mutter/clutter/clutter-main.c
Emmanuele Bassi 586750751a Merge branch 'text-direction'
* text-direction:
  docs: Add text-direction accessors
  Set the default language on the Pango context
  actor: Set text direction on parenting
  tests: Display the index inside text-box-layout
  box-layout: Honour :text-direction
  text: Dirty layout cache on text direction changes
  actor: Add :text-direction property
  Use the newly added ClutterTextDirection enumeration
  Add ClutterTextDirection enumeration
2009-12-01 14:55:19 +00:00

3055 lines
83 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2006 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
/**
* SECTION:clutter-main
* @short_description: Various 'global' clutter functions.
*
* Functions to retrieve various global Clutter resources and other utility
* functions for mainloops, events and threads
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <stdlib.h>
#include <glib/gi18n-lib.h>
#include <locale.h>
#ifdef USE_GDKPIXBUF
#include <gdk-pixbuf/gdk-pixbuf.h>
#endif
#include "clutter-event.h"
#include "clutter-backend.h"
#include "clutter-main.h"
#include "clutter-master-clock.h"
#include "clutter-feature.h"
#include "clutter-actor.h"
#include "clutter-stage.h"
#include "clutter-private.h"
#include "clutter-debug.h"
#include "clutter-version.h" /* For flavour define */
#include "clutter-frame-source.h"
#include "cogl/cogl.h"
#include "pango/cogl-pango.h"
/* main context */
static ClutterMainContext *ClutterCntx = NULL;
/* main lock and locking/unlocking functions */
static GMutex *clutter_threads_mutex = NULL;
static GCallback clutter_threads_lock = NULL;
static GCallback clutter_threads_unlock = NULL;
/* command line options */
static gboolean clutter_is_initialized = FALSE;
static gboolean clutter_show_fps = FALSE;
static gboolean clutter_fatal_warnings = FALSE;
static gboolean clutter_disable_mipmap_text = FALSE;
static gboolean clutter_use_fuzzy_picking = FALSE;
static guint clutter_default_fps = 60;
static PangoDirection clutter_text_direction = CLUTTER_TEXT_DIRECTION_LTR;
static guint clutter_main_loop_level = 0;
static GSList *main_loops = NULL;
guint clutter_debug_flags = 0; /* global clutter debug flag */
const guint clutter_major_version = CLUTTER_MAJOR_VERSION;
const guint clutter_minor_version = CLUTTER_MINOR_VERSION;
const guint clutter_micro_version = CLUTTER_MICRO_VERSION;
#ifdef CLUTTER_ENABLE_DEBUG
static const GDebugKey clutter_debug_keys[] = {
{ "misc", CLUTTER_DEBUG_MISC },
{ "actor", CLUTTER_DEBUG_ACTOR },
{ "texture", CLUTTER_DEBUG_TEXTURE },
{ "event", CLUTTER_DEBUG_EVENT },
{ "paint", CLUTTER_DEBUG_PAINT },
{ "gl", CLUTTER_DEBUG_GL },
{ "alpha", CLUTTER_DEBUG_ALPHA },
{ "behaviour", CLUTTER_DEBUG_BEHAVIOUR },
{ "pango", CLUTTER_DEBUG_PANGO },
{ "backend", CLUTTER_DEBUG_BACKEND },
{ "scheduler", CLUTTER_DEBUG_SCHEDULER },
{ "script", CLUTTER_DEBUG_SCRIPT },
{ "shader", CLUTTER_DEBUG_SHADER },
{ "multistage", CLUTTER_DEBUG_MULTISTAGE },
{ "animation", CLUTTER_DEBUG_ANIMATION },
{ "layout", CLUTTER_DEBUG_LAYOUT },
{ "nop-picking", CLUTTER_DEBUG_NOP_PICKING },
{ "dump-pick-buffers", CLUTTER_DEBUG_DUMP_PICK_BUFFERS }
};
#endif /* CLUTTER_ENABLE_DEBUG */
/**
* clutter_get_show_fps:
*
* Returns whether Clutter should print out the frames per second on the
* console. You can enable this setting either using the
* <literal>CLUTTER_SHOW_FPS</literal> environment variable or passing
* the <literal>--clutter-show-fps</literal> command line argument. *
*
* Return value: %TRUE if Clutter should show the FPS.
*
* Since: 0.4
*/
gboolean
clutter_get_show_fps (void)
{
return clutter_show_fps;
}
void
_clutter_stage_maybe_relayout (ClutterActor *stage)
{
gfloat natural_width, natural_height;
ClutterActorBox box = { 0, };
/* avoid reentrancy */
if (!(CLUTTER_PRIVATE_FLAGS (stage) & CLUTTER_ACTOR_IN_RELAYOUT))
{
CLUTTER_NOTE (ACTOR, "Recomputing layout");
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_IN_RELAYOUT);
natural_width = natural_height = 0;
clutter_actor_get_preferred_size (stage,
NULL, NULL,
&natural_width, &natural_height);
box.x1 = 0;
box.y1 = 0;
box.x2 = natural_width;
box.y2 = natural_height;
CLUTTER_NOTE (ACTOR, "Allocating (0, 0 - %d, %d) for the stage",
(int) natural_width,
(int) natural_height);
clutter_actor_allocate (stage, &box, CLUTTER_ALLOCATION_NONE);
CLUTTER_UNSET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_IN_RELAYOUT);
}
}
void
_clutter_stage_maybe_setup_viewport (ClutterStage *stage)
{
if ((CLUTTER_PRIVATE_FLAGS (stage) & CLUTTER_ACTOR_SYNC_MATRICES) &&
!(CLUTTER_PRIVATE_FLAGS (stage) & CLUTTER_STAGE_IN_RESIZE))
{
ClutterPerspective perspective;
gfloat width, height;
clutter_actor_get_preferred_size (CLUTTER_ACTOR (stage),
NULL, NULL,
&width, &height);
clutter_stage_get_perspective (stage, &perspective);
CLUTTER_NOTE (PAINT,
"Setting up the viewport { w:%.2f, h:%.2f }",
width, height);
_cogl_setup_viewport (width, height,
perspective.fovy,
perspective.aspect,
perspective.z_near,
perspective.z_far);
CLUTTER_UNSET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
}
}
void
_clutter_do_redraw (ClutterStage *stage)
{
ClutterMainContext *ctx;
ClutterMasterClock *master_clock;
static GTimer *timer = NULL;
static guint timer_n_frames = 0;
ctx = _clutter_context_get_default ();
master_clock = _clutter_master_clock_get_default ();
/* Before we can paint, we have to be sure we have the latest layout */
_clutter_stage_maybe_relayout (CLUTTER_ACTOR (stage));
_clutter_backend_ensure_context (ctx->backend, stage);
/* Setup FPS count - not currently across *all* stages rather than per */
if (G_UNLIKELY (clutter_get_show_fps ()))
{
if (!timer)
timer = g_timer_new ();
}
/* The code below can't go in stage paint as base actor_paint
* will get called before it (and break picking, etc)
*/
_clutter_stage_maybe_setup_viewport (stage);
/* Call through to the actual backend to do the painting down from
* the stage. It will likely need to swap buffers, vblank sync etc
* which will be windowing system dependent
*/
_clutter_backend_redraw (ctx->backend, stage);
/* Complete FPS info */
if (G_UNLIKELY (clutter_get_show_fps ()))
{
timer_n_frames++;
if (g_timer_elapsed (timer, NULL) >= 1.0)
{
g_print ("*** FPS: %i ***\n", timer_n_frames);
timer_n_frames = 0;
g_timer_start (timer);
}
}
CLUTTER_TIMESTAMP (SCHEDULER, "Redraw finish for stage:%p", stage);
}
/**
* clutter_redraw:
*
* Forces a redraw of the entire stage. Applications should never use this
* function, but queue a redraw using clutter_actor_queue_redraw().
*
* This function should only be used by libraries integrating Clutter from
* within another toolkit.
*/
void
clutter_redraw (ClutterStage *stage)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
clutter_stage_ensure_redraw (stage);
}
/**
* clutter_set_motion_events_enabled:
* @enable: %TRUE to enable per-actor motion events
*
* Sets whether per-actor motion events should be enabled or not (the
* default is to enable them).
*
* If @enable is %FALSE the following events will not work:
* <itemizedlist>
* <listitem><para>ClutterActor::motion-event, unless on the
* #ClutterStage</para></listitem>
* <listitem><para>ClutterActor::enter-event</para></listitem>
* <listitem><para>ClutterActor::leave-event</para></listitem>
* </itemizedlist>
*
* Since: 0.6
*/
void
clutter_set_motion_events_enabled (gboolean enable)
{
ClutterMainContext *context = _clutter_context_get_default ();
context->motion_events_per_actor = enable;
}
/**
* clutter_get_motion_events_enabled:
*
* Gets whether the per-actor motion events are enabled.
*
* Return value: %TRUE if the motion events are enabled
*
* Since: 0.6
*/
gboolean
clutter_get_motion_events_enabled (void)
{
ClutterMainContext *context = _clutter_context_get_default ();
return context->motion_events_per_actor;
}
guint _clutter_pix_to_id (guchar pixel[4]);
static inline void init_bits (void)
{
ClutterMainContext *ctx;
static gboolean done = FALSE;
if (G_LIKELY (done))
return;
ctx = _clutter_context_get_default ();
done = TRUE;
}
void
_clutter_id_to_color (guint id, ClutterColor *col)
{
ClutterMainContext *ctx;
gint red, green, blue;
ctx = _clutter_context_get_default ();
/* compute the numbers we'll store in the components */
red = (id >> (ctx->fb_g_mask_used+ctx->fb_b_mask_used))
& (0xff >> (8-ctx->fb_r_mask_used));
green = (id >> ctx->fb_b_mask_used) & (0xff >> (8-ctx->fb_g_mask_used));
blue = (id) & (0xff >> (8-ctx->fb_b_mask_used));
/* shift left bits a bit and add one, this circumvents
* at least some potential rounding errors in GL/GLES
* driver / hw implementation.
