mutter/clutter/glx/clutter-stage-glx.c
Emmanuele Bassi 219e97bda3 Reimplement the clutter_glx_set_stage_foreign() function, used to
set an existing X window as the window for the main stage.
2007-03-27 09:38:50 +00:00

701 lines
18 KiB
C

/* Clutter.
* An OpenGL based 'interactive canvas' library.
* Authored By Matthew Allum <mallum@openedhand.com>
* Copyright (C) 2006-2007 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-backend-glx.h"
#include "clutter-stage-glx.h"
#include "clutter-glx.h"
#include "../clutter-main.h"
#include "../clutter-feature.h"
#include "../clutter-color.h"
#include "../clutter-util.h"
#include "../clutter-event.h"
#include "../clutter-enum-types.h"
#include "../clutter-private.h"
#include "../clutter-debug.h"
#include <X11/extensions/Xfixes.h>
#include <GL/glx.h>
#include <GL/gl.h>
#include <gdk-pixbuf-xlib/gdk-pixbuf-xlib.h>
G_DEFINE_TYPE (ClutterStageGlx, clutter_stage_glx, CLUTTER_TYPE_STAGE);
static void
clutter_stage_glx_show (ClutterActor *actor)
{
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (actor);
if (stage_glx->xwin)
XMapWindow (stage_glx->xdpy, stage_glx->xwin);
}
static void
clutter_stage_glx_hide (ClutterActor *actor)
{
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (actor);
if (stage_glx->xwin)
XUnmapWindow (stage_glx->xdpy, stage_glx->xwin);
}
static void
clutter_stage_glx_unrealize (ClutterActor *actor)
{
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (actor);
gboolean was_offscreen;
CLUTTER_MARK();
g_object_get (actor, "offscreen", &was_offscreen, NULL);
if (G_UNLIKELY (was_offscreen))
{
if (stage_glx->glxpixmap)
{
glXDestroyGLXPixmap (stage_glx->xdpy, stage_glx->glxpixmap);
stage_glx->glxpixmap = None;
}
if (stage_glx->xpixmap)
{
XFreePixmap (stage_glx->xdpy, stage_glx->xpixmap);
stage_glx->xpixmap = None;
}
}
else
{
if (!stage_glx->is_foreign_xwin && stage_glx->xwin != None)
{
XDestroyWindow (stage_glx->xdpy, stage_glx->xwin);
stage_glx->xwin = None;
}
else
stage_glx->xwin = None;
}
glXMakeCurrent (stage_glx->xdpy, None, NULL);
if (stage_glx->gl_context != None)
{
glXDestroyContext (stage_glx->xdpy, stage_glx->gl_context);
stage_glx->gl_context = None;
}
}
static void
clutter_stage_glx_realize (ClutterActor *actor)
{
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (actor);
gboolean is_offscreen;
CLUTTER_NOTE (MISC, "Realizing main stage");
g_object_get (actor, "offscreen", &is_offscreen, NULL);
if (G_LIKELY (!is_offscreen))
{
int gl_attributes[] =
{
GLX_RGBA,
GLX_DOUBLEBUFFER,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
GLX_STENCIL_SIZE, 1,
0
};
if (stage_glx->xvisinfo)
XFree (stage_glx->xvisinfo);
if (stage_glx->xvisinfo == None)
stage_glx->xvisinfo = glXChooseVisual (stage_glx->xdpy,
stage_glx->xscreen,
gl_attributes);
if (!stage_glx->xvisinfo)
{
g_critical ("Unable to find suitable GL visual.");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
if (stage_glx->xwin == None)
{
CLUTTER_NOTE (MISC, "Creating stage X window");
stage_glx->xwin = XCreateSimpleWindow (stage_glx->xdpy,
stage_glx->xwin_root,
0, 0,
stage_glx->xwin_width,
stage_glx->xwin_height,
0, 0,
WhitePixel (stage_glx->xdpy,
stage_glx->xscreen));
}
CLUTTER_NOTE (MISC, "XSelectInput");
XSelectInput (stage_glx->xdpy, stage_glx->xwin,
StructureNotifyMask |
ExposureMask |
/* FIXME: we may want to eplicity enable MotionMask */
PointerMotionMask |
KeyPressMask | KeyReleaseMask |
