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a02e20a14a
* clutter/clutter-actor.c: (clutter_actor_real_show), (clutter_actor_real_hide): Do not set the MAPPED flag on the actor if it is a top-level one (like ClutterStage); the backends are responsible for setting that flag, as it might be the result of an asynchronous operation (e.g. on X11). * clutter/eglnative/clutter-stage-egl.c: (clutter_stage_egl_show), (clutter_stage_egl_hide): Set/unset the CLUTTER_ACTOR_MAPPED flag on show and hide respectively. * clutter/osx/clutter-stage-osx.c: (clutter_stage_osx_show), (clutter_stage_osx_hide): Ditto as above. * clutter/sdl/clutter-stage-sdl.c: (clutter_stage_sdl_show), (clutter_stage_sdl_hide): Ditto as above, plus chain up to the parent class show/hide virtual functions. * clutter/x11/clutter-event-x11.c (event_translate): Use the MapNotify and UnmapNotify events to call the X11 stage map/unmap functions. * clutter/x11/clutter-stage-x11.[ch]: (clutter_stage_x11_set_fullscreen): Set the fullscreen_on_map flag with the fullscreen value. (clutter_stage_x11_map), (clutter_stage_x11_unmap): Set the MAPPED flag on the stage actor and redraw; also, if the fullscreen_on_map flag was set, call clutter_stage_fullscreen() as well. (#648) * tests/Makefile.am: * tests/test-fullscreen.c: Add a fullscreen test case for checking whether fullscreen works on every backend/platform.
501 lines
14 KiB
C
501 lines
14 KiB
C
/* Clutter - An OpenGL based 'interactive canvas' library.
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* OSX backend - integration with NSWindow and NSView
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*
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* Copyright (C) 2007 Tommi Komulainen <tommi.komulainen@iki.fi>
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* Copyright (C) 2007 OpenedHand Ltd.
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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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#include "config.h"
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#include "clutter-osx.h"
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#include "clutter-stage-osx.h"
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#include "clutter-backend-osx.h"
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#import <AppKit/AppKit.h>
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#include <clutter/clutter-debug.h>
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#include <clutter/clutter-private.h>
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G_DEFINE_TYPE (ClutterStageOSX, clutter_stage_osx, CLUTTER_TYPE_STAGE)
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/* FIXME: this should be in clutter-stage.c */
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static void
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clutter_stage_osx_state_update (ClutterStageOSX *self,
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ClutterStageState unset_flags,
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ClutterStageState set_flags);
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#define CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL (NSMainMenuWindowLevel + 1)
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/*************************************************************************/
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@interface ClutterGLWindow : NSWindow
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{
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ClutterStageOSX *stage;
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}
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@end
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@implementation ClutterGLWindow
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- (id)initWithView:(NSView *)aView UTF8Title:(const char *)aTitle stage:(ClutterStageOSX *)aStage
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{
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if ((self = [super initWithContentRect: [aView frame]
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styleMask: NSTitledWindowMask | NSClosableWindowMask | NSResizableWindowMask
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backing: NSBackingStoreBuffered
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defer: NO]) != nil)
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{
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[self setDelegate: self];
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[self useOptimizedDrawing: YES];
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[self setContentView: aView];
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[self setTitle:[NSString stringWithUTF8String: aTitle]];
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stage = aStage;
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}
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return self;
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}
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- (BOOL) windowShouldClose: (id) sender
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{
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CLUTTER_NOTE (BACKEND, "windowShouldClose");
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ClutterEvent event;
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event.type = CLUTTER_DELETE;
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clutter_event_put (&event);
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return NO;
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}
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- (NSRect) constrainFrameRect:(NSRect)frameRect toScreen:(NSScreen*)aScreen
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{
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/* in fullscreen mode we don't want to be constrained by menubar or dock
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* FIXME: calculate proper constraints depending on fullscreen mode
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*/
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return frameRect;
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}
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- (void) windowDidBecomeKey:(NSNotification*)aNotification
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{
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CLUTTER_NOTE (BACKEND, "windowDidBecomeKey");
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if (stage->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
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[self setLevel: CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL];
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clutter_stage_osx_state_update (stage, 0, CLUTTER_STAGE_STATE_ACTIVATED);
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}
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- (void) windowDidResignKey:(NSNotification*)aNotification
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{
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CLUTTER_NOTE (BACKEND, "windowDidResignKey");
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if (stage->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
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{
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[self setLevel: NSNormalWindowLevel];
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[self orderBack: nil];
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}
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clutter_stage_osx_state_update (stage, CLUTTER_STAGE_STATE_ACTIVATED, 0);
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}
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@end
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/*************************************************************************/