*/
if (ctx->fb_r_mask_used != ctx->fb_r_mask)
red = red * 2;
if (ctx->fb_g_mask_used != ctx->fb_g_mask)
green = green * 2;
if (ctx->fb_b_mask_used != ctx->fb_b_mask)
blue = blue * 2;
/* shift up to be full 8bit values */
red = (red << (8 - ctx->fb_r_mask)) | (0x7f >> (ctx->fb_r_mask_used));
green = (green << (8 - ctx->fb_g_mask)) | (0x7f >> (ctx->fb_g_mask_used));
blue = (blue << (8 - ctx->fb_b_mask)) | (0x7f >> (ctx->fb_b_mask_used));
col->red = red;
col->green = green;
col->blue = blue;
col->alpha = 0xff;
/* XXX: We rotate the nibbles of the colors here so that there is a
* visible variation between colors of sequential actor identifiers;
* otherwise pick buffers dumped to an image will pretty much just look
* black.
*/
if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_DUMP_PICK_BUFFERS))
{
col->red = (col->red << 4) | (col->red >> 4);
col->green = (col->green << 4) | (col->green >> 4);
col->blue = (col->blue << 4) | (col->blue >> 4);
}
}
guint
_clutter_pixel_to_id (guchar pixel[4])
{
ClutterMainContext *ctx;
gint red, green, blue;
guint id;
ctx = _clutter_context_get_default ();
/* reduce the pixel components to the number of bits actually used of the
* 8bits.
*/
if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_DUMP_PICK_BUFFERS))
{
guchar tmp;
/* XXX: In _clutter_id_to_color we rotated the nibbles of the colors so
* that there is a visible variation between colors of sequential actor
* identifiers (otherwise pick buffers dumped to an image will pretty
* much just look black.) Here we reverse that rotation.
*/
tmp = ((pixel[0] << 4) | (pixel[0] >> 4));
red = tmp >> (8 - ctx->fb_r_mask);
tmp = ((pixel[1] << 4) | (pixel[1] >> 4));
green = tmp >> (8 - ctx->fb_g_mask);
tmp = ((pixel[2] << 4) | (pixel[2] >> 4));
blue = tmp >> (8 - ctx->fb_b_mask);
}
else
{
red = pixel[0] >> (8 - ctx->fb_r_mask);
green = pixel[1] >> (8 - ctx->fb_g_mask);
blue = pixel[2] >> (8 - ctx->fb_b_mask);
}
/* divide potentially by two if 'fuzzy' */
red = red >> (ctx->fb_r_mask - ctx->fb_r_mask_used);
green = green >> (ctx->fb_g_mask - ctx->fb_g_mask_used);
blue = blue >> (ctx->fb_b_mask - ctx->fb_b_mask_used);
/* combine the correct per component values into the final id */
id = blue + (green << ctx->fb_b_mask_used)
+ (red << (ctx->fb_b_mask_used + ctx->fb_g_mask_used));
return id;
}
#ifdef USE_GDKPIXBUF
static void
pixbuf_free (guchar *pixels, gpointer data)
{
g_free (pixels);
}
#endif
static void
read_pixels_to_file (char *filename_stem,
int x,
int y,
int width,
int height)
{
#ifdef USE_GDKPIXBUF
GLubyte *data;
GdkPixbuf *pixbuf;
static int read_count = 0;
data = g_malloc (4 * width * height);
cogl_read_pixels (x, y, width, height,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
data);
pixbuf = gdk_pixbuf_new_from_data (data,
GDK_COLORSPACE_RGB,
TRUE, /* has alpha */
8, /* bits per sample */
width, /* width */
height, /* height */
width * 4, /* rowstride */
pixbuf_free, /* callback to free data */
NULL); /* callback data */
if (pixbuf)
{
char *filename =
g_strdup_printf ("%s-%05d.png", filename_stem, read_count);
GError *error = NULL;
if (!gdk_pixbuf_save (pixbuf, filename, "png", &error, NULL))
{
g_warning ("Failed to save pick buffer to file %s: %s",
filename, error->message);
g_error_free (error);
}
g_free (filename);
g_object_unref (pixbuf);
read_count++;
}
#else
static gboolean seen = FALSE;
if (!seen)
{
g_warning ("dumping buffers to an image isn't supported on platforms "
"without gdk pixbuf support\n");
seen = TRUE;
}
#endif
}
ClutterActor *
_clutter_do_pick (ClutterStage *stage,
gint x,
gint y,
ClutterPickMode mode)
{
ClutterMainContext *context;
guchar pixel[4] = { 0xff, 0xff, 0xff, 0xff };
CoglColor stage_pick_id;
guint32 id;
GLboolean dither_was_on;
if (clutter_debug_flags & CLUTTER_DEBUG_NOP_PICKING)
return CLUTTER_ACTOR (stage);
context = _clutter_context_get_default ();
_clutter_backend_ensure_context (context->backend, stage);
/* needed for when a context switch happens */
_clutter_stage_maybe_setup_viewport (stage);
if (G_LIKELY (!(clutter_debug_flags & CLUTTER_DEBUG_DUMP_PICK_BUFFERS)))
cogl_clip_push_window_rectangle (x, y, 1, 1);
cogl_disable_fog ();
cogl_color_set_from_4ub (&stage_pick_id, 255, 255, 255, 255);
cogl_clear (&stage_pick_id,
COGL_BUFFER_BIT_COLOR |
COGL_BUFFER_BIT_DEPTH);
/* Disable dithering (if any) when doing the painting in pick mode */
dither_was_on = glIsEnabled (GL_DITHER);
if (dither_was_on)
glDisable (GL_DITHER);
/* Render the entire scence in pick mode - just single colored silhouette's
* are drawn offscreen (as we never swap buffers)
*/
context->pick_mode = mode;
clutter_actor_paint (CLUTTER_ACTOR (stage));
context->pick_mode = CLUTTER_PICK_NONE;
if (G_LIKELY (!(clutter_debug_flags & CLUTTER_DEBUG_DUMP_PICK_BUFFERS)))
cogl_clip_pop ();
/* Make sure Cogl flushes any batched geometry to the GPU driver */
cogl_flush ();
/* Read the color of the screen co-ords pixel */
cogl_read_pixels (x, y, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
pixel);
if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_DUMP_PICK_BUFFERS))
{
read_pixels_to_file ("pick-buffer", 0, 0,
clutter_actor_get_width (CLUTTER_ACTOR (stage)),
clutter_actor_get_height (CLUTTER_ACTOR (stage)));
}
/* Restore whether GL_DITHER was enabled */
if (dither_was_on)
glEnable (GL_DITHER);
if (pixel[0] == 0xff && pixel[1] == 0xff && pixel[2] == 0xff)
return CLUTTER_ACTOR (stage);
id = _clutter_pixel_to_id (pixel);
return clutter_get_actor_by_gid (id);
}
static ClutterTextDirection
clutter_get_text_direction (void)
{
PangoDirection dir = PANGO_DIRECTION_LTR;
const gchar *direction;
direction = g_getenv ("CLUTTER_TEXT_DIRECTION");
if (direction && *direction != '\0')
{
if (strcmp (direction, "rtl") == 0)
dir = CLUTTER_TEXT_DIRECTION_RTL;
else if (strcmp (direction, "ltr") == 0)
dir = CLUTTER_TEXT_DIRECTION_LTR;
}
else
{
/* Translate to default:RTL if you want your widgets
* to be RTL, otherwise translate to default:LTR.
*
* Do *not* translate it to "predefinito:LTR": if it
* it isn't default:LTR or default:RTL it will not work
*/
char *e = _("default:LTR");
if (strcmp (e, "default:RTL") == 0)
dir = CLUTTER_TEXT_DIRECTION_RTL;
else if (strcmp (e, "default:LTR") == 0)
dir = CLUTTER_TEXT_DIRECTION_LTR;
else
g_warning ("Whoever translated default:LTR did so wrongly.");
}
return dir;
}
static void
update_pango_context (ClutterBackend *backend,
PangoContext *context)
{
PangoFontDescription *font_desc;
const cairo_font_options_t *font_options;
const gchar *font_name;
PangoDirection pango_dir;
PangoLanguage *lang;
gdouble resolution;
/* update the text direction */
if (clutter_text_direction == CLUTTER_TEXT_DIRECTION_RTL)
pango_dir = PANGO_DIRECTION_RTL;
else
pango_dir = PANGO_DIRECTION_LTR;
pango_context_set_base_dir (context, pango_dir);
/* get the configuration for the PangoContext from the backend */
font_name = clutter_backend_get_font_name (backend);
font_options = clutter_backend_get_font_options (backend);
resolution = clutter_backend_get_resolution (backend);
font_desc = pango_font_description_from_string (font_name);
if (resolution < 0)
resolution = 96.0; /* fall back */
pango_context_set_font_description (context, font_desc);
pango_cairo_context_set_font_options (context, font_options);
pango_cairo_context_set_resolution (context, resolution);
pango_font_description_free (font_desc);
}
PangoContext *
_clutter_context_get_pango_context (ClutterMainContext *self)
{
if (G_UNLIKELY (self->pango_context == NULL))
{
PangoContext *context;
context = cogl_pango_font_map_create_context (self->font_map);
self->pango_context = context;
g_signal_connect (self->backend, "resolution-changed",
G_CALLBACK (update_pango_context),
self->pango_context);
g_signal_connect (self->backend, "font-changed",
G_CALLBACK (update_pango_context),
self->pango_context);
}
update_pango_context (self->backend, self->pango_context);
return self->pango_context;
}
PangoContext *
_clutter_context_create_pango_context (ClutterMainContext *self)
{
PangoContext *context;
context = cogl_pango_font_map_create_context (self->font_map);
update_pango_context (self->backend, context);
pango_context_set_language (context, pango_language_get_default ());
return context;
}
/**
* clutter_main_quit:
*
* Terminates the Clutter mainloop.
*/
void
clutter_main_quit (void)
{
g_return_if_fail (main_loops != NULL);
g_main_loop_quit (main_loops->data);
}
/**
* clutter_main_level:
*
* Retrieves the depth of the Clutter mainloop.
*
* Return value: The level of the mainloop.
*/
gint
clutter_main_level (void)
{
return clutter_main_loop_level;
}
/**
* clutter_main:
*
* Starts the Clutter mainloop.
