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This adds Cogl API to show and hide onscreen framebuffers. We don't want to go too far down the road of abstracting window system APIs with Cogl since that would be out of its scope but the previous idea that we would automatically map framebuffers on allocation except for those made from foreign windows wasn't good enough. The problem is that we don't want to make Clutter always create stages from foreign windows but with the automatic map semantics then Clutter doesn't get an opportunity to select for all the events it requires before mapping. This meant that we wouldn't be delivered a mouse enter event for windows mapped underneath the cursor which would break Clutters handling of button press events.
50 lines
1.4 KiB
C
50 lines
1.4 KiB
C
#include <cogl/cogl.h>
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#include <glib.h>
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#include <stdio.h>
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int
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main (int argc, char **argv)
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{
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CoglContext *ctx;
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CoglOnscreen *onscreen;
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CoglFramebuffer *fb;
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GError *error = NULL;
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CoglVertexP2C4 triangle_vertices[] = {
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{0, 0.7, 0xff, 0x00, 0x00, 0x80},
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{-0.7, -0.7, 0x00, 0xff, 0x00, 0xff},
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{0.7, -0.7, 0x00, 0x00, 0xff, 0xff}
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};
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CoglPrimitive *triangle;
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ctx = cogl_context_new (NULL, &error);
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if (!ctx) {
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fprintf (stderr, "Failed to create context: %s\n", error->message);
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return 1;
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}
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/* Eventually we want to get rid of any "default context" but for now it's
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* needed... */
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cogl_set_default_context (ctx);
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onscreen = cogl_onscreen_new (ctx, 640, 480);
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/* Eventually there will be an implicit allocate on first use so this
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* will become optional... */
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fb = COGL_FRAMEBUFFER (onscreen);
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if (!cogl_framebuffer_allocate (fb, &error)) {
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fprintf (stderr, "Failed to allocate framebuffer: %s\n", error->message);
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return 1;
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}
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cogl_onscreen_show (onscreen);
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cogl_push_framebuffer (fb);
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triangle = cogl_primitive_new_p2c4 (COGL_VERTICES_MODE_TRIANGLES,
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3, triangle_vertices);
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for (;;) {
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cogl_primitive_draw (triangle);
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cogl_framebuffer_swap_buffers (fb);
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}
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return 0;
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}
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