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56ef6727b5
It might be desirable for some applications and/or platforms to get every motion event that was delivered to Clutter from the windowing backend. By adding a per-stage flag we can bypass the throttling done when processing the events. http://bugzilla.openedhand.com/show_bug.cgi?id=1665
2110 lines
57 KiB
C
2110 lines
57 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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* Clutter creates a default stage upon initialization, which can be retrieved
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* using clutter_stage_get_default(). Clutter always provides the default
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* stage, unless the backend is unable to create one. The stage returned
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* by clutter_stage_get_default() is guaranteed to always be the same.
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*
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* Backends might provide support for multiple stages. The support for this
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* feature can be checked at run-time using the clutter_feature_available()
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* function and the %CLUTTER_FEATURE_STAGE_MULTIPLE flag. If the backend used
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* supports multiple stages, new #ClutterStage instances can be created
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* using clutter_stage_new(). These stages must be managed by the developer
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* using clutter_actor_destroy(), which will take care of destroying all the
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* actors contained inside them.
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*
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* #ClutterStage is a proxy actor, wrapping the backend-specific
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* implementation of the windowing system. It is possible to subclass
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* #ClutterStage, as long as every overridden virtual function chains up to
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* the parent class corresponding function.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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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-master-clock.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-stage-manager.h"
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#include "clutter-stage-window.h"
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#include "clutter-version.h" /* For flavour */
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#include "clutter-id-pool.h"
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#include "cogl/cogl.h"
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G_DEFINE_TYPE (ClutterStage, clutter_stage, CLUTTER_TYPE_GROUP);
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#define CLUTTER_STAGE_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_STAGE, ClutterStagePrivate))
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struct _ClutterStagePrivate
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{
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/* the stage implementation */
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ClutterActor *impl;
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ClutterColor color;
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ClutterPerspective perspective;
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ClutterFog fog;
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gchar *title;
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ClutterActor *key_focused_actor;
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GQueue *event_queue;
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guint redraw_pending : 1;
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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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guint is_user_resizable : 1;
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guint use_fog : 1;
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guint throttle_motion_events : 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_SET,
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PROP_OFFSCREEN,
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PROP_CURSOR_VISIBLE,
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PROP_PERSPECTIVE,
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PROP_TITLE,
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PROP_USER_RESIZE,
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PROP_USE_FOG,
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PROP_FOG
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};
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enum
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{
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FULLSCREEN,
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UNFULLSCREEN,
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ACTIVATE,
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DEACTIVATE,
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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 const ClutterColor default_stage_color = { 255, 255, 255, 255 };
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static void
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clutter_stage_get_preferred_width (ClutterActor *self,
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gfloat for_height,
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gfloat *min_width_p,
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gfloat *natural_width_p)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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if (priv->impl == NULL)
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return;
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CLUTTER_ACTOR_GET_CLASS (priv->impl)->get_preferred_width (priv->impl,
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for_height,
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min_width_p,
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natural_width_p);
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}
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static void
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clutter_stage_get_preferred_height (ClutterActor *self,
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gfloat for_width,
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gfloat *min_height_p,
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gfloat *natural_height_p)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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if (priv->impl == NULL)
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return;
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CLUTTER_ACTOR_GET_CLASS (priv->impl)->get_preferred_height (priv->impl,
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for_width,
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min_height_p,
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natural_height_p);
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}
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static void
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clutter_stage_allocate (ClutterActor *self,
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const ClutterActorBox *box,
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ClutterAllocationFlags flags)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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gboolean origin_changed;
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origin_changed = (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED) ? TRUE : FALSE;
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if (priv->impl == NULL)
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return;
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/* if the stage is fixed size (for instance, it's using a frame-buffer)
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* then we simply ignore any allocation request and override the
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* allocation chain.
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*/
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if ((!clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC)))
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{
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ClutterActorClass *klass;
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CLUTTER_NOTE (LAYOUT,
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"Following allocation to %dx%d (origin %s)",
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(int) (box->x2 - box->x1),
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(int) (box->y2 - box->y1),
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origin_changed ? "changed" : "not changed");
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klass = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class);
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klass->allocate (self, box, flags);
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klass = CLUTTER_ACTOR_GET_CLASS (priv->impl);
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klass->allocate (priv->impl, box, flags);
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}
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else
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{
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ClutterActorBox override = { 0, };
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ClutterActorClass *klass;
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gfloat natural_width, natural_height;
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/* propagate the allocation */
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klass = CLUTTER_ACTOR_GET_CLASS (priv->impl);
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klass->allocate (self, box, flags);
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/* get the preferred size from the backend */
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clutter_actor_get_preferred_size (priv->impl,
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NULL, NULL,
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&natural_width, &natural_height);
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override.x1 = 0;
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override.y1 = 0;
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override.x2 = natural_width;
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override.y2 = natural_height;
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CLUTTER_NOTE (LAYOUT,
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"Overrigin original allocation of %dx%d "
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"with %dx%d (origin %s)",
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(int) (box->x2 - box->x1),
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(int) (box->y2 - box->y1),
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(int) (override.x2),
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(int) (override.y2),
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origin_changed ? "changed" : "not changed");
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/* and store the overridden allocation */
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klass = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class);
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klass->allocate (self, &override, flags);
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}
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}
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static void
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clutter_stage_paint (ClutterActor *self)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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CoglColor stage_color;
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CLUTTER_NOTE (PAINT, "Initializing stage paint");
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cogl_color_set_from_4ub (&stage_color,
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priv->color.red,
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priv->color.green,
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priv->color.blue,
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priv->color.alpha);
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cogl_clear (&stage_color,
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COGL_BUFFER_BIT_COLOR |
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COGL_BUFFER_BIT_DEPTH);
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if (priv->use_fog)
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{
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/* we only expose the linear progression of the fog in
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* the ClutterStage API, and that ignores the fog density.
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* thus, we pass 1.0 as the density parameter
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*/
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cogl_set_fog (&stage_color,
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COGL_FOG_MODE_LINEAR,
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1.0,
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priv->fog.z_near,
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priv->fog.z_far);
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}
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else
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cogl_disable_fog ();
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CLUTTER_NOTE (PAINT, "Proxying the paint to the stage implementation");
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clutter_actor_paint (priv->impl);
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/* this will take care of painting every child */
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CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint (self);
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}
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static void
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clutter_stage_pick (ClutterActor *self,
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const ClutterColor *color)
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{
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/* Paint nothing, cogl_paint_init() effectively paints the stage
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* silhouette for us - see _clutter_do_pick().