*/
void
clutter_main (void)
{
GMainLoop *loop;
/* Make sure there is a context */
CLUTTER_CONTEXT ();
if (!clutter_is_initialized)
{
g_warning ("Called clutter_main() but Clutter wasn't initialised. "
"You must call clutter_init() first.");
return;
}
CLUTTER_MARK ();
clutter_main_loop_level++;
loop = g_main_loop_new (NULL, TRUE);
main_loops = g_slist_prepend (main_loops, loop);
#ifdef HAVE_CLUTTER_FRUITY
/* clutter fruity creates an application that forwards events and manually
* spins the mainloop
*/
clutter_fruity_main ();
#else
if (g_main_loop_is_running (main_loops->data))
{
clutter_threads_leave ();
g_main_loop_run (loop);
clutter_threads_enter ();
}
#endif
main_loops = g_slist_remove (main_loops, loop);
g_main_loop_unref (loop);
clutter_main_loop_level--;
CLUTTER_MARK ();
}
static void
clutter_threads_impl_lock (void)
{
if (clutter_threads_mutex)
g_mutex_lock (clutter_threads_mutex);
}
static void
clutter_threads_impl_unlock (void)
{
if (clutter_threads_mutex)
g_mutex_unlock (clutter_threads_mutex);
}
/**
* clutter_threads_init:
*
* Initialises the Clutter threading mechanism, so that Clutter API can be
* called by multiple threads, using clutter_threads_enter() and
* clutter_threads_leave() to mark the critical sections.
*
* You must call g_thread_init() before this function.
*
* This function must be called before clutter_init().
*
* Since: 0.4
*/
void
clutter_threads_init (void)
{
if (!g_thread_supported ())
g_error ("g_thread_init() must be called before clutter_threads_init()");
clutter_threads_mutex = g_mutex_new ();
if (!clutter_threads_lock)
clutter_threads_lock = clutter_threads_impl_lock;
if (!clutter_threads_unlock)
clutter_threads_unlock = clutter_threads_impl_unlock;
}
/**
* clutter_threads_set_lock_functions:
* @enter_fn: function called when aquiring the Clutter main lock
* @leave_fn: function called when releasing the Clutter main lock
*
* Allows the application to replace the standard method that
* Clutter uses to protect its data structures. Normally, Clutter
* creates a single #GMutex that is locked by clutter_threads_enter(),
* and released by clutter_threads_leave(); using this function an
* application provides, instead, a function @enter_fn that is
* called by clutter_threads_enter() and a function @leave_fn that is
* called by clutter_threads_leave().
*
* The functions must provide at least same locking functionality
* as the default implementation, but can also do extra application
* specific processing.
*
* As an example, consider an application that has its own recursive
* lock that when held, holds the Clutter lock as well. When Clutter
* unlocks the Clutter lock when entering a recursive main loop, the
* application must temporarily release its lock as well.
*
* Most threaded Clutter apps won't need to use this method.
*
* This method must be called before clutter_threads_init(), and cannot
* be called multiple times.
*
* Since: 0.4
*/
void
clutter_threads_set_lock_functions (GCallback enter_fn,
GCallback leave_fn)
{
g_return_if_fail (clutter_threads_lock == NULL &&
clutter_threads_unlock == NULL);
clutter_threads_lock = enter_fn;
clutter_threads_unlock = leave_fn;
}
typedef struct
{
GSourceFunc func;
gpointer data;
GDestroyNotify notify;
} ClutterThreadsDispatch;
static gboolean
clutter_threads_dispatch (gpointer data)
{
ClutterThreadsDispatch *dispatch = data;
gboolean ret = FALSE;
clutter_threads_enter ();
if (!g_source_is_destroyed (g_main_current_source ()))
ret = dispatch->func (dispatch->data);
clutter_threads_leave ();
return ret;
}
static void
clutter_threads_dispatch_free (gpointer data)
{
ClutterThreadsDispatch *dispatch = data;
/* XXX - we cannot hold the thread lock here because the main loop
* might destroy a source while still in the dispatcher function; so
* knowing whether the lock is being held or not is not known a priori.
*
* see bug: http://bugzilla.gnome.org/show_bug.cgi?id=459555
*/
if (dispatch->notify)
dispatch->notify (dispatch->data);
g_slice_free (ClutterThreadsDispatch, dispatch);
}
/**
* clutter_threads_add_idle_full:
* @priority: the priority of the timeout source. Typically this will be in the
* range between #G_PRIORITY_DEFAULT_IDLE and #G_PRIORITY_HIGH_IDLE
* @func: function to call
* @data: data to pass to the function
* @notify: functio to call when the idle source is removed
*
* Adds a function to be called whenever there are no higher priority
* events pending. If the function returns %FALSE it is automatically
* removed from the list of event sources and will not be called again.
*
* This function can be considered a thread-safe variant of g_idle_add_full():
* it will call @function while holding the Clutter lock. It is logically
* equivalent to the following implementation:
*
* |[
* static gboolean
* idle_safe_callback (gpointer data)
* {
* SafeClosure *closure = data;
* gboolean res = FALSE;
*
* /&ast; mark the critical section &ast;/
*
* clutter_threads_enter();
*
* /&ast; the callback does not need to acquire the Clutter
* &ast; lock itself, as it is held by the this proxy handler
* &ast;/
* res = closure->callback (closure->data);
*
* clutter_threads_leave();
*
* return res;
* }
* static gulong
* add_safe_idle (GSourceFunc callback,
* gpointer data)
* {
* SafeClosure *closure = g_new0 (SafeClosure, 1);
*
* closure-&gt;callback = callback;
* closure-&gt;data = data;
*
* return g_add_idle_full (G_PRIORITY_DEFAULT_IDLE,
* idle_safe_callback,
* closure,
* g_free)
* }
*]|
*
* This function should be used by threaded applications to make sure
* that @func is emitted under the Clutter threads lock and invoked
* from the same thread that started the Clutter main loop. For instance,
* it can be used to update the UI using the results from a worker
* thread:
*
* |[
* static gboolean
* update_ui (gpointer data)
* {
* SomeClosure *closure = data;
*
* /&ast; it is safe to call Clutter API from this function because
* &ast; it is invoked from the same thread that started the main
* &ast; loop and under the Clutter thread lock
* &ast;/
* clutter_label_set_text (CLUTTER_LABEL (closure-&gt;label),
* closure-&gt;text);
*
* g_object_unref (closure-&gt;label);
* g_free (closure);
*
* return FALSE;
* }
*
* /&ast; within another thread &ast;/
* closure = g_new0 (SomeClosure, 1);
* /&ast; always take a reference on GObject instances &ast;/
* closure-&gt;label = g_object_ref (my_application-&gt;label);
* closure-&gt;text = g_strdup (processed_text_to_update_the_label);
*
* clutter_threads_add_idle_full (G_PRIORITY_HIGH_IDLE,
* update_ui,
* closure,
* NULL);
* ]|
*
* Return value: the ID (greater than 0) of the event source.
*
* Since: 0.4
*/
guint
clutter_threads_add_idle_full (gint priority,
GSourceFunc func,
gpointer data,
GDestroyNotify notify)
{
ClutterThreadsDispatch *dispatch;
g_return_val_if_fail (func != NULL, 0);
dispatch = g_slice_new (ClutterThreadsDispatch);
dispatch->func = func;
dispatch->data = data;
dispatch->notify = notify;
return g_idle_add_full (priority,
clutter_threads_dispatch, dispatch,
clutter_threads_dispatch_free);
}
/**
* clutter_threads_add_idle:
* @func: function to call
* @data: data to pass to the function
*
* Simple wrapper around clutter_threads_add_idle_full() using the
* default priority.
*
* Return value: the ID (greater than 0) of the event source.
*
* Since: 0.4
*/
guint
clutter_threads_add_idle (GSourceFunc func,
gpointer data)
{
g_return_val_if_fail (func != NULL, 0);
return clutter_threads_add_idle_full (G_PRIORITY_DEFAULT_IDLE,
func, data,
NULL);
}
/**
* clutter_threads_add_timeout_full:
* @priority: the priority of the timeout source. Typically this will be in the
* range between #G_PRIORITY_DEFAULT and #G_PRIORITY_HIGH.
* @interval: the time between calls to the function, in milliseconds
* @func: function to call
* @data: data to pass to the function
* @notify: function to call when the timeout source is removed
*
* Sets a function to be called at regular intervals holding the Clutter
* threads lock, with the given priority. The function is called repeatedly
* until it returns %FALSE, at which point the timeout is automatically
* removed and the function will not be called again. The @notify function
* is called when the timeout is removed.
*
* The first call to the function will be at the end of the first @interval.
*
* It is important to note that, due to how the Clutter main loop is
* implemented, the timing will not be accurate and it will not try to
* "keep up" with the interval. A more reliable source is available
* using clutter_threads_add_frame_source_full(), which is also internally
* used by #ClutterTimeline.
*
* See also clutter_threads_add_idle_full().
*
* Return value: the ID (greater than 0) of the event source.
*
* Since: 0.4
*/
guint
clutter_threads_add_timeout_full (gint priority,
guint interval,
GSourceFunc func,
gpointer data,
GDestroyNotify notify)
{
ClutterThreadsDispatch *dispatch;
g_return_val_if_fail (func != NULL, 0);
dispatch = g_slice_new (ClutterThreadsDispatch);
dispatch->func = func;
dispatch->data = data;
dispatch->notify = notify;
return g_timeout_add_full (priority,
interval,
clutter_threads_dispatch, dispatch,
clutter_threads_dispatch_free);
}
/**
* clutter_threads_add_timeout:
* @interval: the time between calls to the function, in milliseconds
* @func: function to call
* @data: data to pass to the function
*
* Simple wrapper around clutter_threads_add_timeout_full().
*
* Return value: the ID (greater than 0) of the event source.
*
* Since: 0.4
*/
guint
clutter_threads_add_timeout (guint interval,
GSourceFunc func,
gpointer data)
{
g_return_val_if_fail (func != NULL, 0);
return clutter_threads_add_timeout_full (G_PRIORITY_DEFAULT,
interval,
func, data,
NULL);
}
/**
* clutter_threads_add_frame_source_full:
* @priority: the priority of the frame source. Typically this will be in the
* range between #G_PRIORITY_DEFAULT and #G_PRIORITY_HIGH.
