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* clutter/clutter-backend.c: * clutter/clutter-backend.h: * clutter/clutter-feature.c: * clutter/clutter-feature.h: * clutter/clutter-main.c: * clutter/clutter-main.h: * clutter/clutter-private.h: * clutter/clutter-stage.c: * clutter/cogl/cogl.h: * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: * clutter/glx/clutter-backend-glx.c: * clutter/glx/clutter-backend-glx.h: * clutter/glx/clutter-glx.h: * clutter/glx/clutter-stage-glx.c: * clutter/glx/clutter-stage-glx.h: Rejig the features() foo, moving mostly into backends/cogl.
855 lines
21 KiB
C
855 lines
21 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-backend.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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#include "cogl.h"
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#include <gdk-pixbuf-xlib/gdk-pixbuf-xlib.h>
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#define FIXED_PERSPECTIVE
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#undef USING_GLES
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G_DEFINE_ABSTRACT_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 is_fullscreen : 1;
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guint is_offscreen : 1;
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guint is_cursor_visible : 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_CURSOR_VISIBLE
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};
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enum
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{
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EVENT,
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EVENT_AFTER,
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BUTTON_PRESS_EVENT,
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BUTTON_RELEASE_EVENT,
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SCROLL_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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STAGE_STATE_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 void
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clutter_stage_paint (ClutterActor *actor)
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{
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/* chain up */
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CLUTTER_NOTE (PAINT, "Chaining up to parent class paint");
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if (CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint)
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CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint (actor);
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}
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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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ClutterActor *actor;
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stage = CLUTTER_STAGE (object);
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actor = CLUTTER_ACTOR (stage);
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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 (CLUTTER_ACTOR_IS_REALIZED (actor))
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{
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clutter_actor_unrealize (actor);
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priv->is_offscreen = g_value_get_boolean (value);
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clutter_actor_realize (actor);
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}
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else
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priv->is_offscreen = g_value_get_boolean (value);
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break;
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case PROP_FULLSCREEN:
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if (g_value_get_boolean (value))
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clutter_stage_fullscreen (stage);
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else
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clutter_stage_unfullscreen (stage);
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break;
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case PROP_CURSOR_VISIBLE:
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if (g_value_get_boolean (value))
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clutter_stage_show_cursor (stage);
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else
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clutter_stage_hide_cursor (stage);
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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->is_offscreen);
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break;
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case PROP_FULLSCREEN:
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g_value_set_boolean (value, priv->is_fullscreen);
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break;
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case PROP_CURSOR_VISIBLE:
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g_value_set_boolean (value, priv->is_cursor_visible);
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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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gobject_class->set_property = clutter_stage_set_property;
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gobject_class->get_property = clutter_stage_get_property;
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actor_class->paint = clutter_stage_paint;
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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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"Whether the main stage is 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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"Whether the main stage is renderer 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_CURSOR_VISIBLE,
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g_param_spec_boolean ("cursor-visible",
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"Cursor Visible",
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"Whether the mouse pointer is visible on the main stage ",
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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 main stage",
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CLUTTER_TYPE_COLOR,
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CLUTTER_PARAM_READWRITE));
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/**
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* ClutterStage::event:
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* @stage: the actor which received the event
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* @event: a #ClutterEvent
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*
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* The ::event signal is emitted each time and event is received
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* by the @stage.
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*/
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stage_signals[EVENT] =
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g_signal_new ("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, 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 | G_SIGNAL_TYPE_STATIC_SCOPE);
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/**
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* ClutterStage::event-after:
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* @stage: the actor which received the event
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* @event: a #ClutterEvent
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*
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* The ::event-after signal is emitted after each event, except for
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* the "delete-event" is received by @stage.