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* Chain up to the groups paint howerer so our children get picked
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* - clutter_group_pick
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*/
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CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->pick (self, color);
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}
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static void
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clutter_stage_realize (ClutterActor *self)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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/* Make sure the viewport and projection matrix are valid for the
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* first paint (which will likely occur before the ConfigureNotify
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* is received)
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*/
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CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_SYNC_MATRICES);
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g_assert (priv->impl != NULL);
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clutter_actor_realize (priv->impl);
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/* ensure that the stage is using the context if the
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* realization sequence was successful
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*/
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if (CLUTTER_ACTOR_IS_REALIZED (priv->impl))
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clutter_stage_ensure_current (CLUTTER_STAGE (self));
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else
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CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
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}
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static void
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clutter_stage_unrealize (ClutterActor *self)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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/* and then unrealize the implementation */
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g_assert (priv->impl != NULL);
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clutter_actor_unrealize (priv->impl);
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clutter_stage_ensure_current (CLUTTER_STAGE (self));
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}
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static void
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clutter_stage_show (ClutterActor *self)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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ClutterStageWindow *impl;
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CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->show (self);
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/* Possibly do an allocation run so that the stage will have the
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right size before we map it */
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_clutter_stage_maybe_relayout (self);
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g_assert (priv->impl != NULL);
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impl = CLUTTER_STAGE_WINDOW (priv->impl);
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CLUTTER_STAGE_WINDOW_GET_IFACE (impl)->show (impl, TRUE);
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}
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static void
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clutter_stage_hide (ClutterActor *self)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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ClutterStageWindow *impl;
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g_assert (priv->impl != NULL);
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impl = CLUTTER_STAGE_WINDOW (priv->impl);
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CLUTTER_STAGE_WINDOW_GET_IFACE (impl)->hide (impl);
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CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->hide (self);
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}
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static void
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clutter_stage_emit_key_focus_event (ClutterStage *stage,
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gboolean focus_in)
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{
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ClutterStagePrivate *priv = stage->priv;
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if (priv->key_focused_actor == NULL)
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return;
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if (focus_in)
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g_signal_emit_by_name (priv->key_focused_actor, "key-focus-in");
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else
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g_signal_emit_by_name (priv->key_focused_actor, "key-focus-out");
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}
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static void
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clutter_stage_real_activate (ClutterStage *stage)
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{
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clutter_stage_emit_key_focus_event (stage, TRUE);
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}
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static void
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clutter_stage_real_deactivate (ClutterStage *stage)
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{
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clutter_stage_emit_key_focus_event (stage, FALSE);
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}
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static void
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clutter_stage_real_fullscreen (ClutterStage *stage)
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{
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ClutterStagePrivate *priv = stage->priv;
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gfloat natural_width, natural_height;
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ClutterActorBox box;
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/* we need to force an allocation here because the size
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* of the stage might have been changed by the backend
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*
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* this is a really bad solution to the issues caused by
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* the fact that fullscreening the stage on the X11 backends
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* is really an asynchronous operation
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*/
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clutter_actor_get_preferred_size (CLUTTER_ACTOR (priv->impl),
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NULL, NULL,
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&natural_width, &natural_height);
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box.x1 = 0;
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box.y1 = 0;
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box.x2 = natural_width;
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box.y2 = natural_height;
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clutter_actor_allocate (CLUTTER_ACTOR (stage),
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&box,
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CLUTTER_ALLOCATION_NONE);
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}
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void
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_clutter_stage_queue_event (ClutterStage *stage,
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ClutterEvent *event)
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{
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ClutterStagePrivate *priv;
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gboolean first_event;
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
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priv = stage->priv;
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first_event = priv->event_queue->length == 0;
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g_queue_push_tail (priv->event_queue,
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clutter_event_copy (event));
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if (first_event)
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{
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ClutterMasterClock *master_clock = _clutter_master_clock_get_default ();
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_clutter_master_clock_start_running (master_clock);
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}
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}
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gboolean
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_clutter_stage_has_queued_events (ClutterStage *stage)
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{
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ClutterStagePrivate *priv;
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g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
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priv = stage->priv;
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return priv->event_queue->length > 0;
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}
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void
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_clutter_stage_process_queued_events (ClutterStage *stage)
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{
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ClutterStagePrivate *priv;
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GList *events, *l;;
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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->event_queue->length == 0)
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return;
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/* In case the stage gets destroyed during event processing */
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g_object_ref (stage);
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/* Steal events before starting processing to avoid reentrancy
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* issues */
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events = priv->event_queue->head;
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priv->event_queue->head = NULL;
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priv->event_queue->tail = NULL;
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priv->event_queue->length = 0;
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for (l = events; l; l = l->next)
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{
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ClutterEvent *event;
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ClutterEvent *next_event;
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event = l->data;
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next_event = l->next ? l->next->data : NULL;
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/* Skip consecutive motion events */
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if (priv->throttle_motion_events &&
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next_event &&
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event->type == CLUTTER_MOTION &&
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(next_event->type == CLUTTER_MOTION ||
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next_event->type == CLUTTER_LEAVE))
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{
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CLUTTER_NOTE (EVENT,
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"Omitting motion event at %.2f, %.2f",
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event->motion.x, event->motion.y);
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goto next_event;
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}
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_clutter_process_event (event);
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next_event:
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clutter_event_free (event);
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}
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g_list_free (events);
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g_object_unref (stage);
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}
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/**
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* _clutter_stage_needs_update:
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* @stage: A #ClutterStage
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*
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* Determines if _clutter_stage_do_update() needs to be called.
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*
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* Return value: %TRUE if the stage need layout or painting
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*/
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gboolean
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_clutter_stage_needs_update (ClutterStage *stage)
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{
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ClutterStagePrivate *priv;
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g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
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priv = stage->priv;
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return priv->redraw_pending;
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}
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/**
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* _clutter_stage_do_update:
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* @stage: A #ClutterStage
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*
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* Handles per-frame layout and repaint for the stage.
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*
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* Return value: %TRUE if the stage was updated
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*/
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gboolean
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_clutter_stage_do_update (ClutterStage *stage)
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{
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ClutterStagePrivate *priv;
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g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
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priv = stage->priv;
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if (!priv->redraw_pending)
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return FALSE;
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/* clutter_do_redraw() will also call maybe_relayout(), but since a relayout
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* can queue a redraw, we want to do the relayout before we clear the
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* update_idle to avoid painting the stage twice. Calling maybe_relayout()
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* twice in a row is cheap because of caching of requested and allocated
|
|
* size.