* @fps: the number of times per second to call the function
* @func: function to call
* @data: data to pass to the function
* @notify: function to call when the timeout source is removed
*
* Sets a function to be called at regular intervals holding the Clutter
* threads lock, with the given priority. The function is called repeatedly
* until it returns %FALSE, at which point the timeout is automatically
* removed and the function will not be called again. The @notify function
* is called when the timeout is removed.
*
* This function is similar to clutter_threads_add_timeout_full()
* except that it will try to compensate for delays. For example, if
* @func takes half the interval time to execute then the function
* will be called again half the interval time after it finished. In
* contrast clutter_threads_add_timeout_full() would not fire until a
* full interval after the function completes so the delay between
* calls would be @interval * 1.5. This function does not however try
* to invoke the function multiple times to catch up missing frames if
* @func takes more than @interval ms to execute.
*
* See also clutter_threads_add_idle_full().
*
* Return value: the ID (greater than 0) of the event source.
*
* Since: 0.8
*/
guint
clutter_threads_add_frame_source_full (gint priority,
guint fps,
GSourceFunc func,
gpointer data,
GDestroyNotify notify)
{
ClutterThreadsDispatch *dispatch;
g_return_val_if_fail (func != NULL, 0);
dispatch = g_slice_new (ClutterThreadsDispatch);
dispatch->func = func;
dispatch->data = data;
dispatch->notify = notify;
return clutter_frame_source_add_full (priority,
fps,
clutter_threads_dispatch, dispatch,
clutter_threads_dispatch_free);
}
/**
* clutter_threads_add_frame_source:
* @fps: the number of times per second to call the function
* @func: function to call
* @data: data to pass to the function
*
* Simple wrapper around clutter_threads_add_frame_source_full().
*
* Return value: the ID (greater than 0) of the event source.
*
* Since: 0.8
*/
guint
clutter_threads_add_frame_source (guint fps,
GSourceFunc func,
gpointer data)
{
g_return_val_if_fail (func != NULL, 0);
return clutter_threads_add_frame_source_full (G_PRIORITY_DEFAULT,
fps,
func, data,
NULL);
}
/**
* clutter_threads_enter:
*
* Locks the Clutter thread lock.
*
* Since: 0.4
*/
void
clutter_threads_enter (void)
{
if (clutter_threads_lock)
(* clutter_threads_lock) ();
}
/**
* clutter_threads_leave:
*
* Unlocks the Clutter thread lock.
*
* Since: 0.4
*/
void
clutter_threads_leave (void)
{
if (clutter_threads_unlock)
(* clutter_threads_unlock) ();
}
/**
* clutter_get_debug_enabled:
*
* Check if clutter has debugging turned on.
*
* Return value: TRUE if debugging is turned on, FALSE otherwise.
*/
gboolean
clutter_get_debug_enabled (void)
{
#ifdef CLUTTER_ENABLE_DEBUG
return clutter_debug_flags != 0;
#else
return FALSE;
#endif
}
gboolean
_clutter_context_is_initialized (void)
{
if (ClutterCntx == NULL)
return FALSE;
return ClutterCntx->is_initialized;
}
ClutterMainContext *
_clutter_context_get_default (void)
{
if (G_UNLIKELY (ClutterCntx == NULL))
{
ClutterMainContext *ctx;
ClutterCntx = ctx = g_new0 (ClutterMainContext, 1);
ctx->backend = g_object_new (_clutter_backend_impl_get_type (), NULL);
ctx->is_initialized = FALSE;
ctx->motion_events_per_actor = TRUE;
#ifdef CLUTTER_ENABLE_DEBUG
ctx->timer = g_timer_new ();
g_timer_start (ctx->timer);
#endif
}
return ClutterCntx;
}
/**
* clutter_get_timestamp:
*
* Returns the approximate number of microseconds passed since clutter was
* intialised.
*
* Return value: Number of microseconds since clutter_init() was called.
*/
gulong
clutter_get_timestamp (void)
{
#ifdef CLUTTER_ENABLE_DEBUG
ClutterMainContext *ctx;
gdouble seconds;
ctx = _clutter_context_get_default ();
/* FIXME: may need a custom timer for embedded setups */
seconds = g_timer_elapsed (ctx->timer, NULL);
return (gulong)(seconds / 1.0e-6);
#else
return 0;
#endif
}
static gboolean
clutter_arg_direction_cb (const char *key,
const char *value,
gpointer user_data)
{
clutter_text_direction =
(strcmp (value, "rtl") == 0) ? CLUTTER_TEXT_DIRECTION_RTL
: CLUTTER_TEXT_DIRECTION_LTR;
return TRUE;
}
#ifdef CLUTTER_ENABLE_DEBUG
static gboolean
clutter_arg_debug_cb (const char *key,
const char *value,
gpointer user_data)
{
clutter_debug_flags |=
g_parse_debug_string (value,
clutter_debug_keys,
G_N_ELEMENTS (clutter_debug_keys));
return TRUE;
}
static gboolean
clutter_arg_no_debug_cb (const char *key,
const char *value,
gpointer user_data)
{
clutter_debug_flags &=
~g_parse_debug_string (value,
clutter_debug_keys,
G_N_ELEMENTS (clutter_debug_keys));
return TRUE;
}
#endif /* CLUTTER_ENABLE_DEBUG */
GQuark
clutter_init_error_quark (void)
{
return g_quark_from_static_string ("clutter-init-error-quark");
}
static ClutterInitError
clutter_init_real (GError **error)
{
ClutterMainContext *ctx;
ClutterActor *stage;
gdouble resolution;
ClutterBackend *backend;
/* Note, creates backend if not already existing, though parse args will
* have likely created it
*/
ctx = _clutter_context_get_default ();
backend = ctx->backend;
if (!ctx->options_parsed)
{
g_set_error (error, CLUTTER_INIT_ERROR,
CLUTTER_INIT_ERROR_INTERNAL,
"When using clutter_get_option_group_without_init() "
"you must parse options before calling clutter_init()");
return CLUTTER_INIT_ERROR_INTERNAL;
}
/*
* Call backend post parse hooks.
*/
if (!_clutter_backend_post_parse (backend, error))
return CLUTTER_INIT_ERROR_BACKEND;
/* Stage will give us a GL Context etc */
stage = clutter_stage_get_default ();
if (!stage)
{
if (error)
g_set_error (error, CLUTTER_INIT_ERROR,
CLUTTER_INIT_ERROR_INTERNAL,
"Unable to create the default stage");
else
g_critical ("Unable to create the default stage");
return CLUTTER_INIT_ERROR_INTERNAL;
}
clutter_stage_set_title (CLUTTER_STAGE (stage), g_get_prgname ());
clutter_actor_realize (stage);
if (!CLUTTER_ACTOR_IS_REALIZED (stage))
{
if (error)
g_set_error (error, CLUTTER_INIT_ERROR,
CLUTTER_INIT_ERROR_INTERNAL,
"Unable to realize the default stage");
else
g_critical ("Unable to realize the default stage");
return CLUTTER_INIT_ERROR_INTERNAL;
}
/* Now we can safely assume we have a valid GL context and can
* start issueing cogl commands
*/
/* - will call to backend and cogl */
_clutter_feature_init ();
/*
* Resolution requires display to be open, so can only be queried after
* the post_parse hooks run.
*
* NB: cogl_pango requires a Cogl context.
*/
ctx->font_map = COGL_PANGO_FONT_MAP (cogl_pango_font_map_new ());
resolution = clutter_backend_get_resolution (ctx->backend);
cogl_pango_font_map_set_resolution (ctx->font_map, resolution);
if (G_LIKELY (!clutter_disable_mipmap_text))
cogl_pango_font_map_set_use_mipmapping (ctx->font_map, TRUE);
clutter_text_direction = clutter_get_text_direction ();
/* Figure out framebuffer masks used for pick */
cogl_get_bitmasks (&ctx->fb_r_mask, &ctx->fb_g_mask, &ctx->fb_b_mask, NULL);
ctx->fb_r_mask_used = ctx->fb_r_mask;
ctx->fb_g_mask_used = ctx->fb_g_mask;
ctx->fb_b_mask_used = ctx->fb_b_mask;
/* XXX - describe what "fuzzy picking" is */
if (clutter_use_fuzzy_picking)
{
ctx->fb_r_mask_used--;
ctx->fb_g_mask_used--;
ctx->fb_b_mask_used--;
}
/* Initiate event collection */
_clutter_backend_init_events (ctx->backend);
clutter_is_initialized = TRUE;
ctx->is_initialized = TRUE;
return CLUTTER_INIT_SUCCESS;
}
static GOptionEntry clutter_args[] = {
{ "clutter-show-fps", 0, 0, G_OPTION_ARG_NONE, &clutter_show_fps,
N_("Show frames per second"), NULL },
{ "clutter-default-fps", 0, 0, G_OPTION_ARG_INT, &clutter_default_fps,
N_("Default frame rate"), "FPS" },
{ "g-fatal-warnings", 0, 0, G_OPTION_ARG_NONE, &clutter_fatal_warnings,
N_("Make all warnings fatal"), NULL },
{ "clutter-text-direction", 0, 0, G_OPTION_ARG_CALLBACK,
clutter_arg_direction_cb,
N_("Direction for the text"), "DIRECTION" },
{ "clutter-disable-mipmapped-text", 0, 0, G_OPTION_ARG_NONE,
&clutter_disable_mipmap_text,
N_("Disable mipmapping on text"), NULL },
{ "clutter-use-fuzzy-picking", 0, 0, G_OPTION_ARG_NONE,
&clutter_use_fuzzy_picking,
N_("Use 'fuzzy' picking"), NULL },
#ifdef CLUTTER_ENABLE_DEBUG
{ "clutter-debug", 0, 0, G_OPTION_ARG_CALLBACK, clutter_arg_debug_cb,
N_("Clutter debugging flags to set"), "FLAGS" },
{ "clutter-no-debug", 0, 0, G_OPTION_ARG_CALLBACK, clutter_arg_no_debug_cb,
N_("Clutter debugging flags to unset"), "FLAGS" },
#endif /* CLUTTER_ENABLE_DEBUG */
{ NULL, },
};
/* pre_parse_hook: initialise variables depending on environment
* variables; these variables might be overridden by the command
* line arguments that are going to be parsed after.