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@interface ClutterGLView : NSOpenGLView
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{
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ClutterActor *stage;
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}
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- (void) drawRect: (NSRect) bounds;
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@end
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@implementation ClutterGLView
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- (id) initWithFrame: (NSRect)aFrame pixelFormat:(NSOpenGLPixelFormat*)aFormat stage:(ClutterActor*)aStage
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{
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if ((self = [super initWithFrame:aFrame pixelFormat:aFormat]) != nil)
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{
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self->stage = aStage;
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}
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return self;
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}
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- (void) drawRect: (NSRect) bounds
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{
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clutter_actor_paint (self->stage);
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[[self openGLContext] flushBuffer];
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}
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/* In order to receive key events */
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- (BOOL) acceptsFirstResponder
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{
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return YES;
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}
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/* We want 0,0 top left */
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- (BOOL) isFlipped
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{
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return YES;
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}
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- (void) setFrameSize: (NSSize) aSize
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{
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CLUTTER_NOTE (BACKEND, "setFrameSize: %dx%d",
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(int)aSize.width, (int)aSize.height);
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[super setFrameSize: aSize];
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clutter_actor_set_size (self->stage, (int)aSize.width, (int)aSize.height);
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CLUTTER_SET_PRIVATE_FLAGS(self->stage, CLUTTER_ACTOR_SYNC_MATRICES);
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}
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/* Simply forward all events that reach our view to clutter. */
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#define EVENT_HANDLER(event) -(void)event:(NSEvent *)theEvent { \
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_clutter_event_osx_put (theEvent); \
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}
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EVENT_HANDLER(mouseDown)
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EVENT_HANDLER(mouseDragged)
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EVENT_HANDLER(mouseUp)
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EVENT_HANDLER(mouseMoved)
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EVENT_HANDLER(mouseEntered)
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EVENT_HANDLER(mouseExited)
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EVENT_HANDLER(rightMouseDown)
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EVENT_HANDLER(rightMouseDragged)
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EVENT_HANDLER(rightMouseUp)
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EVENT_HANDLER(otherMouseDown)
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EVENT_HANDLER(otherMouseDragged)
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EVENT_HANDLER(otherMouseUp)
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EVENT_HANDLER(scrollWheel)
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EVENT_HANDLER(keyDown)
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EVENT_HANDLER(keyUp)
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EVENT_HANDLER(flagsChanged)
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EVENT_HANDLER(helpRequested)
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EVENT_HANDLER(tabletPoint)
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EVENT_HANDLER(tabletProximity)
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#undef EVENT_HANDLER
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@end
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/*************************************************************************/
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static void
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clutter_stage_osx_state_update (ClutterStageOSX *self,
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ClutterStageState unset_flags,
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ClutterStageState set_flags)
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{
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ClutterStageStateEvent event;
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event.new_state = self->stage_state;
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event.new_state |= set_flags;
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event.new_state &= ~unset_flags;
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if (event.new_state == self->stage_state)
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return;
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event.changed_mask = event.new_state ^ self->stage_state;
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self->stage_state = event.new_state;
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event.type = CLUTTER_STAGE_STATE;
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clutter_event_put ((ClutterEvent*)&event);
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}
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static void
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clutter_stage_osx_save_frame (ClutterStageOSX *self)
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{
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if (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)))
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{
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g_assert (self->window != NULL);
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self->normalFrame = [self->window frame];
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self->haveNormalFrame = TRUE;
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}
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}
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static void
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clutter_stage_osx_set_frame (ClutterStageOSX *self)
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{
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g_assert (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)));
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g_assert (self->window != NULL);
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if (self->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
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{
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/* Raise above the menubar (and dock) covering the whole screen.
