mutter/clutter/osx/clutter-stage-osx.c
Robert Bragg 3540d222e1 paint volumes: another pass at the design
This is a fairly extensive second pass at exposing paint volumes for
actors.

The API has changed to allow clutter_actor_get_paint_volume to fail
since there are times - such as when an actor isn't a descendent of the
stage - when the volume can't be determined. Another example is when
something has connected to the "paint" signal of the actor and we simply
have no way of knowing what might be drawn in that handler.

The API has also be changed to return a const ClutterPaintVolume pointer
(transfer none) so we can avoid having to dynamically allocate the
volumes in the most common/performance critical code paths. Profiling was
showing the slice allocation of volumes taking about 1% of an apps time,
for some fairly basic tests. Most volumes can now simply be allocated on
the stack; for clutter_actor_get_paint_volume we return a pointer to
&priv->paint_volume and if we need a more dynamic allocation there is
now a _clutter_stage_paint_volume_stack_allocate() mechanism which lets
us allocate data which expires at the start of the next frame.

The API has been extended to make it easier to implement
get_paint_volume for containers by using
clutter_actor_get_transformed_paint_volume and
clutter_paint_volume_union. The first allows you to query the paint
volume of a child but transformed into parent actor coordinates. The
second lets you combine volumes together so you can union all the
volumes for a container's children and report that as the container's
own volume.

The representation of paint volumes has been updated to consider that
2D actors are the most common.

The effect apis, clutter-texture and clutter-group have been update
accordingly.
2010-09-29 15:12:57 +01:00