*/
static gboolean
pre_parse_hook (GOptionContext *context,
GOptionGroup *group,
gpointer data,
GError **error)
{
ClutterMainContext *clutter_context;
ClutterBackend *backend;
const char *env_string;
if (clutter_is_initialized)
return TRUE;
if (setlocale (LC_ALL, "") == NULL)
g_warning ("Locale not supported by C library.\n"
"Using the fallback 'C' locale.");
clutter_context = _clutter_context_get_default ();
clutter_context->id_pool = clutter_id_pool_new (256);
backend = clutter_context->backend;
g_assert (CLUTTER_IS_BACKEND (backend));
#ifdef CLUTTER_ENABLE_DEBUG
env_string = g_getenv ("CLUTTER_DEBUG");
if (env_string != NULL)
{
clutter_debug_flags =
g_parse_debug_string (env_string,
clutter_debug_keys,
G_N_ELEMENTS (clutter_debug_keys));
env_string = NULL;
}
#endif /* CLUTTER_ENABLE_DEBUG */
env_string = g_getenv ("CLUTTER_SHOW_FPS");
if (env_string)
clutter_show_fps = TRUE;
env_string = g_getenv ("CLUTTER_DEFAULT_FPS");
if (env_string)
{
gint default_fps = g_ascii_strtoll (env_string, NULL, 10);
clutter_default_fps = CLAMP (default_fps, 1, 1000);
}
env_string = g_getenv ("CLUTTER_DISABLE_MIPMAPPED_TEXT");
if (env_string)
clutter_disable_mipmap_text = TRUE;
#ifdef HAVE_CLUTTER_FRUITY
/* we always enable fuzzy picking in the "fruity" backend */
clutter_use_fuzzy_picking = TRUE;
#else
env_string = g_getenv ("CLUTTER_FUZZY_PICK");
if (env_string)
clutter_use_fuzzy_picking = TRUE;
#endif /* HAVE_CLUTTER_FRUITY */
return _clutter_backend_pre_parse (backend, error);
}
/* post_parse_hook: initialise the context and data structures
* and opens the X display
*/
static gboolean
post_parse_hook (GOptionContext *context,
GOptionGroup *group,
gpointer data,
GError **error)
{
ClutterMainContext *clutter_context;
ClutterBackend *backend;
if (clutter_is_initialized)
return TRUE;
clutter_context = _clutter_context_get_default ();
backend = clutter_context->backend;
g_assert (CLUTTER_IS_BACKEND (backend));
if (clutter_fatal_warnings)
{
GLogLevelFlags fatal_mask;
fatal_mask = g_log_set_always_fatal (G_LOG_FATAL_MASK);
fatal_mask |= G_LOG_LEVEL_WARNING | G_LOG_LEVEL_CRITICAL;
g_log_set_always_fatal (fatal_mask);
}
clutter_context->frame_rate = clutter_default_fps;
clutter_context->options_parsed = TRUE;
/*
* If not asked to defer display setup, call clutter_init_real(),
* which in turn calls the backend post parse hooks.
*/
if (!clutter_context->defer_display_setup)
return clutter_init_real (error);
return TRUE;
}
/**
* clutter_get_option_group:
*
* Returns a #GOptionGroup for the command line arguments recognized
* by Clutter. You should add this group to your #GOptionContext with
* g_option_context_add_group(), if you are using g_option_context_parse()
* to parse your commandline arguments.
*
* Calling g_option_context_parse() with Clutter's #GOptionGroup will result
* in Clutter's initialization. That is, the following code:
*
* |[
* g_option_context_set_main_group (context, clutter_get_option_group ());
* res = g_option_context_parse (context, &amp;argc, &amp;argc, NULL);
* ]|
*
* is functionally equivalent to:
*
* |[
* clutter_init (&amp;argc, &amp;argv);
* ]|
*
* After g_option_context_parse() on a #GOptionContext containing the
* Clutter #GOptionGroup has returned %TRUE, Clutter is guaranteed to be
* initialized.
*
* Return value: (transfer full): a #GOptionGroup for the commandline arguments
* recognized by Clutter
*
* Since: 0.2
*/
GOptionGroup *
clutter_get_option_group (void)
{
ClutterMainContext *context;
GOptionGroup *group;
clutter_base_init ();
context = _clutter_context_get_default ();
group = g_option_group_new ("clutter",
_("Clutter Options"),
_("Show Clutter Options"),
NULL,
NULL);
g_option_group_set_parse_hooks (group, pre_parse_hook, post_parse_hook);
g_option_group_add_entries (group, clutter_args);
g_option_group_set_translation_domain (group, GETTEXT_PACKAGE);
/* add backend-specific options */
_clutter_backend_add_options (context->backend, group);
return group;
}
/**
* clutter_get_option_group_without_init:
*
* Returns a #GOptionGroup for the command line arguments recognized
* by Clutter. You should add this group to your #GOptionContext with
* g_option_context_add_group(), if you are using g_option_context_parse()
* to parse your commandline arguments. Unlike clutter_get_option_group(),
* calling g_option_context_parse() with the #GOptionGroup returned by this
* function requires a subsequent explicit call to clutter_init(); use this
* function when needing to set foreign display connection with
* clutter_x11_set_display(), or with gtk_clutter_init().
*
* Return value: (transfer full): a #GOptionGroup for the commandline arguments
* recognized by Clutter
*
* Since: 0.8.2
*/
GOptionGroup *
clutter_get_option_group_without_init (void)
{
ClutterMainContext *context;
GOptionGroup *group;
clutter_base_init ();
context = _clutter_context_get_default ();
context->defer_display_setup = TRUE;
group = clutter_get_option_group ();
return group;
}
/* Note that the gobject-introspection annotations for the argc/argv
* parameters do not produce the right result; however, they do
* allow the common case of argc=NULL, argv=NULL to work.
*/
/**
* clutter_init_with_args:
* @argc: (inout): a pointer to the number of command line arguments
* @argv: (array length=argc) (inout) (allow-none): a pointer to the array
* of command line arguments
* @parameter_string: (allow-none): a string which is displayed in the
* first line of <option>--help</option> output, after
* <literal><replaceable>programname</replaceable> [OPTION...]</literal>
* @entries: (allow-none): a %NULL terminated array of #GOptionEntry<!-- -->s
* describing the options of your program
* @translation_domain: (allow-none): a translation domain to use for
* translating the <option>--help</option> output for the options in
* @entries with gettext(), or %NULL
* @error: (allow-none): a return location for a #GError
*
* This function does the same work as clutter_init(). Additionally,
* it allows you to add your own command line options, and it
* automatically generates nicely formatted <option>--help</option>
* output. Note that your program will be terminated after writing
* out the help output. Also note that, in case of error, the
* error message will be placed inside @error instead of being
* printed on the display.
*
* Return value: %CLUTTER_INIT_SUCCESS if Clutter has been successfully
* initialised, or other values or #ClutterInitError in case of
* error.
*
* Since: 0.2
*/
ClutterInitError
clutter_init_with_args (int *argc,
char ***argv,
const char *parameter_string,
GOptionEntry *entries,
const char *translation_domain,
GError **error)
{
GOptionContext *context;
GOptionGroup *group;
gboolean res;
ClutterMainContext *ctx;
if (clutter_is_initialized)
return CLUTTER_INIT_SUCCESS;
clutter_base_init ();
ctx = _clutter_context_get_default ();
if (!ctx->defer_display_setup)
{
if (argc && *argc > 0 && *argv)
g_set_prgname ((*argv)[0]);
context = g_option_context_new (parameter_string);
group = clutter_get_option_group ();
g_option_context_add_group (context, group);
group = cogl_get_option_group ();
g_option_context_add_group (context, group);
if (entries)
g_option_context_add_main_entries (context, entries, translation_domain);
res = g_option_context_parse (context, argc, argv, error);
g_option_context_free (context);
/* if res is FALSE, the error is filled for
* us by g_option_context_parse()
*/
if (!res)
{
/* if there has been an error in the initialization, the
* error id will be preserved inside the GError code
*/
if (error && *error)
return (*error)->code;
else
return CLUTTER_INIT_ERROR_INTERNAL;
}
return CLUTTER_INIT_SUCCESS;
}
else
return clutter_init_real (error);
}
static gboolean
clutter_parse_args (int *argc,
char ***argv)
{
GOptionContext *option_context;
GOptionGroup *clutter_group, *cogl_group;
GError *error = NULL;
gboolean ret = TRUE;
if (clutter_is_initialized)
return TRUE;
option_context = g_option_context_new (NULL);
g_option_context_set_ignore_unknown_options (option_context, TRUE);
g_option_context_set_help_enabled (option_context, FALSE);
/* Initiate any command line options from the backend */
clutter_group = clutter_get_option_group ();
g_option_context_set_main_group (option_context, clutter_group);
cogl_group = cogl_get_option_group ();
g_option_context_add_group (option_context, cogl_group);
if (!g_option_context_parse (option_context, argc, argv, &error))
{
if (error)
{
g_warning ("%s", error->message);
g_error_free (error);
}
ret = FALSE;
}
g_option_context_free (option_context);
return ret;
}
/**
* clutter_init:
* @argc: (inout): The number of arguments in @argv
* @argv: (array length=argc) (inout) (allow-none): A pointer to an array
* of arguments.
*
* It will initialise everything needed to operate with Clutter and
* parses some standard command line options. @argc and @argv are
* adjusted accordingly so your own code will never see those standard
* arguments.
*
* Return value: 1 on success, < 0 on failure.
*/
ClutterInitError
clutter_init (int *argc,
char ***argv)
{
ClutterMainContext *ctx;
GError *error = NULL;
if (clutter_is_initialized)
return CLUTTER_INIT_SUCCESS;
clutter_base_init ();
ctx = _clutter_context_get_default ();
if (!ctx->defer_display_setup)
{
if (argc && *argc > 0 && *argv)
g_set_prgname ((*argv)[0]);
/* parse_args will trigger backend creation and things like
* DISPLAY connection etc.