ButtonPressMask | ButtonReleaseMask |
PropertyChangeMask);
if (stage_glx->gl_context)
glXDestroyContext (stage_glx->xdpy, stage_glx->gl_context);
CLUTTER_NOTE (GL, "Creating GL Context");
stage_glx->gl_context = glXCreateContext (stage_glx->xdpy,
stage_glx->xvisinfo,
0,
True);
if (stage_glx->gl_context == None)
{
g_critical ("Unable to create suitable GL context.");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
CLUTTER_NOTE (GL, "glXMakeCurrent");
glXMakeCurrent (stage_glx->xdpy, stage_glx->xwin, stage_glx->gl_context);
}
else
{
int gl_attributes[] = {
GLX_RGBA,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
0
};
if (stage_glx->xvisinfo)
XFree (stage_glx->xvisinfo);
CLUTTER_NOTE (GL, "glXChooseVisual");
stage_glx->xvisinfo = glXChooseVisual (stage_glx->xdpy,
stage_glx->xscreen,
gl_attributes);
if (!stage_glx->xvisinfo)
{
g_critical ("Unable to find suitable GL visual.");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
if (stage_glx->gl_context)
glXDestroyContext (stage_glx->xdpy, stage_glx->gl_context);
stage_glx->xpixmap = XCreatePixmap (stage_glx->xdpy,
stage_glx->xwin_root,
stage_glx->xwin_width,
stage_glx->xwin_height,
stage_glx->xvisinfo->depth);
stage_glx->glxpixmap = glXCreateGLXPixmap (stage_glx->xdpy,
stage_glx->xvisinfo,
stage_glx->xpixmap);
/* indirect */
stage_glx->gl_context = glXCreateContext (stage_glx->xdpy,
stage_glx->xvisinfo,
0,
False);
glXMakeCurrent (stage_glx->xdpy,
stage_glx->glxpixmap,
stage_glx->gl_context);
#if 0
/* Debug code for monitoring a off screen pixmap via window */
{
Colormap cmap;
XSetWindowAttributes swa;
cmap = XCreateColormap(clutter_glx_display(),
clutter_glx_root_window(),
backend->xvisinfo->visual, AllocNone);
/* create a window */
swa.colormap = cmap;
foo_win = XCreateWindow(clutter_glx_display(),
clutter_glx_root_window(),
0, 0,
backend->xwin_width, backend->xwin_height,
0,
backend->xvisinfo->depth,
InputOutput,
backend->xvisinfo->visual,
CWColormap, &swa);
XMapWindow(clutter_glx_display(), foo_win);
}
#endif
}
CLUTTER_NOTE (GL,
"\n"
"===========================================\n"
"GL_VENDOR: %s\n"
"GL_RENDERER: %s\n"
"GL_VERSION: %s\n"
"GL_EXTENSIONS: %s\n"
"Direct Rendering: %s\n"
"===========================================\n",
glGetString (GL_VENDOR),
glGetString (GL_RENDERER),
glGetString (GL_VERSION),
glGetString (GL_EXTENSIONS),
glXIsDirect (stage_glx->xdpy, stage_glx->gl_context) ? "yes"
: "no");
_clutter_stage_sync_viewport (CLUTTER_STAGE (stage_glx));
}
static void
clutter_stage_glx_paint (ClutterActor *self)
{
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (self);
ClutterStage *stage = CLUTTER_STAGE (self);
ClutterColor stage_color;
static GTimer *timer = NULL;
static guint timer_n_frames = 0;
CLUTTER_NOTE (PAINT, " Redraw enter");
if (clutter_get_show_fps ())
{
if (!timer)
timer = g_timer_new ();
}
clutter_stage_get_color (stage, &stage_color);
/* FIXME: move below into cogl_paint_start() ? */
glClearColor (((float) stage_color.red / 0xff * 1.0),
((float) stage_color.green / 0xff * 1.0),
((float) stage_color.blue / 0xff * 1.0),
0.0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDisable (GL_LIGHTING);
glDisable (GL_DEPTH_TEST);
/* chain up to reach ClutterGroup->paint here */
CLUTTER_ACTOR_CLASS (clutter_stage_glx_parent_class)->paint (self);
/* Why this paint is done in backend as likely GL windowing system
* specific calls, like swapping buffers.
