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231b56b3e2
* clutter/Makefile.am: * clutter/clutter-main.c: * clutter/clutter-stage.c: * clutter/clutter-version.h.in: * configure.ac: * examples/super-oh.c: Add CLUTTER_FLAVOUR define.
680 lines
17 KiB
C
680 lines
17 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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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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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#include "config.h"
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#include "clutter-stage.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-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-version.h" /* For flavour */
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#ifdef CLUTTER_FLAVOUR_GLX
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#include <clutter/clutter-stage-glx.h>
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#endif
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#ifdef CLUTTER_FLAVOUR_EGL
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#include <clutter/clutter-stage-egl.h>
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#endif
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#include <gdk-pixbuf-xlib/gdk-pixbuf-xlib.h>
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/* the stage is a singleton instance */
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static ClutterStage *stage_singleton = NULL;
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/* Backend hooks */
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static ClutterStageVTable _vtable;
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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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struct _ClutterStagePrivate
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{
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ClutterColor color;
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guint want_fullscreen : 1;
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guint want_offscreen : 1;
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guint hide_cursor : 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,
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PROP_OFFSCREEN,
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PROP_HIDE_CURSOR
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};
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enum
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{
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INPUT_EVENT,
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BUTTON_PRESS_EVENT,
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BUTTON_RELEASE_EVENT,
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KEY_PRESS_EVENT,
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KEY_RELEASE_EVENT,
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MOTION_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 ClutterActorClass *parent_class = NULL;
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static void
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clutter_stage_set_property (GObject *object,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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ClutterStage *stage;
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ClutterStagePrivate *priv;
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stage = CLUTTER_STAGE(object);
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priv = stage->priv;
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switch (prop_id)
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{
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case PROP_COLOR:
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clutter_stage_set_color (stage, g_value_get_boxed (value));
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break;
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case PROP_OFFSCREEN:
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if (priv->want_offscreen != g_value_get_boolean (value))
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{
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clutter_actor_unrealize (CLUTTER_ACTOR(stage));
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/* NOTE: as we are changing GL contexts here. so
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* all textures will need unreleasing as they will
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* likely have set up ( i.e labels ) in the old
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* context. We should probably somehow do this
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* automatically
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*/
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priv->want_offscreen = g_value_get_boolean (value);
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clutter_actor_realize (CLUTTER_ACTOR(stage));
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}
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break;
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case PROP_FULLSCREEN:
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if (priv->want_fullscreen != g_value_get_boolean (value))
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{
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priv->want_fullscreen = g_value_get_boolean (value);
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_vtable.sync_fullscreen (stage);
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}
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break;
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case PROP_HIDE_CURSOR:
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if (priv->hide_cursor != g_value_get_boolean (value))
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{
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priv->hide_cursor = g_value_get_boolean (value);
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_vtable.sync_cursor (stage);
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}
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_stage_get_property (GObject *object,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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ClutterStage *stage;
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ClutterStagePrivate *priv;
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ClutterColor color;
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stage = CLUTTER_STAGE(object);
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priv = stage->priv;
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switch (prop_id)
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{
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case PROP_COLOR:
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clutter_stage_get_color (stage, &color);
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g_value_set_boxed (value, &color);
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break;
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case PROP_OFFSCREEN:
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g_value_set_boolean (value, priv->want_offscreen);
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break;
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case PROP_FULLSCREEN:
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g_value_set_boolean (value, priv->want_fullscreen);
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break;
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case PROP_HIDE_CURSOR:
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g_value_set_boolean (value, priv->hide_cursor);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_stage_class_init (ClutterStageClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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parent_class = g_type_class_peek_parent (klass);
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clutter_stage_backend_init_vtable (&_vtable);
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actor_class->realize = _vtable.realize;
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actor_class->unrealize = _vtable.unrealize;
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actor_class->show = _vtable.show;
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actor_class->hide = _vtable.hide;
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actor_class->paint = _vtable.paint;
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actor_class->request_coords = _vtable.request_coords;
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actor_class->allocate_coords = _vtable.allocate_coords;
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/*
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gobject_class->dispose = _vtable.stage_dispose;
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gobject_class->finalize = _vtable.stage_finalize;
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*/
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gobject_class->set_property = clutter_stage_set_property;
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gobject_class->get_property = clutter_stage_get_property;
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/**
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* ClutterStage:fullscreen
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*
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* Whether the stage should be fullscreen or not.