557 lines
16 KiB
C

/* Clutter - An OpenGL based 'interactive canvas' library.
* OSX backend - integration with NSWindow and NSView
*
* Copyright (C) 2007-2008 Tommi Komulainen <tommi.komulainen@iki.fi>
* Copyright (C) 2007 OpenedHand Ltd.
*
* 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, see <http://www.gnu.org/licenses/>.
*
*
*/
#include "config.h"
#include "clutter-osx.h"
#include "clutter-stage-osx.h"
#include "clutter-backend-osx.h"
#import <AppKit/AppKit.h>
#include <clutter/clutter-debug.h>
#include <clutter/clutter-private.h>
static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterStageOSX,
clutter_stage_osx,
G_TYPE_OBJECT,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW,
clutter_stage_window_iface_init))
/* FIXME: this should be in clutter-stage.c */
static void
clutter_stage_osx_state_update (ClutterStageOSX *self,
ClutterStageState unset_flags,
ClutterStageState set_flags);
static ClutterActor *
clutter_stage_osx_get_wrapper (ClutterStageWindow *stage_window);
#define CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL (NSMainMenuWindowLevel + 1)
/*************************************************************************/
@implementation ClutterGLWindow
- (id)initWithView:(NSView *)aView UTF8Title:(const char *)aTitle stage:(ClutterStageOSX *)aStage
{
if ((self = [super initWithContentRect: [aView frame]
styleMask: NSTitledWindowMask | NSClosableWindowMask | NSResizableWindowMask
backing: NSBackingStoreBuffered
defer: NO]) != nil)
{
[self setDelegate: self];
[self useOptimizedDrawing: YES];
[self setAcceptsMouseMovedEvents:YES];
[self setContentView: aView];
[self setTitle:[NSString stringWithUTF8String: aTitle ? aTitle : ""]];
self->stage_osx = aStage;
}
return self;
}
- (BOOL) windowShouldClose: (id) sender
{
CLUTTER_NOTE (BACKEND, "[%p] windowShouldClose", self->stage_osx);
ClutterEvent event;
event.type = CLUTTER_DELETE;
event.any.stage = CLUTTER_STAGE (self->stage_osx->wrapper);
clutter_event_put (&event);
return NO;
}
- (NSRect) constrainFrameRect:(NSRect)frameRect toScreen:(NSScreen*)aScreen
{
/* in fullscreen mode we don't want to be constrained by menubar or dock
* FIXME: calculate proper constraints depending on fullscreen mode
*/
return frameRect;
}
- (void) windowDidBecomeKey:(NSNotification*)aNotification
{
CLUTTER_NOTE (BACKEND, "[%p] windowDidBecomeKey", self->stage_osx);
if (self->stage_osx->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
[self setLevel: CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL];
clutter_stage_osx_state_update (self->stage_osx, 0, CLUTTER_STAGE_STATE_ACTIVATED);
}
- (void) windowDidResignKey:(NSNotification*)aNotification
{
CLUTTER_NOTE (BACKEND, "[%p] windowDidResignKey", self->stage_osx);
if (self->stage_osx->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
{
[self setLevel: NSNormalWindowLevel];
[self orderBack: nil];
}
clutter_stage_osx_state_update (self->stage_osx, CLUTTER_STAGE_STATE_ACTIVATED, 0);
}
- (NSSize) windowWillResize:(NSWindow *) sender toSize:(NSSize) frameSize
{
if ( clutter_stage_get_user_resizable (self->stage_osx->wrapper) )
{
guint min_width, min_height;
clutter_stage_get_minimum_size (self->stage_osx->wrapper,
&min_width,
&min_height);
[self setContentMinSize:NSMakeSize(min_width, min_height)];
return frameSize;
}
else
return [self frame].size;
}
@end
/*************************************************************************/
@interface ClutterGLView : NSOpenGLView
{
ClutterStageOSX *stage_osx;
}
- (void) drawRect: (NSRect) bounds;
@end
@implementation ClutterGLView
- (id) initWithFrame: (NSRect)aFrame pixelFormat:(NSOpenGLPixelFormat*)aFormat stage:(ClutterStageOSX*)aStage
{
if ((self = [super initWithFrame:aFrame pixelFormat:aFormat]) != nil)
{
self->stage_osx = aStage;
}
return self;
}
- (void) drawRect: (NSRect) bounds
{
_clutter_stage_do_paint (CLUTTER_STAGE (self->stage_osx->wrapper));
cogl_flush ();
[[self openGLContext] flushBuffer];
}
/* In order to receive key events */
- (BOOL) acceptsFirstResponder
{
return YES;
}
/* We want 0,0 top left */
- (BOOL) isFlipped
{
return YES;
}
- (void) reshape
{
stage_osx->requisition_width = [self bounds].size.width;
stage_osx->requisition_height = [self bounds].size.height;
clutter_actor_set_size (CLUTTER_ACTOR (self->stage_osx->wrapper),
(int)[self bounds].size.width, (int)[self bounds].size.height);
}
/* Simply forward all events that reach our view to clutter. */
#define EVENT_HANDLER(event) -(void)event:(NSEvent *)theEvent { \
_clutter_event_osx_put (theEvent, self->stage_osx->wrapper); \
}
EVENT_HANDLER(mouseDown)
EVENT_HANDLER(mouseDragged)
EVENT_HANDLER(mouseUp)
EVENT_HANDLER(mouseMoved)
EVENT_HANDLER(mouseEntered)
EVENT_HANDLER(mouseExited)
EVENT_HANDLER(rightMouseDown)
EVENT_HANDLER(rightMouseDragged)