*/
if (stage_glx->xwin)
{
clutter_feature_wait_for_vblank ();
glXSwapBuffers (stage_glx->xdpy, stage_glx->xwin);
}
else
{
glXWaitGL ();
CLUTTER_GLERR ();
}
if (clutter_get_show_fps ())
{
timer_n_frames++;
if (g_timer_elapsed (timer, NULL) >= 1.0)
{
g_print ("*** FPS: %i ***\n", timer_n_frames);
timer_n_frames = 0;
g_timer_start (timer);
}
}
CLUTTER_NOTE (PAINT, " Redraw leave");
}
static void
clutter_stage_glx_allocate_coords (ClutterActor *self,
ClutterActorBox *box)
{
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (self);
box->x1 = box->y1 = 0;
box->x2 = box->x1 + stage_glx->xwin_width;
box->y2 = box->y1 + stage_glx->xwin_height;
}
static void
clutter_stage_glx_request_coords (ClutterActor *self,
ClutterActorBox *box)
{
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (self);
gint new_width, new_height;
/* FIXME: some how have X configure_notfiys call this ? */
new_width = ABS (box->x2 - box->x1);
new_height = ABS (box->y2 - box->y1);
if (new_width != stage_glx->xwin_width ||
new_height != stage_glx->xwin_height)
{
stage_glx->xwin_width = new_width;
stage_glx->xwin_height = new_height;
if (stage_glx->xwin != None)
XResizeWindow (stage_glx->xdpy,
stage_glx->xwin,
stage_glx->xwin_width,
stage_glx->xwin_height);
if (stage_glx->xpixmap != None)
{
/* Need to recreate to resize */
clutter_actor_unrealize (self);
clutter_actor_realize (self);
}
_clutter_stage_sync_viewport (CLUTTER_STAGE (stage_glx));
}
if (stage_glx->xwin != None) /* Do we want to bother ? */
XMoveWindow (stage_glx->xdpy,
stage_glx->xwin,
box->x1,
box->y1);
}
static void
clutter_stage_glx_set_fullscreen (ClutterStage *stage,
gboolean fullscreen)
{
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (stage);
Atom atom_WM_STATE, atom_WM_STATE_FULLSCREEN;
atom_WM_STATE = XInternAtom (stage_glx->xdpy, "_NET_WM_STATE", False);
atom_WM_STATE_FULLSCREEN = XInternAtom (stage_glx->xdpy,
"_NET_WM_STATE_FULLSCREEN",
False);
if (fullscreen)
{
gint width, height;
width = DisplayWidth (stage_glx->xdpy, stage_glx->xscreen);
height = DisplayHeight (stage_glx->xdpy, stage_glx->xscreen);
clutter_actor_set_size (CLUTTER_ACTOR (stage_glx), width, height);
if (stage_glx->xwin != None)
XChangeProperty (stage_glx->xdpy,
stage_glx->xwin,
atom_WM_STATE, XA_ATOM, 32,
PropModeReplace,
(unsigned char *) &atom_WM_STATE_FULLSCREEN, 1);
}
else
{
if (stage_glx->xwin != None)
XDeleteProperty (stage_glx->xdpy, stage_glx->xwin, atom_WM_STATE);
}
_clutter_stage_sync_viewport (stage);
}
static void
clutter_stage_glx_set_cursor_visible (ClutterStage *stage,
gboolean show_cursor)
{
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (stage);
if (stage_glx->xwin == None)
return;
CLUTTER_NOTE (MISC, "setting cursor state ('%s') over stage window (%u)",
show_cursor ? "visible" : "invisible",
(unsigned int) stage_glx->xwin);
if (show_cursor)
{
#ifdef HAVE_XFIXES
XFixesShowCursor (stage_glx->xdpy, stage_glx->xwin);
#else
XUndefineCursor (stage_glx->xdpy, stage_glx->xwin);
#endif /* HAVE_XFIXES */
}
else
{
#ifdef HAVE_XFIXES
XFixesHideCursor (stage_glx->xdpy, stage_glx->xwin);
#else
XColor col;
Pixmap pix;
Cursor curs;
pix = XCreatePixmap (stage_glx->xdpy, stage_glx->xwin, 1, 1, 1);
memset (&col, 0, sizeof (col));
curs = XCreatePixmapCursor (stage_glx->xdpy,
pix, pix,
&col, &col,
1, 1);
XFreePixmap (stage_glx->xdpy, pix);
XDefineCursor (stage_glx->xdpy, stage_glx->xwin, curs);
#endif /* HAVE_XFIXES */
}
_clutter_stage_sync_viewport (stage);
}
static void
clutter_stage_glx_set_offscreen (ClutterStage *stage,
gboolean offscreen)
{
}
static void
snapshot_pixbuf_free (guchar *pixels,
gpointer data)
{
g_free (pixels);
}
static void
clutter_stage_glx_draw_to_pixbuf (ClutterStage *stage,
GdkPixbuf *dest,
gint x,
gint y,
gint width,
gint height)
{
guchar *data;
GdkPixbuf *pixb;
ClutterActor *actor;
ClutterStageGlx *stage_glx;