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*/
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g_object_class_install_property
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(gobject_class, PROP_FULLSCREEN,
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g_param_spec_boolean ("fullscreen",
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"Fullscreen",
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"Make Clutter stage fullscreen",
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FALSE,
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G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
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g_object_class_install_property
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(gobject_class, PROP_OFFSCREEN,
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g_param_spec_boolean ("offscreen",
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"Offscreen",
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"Make Clutter stage offscreen",
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FALSE,
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G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
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g_object_class_install_property
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(gobject_class, PROP_HIDE_CURSOR,
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g_param_spec_boolean ("hide-cursor",
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"Hide Cursor",
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"Make Clutter stage cursor-less",
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FALSE,
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G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
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g_object_class_install_property
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(gobject_class, PROP_COLOR,
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g_param_spec_boxed ("color",
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"Color",
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"The color of the stage",
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CLUTTER_TYPE_COLOR,
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CLUTTER_PARAM_READWRITE));
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/**
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* ClutterStage::input-event:
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* @stage: the actor which received the event
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* @event: the event received
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*
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* The ::input-event is a signal emitted when any input event is
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* received. Valid input events are mouse button press and release
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* events, and key press and release events.
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*/
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stage_signals[INPUT_EVENT] =
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g_signal_new ("input-event",
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G_TYPE_FROM_CLASS (gobject_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterStageClass, input_event),
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NULL, NULL,
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clutter_marshal_VOID__BOXED,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_EVENT);
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/**
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* ClutterStage::button-press-event:
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* @stage: the actor which received the event
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* @event: a #ClutterButtonEvent
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*
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* The ::button-press-event is emitted each time a mouse button
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* is pressed on @stage.
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*/
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stage_signals[BUTTON_PRESS_EVENT] =
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g_signal_new ("button-press-event",
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G_TYPE_FROM_CLASS (gobject_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterStageClass, button_press_event),
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NULL, NULL,
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clutter_marshal_VOID__BOXED,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_EVENT);
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/**
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* ClutterStage::button-release-event:
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* @stage: the actor which received the event
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* @event: a #ClutterButtonEvent
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*
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* The ::button-release-event is emitted each time a mouse button
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* is released on @stage.
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*/
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stage_signals[BUTTON_RELEASE_EVENT] =
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g_signal_new ("button-release-event",
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G_TYPE_FROM_CLASS (gobject_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterStageClass, button_release_event),
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NULL, NULL,
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clutter_marshal_VOID__BOXED,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_EVENT);
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/**
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* ClutterStage::key-press-event:
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* @stage: the actor which received the event
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* @event: a #ClutterKeyEvent
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*
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* The ::key-press-event is emitted each time a keyboard button
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* is pressed on @stage.
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*/
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stage_signals[KEY_PRESS_EVENT] =
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g_signal_new ("key-press-event",
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G_TYPE_FROM_CLASS (gobject_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterStageClass, key_press_event),
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NULL, NULL,
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clutter_marshal_VOID__BOXED,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_EVENT);
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/**
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* ClutterStage::key-release-event:
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* @stage: the actor which received the event
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* @event: a #ClutterKeyEvent
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*
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* The ::key-release-event is emitted each time a keyboard button
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* is released on @stage.
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*/
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stage_signals[KEY_RELEASE_EVENT] =
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g_signal_new ("key-release-event",
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G_TYPE_FROM_CLASS (gobject_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterStageClass, key_release_event),
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NULL, NULL,
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clutter_marshal_VOID__BOXED,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_EVENT);
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/**
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* ClutterStage::motion-event:
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* @stage: the actor which received the event
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* @event: a #ClutterMotionEvent
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*
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* The ::motion-event is emitted each time the mouse pointer is
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* moved on @stage.
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*/
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stage_signals[MOTION_EVENT] =
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g_signal_new ("motion-event",
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G_TYPE_FROM_CLASS (gobject_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterStageClass, motion_event),
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NULL, NULL,
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clutter_marshal_VOID__BOXED,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_EVENT);
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g_type_class_add_private (gobject_class, sizeof (ClutterStagePrivate));
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}
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static void
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clutter_stage_init (ClutterStage *self)
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{
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ClutterStagePrivate *priv;
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/* a stage is a top-level object */
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CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IS_TOPLEVEL);
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self->priv = priv = CLUTTER_STAGE_GET_PRIVATE (self);
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self->backend = clutter_stage_backend_init (self);
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priv->want_offscreen = FALSE;
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priv->want_fullscreen = FALSE;
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priv->hide_cursor = FALSE;
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priv->color.red = 0xff;
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priv->color.green = 0xff;
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priv->color.blue = 0xff;
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priv->color.alpha = 0xff;
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clutter_actor_set_size (CLUTTER_ACTOR (self), 640, 480);
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}
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/**
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* clutter_stage_get_default:
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*
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* Returns the main stage. #ClutterStage is a singleton, so
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* the stage will be created the first time this function is
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* called (typically, inside clutter_init()); all the subsequent
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* calls to clutter_stage_get_default() will return the same
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* instance, with its reference count increased.