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*
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* NOTE: This effectively breaks Option-Tabbing as our window covers
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* all other applications completely. However we deal with the situation
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* by lowering the window to the bottom of the normal level stack on
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* windowDidResignKey notification.
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*/
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[self->window setLevel: CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL];
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[self->window setFrame: [self->window frameRectForContentRect: [[self->window screen] frame]] display: NO];
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}
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else
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{
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[self->window setLevel: NSNormalWindowLevel];
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if (self->haveNormalFrame)
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[self->window setFrame: self->normalFrame display: NO];
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else
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/* looks better than positioning to 0,0 (bottom right) */
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[self->window center];
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}
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}
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/*************************************************************************/
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static void
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clutter_stage_osx_realize (ClutterActor *actor)
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{
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ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
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ClutterBackendOSX *backend_osx;
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CLUTTER_NOTE (BACKEND, "realize");
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CLUTTER_OSX_POOL_ALLOC();
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if (CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->realize)
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CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->realize (actor);
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backend_osx = CLUTTER_BACKEND_OSX (self->backend);
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NSRect rect = NSMakeRect(0, 0, self->requisition_width, self->requisition_height);
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self->view = [[ClutterGLView alloc]
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initWithFrame: rect
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pixelFormat: backend_osx->pixel_format
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stage: actor];
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self->window = [[ClutterGLWindow alloc]
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initWithView: self->view
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UTF8Title: clutter_stage_get_title (CLUTTER_STAGE (self))
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stage: self];
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/* looks better than positioning to 0,0 (bottom right) */
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[self->window center];
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/* To not miss all textures created with the context created in the backend
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* make sure we share the context. (By default NSOpenGLView creates its own
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* context.)
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*/
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NSOpenGLContext *context = backend_osx->context;
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[self->view setOpenGLContext: context];
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[context setView: self->view];
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CLUTTER_OSX_POOL_RELEASE();
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CLUTTER_SET_PRIVATE_FLAGS(self, CLUTTER_ACTOR_SYNC_MATRICES);
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}
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static void
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clutter_stage_osx_unrealize (ClutterActor *actor)
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{
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ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
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CLUTTER_NOTE (BACKEND, "unrealize");
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CLUTTER_OSX_POOL_ALLOC();
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[self->view release];
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[self->window close];
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self->view = NULL;
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self->window = NULL;
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CLUTTER_OSX_POOL_RELEASE();
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if (CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->unrealize)
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CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->unrealize (actor);
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}
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static void
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clutter_stage_osx_show (ClutterActor *actor)
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{
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ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
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CLUTTER_NOTE (BACKEND, "show");
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CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
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if (CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->show)
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CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->show (actor);
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CLUTTER_OSX_POOL_ALLOC();
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clutter_stage_osx_set_frame (self);
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[self->window makeKeyAndOrderFront: nil];
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CLUTTER_OSX_POOL_RELEASE();
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}
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static void
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clutter_stage_osx_hide (ClutterActor *actor)
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{
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ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
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CLUTTER_NOTE (BACKEND, "hide");
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CLUTTER_OSX_POOL_ALLOC();
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[self->window orderOut: nil];
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CLUTTER_OSX_POOL_RELEASE();
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
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if (CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->hide)
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CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->hide (actor);
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}
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static void
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clutter_stage_osx_query_coords (ClutterActor *actor,
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ClutterActorBox *box)
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{
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ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
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CLUTTER_OSX_POOL_ALLOC();
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box->x1 = 0;
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box->y1 = 0;
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box->x2 = box->x1 + CLUTTER_UNITS_FROM_FLOAT (self->requisition_width);
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box->y2 = box->y1 + CLUTTER_UNITS_FROM_FLOAT (self->requisition_height);
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CLUTTER_OSX_POOL_RELEASE();