|
|
*/
|
|
_clutter_stage_maybe_relayout (CLUTTER_ACTOR (stage));
|
|
|
|
CLUTTER_NOTE (PAINT, "redrawing via idle for stage[%p]", stage);
|
|
_clutter_do_redraw (stage);
|
|
|
|
/* reset the guard, so that new redraws are possible */
|
|
priv->redraw_pending = FALSE;
|
|
|
|
if (CLUTTER_CONTEXT ()->redraw_count > 0)
|
|
{
|
|
CLUTTER_NOTE (SCHEDULER, "Queued %lu redraws during the last cycle",
|
|
CLUTTER_CONTEXT ()->redraw_count);
|
|
|
|
CLUTTER_CONTEXT ()->redraw_count = 0;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static void
|
|
clutter_stage_real_queue_redraw (ClutterActor *actor,
|
|
ClutterActor *leaf)
|
|
{
|
|
ClutterStage *stage = CLUTTER_STAGE (actor);
|
|
ClutterStagePrivate *priv = stage->priv;
|
|
|
|
CLUTTER_NOTE (PAINT, "Redraw request number %lu",
|
|
CLUTTER_CONTEXT ()->redraw_count + 1);
|
|
|
|
if (!priv->redraw_pending)
|
|
{
|
|
ClutterMasterClock *master_clock;
|
|
|
|
priv->redraw_pending = TRUE;
|
|
|
|
master_clock = _clutter_master_clock_get_default ();
|
|
_clutter_master_clock_start_running (master_clock);
|
|
}
|
|
else
|
|
CLUTTER_CONTEXT ()->redraw_count += 1;
|
|
}
|
|
|
|
static void
|
|
set_offscreen_while_unrealized (ClutterActor *actor,
|
|
void *data)
|
|
{
|
|
CLUTTER_STAGE (actor)->priv->is_offscreen = GPOINTER_TO_INT (data);
|
|
}
|
|
|
|
static void
|
|
clutter_stage_set_property (GObject *object,
|
|
guint prop_id,
|
|
const GValue *value,
|
|
GParamSpec *pspec)
|
|
{
|
|
ClutterStage *stage;
|
|
ClutterStagePrivate *priv;
|
|
ClutterActor *actor;
|
|
|
|
stage = CLUTTER_STAGE (object);
|
|
actor = CLUTTER_ACTOR (stage);
|
|
priv = stage->priv;
|
|
|
|
switch (prop_id)
|
|
{
|
|
case PROP_COLOR:
|
|
clutter_stage_set_color (stage, clutter_value_get_color (value));
|
|
break;
|
|
|
|
case PROP_OFFSCREEN:
|
|
{
|
|
gboolean was_showing;
|
|
|
|
if (priv->is_offscreen == g_value_get_boolean (value))
|
|
return;
|
|
|
|
was_showing = CLUTTER_ACTOR_IS_VISIBLE (actor);
|
|
|
|
/* Backend needs to check this prop and handle accordingly
|
|
* in realise.
|
|
* FIXME: More 'obvious' implementation needed?
|
|
*/
|
|
_clutter_actor_rerealize (actor,
|
|
set_offscreen_while_unrealized,
|
|
GINT_TO_POINTER (g_value_get_boolean (value)));
|
|
|
|
if (was_showing &&
|
|
!CLUTTER_ACTOR_IS_REALIZED (actor))
|
|
priv->is_offscreen = ~g_value_get_boolean (value);
|
|
}
|
|
break;
|
|
|
|
case PROP_CURSOR_VISIBLE:
|
|
if (g_value_get_boolean (value))
|
|
clutter_stage_show_cursor (stage);
|
|
else
|
|
clutter_stage_hide_cursor (stage);
|
|
break;
|
|
|
|
case PROP_PERSPECTIVE:
|
|
clutter_stage_set_perspective (stage, g_value_get_boxed (value));
|
|
break;
|
|
|
|
case PROP_TITLE:
|
|
clutter_stage_set_title (stage, g_value_get_string (value));
|
|
break;
|
|
|
|
case PROP_USER_RESIZE:
|
|
clutter_stage_set_user_resizable (stage, g_value_get_boolean (value));
|
|
break;
|
|
|
|
case PROP_USE_FOG:
|
|
clutter_stage_set_use_fog (stage, g_value_get_boolean (value));
|
|
break;
|
|
|
|
case PROP_FOG:
|
|
clutter_stage_set_fog (stage, g_value_get_boxed (value));
|
|
break;
|
|
|
|
default:
|
|
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
clutter_stage_get_property (GObject *gobject,
|
|
guint prop_id,
|
|
GValue *value,
|
|
GParamSpec *pspec)
|
|
{
|
|
ClutterStagePrivate *priv = CLUTTER_STAGE (gobject)->priv;
|
|
|
|
switch (prop_id)
|
|
{
|
|
case PROP_COLOR:
|
|
clutter_value_set_color (value, &priv->color);
|
|
break;
|
|
|
|
case PROP_OFFSCREEN:
|
|
g_value_set_boolean (value, priv->is_offscreen);
|
|
break;
|
|
|
|
case PROP_FULLSCREEN_SET:
|
|
g_value_set_boolean (value, priv->is_fullscreen);
|
|
break;
|
|
|
|
case PROP_CURSOR_VISIBLE:
|
|
g_value_set_boolean (value, priv->is_cursor_visible);
|
|
break;
|
|
|
|
case PROP_PERSPECTIVE:
|
|
g_value_set_boxed (value, &priv->perspective);
|
|
break;
|
|
|
|
case PROP_TITLE:
|
|
g_value_set_string (value, priv->title);
|
|
break;
|
|
|
|
case PROP_USER_RESIZE:
|
|
g_value_set_boolean (value, priv->is_user_resizable);
|
|
break;
|
|
|
|
case PROP_USE_FOG:
|
|
g_value_set_boolean (value, priv->use_fog);
|
|
break;
|
|
|
|
case PROP_FOG:
|
|
g_value_set_boxed (value, &priv->fog);
|
|
break;
|
|
|
|
default:
|
|
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
clutter_stage_dispose (GObject *object)
|
|
{
|
|
ClutterStage *stage = CLUTTER_STAGE (object);
|
|
ClutterStagePrivate *priv = stage->priv;
|
|
ClutterStageManager *stage_manager = clutter_stage_manager_get_default ();
|
|
|
|
clutter_actor_hide (CLUTTER_ACTOR (object));
|
|
|
|
_clutter_stage_manager_remove_stage (stage_manager, stage);
|
|
|
|
if (priv->impl)
|
|
{
|
|
CLUTTER_NOTE (BACKEND, "Disposing of the stage implementation");
|
|
clutter_actor_hide (priv->impl);
|
|
clutter_actor_destroy (priv->impl);
|
|
priv->impl = NULL;
|
|
}
|
|
|
|
G_OBJECT_CLASS (clutter_stage_parent_class)->dispose (object);
|
|
}
|
|
|
|
static void
|
|
clutter_stage_finalize (GObject *object)
|
|
{
|
|
ClutterStage *stage = CLUTTER_STAGE (object);
|
|
ClutterStagePrivate *priv = stage->priv;
|
|
|
|
g_queue_foreach (priv->event_queue, (GFunc)clutter_event_free, NULL);
|
|
g_queue_free (priv->event_queue);
|
|
|
|
g_free (stage->priv->title);
|
|
|
|
G_OBJECT_CLASS (clutter_stage_parent_class)->finalize (object);
|
|
}
|
|
|
|
|
|
static void
|
|
clutter_stage_class_init (ClutterStageClass *klass)
|
|
{
|
|
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
|
|
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
|
|
GParamSpec *pspec;
|
|
|
|
gobject_class->set_property = clutter_stage_set_property;
|
|
gobject_class->get_property = clutter_stage_get_property;
|
|
gobject_class->dispose = clutter_stage_dispose;
|
|
gobject_class->finalize = clutter_stage_finalize;
|
|
|
|
actor_class->allocate = clutter_stage_allocate;
|
|
actor_class->get_preferred_width = clutter_stage_get_preferred_width;
|
|
actor_class->get_preferred_height = clutter_stage_get_preferred_height;
|
|
actor_class->paint = clutter_stage_paint;
|
|
actor_class->pick = clutter_stage_pick;
|
|
actor_class->realize = clutter_stage_realize;
|
|
actor_class->unrealize = clutter_stage_unrealize;
|
|
actor_class->show = clutter_stage_show;
|
|
actor_class->hide = clutter_stage_hide;
|
|
actor_class->queue_redraw = clutter_stage_real_queue_redraw;
|
|
|
|
/**
|
|
* ClutterStage:fullscreen:
|
|
*
|
|
* Whether the stage should be fullscreen or not.