gboolean is_offscreen = FALSE;
stage_glx = CLUTTER_STAGE_GLX (stage);
actor = CLUTTER_ACTOR (stage);
if (width < 0)
width = clutter_actor_get_width (actor);
if (height < 0)
height = clutter_actor_get_height (actor);
g_object_get (stage, "offscreen", &is_offscreen, NULL);
if (G_UNLIKELY (is_offscreen))
{
gdk_pixbuf_xlib_init (stage_glx->xdpy, stage_glx->xscreen);
dest = gdk_pixbuf_xlib_get_from_drawable (NULL,
(Drawable) stage_glx->xpixmap,
DefaultColormap (stage_glx->xdpy,
stage_glx->xscreen),
stage_glx->xvisinfo->visual,
x, y,
0, 0,
width, height);
}
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);
dest = gdk_pixbuf_flip (pixb, TRUE);
g_object_unref (pixb);
}
}
static void
clutter_stage_glx_dispose (GObject *gobject)
{
ClutterStageGlx *stage_glx = CLUTTER_STAGE_GLX (gobject);
if (stage_glx->xwin)
clutter_actor_unrealize (CLUTTER_ACTOR (stage_glx));
G_OBJECT_CLASS (clutter_stage_glx_parent_class)->dispose (gobject);
}
static void
clutter_stage_glx_class_init (ClutterStageGlxClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
ClutterStageClass *stage_class = CLUTTER_STAGE_CLASS (klass);
gobject_class->dispose = clutter_stage_glx_dispose;
actor_class->show = clutter_stage_glx_show;
actor_class->hide = clutter_stage_glx_hide;
actor_class->realize = clutter_stage_glx_realize;
actor_class->unrealize = clutter_stage_glx_unrealize;
actor_class->paint = clutter_stage_glx_paint;
actor_class->request_coords = clutter_stage_glx_request_coords;
actor_class->allocate_coords = clutter_stage_glx_allocate_coords;
stage_class->set_fullscreen = clutter_stage_glx_set_fullscreen;
stage_class->set_cursor_visible = clutter_stage_glx_set_cursor_visible;
stage_class->set_offscreen = clutter_stage_glx_set_offscreen;
stage_class->draw_to_pixbuf = clutter_stage_glx_draw_to_pixbuf;
}
static void
clutter_stage_glx_init (ClutterStageGlx *stage)
{
stage->xdpy = NULL;
stage->xwin_root = None;
stage->xscreen = 0;
stage->xwin = None;
stage->xwin_width = 640;
stage->xwin_height = 480;
stage->xvisinfo = None;
stage->is_foreign_xwin = FALSE;
}
/**
* clutter_glx_get_stage_window:
* @stage: a #ClutterStage
*
* FIXME
*
* Return value: FIXME
*
* Since: 0.4
*/
Window
clutter_glx_get_stage_window (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE_GLX (stage), None);
return CLUTTER_STAGE_GLX (stage)->xwin;
}
/**
* clutter_glx_get_stage_visual:
* @stage: a #ClutterStage
*
* FIXME
*
* Return value: FIXME
*
* Since: 0.4
*/
XVisualInfo *
clutter_glx_get_stage_visual (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE_GLX (stage), NULL);
return CLUTTER_STAGE_GLX (stage)->xvisinfo;
}
/**
* clutter_glx_set_stage_foreign:
* @stage: a #ClutterStage
* @xwindow: an existing X Window id
*
* Target the #ClutterStage to use an existing external X Window
*
* Return value: %TRUE if foreign window is valid
*
* Since: 0.4
*/
gboolean
clutter_glx_set_stage_foreign (ClutterStage *stage,
Window xwindow)
{
ClutterStageGlx *stage_glx;
ClutterActor *actor;
gint x, y;
guint width, height, border, depth;
Window root_return;
Status status;
ClutterGeometry geom;
g_return_val_if_fail (CLUTTER_IS_STAGE_GLX (stage), FALSE);
g_return_val_if_fail (xwindow != None, FALSE);
stage_glx = CLUTTER_STAGE_GLX (stage);
actor = CLUTTER_ACTOR (stage);
clutter_glx_trap_x_errors ();
status = XGetGeometry (stage_glx->xdpy,
xwindow,
&root_return,
&x, &y,
&width, &height,
&border,
&depth);
if (clutter_glx_untrap_x_errors () ||
!status ||
width == 0 || height == 0 ||
depth != stage_glx->xvisinfo->depth)
{
return FALSE;
}
clutter_actor_unrealize (actor);
stage_glx->xwin = xwindow;
stage_glx->is_foreign_xwin = TRUE;
geom.x = x;
geom.y = y;
geom.width = stage_glx->xwin_width = width;
geom.height = stage_glx->xwin_height = height;
clutter_actor_set_geometry (actor, &geom);
clutter_actor_realize (actor);
return TRUE;
}