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*/
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stage_signals[EVENT_AFTER] =
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g_signal_new ("event-after",
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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, event_after),
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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 | G_SIGNAL_TYPE_STATIC_SCOPE);
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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 signal 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 | G_SIGNAL_TYPE_STATIC_SCOPE);
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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 signal 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 | G_SIGNAL_TYPE_STATIC_SCOPE);
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/**
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* ClutterStage::scroll-event:
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* @stage: the actor which received the event
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* @event: a #ClutterScrollEvent
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*
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* The ::scroll-event signal is emitted each time a the mouse is
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* scrolled on @stage
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*
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* Since: 0.4
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*/
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stage_signals[SCROLL_EVENT] =
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g_signal_new ("scroll-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, scroll_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 | G_SIGNAL_TYPE_STATIC_SCOPE);
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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 signal 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 | G_SIGNAL_TYPE_STATIC_SCOPE);
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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 signal 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 | G_SIGNAL_TYPE_STATIC_SCOPE);
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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 signal 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 | G_SIGNAL_TYPE_STATIC_SCOPE);
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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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priv->is_offscreen = FALSE;
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priv->is_fullscreen = FALSE;
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priv->is_cursor_visible = 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.
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*
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* Return value: the main #ClutterStage. You should never
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* destroy or unref 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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ClutterMainContext *context;
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context = clutter_context_get_default ();
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g_assert (context != NULL);
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return _clutter_backend_get_stage (context->backend);
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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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/**
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* clutter_stage_fullscreen:
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* @stage: a #ClutterStage
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*
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* Asks to place the stage window in the fullscreen state. Note that you
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* shouldn't assume the window is definitely full screen afterward, because
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* other entities (e.g. the user or window manager) could unfullscreen it
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* again, and not all window managers honor requests to fullscreen windows.
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*/
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void
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clutter_stage_fullscreen (ClutterStage *stage)
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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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priv = stage->priv;
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if (!priv->is_fullscreen)
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{
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priv->is_fullscreen = TRUE;
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if (CLUTTER_STAGE_GET_CLASS (stage)->set_fullscreen)
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CLUTTER_STAGE_GET_CLASS (stage)->set_fullscreen (stage, TRUE);
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g_object_notify (G_OBJECT (stage), "fullscreen");
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}
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}
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/**
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* clutter_stage_unfullscreen:
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* @stage: a #ClutterStage
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*
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* Asks to toggle off the fullscreen state for the stage window. Note that
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* you shouldn't assume the window is definitely not full screen afterward,
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* because other entities (e.g. the user or window manager) could fullscreen
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* it again, and not all window managers honor requests to unfullscreen
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* windows.
|
|
*/
|
|
void
|
|
clutter_stage_unfullscreen (ClutterStage *stage)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
if (priv->is_fullscreen)
|
|
{
|
|
priv->is_fullscreen = FALSE;
|
|
|
|
if (CLUTTER_STAGE_GET_CLASS (stage)->set_fullscreen)
|
|
CLUTTER_STAGE_GET_CLASS (stage)->set_fullscreen (stage, FALSE);
|
|
|
|
g_object_notify (G_OBJECT (stage), "fullscreen");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_show_cursor:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Shows the cursor on the stage window
|
|
*/
|
|
void
|
|
clutter_stage_show_cursor (ClutterStage *stage)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
if (!priv->is_cursor_visible)
|
|
{
|
|
priv->is_cursor_visible = TRUE;
|
|
|
|
if (CLUTTER_STAGE_GET_CLASS (stage)->set_cursor_visible)
|
|
CLUTTER_STAGE_GET_CLASS (stage)->set_cursor_visible (stage, TRUE);
|
|
|
|
g_object_notify (G_OBJECT (stage), "cursor-visible");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_hide_cursor:
|
|
* @stage:
|
|
*
|
|
* Hides the cursor as invisible on the stage window
|
|
*/
|
|
void
|
|
clutter_stage_hide_cursor (ClutterStage *stage)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
if (priv->is_cursor_visible)
|
|
{
|
|
priv->is_cursor_visible = FALSE;
|
|
|
|
if (CLUTTER_STAGE_GET_CLASS (stage)->set_cursor_visible)
|
|
CLUTTER_STAGE_GET_CLASS (stage)->set_cursor_visible (stage, FALSE);
|
|
|
|
g_object_notify (G_OBJECT (stage), "cursor-visible");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_snapshot
|
|
* @stage: A #ClutterStage
|
|
* @x: x coordinate of the first pixel that is read from stage
|
|
* @y: y coordinate of the first pixel that is read from stage
|
|
* @width: Width dimention of pixels to be read, or -1 for the
|
|
* entire stage width
|
|
* @height: Height dimention of pixels to be read, or -1 for the
|
|
* entire stage height
|
|
*
|
|
* Gets a pixel based representation of the current rendered stage.