|
|
*
|
|
* This property is set by calling clutter_stage_set_fullscreen()
|
|
* but since the actual implementation is delegated to the backend
|
|
* you should connect to the notify::fullscreen-set signal in order
|
|
* to get notification if the fullscreen state has been successfully
|
|
* achieved.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
pspec = g_param_spec_boolean ("fullscreen-set",
|
|
"Fullscreen Set",
|
|
"Whether the main stage is fullscreen",
|
|
FALSE,
|
|
CLUTTER_PARAM_READABLE);
|
|
g_object_class_install_property (gobject_class,
|
|
PROP_FULLSCREEN_SET,
|
|
pspec);
|
|
/**
|
|
* ClutterStage:offscreen:
|
|
*
|
|
* Whether the stage should be rendered in an offscreen buffer.
|
|
*/
|
|
pspec = g_param_spec_boolean ("offscreen",
|
|
"Offscreen",
|
|
"Whether the main stage should be "
|
|
"rendered offscreen",
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (gobject_class,
|
|
PROP_OFFSCREEN,
|
|
pspec);
|
|
/**
|
|
* ClutterStage:cursor-visible:
|
|
*
|
|
* Whether the mouse pointer should be visible
|
|
*/
|
|
pspec = g_param_spec_boolean ("cursor-visible",
|
|
"Cursor Visible",
|
|
"Whether the mouse pointer is visible "
|
|
"on the main stage",
|
|
TRUE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (gobject_class,
|
|
PROP_CURSOR_VISIBLE,
|
|
pspec);
|
|
/**
|
|
* ClutterStage:user-resizable:
|
|
*
|
|
* Whether the stage is resizable via user interaction.
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
pspec = g_param_spec_boolean ("user-resizable",
|
|
"User Resizable",
|
|
"Whether the stage is able to be resized "
|
|
"via user interaction",
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (gobject_class,
|
|
PROP_USER_RESIZE,
|
|
pspec);
|
|
/**
|
|
* ClutterStage:color:
|
|
*
|
|
* The color of the main stage.
|
|
*/
|
|
pspec = clutter_param_spec_color ("color",
|
|
"Color",
|
|
"The color of the stage",
|
|
&default_stage_color,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (gobject_class, PROP_COLOR, pspec);
|
|
|
|
/**
|
|
* ClutterStage:perspective:
|
|
*
|
|
* The parameters used for the perspective projection from 3D
|
|
* coordinates to 2D
|
|
*
|
|
* Since: 0.8.2
|
|
*/
|
|
pspec = g_param_spec_boxed ("perspective",
|
|
"Perspective",
|
|
"Perspective projection parameters",
|
|
CLUTTER_TYPE_PERSPECTIVE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (gobject_class,
|
|
PROP_PERSPECTIVE,
|
|
pspec);
|
|
|
|
/**
|
|
* ClutterStage:title:
|
|
*
|
|
* The stage's title - usually displayed in stage windows title decorations.
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
pspec = g_param_spec_string ("title",
|
|
"Title",
|
|
"Stage Title",
|
|
NULL,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (gobject_class, PROP_TITLE, pspec);
|
|
|
|
/**
|
|
* ClutterStage:use-fog:
|
|
*
|
|
* Whether the stage should use a linear GL "fog" in creating the
|
|
* depth-cueing effect, to enhance the perception of depth by fading
|
|
* actors farther from the viewpoint.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
pspec = g_param_spec_boolean ("use-fog",
|
|
"Use Fog",
|
|
"Whether to enable depth cueing",
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (gobject_class, PROP_USE_FOG, pspec);
|
|
|
|
/**
|
|
* ClutterStage:fog:
|
|
*
|
|
* The settings for the GL "fog", used only if #ClutterStage:use-fog
|
|
* is set to %TRUE
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
pspec = g_param_spec_boxed ("fog",
|
|
"Fog",
|
|
"Settings for the depth cueing",
|
|
CLUTTER_TYPE_FOG,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (gobject_class, PROP_FOG, pspec);
|
|
|
|
/**
|
|
* ClutterStage::fullscreen
|
|
* @stage: the stage which was fullscreened
|
|
*
|
|
* The ::fullscreen signal is emitted when the stage is made fullscreen.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
stage_signals[FULLSCREEN] =
|
|
g_signal_new ("fullscreen",
|
|
G_TYPE_FROM_CLASS (gobject_class),
|
|
G_SIGNAL_RUN_FIRST,
|
|
G_STRUCT_OFFSET (ClutterStageClass, fullscreen),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
/**
|
|
* ClutterStage::unfullscreen
|
|
* @stage: the stage which has left a fullscreen state.
|
|
*
|
|
* The ::unfullscreen signal is emitted when the stage leaves a fullscreen
|
|
* state.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
stage_signals[UNFULLSCREEN] =
|
|
g_signal_new ("unfullscreen",
|
|
G_TYPE_FROM_CLASS (gobject_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterStageClass, unfullscreen),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
/**
|
|
* ClutterStage::activate
|
|
* @stage: the stage which was activated
|
|
*
|
|
* The ::activate signal is emitted when the stage receives key focus
|
|
* from the underlying window system.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
stage_signals[ACTIVATE] =
|
|
g_signal_new ("activate",
|
|
G_TYPE_FROM_CLASS (gobject_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterStageClass, activate),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
/**
|
|
* ClutterStage::deactivate
|
|
* @stage: the stage which was deactivated
|
|
*
|
|
* The ::activate signal is emitted when the stage loses key focus
|
|
* from the underlying window system.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
stage_signals[DEACTIVATE] =
|
|
g_signal_new ("deactivate",
|
|
G_TYPE_FROM_CLASS (gobject_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterStageClass, deactivate),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
|
|
klass->fullscreen = clutter_stage_real_fullscreen;
|
|
klass->activate = clutter_stage_real_activate;
|
|
klass->deactivate = clutter_stage_real_deactivate;
|
|
|
|
g_type_class_add_private (gobject_class, sizeof (ClutterStagePrivate));
|
|
}
|
|
|
|
static void
|
|
clutter_stage_init (ClutterStage *self)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
ClutterBackend *backend;
|
|
|
|
/* a stage is a top-level object */
|
|
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IS_TOPLEVEL);
|
|
|
|
self->priv = priv = CLUTTER_STAGE_GET_PRIVATE (self);
|
|
|
|
CLUTTER_NOTE (BACKEND, "Creating stage from the default backend");
|
|
backend = clutter_get_default_backend ();
|
|
priv->impl = _clutter_backend_create_stage (backend, self, NULL);
|
|
if (!priv->impl)
|
|
{
|
|
g_warning ("Unable to create a new stage, falling back to the "
|
|
"default stage.");
|
|
priv->impl = CLUTTER_ACTOR (_clutter_stage_get_default_window ());
|
|
|
|
/* at this point we must have a default stage, or we're screwed */
|
|
g_assert (priv->impl != NULL);
|
|
}
|
|
else
|
|
g_object_ref_sink (priv->impl);
|
|
|
|
/* make sure that the implementation is considered a top level */
|
|
CLUTTER_SET_PRIVATE_FLAGS (priv->impl, CLUTTER_ACTOR_IS_TOPLEVEL);
|
|
|
|
priv->event_queue = g_queue_new ();
|
|
|
|
priv->is_offscreen = FALSE;
|
|
priv->is_fullscreen = FALSE;
|
|
priv->is_user_resizable = FALSE;
|
|
priv->is_cursor_visible = TRUE;
|
|
priv->use_fog = FALSE;
|
|
priv->throttle_motion_events = TRUE;
|
|
|
|
priv->color = default_stage_color;
|
|
|
|
priv->perspective.fovy = 60.0; /* 60 Degrees */
|
|
priv->perspective.aspect = 1.0;
|
|
priv->perspective.z_near = 0.1;
|
|
priv->perspective.z_far = 100.0;
|
|
|
|
/* depth cueing */
|
|
priv->fog.z_near = 1.0;
|
|
priv->fog.z_far = 2.0;
|
|
|
|
clutter_actor_set_reactive (CLUTTER_ACTOR (self), TRUE);
|
|
clutter_stage_set_key_focus (self, NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_default:
|
|
*
|
|
* Returns the main stage. The default #ClutterStage is a singleton,
|
|
* so the stage will be created the first time this function is
|
|
* called (typically, inside clutter_init()); all the subsequent
|
|
* calls to clutter_stage_get_default() will return the same instance.
