mutter/clutter/sdl/clutter-stage-sdl.c
Emmanuele Bassi 0187bb3965 [actor] Use flags to control allocations
Instead of passing a boolean value, the ::allocate virtual function
should use a bitmask and flags. This gives us room for expansion
without breaking API/ABI, and allows to encode more information to
the allocation process instead of just changes of absolute origin.
2009-06-04 16:30:31 +01:00

237 lines
6.7 KiB
C

#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-stage-sdl.h"
#include "clutter-sdl.h"
#include "../clutter-main.h"
#include "../clutter-feature.h"
#include "../clutter-color.h"
#include "../clutter-util.h"
#include "../clutter-event.h"
#include "../clutter-enum-types.h"
#include "../clutter-private.h"
#include "../clutter-debug.h"
#include "../clutter-units.h"
#include "../clutter-stage-window.h"
#include "cogl/cogl.h"
static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterStageSDL,
clutter_stage_sdl,
CLUTTER_TYPE_ACTOR,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW,
clutter_stage_window_iface_init));
static void
clutter_stage_sdl_show (ClutterActor *actor)
{
CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
CLUTTER_ACTOR_SET_FLAGS (CLUTTER_STAGE_SDL (actor)->wrapper,
CLUTTER_ACTOR_MAPPED);
CLUTTER_ACTOR_CLASS (clutter_stage_sdl_parent_class)->show (actor);
}
static void
clutter_stage_sdl_hide (ClutterActor *actor)
{
/* No way to easily unmap SDL window ? */
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
CLUTTER_ACTOR_UNSET_FLAGS (CLUTTER_STAGE_SDL (actor)->wrapper,
CLUTTER_ACTOR_MAPPED);
CLUTTER_ACTOR_CLASS (clutter_stage_sdl_parent_class)->hide (actor);
}
static void
clutter_stage_sdl_unrealize (ClutterActor *actor)
{
;
}
static void
clutter_stage_sdl_realize (ClutterActor *actor)
{
ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (actor);
gboolean is_offscreen, is_fullscreen;
CLUTTER_NOTE (BACKEND, "Realizing main stage");
is_offscreen = is_fullscreen = FALSE;
g_object_get (stage_sdl->wrapper,
"offscreen", &is_offscreen,
"fullscreen", &is_fullscreen,
NULL);
if (G_LIKELY (!is_offscreen))
{
gint flags = SDL_OPENGL;
if (is_fullscreen)
flags |= SDL_FULLSCREEN;
SDL_GL_SetAttribute (SDL_GL_ACCUM_RED_SIZE, 0);
SDL_GL_SetAttribute (SDL_GL_ACCUM_GREEN_SIZE, 0);
SDL_GL_SetAttribute (SDL_GL_ACCUM_BLUE_SIZE, 0);
SDL_GL_SetAttribute (SDL_GL_ACCUM_ALPHA_SIZE, 0);
if (SDL_SetVideoMode (stage_sdl->win_width,
stage_sdl->win_height,
0, flags) == NULL)
{
CLUTTER_NOTE (BACKEND, "SDL appears not to handle this mode - %s",
SDL_GetError ());
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
else
CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
}
else
{
/* FIXME */
g_critical ("SDL Backend does not yet support offscreen rendering");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
}
}
static void
clutter_stage_sdl_get_preferred_width (ClutterActor *self,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p)
{
ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (self);
if (min_width_p)
*min_width_p = CLUTTER_UNITS_FROM_DEVICE (stage_sdl->win_width);
if (natural_width_p)
*natural_width_p = CLUTTER_UNITS_FROM_DEVICE (stage_sdl->win_width);
}
static void
clutter_stage_sdl_get_preferred_height (ClutterActor *self,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p)
{
ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (self);
if (min_height_p)
*min_height_p = CLUTTER_UNITS_FROM_DEVICE (stage_sdl->win_height);
if (natural_height_p)
*natural_height_p = CLUTTER_UNITS_FROM_DEVICE (stage_sdl->win_height);
}
static void
clutter_stage_sdl_allocate (ClutterActor *self,
const ClutterActorBox *box,
ClutterAllocationFlags flags)
{
ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (self);
gint new_width, new_height;
ClutterActorClass *parent_class;
/* FIXME: some how have X configure_notfiy call this ? */
new_width = ABS (CLUTTER_UNITS_TO_INT (box->x2 - box->x1));
new_height = ABS (CLUTTER_UNITS_TO_INT (box->y2 - box->y1));
if (new_width != stage_sdl->win_width ||
new_height != stage_sdl->win_height)
{
if (SDL_SetVideoMode(new_width,
new_height,
0, SDL_OPENGL) == NULL)
{
/* Failed */
return;
}
stage_sdl->win_width = new_width;
stage_sdl->win_height = new_height;
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_SYNC_MATRICES);
}
parent_class = CLUTTER_ACTOR_CLASS (clutter_stage_sdl_parent_class);
parent_class->allocate (self, box, flags);
}
static void
clutter_stage_sdl_set_fullscreen (ClutterStageWindow *stage_window,
gboolean fullscreen)
{
ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (stage_window);
int flags = SDL_OPENGL;
if (fullscreen)
flags |= SDL_FULLSCREEN;
SDL_SetVideoMode (stage_sdl->win_width,
stage_sdl->win_height,
0, flags);
}
static void
clutter_stage_sdl_set_cursor_visible (ClutterStageWindow *stage_window,
gboolean show_cursor)
{
SDL_ShowCursor (show_cursor);
}
static void
clutter_stage_sdl_set_title (ClutterStageWindow *stage_window,
const gchar *title)
{
SDL_WM_SetCaption (title, NULL);
}
static void
clutter_stage_sdl_dispose (GObject *gobject)
{
ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (gobject);
G_OBJECT_CLASS (clutter_stage_sdl_parent_class)->dispose (gobject);
}
static void
clutter_stage_sdl_class_init (ClutterStageSDLClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
gobject_class->dispose = clutter_stage_sdl_dispose;
actor_class->show = clutter_stage_sdl_show;
actor_class->hide = clutter_stage_sdl_hide;
actor_class->realize = clutter_stage_sdl_realize;
actor_class->unrealize = clutter_stage_sdl_unrealize;
actor_class->get_preferred_width = clutter_stage_sdl_get_preferred_width;
actor_class->get_preferred_height = clutter_stage_sdl_get_preferred_height;
actor_class->allocate = clutter_stage_sdl_allocate;
}
static void
clutter_stage_window_iface_init (ClutterStageWindowIface *iface)
{
iface->set_fullscreen = clutter_stage_sdl_set_fullscreen;
iface->set_cursor_visible = clutter_stage_sdl_set_cursor_visible;
iface->set_title = clutter_stage_sdl_set_title;
}
static void
clutter_stage_sdl_init (ClutterStageSDL *stage)
{
stage->win_width = 640;
stage->win_height = 480;
}