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*
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* Return value: the main #ClutterStage. You should never
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* destroy the returned actor.
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*/
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ClutterActor *
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clutter_stage_get_default (void)
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{
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ClutterActor *retval = NULL;
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if (!stage_singleton)
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{
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stage_singleton = g_object_new (CLUTTER_TYPE_STAGE, NULL);
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retval = CLUTTER_ACTOR (stage_singleton);
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}
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else
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{
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retval = CLUTTER_ACTOR (stage_singleton);
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/* We dont ref for now as its assumed there will always be
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* a stage and no real support for multiple stages. Non
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* reffing makes API slightly simpler and allows for things
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* like CLUTTER_STAGE_WIDTH() work nicely.
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*
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* In future if multiple stage support is added probably
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* add a clutter-stage-manager class that would manage
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* multiple instances.
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* g_object_ref (retval);
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*/
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}
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return retval;
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}
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/**
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* clutter_stage_set_color
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* @stage: A #ClutterStage
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* @color: A #ClutterColor
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*
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* Set the stage color.
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**/
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void
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clutter_stage_set_color (ClutterStage *stage,
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const ClutterColor *color)
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{
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ClutterStagePrivate *priv;
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
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g_return_if_fail (color != NULL);
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priv = stage->priv;
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priv->color.red = color->red;
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priv->color.green = color->green;
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priv->color.blue = color->blue;
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priv->color.alpha = color->alpha;
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if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (stage)))
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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g_object_notify (G_OBJECT (stage), "color");
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}
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/**
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* clutter_stage_get_color
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* @stage: A #ClutterStage
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* @color: return location for a #ClutterColor
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*
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* Retrieves the stage color.
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*/
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void
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clutter_stage_get_color (ClutterStage *stage,
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ClutterColor *color)
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{
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ClutterStagePrivate *priv;
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
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g_return_if_fail (color != NULL);
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priv = stage->priv;
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color->red = priv->color.red;
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color->green = priv->color.green;
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color->blue = priv->color.blue;
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color->alpha = priv->color.alpha;
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}
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#if 0
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static void
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snapshot_pixbuf_free (guchar *pixels,
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gpointer data)
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{
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g_free(pixels);
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}
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#endif
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/**
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* clutter_stage_snapshot
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* @stage: A #ClutterStage
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* @x: x coordinate of the first pixel that is read from stage
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* @y: y coordinate of the first pixel that is read from stage
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* @width: Width dimention of pixels to be read, or -1 for the
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* entire stage width
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* @height: Height dimention of pixels to be read, or -1 for the
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* entire stage height
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*
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* Gets a pixel based representation of the current rendered stage.