|
|
*
|
|
* Clutter guarantess the existence of the default stage.
|
|
*
|
|
* Return value: (transfer none): the main #ClutterStage. You should never
|
|
* destroy or unref the returned actor.
|
|
*/
|
|
ClutterActor *
|
|
clutter_stage_get_default (void)
|
|
{
|
|
ClutterStageManager *stage_manager = clutter_stage_manager_get_default ();
|
|
ClutterStage *stage;
|
|
|
|
stage = clutter_stage_manager_get_default_stage (stage_manager);
|
|
if (G_UNLIKELY (stage == NULL))
|
|
/* This will take care of automatically adding the stage to the
|
|
* stage manager and setting it as the default. Its floating
|
|
* reference will be claimed by the stage manager.
|
|
*/
|
|
stage = g_object_new (CLUTTER_TYPE_STAGE, NULL);
|
|
|
|
return CLUTTER_ACTOR (stage);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_color:
|
|
* @stage: A #ClutterStage
|
|
* @color: A #ClutterColor
|
|
*
|
|
* Sets the stage color.
|
|
*/
|
|
void
|
|
clutter_stage_set_color (ClutterStage *stage,
|
|
const ClutterColor *color)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (color != NULL);
|
|
|
|
priv = stage->priv;
|
|
|
|
priv->color = *color;
|
|
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (stage))
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
|
|
|
g_object_notify (G_OBJECT (stage), "color");
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_color:
|
|
* @stage: A #ClutterStage
|
|
* @color: return location for a #ClutterColor
|
|
*
|
|
* Retrieves the stage color.
|
|
*/
|
|
void
|
|
clutter_stage_get_color (ClutterStage *stage,
|
|
ClutterColor *color)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (color != NULL);
|
|
|
|
priv = stage->priv;
|
|
|
|
*color = priv->color;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_perspective:
|
|
* @stage: A #ClutterStage
|
|
* @perspective: A #ClutterPerspective
|
|
*
|
|
* Sets the stage perspective.
|
|
*/
|
|
void
|
|
clutter_stage_set_perspective (ClutterStage *stage,
|
|
ClutterPerspective *perspective)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (perspective != NULL);
|
|
g_return_if_fail (perspective->z_far - perspective->z_near != 0);
|
|
|
|
priv = stage->priv;
|
|
|
|
priv->perspective = *perspective;
|
|
|
|
/* this will cause the viewport to be reset; see
|
|
* clutter_maybe_setup_viewport() inside clutter-main.c
|
|
*/
|
|
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_perspective:
|
|
* @stage: A #ClutterStage
|
|
* @perspective: return location for a #ClutterPerspective
|
|
*
|
|
* Retrieves the stage perspective.
|
|
*/
|
|
void
|
|
clutter_stage_get_perspective (ClutterStage *stage,
|
|
ClutterPerspective *perspective)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (perspective != NULL);
|
|
|
|
*perspective = stage->priv->perspective;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_fullscreen:
|
|
* @stage: a #ClutterStage
|
|
* @fullscreen: %TRUE to to set the stage fullscreen
|
|
*
|
|
* Asks to place the stage window in the fullscreen or unfullscreen
|
|
* states.
|
|
*
|
|
( Note that you shouldn't assume the window is definitely full screen
|
|
* afterward, because other entities (e.g. the user or window manager)
|
|
* could unfullscreen it again, and not all window managers honor
|
|
* requests to fullscreen windows.
|
|
*
|
|
* If you want to receive notification of the fullscreen state you
|
|
* should either use the #ClutterStage::fullscreen and
|
|
* #ClutterStage::unfullscreen signals, or use the notify signal
|
|
* for the #ClutterStage:fullscreen-set property
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_stage_set_fullscreen (ClutterStage *stage,
|
|
gboolean fullscreen)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
if (priv->is_fullscreen != fullscreen)
|
|
{
|
|
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
|
|
ClutterStageWindowIface *iface;
|
|
|
|
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
|
|
|
|
/* Only set if backend implements.
|
|
*
|
|
* Also see clutter_stage_event() for setting priv->is_fullscreen
|
|
* on state change event.
|
|
*/
|
|
if (iface->set_fullscreen)
|
|
iface->set_fullscreen (impl, fullscreen);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_fullscreen:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Retrieves whether the stage is full screen or not
|
|
*
|
|
* Return value: %TRUE if the stage is full screen
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
gboolean
|
|
clutter_stage_get_fullscreen (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
|
|
return stage->priv->is_fullscreen;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_user_resizable:
|
|
* @stage: a #ClutterStage
|
|
* @resizable: whether the stage should be user resizable.
|
|
*
|
|
* Sets if the stage is resizable by user interaction (e.g. via
|
|
* window manager controls)
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
void
|
|
clutter_stage_set_user_resizable (ClutterStage *stage,
|
|
gboolean resizable)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
if (clutter_feature_available (CLUTTER_FEATURE_STAGE_USER_RESIZE)
|
|
&& priv->is_user_resizable != resizable)
|
|
{
|
|
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
|
|
ClutterStageWindowIface *iface;
|
|
|
|
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
|
|
if (iface->set_user_resizable)
|
|
{
|
|
priv->is_user_resizable = resizable;
|
|
|
|
iface->set_user_resizable (impl, resizable);
|
|
|
|
g_object_notify (G_OBJECT (stage), "user-resizable");
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_user_resizable:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Retrieves the value set with clutter_stage_set_user_resizable().
|
|
*
|
|
* Return value: %TRUE if the stage is resizable by the user.