*/
if (clutter_parse_args (argc, argv) == FALSE)
{
CLUTTER_NOTE (MISC, "failed to parse arguments.");
return CLUTTER_INIT_ERROR_INTERNAL;
}
return CLUTTER_INIT_SUCCESS;
}
else
return clutter_init_real (&error);
}
gboolean
_clutter_boolean_handled_accumulator (GSignalInvocationHint *ihint,
GValue *return_accu,
const GValue *handler_return,
gpointer dummy)
{
gboolean continue_emission;
gboolean signal_handled;
signal_handled = g_value_get_boolean (handler_return);
g_value_set_boolean (return_accu, signal_handled);
continue_emission = !signal_handled;
return continue_emission;
}
static void
event_click_count_generate (ClutterEvent *event)
{
/* multiple button click detection */
static gint click_count = 0;
static gint previous_x = -1;
static gint previous_y = -1;
static guint32 previous_time = 0;
static gint previous_button_number = -1;
ClutterBackend *backend;
guint double_click_time;
guint double_click_distance;
backend = _clutter_context_get_default ()->backend;
double_click_distance = clutter_backend_get_double_click_distance (backend);
double_click_time = clutter_backend_get_double_click_time (backend);
if (event->button.device != NULL)
{
click_count = event->button.device->click_count;
previous_x = event->button.device->previous_x;
previous_y = event->button.device->previous_y;
previous_time = event->button.device->previous_time;
previous_button_number = event->button.device->previous_button_number;
}
switch (event->type)
{
case CLUTTER_BUTTON_PRESS:
case CLUTTER_SCROLL:
/* check if we are in time and within distance to increment an
* existing click count
*/
if (event->button.time < previous_time + double_click_time &&
(ABS (event->button.x - previous_x) <= double_click_distance) &&
(ABS (event->button.y - previous_y) <= double_click_distance)
&& event->button.button == previous_button_number)
{
click_count ++;
}
else /* start a new click count*/
{
click_count=1;
previous_button_number = event->button.button;
}
/* store time and position for this click for comparison with
* next event
*/
previous_time = event->button.time;
previous_x = event->button.x;
previous_y = event->button.y;
/* fallthrough */
case CLUTTER_BUTTON_RELEASE:
event->button.click_count=click_count;
break;
default:
g_assert (NULL);
}
if (event->button.device != NULL)
{
event->button.device->click_count = click_count;
event->button.device->previous_x = previous_x;
event->button.device->previous_y = previous_y;
event->button.device->previous_time = previous_time;
event->button.device->previous_button_number = previous_button_number;
}
}
static inline void
emit_event (ClutterEvent *event,
gboolean is_key_event)
{
static gboolean lock = FALSE;
GPtrArray *event_tree = NULL;
ClutterActor *actor;
gint i = 0;
if (!event->any.source)
{
CLUTTER_NOTE (EVENT, "No source set, discarding event");
return;
}
/* reentrancy check */
if (lock != FALSE)
{
g_warning ("Tried emitting event during event delivery, bailing out.n");
return;
}
lock = TRUE;
event_tree = g_ptr_array_sized_new (64);
actor = event->any.source;
/* Build 'tree' of emitters for the event */
while (actor)
{
ClutterActor *parent;
parent = clutter_actor_get_parent (actor);
if (clutter_actor_get_reactive (actor) ||
parent == NULL || /* stage gets all events */
is_key_event) /* keyboard events are always emitted */
{
g_ptr_array_add (event_tree, g_object_ref (actor));
}
actor = parent;
}
/* Capture */
for (i = event_tree->len - 1; i >= 0; i--)
if (clutter_actor_event (g_ptr_array_index (event_tree, i), event, TRUE))
goto done;
/* Bubble */
for (i = 0; i < event_tree->len; i++)
if (clutter_actor_event (g_ptr_array_index (event_tree, i), event, FALSE))
goto done;
done:
for (i = 0; i < event_tree->len; i++)
g_object_unref (g_ptr_array_index (event_tree, i));
g_ptr_array_free (event_tree, TRUE);
lock = FALSE;
}
/*
* Emits a pointer event after having prepared the event for delivery (setting
* source, computing click_count, generating enter/leave etc.).
*/
static inline void
emit_pointer_event (ClutterEvent *event,
ClutterInputDevice *device)
{
/* Using the global variable directly, since it has to be initialized
* at this point
*/
ClutterMainContext *context = ClutterCntx;
if (G_UNLIKELY (context->pointer_grab_actor != NULL &&
device == NULL))
{
/* global grab */
clutter_actor_event (context->pointer_grab_actor, event, FALSE);
}
else if (G_UNLIKELY (device != NULL &&
device->pointer_grab_actor != NULL))
{
/* per device grab */
clutter_actor_event (device->pointer_grab_actor, event, FALSE);
}
else
{
/* no grab, time to capture and bubble */
emit_event (event, FALSE);
}
}
static inline void
emit_keyboard_event (ClutterEvent *event)
{
ClutterMainContext *context = ClutterCntx;
if (G_UNLIKELY (context->keyboard_grab_actor != NULL))
clutter_actor_event (context->keyboard_grab_actor, event, FALSE);
else
emit_event (event, TRUE);
}
static void
unset_motion_last_actor (ClutterActor *actor, ClutterInputDevice *dev)
{
ClutterMainContext *context = ClutterCntx;
if (dev == NULL)
context->motion_last_actor = NULL;
else
dev->motion_last_actor = NULL;
}
static void
set_motion_last_actor (ClutterActor *motion_current_actor,
ClutterInputDevice *device)
{
ClutterMainContext *context = ClutterCntx;
ClutterActor *last_actor = context->motion_last_actor;
if (device != NULL)
last_actor = device->motion_last_actor;
if (last_actor && last_actor != motion_current_actor)
{
g_signal_handlers_disconnect_by_func
(last_actor,
G_CALLBACK (unset_motion_last_actor),
device);
}
if (motion_current_actor && last_actor != motion_current_actor)
{
g_signal_connect (motion_current_actor, "destroy",
G_CALLBACK (unset_motion_last_actor),
device);
}
if (device != NULL)
device->motion_last_actor = motion_current_actor;
else
context->motion_last_actor = motion_current_actor;
}
static inline void
generate_enter_leave_events (ClutterEvent *event)
{
ClutterMainContext *context = ClutterCntx;
ClutterActor *motion_current_actor = event->motion.source;
ClutterActor *last_actor = context->motion_last_actor;
ClutterInputDevice *device = clutter_event_get_device (event);
if (device != NULL)
last_actor = device->motion_last_actor;
if (last_actor != motion_current_actor)
{
if (motion_current_actor)
{
ClutterEvent cev;
gfloat x, y;
cev.crossing.device = device;
clutter_event_get_coords (event, &x, &y);
if (context->motion_last_actor)
{
cev.crossing.type = CLUTTER_LEAVE;
cev.crossing.time = event->any.time;
cev.crossing.flags = 0;
cev.crossing.x = x;
cev.crossing.y = y;
cev.crossing.source = last_actor;
cev.crossing.stage = event->any.stage;
cev.crossing.related = motion_current_actor;
emit_pointer_event (&cev, device);
}
cev.crossing.type = CLUTTER_ENTER;
cev.crossing.time = event->any.time;
cev.crossing.flags = 0;
cev.crossing.x = x;
cev.crossing.y = y;
cev.crossing.source = motion_current_actor;
cev.crossing.stage = event->any.stage;
if (context->motion_last_actor)
cev.crossing.related = last_actor;
else
cev.crossing.related = NULL;
emit_pointer_event (&cev, device);
}
}
set_motion_last_actor (motion_current_actor, device);
}
/**
* clutter_do_event
* @event: a #ClutterEvent.
*
* Processes an event. This function should never be called by applications.
*
* Since: 0.4
*/
void
clutter_do_event (ClutterEvent *event)
{
if (!event->any.stage)
return;
/* Instead of processing events when received, we queue them up to
* handle per-frame before animations, layout, and drawing.
*
* This gives us the chance to reliably compress motion events
* because we've "looked ahead" and know all motion events that
* will occur before drawing the frame.
*/
_clutter_stage_queue_event (event->any.stage, event);
}
/**
* _clutter_process_event
* @event: a #ClutterEvent.
*
* Does the actual work of processing an event that was queued earlier
* out of clutter_do_event().
*/
void
_clutter_process_event (ClutterEvent *event)
{
/* FIXME: This should probably be clutter_cook_event() - it would
* take a raw event from the backend and 'cook' it so its more tasty.
*
*/
ClutterMainContext *context;
ClutterBackend *backend;
ClutterActor *stage;
ClutterInputDevice *device = NULL;
context = _clutter_context_get_default ();
backend = context->backend;
stage = CLUTTER_ACTOR(event->any.stage);
if (!stage)
return;
CLUTTER_TIMESTAMP (EVENT, "Event received");
context->last_event_time = clutter_event_get_time (event);
switch (event->type)
{
case CLUTTER_NOTHING:
event->any.source = stage;
break;
case CLUTTER_LEAVE:
/* The source is set for generated events, not for events
* resulting from the cursor leaving the stage
*/
if (event->any.source == NULL)
{
ClutterActor *last_actor = context->motion_last_actor;
if (event->crossing.device != NULL)
last_actor = event->crossing.device->motion_last_actor;
event->any.source = last_actor;
set_motion_last_actor (NULL, event->crossing.device);
}
/* flow through */
case CLUTTER_ENTER:
emit_pointer_event (event, event->crossing.device);
break;
case CLUTTER_DESTROY_NOTIFY:
case CLUTTER_DELETE:
event->any.source = stage;
/* the stage did not handle the event, so we just quit */
if (!clutter_stage_event (CLUTTER_STAGE (stage), event))
{
if (stage == clutter_stage_get_default())
clutter_main_quit ();
else
clutter_actor_destroy (stage);
}
break;
case CLUTTER_KEY_PRESS:
case CLUTTER_KEY_RELEASE:
{
ClutterActor *actor = NULL;
/* check that we're not a synthetic event with source set */
if (event->any.source == NULL)
{
actor = clutter_stage_get_key_focus (CLUTTER_STAGE (stage));
event->any.source = actor;
if (G_UNLIKELY (actor == NULL))
{
g_warning ("No key focus set, discarding");
return;
}
}
emit_keyboard_event (event);
}
break;
case CLUTTER_MOTION:
device = event->motion.device;
/* Only stage gets motion events if clutter_set_motion_events is TRUE,
* and the event is not a synthetic event with source set.
