutterPaintVolume, i);
|
|
clutter_paint_volume_free (pv);
|
|
}
|
|
|
|
g_array_set_size (paint_volume_stack, 0);
|
|
}
|
|
|
|
/* The is an out-of-band paramater available while painting that
|
|
* can be used to cull actors. */
|
|
const ClutterGeometry *
|
|
_clutter_stage_get_clip (ClutterStage *stage)
|
|
{
|
|
return stage->priv->current_paint_clip;
|
|
}
|
|
|
|
/* When an actor queues a redraw we add it to a list on the stage that
|
|
* gets processed once all updates to the stage have been finished.
|
|
*
|
|
* This deferred approach to processing queue_redraw requests means
|
|
* that we can avoid redundant transformations of clip volumes if
|
|
* something later triggers a full stage redraw anyway. It also means
|
|
* we can be more sure that all the referenced actors will have valid
|
|
* allocations improving the chance that we can determine the actors
|
|
* paint volume so we can clip the redraw request even if the user
|
|
* didn't explicitly do so.
|
|
*/
|
|
ClutterStageQueueRedrawEntry *
|
|
_clutter_stage_queue_actor_redraw (ClutterStage *stage,
|
|
ClutterStageQueueRedrawEntry *entry,
|
|
ClutterActor *actor,
|
|
ClutterPaintVolume *clip)
|
|
{
|
|
ClutterStagePrivate *priv = stage->priv;
|
|
|
|
CLUTTER_NOTE (PAINT, "Redraw request number %lu",
|
|
CLUTTER_CONTEXT ()->redraw_count + 1);
|
|
|
|
if (!priv->redraw_pending)
|
|
{
|
|
ClutterMasterClock *master_clock;
|
|
|
|
priv->redraw_pending = TRUE;
|
|
|
|
master_clock = _clutter_master_clock_get_default ();
|
|
_clutter_master_clock_start_running (master_clock);
|
|
}
|
|
else
|
|
CLUTTER_CONTEXT ()->redraw_count += 1;
|
|
|
|
/* We have an optimization in _clutter_do_pick to detect when the
|
|
* scene is static so we can cache a full, un-clipped pick buffer to
|
|
* avoid continuous pick renders.
|
|
*
|
|
* Currently the assumption is that actors queue a redraw when some
|
|
* state changes that affects painting *or* picking so we can use
|
|
* this point to invalidate any currently cached pick buffer.
|
|
*/
|
|
_clutter_stage_set_pick_buffer_valid (stage, FALSE);
|
|
|
|
if (entry)
|
|
{
|
|
/* Ignore all requests to queue a redraw for an actor if a full
|
|
* (non-clipped) redraw of the actor has already been queued. */
|
|
if (!entry->has_clip)
|
|
return entry;
|
|
|
|
/* If queuing a clipped redraw and a clipped redraw has
|
|
* previously been queued for this actor then combine the latest
|
|
* clip together with the existing clip */
|
|
if (clip)
|
|
clutter_paint_volume_union (&entry->clip, clip);
|
|
else
|
|
{
|
|
clutter_paint_volume_free (&entry->clip);
|
|
entry->has_clip = FALSE;
|
|
}
|
|
return entry;
|
|
}
|
|
else
|
|
{
|
|
entry = g_slice_new (ClutterStageQueueRedrawEntry);
|
|
entry->actor = g_object_ref (actor);
|
|
|
|
if (clip)
|
|
{
|
|
entry->has_clip = TRUE;
|
|
_clutter_paint_volume_init_static (actor, &entry->clip);
|
|
_clutter_paint_volume_set_from_volume (&entry->clip, clip);
|
|
}
|
|
else
|
|
entry->has_clip = FALSE;
|
|
|
|
stage->priv->pending_queue_redraws =
|
|
g_list_prepend (stage->priv->pending_queue_redraws, entry);
|
|
|
|
return entry;
|
|
}
|
|
}
|
|
|
|
static void
|
|
free_queue_redraw_entry (ClutterStageQueueRedrawEntry *entry)
|
|
{
|
|
g_object_unref (entry->actor);
|
|
if (entry->has_clip)
|
|
clutter_paint_volume_free (&entry->clip);
|
|
g_slice_free (ClutterStageQueueRedrawEntry, entry);
|
|
}
|
|
|
|
void
|
|
_clutter_stage_queue_redraw_entry_invalidate (ClutterStageQueueRedrawEntry *entry)
|
|
{
|
|
if (entry == NULL)
|
|
return;
|
|
|
|
if (entry->actor != NULL)
|
|
{
|
|
g_object_unref (entry->actor);
|
|
entry->actor = NULL;
|
|
}
|
|
|
|
if (entry->has_clip)
|
|
{
|
|
clutter_paint_volume_free (&entry->clip);
|
|
entry->has_clip = FALSE;
|
|
}
|
|
}
|
|
|
|
static void
|
|
_clutter_stage_maybe_finish_queue_redraws (ClutterStage *stage)
|
|
{
|
|
/* Note: we have to repeat until the pending_queue_redraws list is
|
|
* empty because actors are allowed to queue redraws in response to
|
|
* the queue-redraw signal. For example Clone actors or
|
|
* texture_new_from_actor actors will have to queue a redraw if
|
|
* their source queues a redraw.
|
|
*/
|
|
while (stage->priv->pending_queue_redraws)
|
|
{
|
|
GList *l;
|
|
/* XXX: we need to allow stage->priv->pending_queue_redraws to
|
|
* be updated while we process the current entries in the list
|
|
* so we steal the list pointer and then reset it to an empty
|
|
* list before processing... */
|
|
GList *stolen_list = stage->priv->pending_queue_redraws;
|
|
stage->priv->pending_queue_redraws = NULL;
|
|
|
|
for (l = stolen_list; l; l = l->next)
|
|
{
|
|
ClutterStageQueueRedrawEntry *entry = l->data;
|
|
|
|
/* NB: Entries may be invalidated if the actor gets destroyed */
|
|
if (G_UNLIKELY (entry->actor == NULL))
|
|
continue;
|
|
|
|
ClutterPaintVolume *clip = entry->has_clip ? &entry->clip : NULL;
|
|
|
|
_clutter_actor_finish_queue_redraw (entry->actor, clip);
|
|
free_queue_redraw_entry (entry);
|
|
}
|
|
g_list_free (stolen_list);
|
|
}
|
|
}
|
|
|