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
gboolean
|
|
clutter_stage_get_user_resizable (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
|
|
return stage->priv->is_user_resizable;
|
|
}
|
|
|
|
/**
|
|
* 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)
|
|
{
|
|
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
|
|
ClutterStageWindowIface *iface;
|
|
|
|
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
|
|
if (iface->set_cursor_visible)
|
|
{
|
|
priv->is_cursor_visible = TRUE;
|
|
|
|
iface->set_cursor_visible (impl, TRUE);
|
|
|
|
g_object_notify (G_OBJECT (stage), "cursor-visible");
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_hide_cursor:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Makes the cursor invisible on the stage window
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
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)
|
|
{
|
|
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
|
|
ClutterStageWindowIface *iface;
|
|
|
|
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
|
|
if (iface->set_cursor_visible)
|
|
{
|
|
priv->is_cursor_visible = FALSE;
|
|
|
|
iface->set_cursor_visible (impl, FALSE);
|
|
|
|
g_object_notify (G_OBJECT (stage), "cursor-visible");
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_read_pixels:
|
|
* @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
|
|
*
|
|
* Makes a screenshot of the stage in RGBA 8bit data, returns a
|
|
* linear buffer with @width * 4 as rowstride.
|
|
*
|
|
* The alpha data contained in the returned buffer is driver-dependent,
|
|
* and not guaranteed to hold any sensible value.
|
|
*
|
|
* Return value: a pointer to newly allocated memory with the buffer
|
|
* or %NULL if the read failed. Use g_free() on the returned data
|
|
* to release the resources it has allocated.
|
|
*/
|
|
guchar *
|
|
clutter_stage_read_pixels (ClutterStage *stage,
|
|
gint x,
|
|
gint y,
|
|
gint width,
|
|
gint height)
|
|
{
|
|
guchar *pixels;
|
|
GLint viewport[4];
|
|
gint rowstride;
|
|
gint stage_width, stage_height;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
|
|
|
|
/* according to glReadPixels documentation pixels outside the viewport are
|
|
* undefined, but no error should be provoked, thus this is probably unnneed.
|
|
*/
|
|
g_return_val_if_fail (x >= 0 && y >= 0, NULL);
|
|
|
|
/* Force a redraw of the stage before reading back pixels */
|
|
clutter_stage_ensure_current (stage);
|
|
clutter_actor_paint (CLUTTER_ACTOR (stage));
|
|
|
|
glGetIntegerv (GL_VIEWPORT, viewport);
|
|
stage_width = viewport[2];
|
|
stage_height = viewport[3];
|
|
|
|
if (width < 0 || width > stage_width)
|
|
width = stage_width;
|
|
|
|
if (height < 0 || height > stage_height)
|
|
height = stage_height;
|
|
|
|
rowstride = width * 4;
|
|
|
|
pixels = g_malloc (height * rowstride);
|
|
|
|
cogl_read_pixels (x, y, width, height,
|
|
COGL_READ_PIXELS_COLOR_BUFFER,
|
|
COGL_PIXEL_FORMAT_RGBA_8888,
|
|
pixels);
|
|
|
|
return pixels;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_actor_at_pos:
|
|
* @stage: a #ClutterStage
|
|
* @pick_mode: how the scene graph should be painted
|
|
* @x: X coordinate to check
|
|
* @y: Y coordinate to check
|
|
*
|
|
* Checks the scene at the coordinates @x and @y and returns a pointer
|
|
* to the #ClutterActor at those coordinates.
|
|
*
|
|
* By using @pick_mode it is possible to control which actors will be
|
|
* painted and thus available.
|
|
*
|
|
* Return value: (transfer none): the actor at the specified coordinates,
|
|
* if any
|
|
*/
|
|
ClutterActor *
|
|
clutter_stage_get_actor_at_pos (ClutterStage *stage,
|
|
ClutterPickMode pick_mode,
|
|
gint x,
|
|
gint y)
|
|
{
|
|
return _clutter_do_pick (stage, x, y, pick_mode);
|
|
}
|
|
|
|
/**
|
|
* 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
|
|
* synthetised events.
|
|
*
|
|
* Return value: the return value from the signal emission
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
gboolean
|
|
clutter_stage_event (ClutterStage *stage,
|
|
ClutterEvent *event)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
g_return_val_if_fail (event != NULL, FALSE);
|
|
|
|
priv = stage->priv;
|
|
|
|
if (event->type == CLUTTER_DELETE)
|
|
{
|
|
gboolean retval = FALSE;
|
|
|
|
g_signal_emit_by_name (stage, "event", event, &retval);
|
|
|
|
return retval;
|
|
}
|
|
|
|
if (event->type != CLUTTER_STAGE_STATE)
|
|
return FALSE;
|
|
|
|
/* emit raw event */
|
|
if (clutter_actor_event (CLUTTER_ACTOR (stage), event, FALSE))
|
|
return TRUE;
|
|
|
|
if (event->stage_state.changed_mask & CLUTTER_STAGE_STATE_FULLSCREEN)
|
|
{
|
|
if (event->stage_state.new_state & CLUTTER_STAGE_STATE_FULLSCREEN)
|
|
{
|
|
priv->is_fullscreen = TRUE;
|
|
g_signal_emit (stage, stage_signals[FULLSCREEN], 0);
|
|
|
|
g_object_notify (G_OBJECT (stage), "fullscreen-set");
|
|
}
|
|
else
|
|
{
|
|
priv->is_fullscreen = FALSE;
|
|
g_signal_emit (stage, stage_signals[UNFULLSCREEN], 0);
|
|
|
|
g_object_notify (G_OBJECT (stage), "fullscreen-set");
|
|
}
|
|
}
|
|
|
|
if (event->stage_state.changed_mask & CLUTTER_STAGE_STATE_ACTIVATED)
|
|
{
|
|
if (event->stage_state.new_state & CLUTTER_STAGE_STATE_ACTIVATED)
|
|
g_signal_emit (stage, stage_signals[ACTIVATE], 0);
|
|
else
|
|
g_signal_emit (stage, stage_signals[DEACTIVATE], 0);
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_title
|
|
* @stage: A #ClutterStage
|
|
* @title: A utf8 string for the stage windows title.
|
|
*
|
|
* Sets the stage title.
|
|
*
|
|
* Since: 0.4
|
|
**/
|
|
void
|
|
clutter_stage_set_title (ClutterStage *stage,
|
|
const gchar *title)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
ClutterStageWindow *impl;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
g_free (priv->title);
|
|
priv->title = g_strdup (title);
|
|
|
|
impl = CLUTTER_STAGE_WINDOW (priv->impl);
|
|
if (CLUTTER_STAGE_WINDOW_GET_IFACE(impl)->set_title != NULL)
|
|
CLUTTER_STAGE_WINDOW_GET_IFACE (impl)->set_title (impl, priv->title);
|
|
|
|
g_object_notify (G_OBJECT (stage), "title");
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_title
|
|
* @stage: A #ClutterStage
|
|
*
|
|
* Gets the stage title.
|
|
*
|
|
* Return value: pointer to the title string for the stage. The
|
|
* returned string is owned by the actor and should not
|
|
* be modified or freed.
|
|
*
|
|
* Since: 0.4
|
|
**/
|
|
G_CONST_RETURN gchar *
|
|
clutter_stage_get_title (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
|
|
|
|
return stage->priv->title;
|
|
}
|
|
|
|
static void
|
|
on_key_focused_weak_notify (gpointer data,
|
|
GObject *where_the_object_was)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
ClutterStage *stage = CLUTTER_STAGE (data);
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
priv->key_focused_actor = NULL;
|
|
|
|
/* focused actor has dissapeared - fall back to stage
|
|
* FIXME: need some kind of signal dance/block here.