*/
if (!context->motion_events_per_actor &&
event->any.source == NULL)
{
/* Only stage gets motion events */
event->any.source = stage;
/* global grabs */
if (context->pointer_grab_actor != NULL)
{
clutter_actor_event (context->pointer_grab_actor,
event, FALSE);
break;
}
else if (device != NULL && device->pointer_grab_actor != NULL)
{
clutter_actor_event (device->pointer_grab_actor,
event, FALSE);
break;
}
/* Trigger handlers on stage in both capture .. */
if (!clutter_actor_event (stage, event, TRUE))
{
/* and bubbling phase */
clutter_actor_event (stage, event, FALSE);
}
break;
}
/* fallthrough */
case CLUTTER_BUTTON_PRESS:
case CLUTTER_BUTTON_RELEASE:
case CLUTTER_SCROLL:
{
ClutterActor *actor;
gfloat x, y;
clutter_event_get_coords (event, &x, &y);
/* Only do a pick to find the source if source is not already set
* (as it could be in a synthetic event)
*/
if (event->any.source == NULL)
{
/* Handle release off stage */
if ((x >= clutter_actor_get_width (stage) ||
y >= clutter_actor_get_height (stage) ||
x < 0 || y < 0))
{
if (event->type == CLUTTER_BUTTON_RELEASE)
{
CLUTTER_NOTE (EVENT,
"Release off stage received at %.2f, %.2f",
x, y);
event->button.source = stage;
emit_pointer_event (event, event->button.device);
}
break;
}
/* Map the event to a reactive actor */
actor = _clutter_do_pick (CLUTTER_STAGE (stage),
x, y,
CLUTTER_PICK_REACTIVE);
event->any.source = actor;
if (!actor)
break;
}
else
{
/* use the source already set in the synthetic event */
actor = event->any.source;
}
/* FIXME: for an optimisation should check if there are
* actually any reactive actors and avoid the pick all together
* (signalling just the stage). Should be big help for gles.
*/
CLUTTER_NOTE (EVENT,
"Reactive event received at %.2f, %.2f - actor: %p",
x, y,
actor);
/* Create, enter/leave events if needed */
generate_enter_leave_events (event);
if (event->type != CLUTTER_MOTION)
{
/* Generate click count */
event_click_count_generate (event);
}
if (device == NULL)
{
switch (event->type)
{
case CLUTTER_BUTTON_PRESS:
case CLUTTER_BUTTON_RELEASE:
device = event->button.device;
break;
case CLUTTER_SCROLL:
device = event->scroll.device;
break;
case CLUTTER_MOTION:
/* already handled in the MOTION case of the switch */
default:
break;
}
}
emit_pointer_event (event, device);
break;
}
case CLUTTER_STAGE_STATE:
/* fullscreen / focus - forward to stage */
event->any.source = stage;
clutter_stage_event (CLUTTER_STAGE (stage), event);
break;
case CLUTTER_CLIENT_MESSAGE:
break;
}
}
/**
* clutter_get_actor_by_gid
* @id: a #ClutterActor ID.
*
* Retrieves the #ClutterActor with @id.
*
* Return value: (transfer none): the actor with the passed id or %NULL.
* The returned actor does not have its reference count increased.
*
* Since: 0.6
*/
ClutterActor*
clutter_get_actor_by_gid (guint32 id)
{
ClutterMainContext *context;
context = _clutter_context_get_default ();
g_return_val_if_fail (context != NULL, NULL);
return CLUTTER_ACTOR (clutter_id_pool_lookup (context->id_pool, id));
}
void
clutter_base_init (void)
{
static gboolean initialised = FALSE;
if (!initialised)
{
GType foo; /* Quiet gcc */
initialised = TRUE;
bindtextdomain (GETTEXT_PACKAGE, LOCALEDIR);
bind_textdomain_codeset (GETTEXT_PACKAGE, "UTF-8");
/* initialise GLib type system */
g_type_init ();
/* CLUTTER_TYPE_ACTOR */
foo = clutter_actor_get_type ();
}
}
/**
* clutter_get_default_frame_rate:
*
* Retrieves the default frame rate. See clutter_set_default_frame_rate().
*
* Return value: the default frame rate
*
* Since: 0.6
*/
guint
clutter_get_default_frame_rate (void)
{
ClutterMainContext *context;
context = _clutter_context_get_default ();
return context->frame_rate;
}
/**
* clutter_set_default_frame_rate:
* @frames_per_sec: the new default frame rate
*
* Sets the default frame rate. This frame rate will be used to limit
* the number of frames drawn if Clutter is not able to synchronize
* with the vertical refresh rate of the display. When synchronization
* is possible, this value is ignored.
*
* Since: 0.6
*/
void
clutter_set_default_frame_rate (guint frames_per_sec)
{
ClutterMainContext *context;
context = _clutter_context_get_default ();
if (context->frame_rate != frames_per_sec)
context->frame_rate = frames_per_sec;
}
static void
on_pointer_grab_weak_notify (gpointer data,
GObject *where_the_object_was)
{
ClutterInputDevice *dev = (ClutterInputDevice *)data;
ClutterMainContext *context;
context = _clutter_context_get_default ();
if (dev)
{
dev->pointer_grab_actor = NULL;
clutter_ungrab_pointer_for_device (dev->id);
}
else
{
context->pointer_grab_actor = NULL;
clutter_ungrab_pointer ();
}
}
/**
* clutter_grab_pointer:
* @actor: a #ClutterActor
*
* Grabs pointer events, after the grab is done all pointer related events
* (press, motion, release, enter, leave and scroll) are delivered to this
* actor directly without passing through both capture and bubble phases of
* the event delivery chain. The source set in the event will be the actor
* that would have received the event if the pointer grab was not in effect.
*
* <note><para>Grabs completely override the entire event delivery chain
* done by Clutter. Pointer grabs should only be used as a last resource;
* using the #ClutterActor::captured-event signal should always be the
* preferred way to intercept event delivery to reactive actors.</para></note>
*
* If you wish to grab all the pointer events for a specific input device,
* you should use clutter_grab_pointer_for_device().
*
* Since: 0.6
*/
void
clutter_grab_pointer (ClutterActor *actor)
{
ClutterMainContext *context;
g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor));
context = _clutter_context_get_default ();
if (context->pointer_grab_actor == actor)
return;
if (context->pointer_grab_actor)
{
g_object_weak_unref (G_OBJECT (context->pointer_grab_actor),
on_pointer_grab_weak_notify,
NULL);
context->pointer_grab_actor = NULL;
}
if (actor)
{
context->pointer_grab_actor = actor;
g_object_weak_ref (G_OBJECT (actor),
on_pointer_grab_weak_notify,
NULL);
}
}
/**
* clutter_grab_pointer_for_device:
* @actor: a #ClutterActor
* @id: a device id, or -1
*
* Grabs all the pointer events coming from the device @id for @actor.
*
* If @id is -1 then this function is equivalent to clutter_grab_pointer().
*
* Since: 0.8
*/
void
clutter_grab_pointer_for_device (ClutterActor *actor,
gint id)
{
ClutterInputDevice *dev;
g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor));
/* essentially a global grab */
if (id == -1)
{
clutter_grab_pointer (actor);
return;
}
dev = clutter_get_input_device_for_id (id);
if (!dev)
return;
if (dev->pointer_grab_actor == actor)
return;
if (dev->pointer_grab_actor)
{
g_object_weak_unref (G_OBJECT (dev->pointer_grab_actor),
on_pointer_grab_weak_notify,
dev);
dev->pointer_grab_actor = NULL;
}
if (actor)
{
dev->pointer_grab_actor = actor;
g_object_weak_ref (G_OBJECT (actor),
on_pointer_grab_weak_notify,
dev);
}
}
/**
* clutter_ungrab_pointer:
*
* Removes an existing grab of the pointer.
*
* Since: 0.6
*/
void
clutter_ungrab_pointer (void)
{
clutter_grab_pointer (NULL);
}
/**
* clutter_ungrab_pointer_for_device:
* @id: a device id
*
* Removes an existing grab of the pointer events for device @id.
*
* Since: 0.8
*/
void
clutter_ungrab_pointer_for_device (gint id)
{
clutter_grab_pointer_for_device (NULL, id);
}
/**
* clutter_get_pointer_grab:
*
* Queries the current pointer grab of clutter.
*
* Return value: (transfer none): the actor currently holding the pointer grab, or NULL if there is no grab.
*
* Since: 0.6
*/
ClutterActor *
clutter_get_pointer_grab (void)
{
ClutterMainContext *context;
context = _clutter_context_get_default ();
return context->pointer_grab_actor;
}
static void
on_keyboard_grab_weak_notify (gpointer data,
GObject *where_the_object_was)
{
ClutterMainContext *context;
context = _clutter_context_get_default ();
context->keyboard_grab_actor = NULL;
clutter_ungrab_keyboard ();
}
/**
* clutter_grab_keyboard:
* @actor: a #ClutterActor
*
* Grabs keyboard events, after the grab is done keyboard
* events (#ClutterActor::key-press-event and #ClutterActor::key-release-event)
* are delivered to this actor directly. The source set in the event will be
* the actor that would have received the event if the keyboard grab was not
* in effect.
*
* Like pointer grabs, keyboard grabs should only be used as a last
* resource.
*
* See also clutter_stage_set_key_focus() and clutter_actor_grab_key_focus()
* to perform a "soft" key grab and assign key focus to a specific actor.
*
* Since: 0.6
*/
void
clutter_grab_keyboard (ClutterActor *actor)
{
ClutterMainContext *context;
g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor));
context = _clutter_context_get_default ();
if (context->keyboard_grab_actor == actor)
return;
if (context->keyboard_grab_actor)
{
g_object_weak_unref (G_OBJECT (context->keyboard_grab_actor),
on_keyboard_grab_weak_notify,
NULL);
context->keyboard_grab_actor = NULL;
}
if (actor)
{
context->keyboard_grab_actor = actor;
g_object_weak_ref (G_OBJECT (actor),
on_keyboard_grab_weak_notify,
NULL);
}
}
/**
* clutter_ungrab_keyboard:
*
* Removes an existing grab of the keyboard.