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*
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* Return value: pixel representation as a #GdkPixbuf
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**/
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GdkPixbuf*
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clutter_stage_snapshot (ClutterStage *stage,
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gint x,
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gint y,
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gint width,
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gint height)
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{
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#if 0
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guchar *data;
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GdkPixbuf *pixb, *fpixb;
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ClutterActor *actor;
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ClutterStagePrivate *priv;
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g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
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g_return_val_if_fail (x >= 0 && y >= 0, NULL);
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priv = stage->priv;
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actor = CLUTTER_ACTOR (stage);
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if (width < 0)
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width = clutter_actor_get_width (actor);
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if (height < 0)
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height = clutter_actor_get_height (actor);
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if (priv->want_offscreen)
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{
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gdk_pixbuf_xlib_init (clutter_xdisplay(), clutter_xscreen());
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pixb = gdk_pixbuf_xlib_get_from_drawable
|
|
(NULL,
|
|
(Drawable)priv->xpixmap,
|
|
DefaultColormap(clutter_xdisplay(),
|
|
clutter_xscreen()),
|
|
priv->xvisinfo->visual,
|
|
x, y, 0, 0, width, height);
|
|
return pixb;
|
|
}
|
|
else
|
|
{
|
|
data = g_malloc0 (sizeof (guchar) * width * height * 4);
|
|
|
|
glReadPixels (x,
|
|
clutter_actor_get_height (actor)
|
|
- y - height,
|
|
width,
|
|
height, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
|
|
|
pixb = gdk_pixbuf_new_from_data (data,
|
|
GDK_COLORSPACE_RGB,
|
|
TRUE,
|
|
8,
|
|
width,
|
|
height,
|
|
width * 4,
|
|
snapshot_pixbuf_free,
|
|
NULL);
|
|
|
|
fpixb = gdk_pixbuf_flip (pixb, TRUE);
|
|
|
|
g_object_unref (pixb);
|
|
|
|
return fpixb;
|
|
}
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
/* FIXME -> CGL */
|
|
static void
|
|
frustum (GLfloat left,
|
|
GLfloat right,
|
|
GLfloat bottom,
|
|
GLfloat top,
|
|
GLfloat nearval,
|
|
GLfloat farval)
|
|
{
|
|
GLfloat x, y, a, b, c, d;
|
|
GLfloat m[16];
|
|
|
|
x = (2.0 * nearval) / (right - left);
|
|
y = (2.0 * nearval) / (top - bottom);
|
|
a = (right + left) / (right - left);
|
|
b = (top + bottom) / (top - bottom);
|
|
c = -(farval + nearval) / ( farval - nearval);
|
|
d = -(2.0 * farval * nearval) / (farval - nearval);
|
|
|
|
#define M(row,col) m[col*4+row]
|
|
M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F;
|
|
M(1,0) = 0.0F; M(1,1) = y; M(1,2) = b; M(1,3) = 0.0F;
|
|
M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = c; M(2,3) = d;
|
|
M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = -1.0F; M(3,3) = 0.0F;
|
|
#undef M
|
|
|
|
glMultMatrixf (m);
|
|
}
|
|
|
|
static void
|
|
perspective (GLfloat fovy,
|
|
GLfloat aspect,
|
|
GLfloat zNear,
|
|
GLfloat zFar)
|
|
{
|
|
GLfloat xmin, xmax, ymin, ymax;
|
|
|
|
ymax = zNear * tan (fovy * M_PI / 360.0);
|
|
ymin = -ymax;
|
|
xmin = ymin * aspect;
|
|
xmax = ymax * aspect;
|
|
|
|
frustum (xmin, xmax, ymin, ymax, zNear, zFar);
|
|
}
|
|
|
|
|
|
/**
|
|
* clutter_stage_get_actor_at_pos:
|
|
* @stage: a #ClutterStage
|
|
* @x: the x coordinate
|
|
* @y: the y coordinate
|
|
*
|
|
* If found, retrieves the actor that the (x, y) coordinates.
|
|
*
|
|
* Return value: the #ClutterActor at the desired coordinates,
|
|
* or %NULL if no actor was found.
|
|
*/
|
|
ClutterActor*
|
|
clutter_stage_get_actor_at_pos (ClutterStage *stage,
|
|
gint x,
|
|
gint y)
|
|
{
|
|
ClutterActor *found = NULL;
|
|
GLuint buff[64] = {0};
|
|
GLint hits, view[4];
|
|
|
|
glSelectBuffer(64, buff);
|
|
glGetIntegerv(GL_VIEWPORT, view);
|
|
glRenderMode(GL_SELECT);
|
|
|
|
glInitNames();
|
|
|
|
glPushName(0);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
/* This is gluPickMatrix(x, y, 1.0, 1.0, view); */
|
|
glTranslatef((view[2] - 2 * (x - view[0])),
|
|
(view[3] - 2 * (y - view[1])), 0);
|
|
glScalef(view[2], -view[3], 1.0);
|
|
|
|
perspective (60.0f, 1.0f, 0.1f, 100.0f);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
clutter_actor_paint (CLUTTER_ACTOR (stage));
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPopMatrix();
|
|
|
|
hits = glRenderMode(GL_RENDER);
|
|
|
|
if (hits != 0)
|
|
{
|
|
#if 0
|
|
gint i
|
|
for (i = 0; i < hits; i++)
|
|
g_print ("Hit at %i\n", buff[i * 4 + 3]);
|
|
#endif
|
|
|
|
found = clutter_group_find_child_by_id (CLUTTER_GROUP (stage),
|
|
buff[(hits-1) * 4 + 3]);
|
|
}
|
|
|
|
_vtable.sync_viewport (stage);
|
|
|
|
return found;
|
|
}
|