|
|
*/
|
|
clutter_stage_set_key_focus (stage, NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_key_focus:
|
|
* @stage: the #ClutterStage
|
|
* @actor: the actor to set key focus to, or %NULL
|
|
*
|
|
* Sets the key focus on @actor. An actor with key focus will receive
|
|
* all the key events. If @actor is %NULL, the stage will receive
|
|
* focus.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_stage_set_key_focus (ClutterStage *stage,
|
|
ClutterActor *actor)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor));
|
|
|
|
priv = stage->priv;
|
|
|
|
if (priv->key_focused_actor == actor)
|
|
return;
|
|
|
|
if (priv->key_focused_actor)
|
|
{
|
|
ClutterActor *old_focused_actor;
|
|
|
|
old_focused_actor = priv->key_focused_actor;
|
|
|
|
/* set key_focused_actor to NULL before emitting the signal or someone
|
|
* might hide the previously focused actor in the signal handler and we'd
|
|
* get re-entrant call and get glib critical from g_object_weak_unref
|
|
*/
|
|
|
|
g_object_weak_unref (G_OBJECT (priv->key_focused_actor),
|
|
on_key_focused_weak_notify,
|
|
stage);
|
|
|
|
priv->key_focused_actor = NULL;
|
|
|
|
g_signal_emit_by_name (old_focused_actor, "key-focus-out");
|
|
}
|
|
else
|
|
g_signal_emit_by_name (stage, "key-focus-out");
|
|
|
|
/* Note, if someone changes key focus in focus-out signal handler we'd be
|
|
* overriding the latter call below moving the focus where it was originally
|
|
* intended. The order of events would be:
|
|
* 1st focus-out, 2nd focus-out (on stage), 2nd focus-in, 1st focus-in
|
|
*/
|
|
|
|
if (actor)
|
|
{
|
|
priv->key_focused_actor = actor;
|
|
|
|
g_object_weak_ref (G_OBJECT (actor),
|
|
on_key_focused_weak_notify,
|
|
stage);
|
|
g_signal_emit_by_name (priv->key_focused_actor, "key-focus-in");
|
|
}
|
|
else
|
|
g_signal_emit_by_name (stage, "key-focus-in");
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_key_focus:
|
|
* @stage: the #ClutterStage
|
|
*
|
|
* Retrieves the actor that is currently under key focus.
|
|
*
|
|
* Return value: (transfer none): the actor with key focus, or the stage
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
ClutterActor *
|
|
clutter_stage_get_key_focus (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
|
|
|
|
if (stage->priv->key_focused_actor)
|
|
return stage->priv->key_focused_actor;
|
|
|
|
return CLUTTER_ACTOR (stage);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_use_fog:
|
|
* @stage: the #ClutterStage
|
|
*
|
|
* Gets whether the depth cueing effect is enabled on @stage.
|
|
*
|
|
* Return value: %TRUE if the the depth cueing effect is enabled
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
gboolean
|
|
clutter_stage_get_use_fog (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
|
|
return stage->priv->use_fog;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_use_fog:
|
|
* @stage: the #ClutterStage
|
|
* @fog: %TRUE for enabling the depth cueing effect
|
|
*
|
|
* Sets whether the depth cueing effect on the stage should be enabled
|
|
* or not.
|
|
*
|
|
* Depth cueing is a 3D effect that makes actors farther away from the
|
|
* viewing point less opaque, by fading them with the stage color.
|
|
|
|
* The parameters of the GL fog used can be changed using the
|
|
* clutter_stage_set_fog() function.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_stage_set_use_fog (ClutterStage *stage,
|
|
gboolean fog)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
if (priv->use_fog != fog)
|
|
{
|
|
priv->use_fog = fog;
|
|
|
|
CLUTTER_NOTE (MISC, "%s depth-cueing inside stage",
|
|
priv->use_fog ? "enabling" : "disabling");
|
|
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (stage))
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
|
|
|
g_object_notify (G_OBJECT (stage), "use-fog");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_fog:
|
|
* @stage: the #ClutterStage
|
|
* @fog: a #ClutterFog structure
|
|
*
|
|
* Sets the fog (also known as "depth cueing") settings for the @stage.
|
|
*
|
|
* A #ClutterStage will only use a linear fog progression, which
|
|
* depends solely on the distance from the viewer. The cogl_set_fog()
|
|
* function in COGL exposes more of the underlying implementation,
|
|
* and allows changing the for progression function. It can be directly
|
|
* used by disabling the #ClutterStage:use-fog property and connecting
|
|
* a signal handler to the #ClutterActor::paint signal on the @stage,
|
|
* like:
|
|
*
|
|
* |[
|
|
* clutter_stage_set_use_fog (stage, FALSE);
|
|
* g_signal_connect (stage, "paint", G_CALLBACK (on_stage_paint), NULL);
|
|
* ]|
|
|
*
|
|
* The paint signal handler will call cogl_set_fog() with the
|
|
* desired settings:
|
|
*
|
|
* |[
|
|
* static void
|
|
* on_stage_paint (ClutterActor *actor)
|
|
* {
|
|
* ClutterColor stage_color = { 0, };
|
|
* CoglColor fog_color = { 0, };
|
|
*
|
|
* /* set the fog color to the stage background color */
|
|
* clutter_stage_get_color (CLUTTER_STAGE (actor), &stage_color);
|
|
* cogl_color_set_from_4ub (&fog_color,
|
|
* stage_color.red,
|
|
* stage_color.green,
|
|
* stage_color.blue,
|
|
* stage_color.alpha);
|
|
*
|
|
* /* enable fog */
|
|
* cogl_set_fog (&fog_color,
|
|
* COGL_FOG_MODE_EXPONENTIAL, /* mode */
|
|
* 0.5, /* density */
|
|
* 5.0, 30.0); /* z_near and z_far */
|
|
* }
|
|
* ]|
|
|
*
|
|
* Note: The fogging functions only work correctly when the visible actors use
|
|
* unmultiplied alpha colors. By default Cogl will premultiply textures
|
|
* and cogl_set_source_color will premultiply colors, so unless you
|
|
* explicitly load your textures requesting an unmultiplied
|
|
* internal_format and use cogl_material_set_color you can only use
|
|
* fogging with fully opaque actors.