|
|
*
|
|
* Return value: pixel representation as a #GdkPixbuf
|
|
**/
|
|
GdkPixbuf *
|
|
clutter_stage_snapshot (ClutterStage *stage,
|
|
gint x,
|
|
gint y,
|
|
gint width,
|
|
gint height)
|
|
{
|
|
ClutterStageClass *klass;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
|
|
g_return_val_if_fail (x >= 0 && y >= 0, NULL);
|
|
|
|
klass = CLUTTER_STAGE_GET_CLASS (stage);
|
|
if (klass->draw_to_pixbuf)
|
|
{
|
|
GdkPixbuf *retval = NULL;
|
|
|
|
klass->draw_to_pixbuf (stage, retval, x, y, width, height);
|
|
|
|
return retval;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
void
|
|
_clutter_stage_sync_viewport (ClutterStage *stage)
|
|
{
|
|
/* FIXME:
|
|
* Something needs to be done with this func, apps may need to
|
|
* overide it and its need better integration into the backend.
|
|
*/
|
|
ClutterActor *actor;
|
|
gint width, height;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
actor = CLUTTER_ACTOR (stage);
|
|
|
|
width = clutter_actor_get_width (actor);
|
|
height = clutter_actor_get_height (actor);
|
|
|
|
cogl_setup_viewport (width,
|
|
height,
|
|
171, /* 60 degrees */
|
|
CFX_ONE,
|
|
CLUTTER_FLOAT_TO_FIXED (0.1),
|
|
CLUTTER_FLOAT_TO_FIXED (100.0));
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_actor_at_pos:
|
|
* @stage:
|
|
* @x:
|
|
* @y:
|
|
*
|
|
* FIXME
|
|
*
|
|
* Return value: the actor at the specified coordinates, if any
|
|
*/
|
|
ClutterActor *
|
|
clutter_stage_get_actor_at_pos (ClutterStage *stage,
|
|
gint x,
|
|
gint y)
|
|
{
|
|
#if HAVE_COGL_GL
|
|
|
|
/* FIXME: Add a clutter feature flag for this or figure out
|
|
* for gles.
|
|
*/
|
|
|
|
ClutterActor *found = NULL;
|
|
GLuint buff[64] = { 0 };
|
|
GLint hits;
|
|
GLint view[4];
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
|
|
|
|
glSelectBuffer (sizeof (buff), 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);
|
|
|
|
cogl_perspective (171, /* 60 degrees */
|
|
CFX_ONE,
|
|
CLUTTER_FLOAT_TO_FIXED (0.1),
|
|
CLUTTER_FLOAT_TO_FIXED (100.0));
|
|
|
|
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]);
|
|
}
|
|
|
|
_clutter_stage_sync_viewport (stage);
|
|
|
|
return found;
|
|
#else
|
|
/* GL/ES cannot do this yet.. */
|
|
return NULL;
|
|
#endif
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_event:
|
|
* @stage: a #ClutterStage
|
|
* @event: a #ClutterEvent
|
|
*
|
|
* This function is used to emit an event on the main stage.
|
|
* You should rarely need to use this function, except for
|
|
* synthetising events.