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}
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static void
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clutter_stage_osx_request_coords (ClutterActor *actor,
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ClutterActorBox *box)
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{
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ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
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CLUTTER_NOTE (BACKEND, "request_coords: %d,%d %dx%d",
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CLUTTER_UNITS_TO_INT (box->x1),
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CLUTTER_UNITS_TO_INT (box->y1),
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CLUTTER_UNITS_TO_INT (box->x2 - box->x1),
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CLUTTER_UNITS_TO_INT (box->y2 - box->y1));
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self->requisition_width = CLUTTER_UNITS_TO_INT (box->x2 - box->x1);
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self->requisition_height = CLUTTER_UNITS_TO_INT (box->y2 - box->y1);
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if (CLUTTER_ACTOR_IS_REALIZED (actor))
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{
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CLUTTER_OSX_POOL_ALLOC();
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NSSize size = NSMakeSize(self->requisition_width,
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self->requisition_height);
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[self->window setContentSize: size];
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CLUTTER_OSX_POOL_RELEASE();
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}
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}
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/*************************************************************************/
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static void
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clutter_stage_osx_set_title (ClutterStage *stage,
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const char *title)
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{
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ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage);
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CLUTTER_NOTE (BACKEND, "set_title: %s", title);
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CLUTTER_OSX_POOL_ALLOC();
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if (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (stage)))
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[self->window setTitle:[NSString stringWithUTF8String:title]];
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CLUTTER_OSX_POOL_RELEASE();
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}
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static void
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clutter_stage_osx_set_fullscreen (ClutterStage *stage,
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gboolean fullscreen)
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{
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ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage);
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CLUTTER_NOTE (BACKEND, "set_fullscreen: %u", fullscreen);
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CLUTTER_OSX_POOL_ALLOC();
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/* Make sure to update the state before clutter_stage_osx_set_frame.
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*
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* Toggling fullscreen isn't atomic, there's two "events" involved:
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* - stage state change (via state_update)
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* - stage size change (via set_frame -> setFrameSize / set_size)
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*
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* We do state change first. Not sure there's any difference.
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*/
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if (fullscreen)
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clutter_stage_osx_state_update (self, 0, CLUTTER_STAGE_STATE_FULLSCREEN);
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else
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clutter_stage_osx_state_update (self, CLUTTER_STAGE_STATE_FULLSCREEN, 0);
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if (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)))
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{
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if (fullscreen)
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clutter_stage_osx_save_frame (self);
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clutter_stage_osx_set_frame (self);
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}
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else if (fullscreen)
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{
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/* FIXME: if you go fullscreen before realize we throw away the normal
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* stage size and can't return. Need to maintain them separately.
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*/
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NSSize size = [[NSScreen mainScreen] frame].size;
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clutter_actor_set_size (CLUTTER_ACTOR (self),
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(int)size.width, (int)size.height);
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}
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CLUTTER_OSX_POOL_RELEASE();
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}
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/*************************************************************************/
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ClutterActor *
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clutter_stage_osx_new (ClutterBackend *backend)
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{
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ClutterStageOSX *self;
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self = g_object_new (CLUTTER_TYPE_STAGE_OSX, NULL);
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self->backend = backend;
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return CLUTTER_ACTOR(self);
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}
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/*************************************************************************/
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static void
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clutter_stage_osx_init (ClutterStageOSX *self)
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{
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self->requisition_width = 640;
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self->requisition_height = 480;
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CLUTTER_SET_PRIVATE_FLAGS(self, CLUTTER_ACTOR_SYNC_MATRICES);
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}
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static void
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clutter_stage_osx_class_init (ClutterStageOSXClass *klass)
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{
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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ClutterStageClass *stage_class = CLUTTER_STAGE_CLASS (klass);
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actor_class->realize = clutter_stage_osx_realize;
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actor_class->unrealize = clutter_stage_osx_unrealize;
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actor_class->show = clutter_stage_osx_show;
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actor_class->hide = clutter_stage_osx_hide;
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actor_class->query_coords = clutter_stage_osx_query_coords;
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actor_class->request_coords = clutter_stage_osx_request_coords;
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stage_class->set_title = clutter_stage_osx_set_title;
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stage_class->set_fullscreen = clutter_stage_osx_set_fullscreen;
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}
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