|
|
*
|
|
* We can look to improve this in the future when we can depend on
|
|
* fragment shaders.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_stage_set_fog (ClutterStage *stage,
|
|
ClutterFog *fog)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (fog != NULL);
|
|
|
|
priv = stage->priv;
|
|
|
|
priv->fog = *fog;
|
|
|
|
if (priv->use_fog && CLUTTER_ACTOR_IS_VISIBLE (stage))
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_fog:
|
|
* @stage: the #ClutterStage
|
|
* @fog: return location for a #ClutterFog structure
|
|
*
|
|
* Retrieves the current depth cueing settings from the stage.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_stage_get_fog (ClutterStage *stage,
|
|
ClutterFog *fog)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (fog != NULL);
|
|
|
|
*fog = stage->priv->fog;
|
|
}
|
|
|
|
/*** Perspective boxed type ******/
|
|
|
|
static gpointer
|
|
clutter_perspective_copy (gpointer data)
|
|
{
|
|
if (G_LIKELY (data))
|
|
return g_slice_dup (ClutterPerspective, data);
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static void
|
|
clutter_perspective_free (gpointer data)
|
|
{
|
|
if (G_LIKELY (data))
|
|
g_slice_free (ClutterPerspective, data);
|
|
}
|
|
|
|
GType
|
|
clutter_perspective_get_type (void)
|
|
{
|
|
static GType our_type = 0;
|
|
|
|
if (!our_type)
|
|
our_type = g_boxed_type_register_static (I_("ClutterPerspective"),
|
|
clutter_perspective_copy,
|
|
clutter_perspective_free);
|
|
return our_type;
|
|
}
|
|
|
|
static gpointer
|
|
clutter_fog_copy (gpointer data)
|
|
{
|
|
if (G_LIKELY (data))
|
|
return g_slice_dup (ClutterFog, data);
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static void
|
|
clutter_fog_free (gpointer data)
|
|
{
|
|
if (G_LIKELY (data))
|
|
g_slice_free (ClutterFog, data);
|
|
}
|
|
|
|
GType
|
|
clutter_fog_get_type (void)
|
|
{
|
|
static GType our_type = 0;
|
|
|
|
if (G_UNLIKELY (our_type == 0))
|
|
our_type = g_boxed_type_register_static (I_("ClutterFog"),
|
|
clutter_fog_copy,
|
|
clutter_fog_free);
|
|
|
|
return our_type;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_new:
|
|
*
|
|
* Creates a new, non-default stage. A non-default stage is a new
|
|
* top-level actor which can be used as another container. It works
|
|
* exactly like the default stage, but while clutter_stage_get_default()
|
|
* will always return the same instance, you will have to keep a pointer
|
|
* to any #ClutterStage returned by clutter_stage_create().
|
|
*
|
|
* The ability to support multiple stages depends on the current
|
|
* backend. Use clutter_feature_available() and
|
|
* %CLUTTER_FEATURE_STAGE_MULTIPLE to check at runtime whether a
|
|
* backend supports multiple stages.
|
|
*
|
|
* Return value: a new stage, or %NULL if the default backend does
|
|
* not support multiple stages. Use clutter_actor_destroy() to
|
|
* programmatically close the returned stage.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
ClutterActor *
|
|
clutter_stage_new (void)
|
|
{
|
|
if (!clutter_feature_available (CLUTTER_FEATURE_STAGE_MULTIPLE))
|
|
{
|
|
g_warning ("Unable to create a new stage: the %s backend does not "
|
|
"support multiple stages.",
|
|
CLUTTER_FLAVOUR);
|
|
return NULL;
|
|
}
|
|
|
|
/* The stage manager will grab the floating reference when the stage
|
|
is added to it in the constructor */
|
|
return g_object_new (CLUTTER_TYPE_STAGE, NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_ensure_current:
|
|
* @stage: the #ClutterStage
|
|
*
|
|
* This function essentially makes sure the right GL context is
|
|
* current for the passed stage. It is not intended to
|
|
* be used by applications.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_stage_ensure_current (ClutterStage *stage)
|
|
{
|
|
ClutterBackend *backend;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
backend = clutter_get_default_backend ();
|
|
_clutter_backend_ensure_context (backend, stage);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_ensure_viewport:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Ensures that the GL viewport is updated with the current
|
|
* stage window size.
|
|
*
|
|
* This function will queue a redraw of @stage.
|
|
*
|
|
* This function should not be called by applications; it is used
|
|
* when embedding a #ClutterStage into a toolkit with another
|
|
* windowing system, like GTK+.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_stage_ensure_viewport (ClutterStage *stage)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
|
|
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_ensure_redraw:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Ensures that @stage is redrawn
|
|
*
|
|
* This function should not be called by applications: it is
|
|
* used when embedding a #ClutterStage into a toolkit with
|
|
* another windowing system, like GTK+.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_stage_ensure_redraw (ClutterStage *stage)
|
|
{
|
|
ClutterMasterClock *master_clock;
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
priv->redraw_pending = TRUE;
|
|
|
|
master_clock = _clutter_master_clock_get_default ();
|
|
_clutter_master_clock_start_running (master_clock);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_queue_redraw:
|
|
* @stage: the #ClutterStage
|
|
*
|
|
* Queues a redraw for the passed stage.
|
|
*
|
|
* <note>Applications should call clutter_actor_queue_redraw() and not
|
|
* this function.</note>
|
|
*
|
|
* <note>This function is just a wrapper for clutter_actor_queue_redraw()
|
|
* and should probably go away.</note>
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_stage_queue_redraw (ClutterStage *stage)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_is_default:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Checks if @stage is the default stage, or an instance created using
|
|
* clutter_stage_new() but internally using the same implementation.
|
|
*
|
|
* Return value: %TRUE if the passed stage is the default one
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
gboolean
|
|
clutter_stage_is_default (ClutterStage *stage)
|
|
{
|
|
ClutterStageWindow *impl;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
|
|
if (CLUTTER_ACTOR (stage) == clutter_stage_get_default ())
|
|
return TRUE;
|
|
|
|
impl = _clutter_stage_get_window (stage);
|
|
if (impl == _clutter_stage_get_default_window ())
|
|
return TRUE;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
void
|
|
_clutter_stage_set_window (ClutterStage *stage,
|
|
ClutterStageWindow *stage_window)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (CLUTTER_IS_STAGE_WINDOW (stage_window));
|
|
|
|
if (stage->priv->impl)
|
|
g_object_unref (stage->priv->impl);
|
|
|
|
stage->priv->impl = CLUTTER_ACTOR (stage_window);
|
|
}
|
|
|
|
ClutterStageWindow *
|
|
_clutter_stage_get_window (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
|
|
|
|
return CLUTTER_STAGE_WINDOW (stage->priv->impl);
|
|
}
|
|
|
|
ClutterStageWindow *
|
|
_clutter_stage_get_default_window (void)
|
|
{
|
|
ClutterActor *stage = clutter_stage_get_default ();
|
|
|
|
return _clutter_stage_get_window (CLUTTER_STAGE (stage));
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_throttle_motion_events:
|
|
* @stage: a #ClutterStage
|
|
* @throttle: %TRUE to throttle motion events
|
|
*
|
|
* Sets whether motion events received between redraws should
|
|
* be throttled or not. If motion events are throttled, those
|
|
* events received by the windowing system between redraws will
|
|
* be compressed so that only the last event will be propagated
|
|
* to the @stage and its actors.
|
|
*
|
|
* This function should only be used if you want to have all
|
|
* the motion events delivered to your application code.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_stage_set_throttle_motion_events (ClutterStage *stage,
|
|
gboolean throttle)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
if (priv->throttle_motion_events != throttle)
|
|
priv->throttle_motion_events = throttle;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_throttle_motion_events:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Retrieves the value set with clutter_stage_set_throttle_motion_events()
|
|
*
|
|
* Return value: %TRUE if the motion events are being throttled,
|
|
* and %FALSE otherwise
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
gboolean
|
|
clutter_stage_get_throttle_motion_events (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
|
|
return stage->priv->throttle_motion_events;
|
|
}
|