|
|
*
|
|
* Return value: the return value from the signal emission
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
gboolean
|
|
clutter_stage_event (ClutterStage *stage,
|
|
ClutterEvent *event)
|
|
{
|
|
gboolean res = TRUE;
|
|
gint signal_num = -1;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
g_return_val_if_fail (event != NULL, FALSE);
|
|
|
|
g_object_ref (stage);
|
|
|
|
g_signal_emit (stage, stage_signals[EVENT], 0, event);
|
|
|
|
switch (event->type)
|
|
{
|
|
case CLUTTER_NOTHING:
|
|
break;
|
|
case CLUTTER_BUTTON_PRESS:
|
|
case CLUTTER_2BUTTON_PRESS:
|
|
case CLUTTER_3BUTTON_PRESS:
|
|
signal_num = BUTTON_PRESS_EVENT;
|
|
break;
|
|
case CLUTTER_BUTTON_RELEASE:
|
|
signal_num = BUTTON_RELEASE_EVENT;
|
|
break;
|
|
case CLUTTER_SCROLL:
|
|
signal_num = SCROLL_EVENT;
|
|
break;
|
|
case CLUTTER_KEY_PRESS:
|
|
signal_num = KEY_PRESS_EVENT;
|
|
break;
|
|
case CLUTTER_KEY_RELEASE:
|
|
signal_num = KEY_RELEASE_EVENT;
|
|
break;
|
|
case CLUTTER_MOTION:
|
|
signal_num = MOTION_EVENT;
|
|
break;
|
|
case CLUTTER_DELETE:
|
|
signal_num = -1;
|
|
break;
|
|
case CLUTTER_STAGE_STATE:
|
|
signal_num = -1;
|
|
break;
|
|
case CLUTTER_DESTROY_NOTIFY:
|
|
signal_num = -1;
|
|
break;
|
|
case CLUTTER_CLIENT_MESSAGE:
|
|
signal_num = -1;
|
|
break;
|
|
}
|
|
|
|
if (signal_num != -1)
|
|
{
|
|
g_signal_emit (stage, stage_signals[signal_num], 0, event);
|
|
g_signal_emit (stage, stage_signals[EVENT_AFTER], 0, event);
|
|
res = TRUE;
|
|
}
|
|
|
|
g_object_unref (stage);
|
|
|
|
return res;
|
|
}
|
|
|
|
/*** Perspective boxed type ******/
|
|
|
|
/**
|
|
* clutter_perspective_copy:
|
|
* @perspective: a #ClutterPerspective
|
|
*
|
|
* Makes a copy of the perspective structure. The result must be
|
|
* freed using clutter_perspective_free().
|
|
*
|
|
* Return value: an allocated copy of @perspective.
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
ClutterPerspective *
|
|
clutter_perspective_copy (const ClutterPerspective *perspective)
|
|
{
|
|
ClutterPerspective *result;
|
|
|
|
g_return_val_if_fail (perspective != NULL, NULL);
|
|
|
|
result = g_slice_new (ClutterPerspective);
|
|
*result = *perspective;
|
|
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* clutter_perspective_free:
|
|
* @perspective: a #ClutterPerspective
|
|
*
|
|
* Frees a perspective structure created with clutter_perspective_copy().
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
void
|
|
clutter_perspective_free (ClutterPerspective *perspective)
|
|
{
|
|
g_return_if_fail (perspective != NULL);
|
|
|
|
g_slice_free (ClutterPerspective, perspective);
|
|
}
|
|
|
|
GType
|
|
clutter_perspective_get_type (void)
|
|
{
|
|
static GType our_type = 0;
|
|
|
|
if (!our_type)
|
|
our_type = g_boxed_type_register_static
|
|
("ClutterPerspective",
|
|
(GBoxedCopyFunc) clutter_perspective_copy,
|
|
(GBoxedFreeFunc) clutter_perspective_free);
|
|
return our_type;
|
|
}
|