EVENT_HANDLER(rightMouseUp)
EVENT_HANDLER(otherMouseDown)
EVENT_HANDLER(otherMouseDragged)
EVENT_HANDLER(otherMouseUp)
EVENT_HANDLER(scrollWheel)
EVENT_HANDLER(keyDown)
EVENT_HANDLER(keyUp)
EVENT_HANDLER(flagsChanged)
EVENT_HANDLER(helpRequested)
EVENT_HANDLER(tabletPoint)
EVENT_HANDLER(tabletProximity)
#undef EVENT_HANDLER
@end
/*************************************************************************/
static void
clutter_stage_osx_state_update (ClutterStageOSX *self,
ClutterStageState unset_flags,
ClutterStageState set_flags)
{
ClutterStageStateEvent event;
event.new_state = self->stage_state;
event.new_state |= set_flags;
event.new_state &= ~unset_flags;
if (event.new_state == self->stage_state)
return;
event.changed_mask = event.new_state ^ self->stage_state;
self->stage_state = event.new_state;
event.type = CLUTTER_STAGE_STATE;
event.stage = CLUTTER_STAGE (self->wrapper);
clutter_event_put ((ClutterEvent*)&event);
}
static void
clutter_stage_osx_save_frame (ClutterStageOSX *self)
{
g_assert (self->window != NULL);
self->normalFrame = [self->window frame];
self->haveNormalFrame = TRUE;
}
static void
clutter_stage_osx_set_frame (ClutterStageOSX *self)
{
g_assert (self->window != NULL);
if (self->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
{
/* Raise above the menubar (and dock) covering the whole screen.
*
* NOTE: This effectively breaks Option-Tabbing as our window covers
* all other applications completely. However we deal with the situation
* by lowering the window to the bottom of the normal level stack on
* windowDidResignKey notification.
*/
[self->window setLevel: CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL];
[self->window setFrame: [self->window frameRectForContentRect: [[self->window screen] frame]] display: NO];
}
else
{
[self->window setLevel: NSNormalWindowLevel];
if (self->haveNormalFrame)
[self->window setFrame: self->normalFrame display: NO];
else
/* looks better than positioning to 0,0 (bottom right) */
[self->window center];
}
}
/*************************************************************************/
static gboolean
clutter_stage_osx_realize (ClutterStageWindow *stage_window)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
ClutterBackendOSX *backend_osx;
CLUTTER_NOTE (BACKEND, "[%p] realize", self);
CLUTTER_OSX_POOL_ALLOC();
backend_osx = CLUTTER_BACKEND_OSX (self->backend);
/* Call get_size - this will either get the geometry size (which
* before we create the window is set to 640x480), or if a size
* is set, it will get that. This lets you set a size on the
* stage before it's realized.
*/
gfloat width, height;
clutter_actor_get_size (CLUTTER_ACTOR (self->wrapper),
&width,
&height);
self->requisition_width = width;
self->requisition_height= height;
NSRect rect = NSMakeRect(0, 0, self->requisition_width, self->requisition_height);
self->view = [[ClutterGLView alloc]
initWithFrame: rect
pixelFormat: backend_osx->pixel_format
stage: self];
[self->view setOpenGLContext:backend_osx->context];
self->window = [[ClutterGLWindow alloc]
initWithView: self->view
UTF8Title: clutter_stage_get_title (CLUTTER_STAGE (self->wrapper))
stage: self];
/* looks better than positioning to 0,0 (bottom right) */
[self->window center];
CLUTTER_OSX_POOL_RELEASE();
CLUTTER_NOTE (BACKEND, "Stage successfully realized");
return TRUE;
}
static void
clutter_stage_osx_unrealize (ClutterStageWindow *stage_window)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
CLUTTER_NOTE (BACKEND, "[%p] unrealize", self);
/* ensure we get realize+unrealize properly paired */
g_return_if_fail (self->view != NULL && self->window != NULL);
CLUTTER_OSX_POOL_ALLOC();
[self->view release];
[self->window close];
self->view = NULL;
self->window = NULL;
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_show (ClutterStageWindow *stage_window,
gboolean do_raise)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
CLUTTER_NOTE (BACKEND, "[%p] show", self);
CLUTTER_OSX_POOL_ALLOC();
clutter_stage_osx_realize (stage_window);
clutter_actor_map (CLUTTER_ACTOR (self->wrapper));
clutter_stage_osx_set_frame (self);
/* Draw view should be avoided and it is the reason why
we should hide OpenGL view while we showing the stage.
*/
BOOL isViewHidden = [self->view isHidden];
if ( isViewHidden == NO)
{
[self->view setHidden:YES];
}
[self->window makeKeyAndOrderFront: nil];
[self->view setHidden:isViewHidden];
/*
* After hiding we cease to be first responder.
*/
[self->window makeFirstResponder: self->view];
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_hide (ClutterStageWindow *stage_window)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
CLUTTER_NOTE (BACKEND, "[%p] hide", self);
CLUTTER_OSX_POOL_ALLOC();
[self->window orderOut: nil];