*
* Since: 0.6
*/
void
clutter_ungrab_keyboard (void)
{
clutter_grab_keyboard (NULL);
}
/**
* clutter_get_keyboard_grab:
*
* Queries the current keyboard grab of clutter.
*
* Return value: (transfer none): the actor currently holding the keyboard grab, or NULL if there is no grab.
*
* Since: 0.6
*/
ClutterActor *
clutter_get_keyboard_grab (void)
{
ClutterMainContext *context;
context = _clutter_context_get_default ();
return context->keyboard_grab_actor;
}
/**
* clutter_clear_glyph_cache:
*
* Clears the internal cache of glyphs used by the Pango
* renderer. This will free up some memory and GL texture
* resources. The cache will be automatically refilled as more text is
* drawn.
*
* Since: 0.8
*/
void
clutter_clear_glyph_cache (void)
{
if (CLUTTER_CONTEXT ()->font_map)
cogl_pango_font_map_clear_glyph_cache (CLUTTER_CONTEXT ()->font_map);
}
/**
* clutter_set_font_flags:
* @flags: The new flags
*
* Sets the font quality options for subsequent text rendering
* operations.
*
* Using mipmapped textures will improve the quality for scaled down
* text but will use more texture memory.
*
* Enabling hinting improves text quality for static text but may
* introduce some artifacts if the text is animated.
*
* Since: 1.0
*/
void
clutter_set_font_flags (ClutterFontFlags flags)
{
ClutterFontFlags old_flags, changed_flags;
const cairo_font_options_t *font_options;
cairo_font_options_t *new_font_options;
ClutterBackend *backend;
backend = clutter_get_default_backend ();
if (CLUTTER_CONTEXT ()->font_map)
cogl_pango_font_map_set_use_mipmapping (CLUTTER_CONTEXT ()->font_map,
(flags
& CLUTTER_FONT_MIPMAPPING) != 0);
old_flags = clutter_get_font_flags ();
font_options = clutter_backend_get_font_options (backend);
new_font_options = cairo_font_options_copy (font_options);
/* Only set the font options that have actually changed so we don't
override a detailed setting from the backend */
changed_flags = old_flags ^ flags;
if ((changed_flags & CLUTTER_FONT_HINTING))
cairo_font_options_set_hint_style (new_font_options,
(flags & CLUTTER_FONT_HINTING)
? CAIRO_HINT_STYLE_FULL
: CAIRO_HINT_STYLE_NONE);
clutter_backend_set_font_options (backend, new_font_options);
cairo_font_options_destroy (new_font_options);
if (CLUTTER_CONTEXT ()->pango_context)
update_pango_context (backend, CLUTTER_CONTEXT ()->pango_context);
}
/**
* clutter_get_font_flags:
*
* Gets the current font flags for rendering text. See
* clutter_set_font_flags().
*
* Return value: The font flags
*
* Since: 1.0
*/
ClutterFontFlags
clutter_get_font_flags (void)
{
ClutterMainContext *ctxt = CLUTTER_CONTEXT ();
CoglPangoFontMap *font_map = NULL;
const cairo_font_options_t *font_options;
ClutterFontFlags flags = 0;
font_map = CLUTTER_CONTEXT ()->font_map;
if (G_LIKELY (font_map)
&& cogl_pango_font_map_get_use_mipmapping (font_map))
flags |= CLUTTER_FONT_MIPMAPPING;
font_options = clutter_backend_get_font_options (ctxt->backend);
if ((cairo_font_options_get_hint_style (font_options)
!= CAIRO_HINT_STYLE_DEFAULT)
&& (cairo_font_options_get_hint_style (font_options)
!= CAIRO_HINT_STYLE_NONE))
flags |= CLUTTER_FONT_HINTING;
return flags;
}
/**
* clutter_get_input_device_for_id:
* @id: a device id
*
* Retrieves the #ClutterInputDevice from its id.
*
* Return value: (transfer none): a #ClutterInputDevice, or %NULL
*
* Since: 0.8
*/
ClutterInputDevice *
clutter_get_input_device_for_id (gint id)
{
GSList *item;
ClutterInputDevice *device = NULL;
ClutterMainContext *context;
context = _clutter_context_get_default ();
for (item = context->input_devices;
item != NULL;
item = item->next)
{
device = item->data;
if (device->id == id)
return device;
}
return NULL;
}
/**
* clutter_get_font_map:
*
* Retrieves the #PangoFontMap instance used by Clutter.
* You can use the global font map object with the COGL
* Pango API.
*
* Return value: (transfer none): the #PangoFontMap instance. The returned
* value is owned by Clutter and it should never be unreferenced.
*
* Since: 1.0
*/
PangoFontMap *
clutter_get_font_map (void)
{
if (CLUTTER_CONTEXT ()->font_map)
return PANGO_FONT_MAP (CLUTTER_CONTEXT ()->font_map);
return NULL;
}
typedef struct _ClutterRepaintFunction
{
guint id;
GSourceFunc func;
gpointer data;
GDestroyNotify notify;
} ClutterRepaintFunction;
/**
* clutter_threads_remove_repaint_func:
* @handle_id: an unsigned integer greater than zero
*
* Removes the repaint function with @handle_id as its id
*
* Since: 1.0
*/
void
clutter_threads_remove_repaint_func (guint handle_id)
{
ClutterRepaintFunction *repaint_func;
ClutterMainContext *context;
GList *l;
g_return_if_fail (handle_id > 0);
context = CLUTTER_CONTEXT ();
l = context->repaint_funcs;
while (l != NULL)
{
repaint_func = l->data;
if (repaint_func->id == handle_id)
{
context->repaint_funcs =
g_list_remove_link (context->repaint_funcs, l);
g_list_free (l);
if (repaint_func->notify)
repaint_func->notify (repaint_func->data);
g_slice_free (ClutterRepaintFunction, repaint_func);
return;
}
l = l->next;
}
}
/**
* clutter_threads_add_repaint_func:
* @func: the function to be called within the paint cycle
* @data: data to be passed to the function, or %NULL
* @notify: function to be called when removing the repaint
* function, or %NULL
*
* Adds a function to be called whenever Clutter is repainting a Stage.
* If the function returns %FALSE it is automatically removed from the
* list of repaint functions and will not be called again.
*
* This function is guaranteed to be called from within the same thread
* that called clutter_main(), and while the Clutter lock is being held.
*
* A repaint function is useful to ensure that an update of the scenegraph
* is performed before the scenegraph is repainted; for instance, uploading
* a frame from a video into a #ClutterTexture.
*
* When the repaint function is removed (either because it returned %FALSE
* or because clutter_threads_remove_repaint_func() has been called) the
* @notify function will be called, if any is set.
*
* Return value: the ID (greater than 0) of the repaint function. You
* can use the returned integer to remove the repaint function by
* calling clutter_threads_remove_repaint_func().
*
* Since: 1.0
*/
guint
clutter_threads_add_repaint_func (GSourceFunc func,
gpointer data,
GDestroyNotify notify)
{
static guint repaint_id = 1;
ClutterMainContext *context;
ClutterRepaintFunction *repaint_func;
g_return_val_if_fail (func != NULL, 0);
context = CLUTTER_CONTEXT ();
/* XXX lock the context */
repaint_func = g_slice_new (ClutterRepaintFunction);
repaint_func->id = repaint_id++;
repaint_func->func = func;
repaint_func->data = data;
repaint_func->notify = notify;
context->repaint_funcs = g_list_prepend (context->repaint_funcs,
repaint_func);
/* XXX unlock the context */
return repaint_func->id;
}
/*
* _clutter_run_repaint_functions:
*
* Executes the repaint functions added using the
* clutter_threads_add_repaint_func() function.
*
* Must be called before calling clutter_redraw() and
* with the Clutter thread lock held.
*/
void
_clutter_run_repaint_functions (void)
{
ClutterMainContext *context = CLUTTER_CONTEXT ();
ClutterRepaintFunction *repaint_func;
GList *reinvoke_list, *l;
if (context->repaint_funcs == NULL)
return;
reinvoke_list = NULL;
/* consume the whole list while we execute the functions */
while (context->repaint_funcs)
{
gboolean res = FALSE;
repaint_func = context->repaint_funcs->data;
l = context->repaint_funcs;
context->repaint_funcs =
g_list_remove_link (context->repaint_funcs, context->repaint_funcs);
g_list_free (l);
res = repaint_func->func (repaint_func->data);
if (res)
reinvoke_list = g_list_prepend (reinvoke_list, repaint_func);
else
{
if (repaint_func->notify)
repaint_func->notify (repaint_func->data);
g_slice_free (ClutterRepaintFunction, repaint_func);
}
}
if (reinvoke_list)
context->repaint_funcs = reinvoke_list;
}
/**
* clutter_check_version:
* @major: major version, like 1 in 1.2.3
* @minor: minor version, like 2 in 1.2.3
* @micro: micro version, like 3 in 1.2.3
*
* Run-time version check, to check the version the Clutter library
* that an application is currently linked against
*
* This is the run-time equivalent of the compile-time %CLUTTER_CHECK_VERSION
* pre-processor macro
*
* Return value: %TRUE if the version of the Clutter library is
* greater than (@major, @minor, @micro), and %FALSE otherwise
*
* Since: 1.2
*/
gboolean
clutter_check_version (guint major,
guint minor,
guint micro)
{
return (clutter_major_version > major ||
(clutter_major_version == major &&
clutter_minor_version > minor) ||
(clutter_major_version == major &&
clutter_minor_version == minor &&
clutter_micro_version >= micro));
}
void
clutter_set_default_text_direction (ClutterTextDirection text_dir)
{
if (text_dir == CLUTTER_TEXT_DIRECTION_DEFAULT)
text_dir = clutter_get_text_direction ();
if (text_dir != clutter_text_direction)
clutter_text_direction = text_dir;
/* FIXME - queue a relayout on all stages */
}
ClutterTextDirection
clutter_get_default_text_direction (void)
{
return clutter_text_direction;
}