clutter_stage_osx_unrealize (stage_window);
clutter_actor_unmap (CLUTTER_ACTOR (self->wrapper));
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_get_geometry (ClutterStageWindow *stage_window,
ClutterGeometry *geometry)
{
ClutterBackend *backend = clutter_get_default_backend ();
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
g_return_if_fail (CLUTTER_IS_BACKEND_OSX (backend));
geometry->width = self->requisition_width;
geometry->height = self->requisition_height;
}
static void
clutter_stage_osx_resize (ClutterStageWindow *stage_window,
gint width,
gint height)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
ClutterActor *actor = clutter_stage_osx_get_wrapper (stage_window);
guint min_width, min_height;
clutter_stage_get_minimum_size (actor,
&min_width,
&min_height);
[self->window setContentMinSize:NSMakeSize(min_width, min_height)];
width = width < min_width ? min_width : width;
height = height < min_height ? min_height : height;
self->requisition_width = width;
self->requisition_height = height;
CLUTTER_OSX_POOL_ALLOC ();
NSSize size = NSMakeSize (self->requisition_width,
self->requisition_height);
[self->window setContentSize: size];
CLUTTER_OSX_POOL_RELEASE ();
}
/*************************************************************************/
static ClutterActor *
clutter_stage_osx_get_wrapper (ClutterStageWindow *stage_window)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
return CLUTTER_ACTOR (self->wrapper);
}
static void
clutter_stage_osx_set_title (ClutterStageWindow *stage_window,
const char *title)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
CLUTTER_NOTE (BACKEND, "[%p] set_title: %s", self, title);
CLUTTER_OSX_POOL_ALLOC();
[self->window setTitle:[NSString stringWithUTF8String: title ? title : ""]];
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_set_fullscreen (ClutterStageWindow *stage_window,
gboolean fullscreen)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
CLUTTER_NOTE (BACKEND, "[%p] set_fullscreen: %u", self, fullscreen);
CLUTTER_OSX_POOL_ALLOC();
/* Make sure to update the state before clutter_stage_osx_set_frame.
*
* Toggling fullscreen isn't atomic, there's two "events" involved:
* - stage state change (via state_update)
* - stage size change (via set_frame -> setFrameSize / set_size)
*
* We do state change first. Not sure there's any difference.
*/
if (fullscreen)
{
clutter_stage_osx_state_update (self, 0, CLUTTER_STAGE_STATE_FULLSCREEN);
clutter_stage_osx_save_frame (self);
}
else
clutter_stage_osx_state_update (self, CLUTTER_STAGE_STATE_FULLSCREEN, 0);
clutter_stage_osx_set_frame (self);
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_set_cursor_visible (ClutterStageWindow *stage_window,
gboolean cursor_visible)
{
CLUTTER_OSX_POOL_ALLOC();
if ( cursor_visible )
[NSCursor unhide];
else
[NSCursor hide];
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_set_user_resizable (ClutterStageWindow *stage_window,
gboolean is_resizable)
{
CLUTTER_OSX_POOL_ALLOC();
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
[self->window setShowsResizeIndicator:is_resizable];
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_window_iface_init (ClutterStageWindowIface *iface)
{
iface->get_wrapper = clutter_stage_osx_get_wrapper;
iface->set_title = clutter_stage_osx_set_title;
iface->set_fullscreen = clutter_stage_osx_set_fullscreen;
iface->show = clutter_stage_osx_show;
iface->hide = clutter_stage_osx_hide;
iface->realize = clutter_stage_osx_realize;
iface->unrealize = clutter_stage_osx_unrealize;
iface->get_geometry = clutter_stage_osx_get_geometry;
iface->resize = clutter_stage_osx_resize;
iface->set_cursor_visible = clutter_stage_osx_set_cursor_visible;
iface->set_user_resizable = clutter_stage_osx_set_user_resizable;
}
/*************************************************************************/
ClutterStageWindow *
clutter_stage_osx_new (ClutterBackend *backend,
ClutterStage *wrapper)
{
ClutterStageOSX *self;
self = g_object_new (CLUTTER_TYPE_STAGE_OSX, NULL);
self->backend = backend;
self->wrapper = wrapper;
return CLUTTER_STAGE_WINDOW(self);
}
/*************************************************************************/
static void
clutter_stage_osx_init (ClutterStageOSX *self)
{
self->requisition_width = 640;
self->requisition_height = 480;
}
static void
clutter_stage_osx_finalize (GObject *gobject)
{
G_OBJECT_CLASS (clutter_stage_osx_parent_class)->finalize (gobject);
}
static void
clutter_stage_osx_dispose (GObject *gobject)
{
G_OBJECT_CLASS (clutter_stage_osx_parent_class)->dispose (gobject);
}
static void
clutter_stage_osx_class_init (ClutterStageOSXClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
gobject_class->finalize = clutter_stage_osx_finalize;
gobject_class->dispose = clutter_stage_osx_dispose;
}