mirror of
https://github.com/brl/mutter.git
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a2bd6de736
* clutter/clutter-backend.c: * clutter/clutter-backend.h: * clutter/glx/clutter-stage-glx.c: * clutter/glx/clutter-backend-glx.c: Fix up rendering pipeline removing clutter_backend_XXX_stage_paint and adding clutter_backend_XXX_redraw instead. Duplicates less code in backends, avoids clutter_actor_paint() getting called before stage is set up (viewport wise) and unbreaks things like picking. * clutter/clutter-actor.c: * clutter/clutter-actor.h: * clutter/clutter-main.c: * clutter/clutter-private.h: * clutter/clutter-stage.c: (clutter_stage_get_actor_at_pos): Redo picking functionality a different way (via color indexing) as to provide more flexibility, possibly speed and more likely work with GL/ES (doesn't currently however - not sure why). * clutter/clutter-group.c: Add groups own 'pick' method. * clutter/cogl/cogl.h: * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: Move clipping funtionality into cogl. * clutter/cogl/gles/cogl-defines.h: Hack around missing BGR format in GL/ES. * clutter/egl/clutter-backend-egl.c: * clutter/egl/clutter-backend-egl.h: * clutter/egl/clutter-stage-egl.c: * clutter/sdl/clutter-backend-sdl.c: * clutter/sdl/clutter-backend-sdl.h: * clutter/sdl/clutter-event-sdl.c: * clutter/sdl/clutter-stage-sdl.c: Update backends to newer API. Add basic mouse event translation to SDL.
206 lines
5.5 KiB
C
206 lines
5.5 KiB
C
#include "config.h"
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#include "clutter-stage-sdl.h"
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#include "clutter-sdl.h"
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#include "../clutter-main.h"
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#include "../clutter-feature.h"
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#include "../clutter-color.h"
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#include "../clutter-util.h"
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#include "../clutter-event.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-units.h"
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#include "cogl.h"
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G_DEFINE_TYPE (ClutterStageSDL, clutter_stage_sdl, CLUTTER_TYPE_STAGE);
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static void
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clutter_stage_sdl_show (ClutterActor *actor)
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{
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;
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}
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static void
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clutter_stage_sdl_hide (ClutterActor *actor)
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{
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/* No way to easily unmap SDL window ? */
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;
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}
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static void
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clutter_stage_sdl_unrealize (ClutterActor *actor)
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{
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;
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}
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static void
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clutter_stage_sdl_realize (ClutterActor *actor)
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{
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ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (actor);
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gboolean is_offscreen, is_fullscreen;
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CLUTTER_NOTE (BACKEND, "Realizing main stage");
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g_object_get (actor, "offscreen", &is_offscreen, NULL);
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g_object_get (actor, "fullscreen", &is_fullscreen, NULL);
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if (G_LIKELY (!is_offscreen))
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{
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gint flags = SDL_OPENGL;
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if (is_fullscreen) flags |= SDL_FULLSCREEN;
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SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 0);
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if (SDL_SetVideoMode(stage_sdl->win_width,
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stage_sdl->win_height,
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0, flags) == NULL)
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{
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CLUTTER_NOTE (BACKEND, "SDL appears not to handle this mode - %s",
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SDL_GetError());
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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return;
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}
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}
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else
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{
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/* FIXME */
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g_warning("SDL Backend does not yet support offscreen rendering\n");
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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return;
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}
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CLUTTER_SET_PRIVATE_FLAGS(actor, CLUTTER_ACTOR_SYNC_MATRICES);
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}
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static void
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clutter_stage_sdl_allocate_coords (ClutterActor *self,
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ClutterActorBox *box)
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{
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ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (self);
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box->x1 = box->y1 = 0;
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box->x2 = box->x1 + CLUTTER_UNITS_FROM_INT (stage_sdl->win_width);
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box->y2 = box->y1 + CLUTTER_UNITS_FROM_INT (stage_sdl->win_height);
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}
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static void
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clutter_stage_sdl_request_coords (ClutterActor *self,
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ClutterActorBox *box)
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{
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ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (self);
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gint new_width, new_height;
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/* FIXME: some how have X configure_notfiys call this ? */
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new_width = ABS (CLUTTER_UNITS_TO_INT (box->x2 - box->x1));
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new_height = ABS (CLUTTER_UNITS_TO_INT (box->y2 - box->y1));
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if (new_width != stage_sdl->win_width ||
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new_height != stage_sdl->win_height)
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{
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if (SDL_SetVideoMode(new_width,
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new_height,
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0, SDL_OPENGL) == NULL)
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{
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box->x2 = box->x1 + stage_sdl->win_width;
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box->y2 = box->y1 + stage_sdl->win_height;
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/* Failed */
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return;
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}
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stage_sdl->win_width = new_width;
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stage_sdl->win_height = new_height;
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CLUTTER_SET_PRIVATE_FLAGS(self, CLUTTER_ACTOR_SYNC_MATRICES);
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}
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}
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static void
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clutter_stage_sdl_set_fullscreen (ClutterStage *stage,
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gboolean fullscreen)
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{
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ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (stage);
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int flags = SDL_OPENGL;
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if (fullscreen) flags |= SDL_FULLSCREEN;
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SDL_SetVideoMode(stage_sdl->win_width,
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stage_sdl->win_height,
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0, flags);
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}
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static void
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clutter_stage_sdl_set_cursor_visible (ClutterStage *stage,
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gboolean show_cursor)
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{
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SDL_ShowCursor(show_cursor);
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}
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static void
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clutter_stage_sdl_set_offscreen (ClutterStage *stage,
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gboolean offscreen)
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{
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g_warning ("Stage of type `%s' do not support ClutterStage::set_offscreen",
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G_OBJECT_TYPE_NAME (stage));
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}
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static void
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clutter_stage_sdl_draw_to_pixbuf (ClutterStage *stage,
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GdkPixbuf *dest,
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gint x,
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gint y,
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gint width,
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gint height)
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{
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g_warning ("Stage of type `%s' do not support ClutterStage::draw_to_pixbuf",
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G_OBJECT_TYPE_NAME (stage));
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}
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static void
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clutter_stage_sdl_dispose (GObject *gobject)
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{
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ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (gobject);
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clutter_actor_unrealize (CLUTTER_ACTOR (stage_sdl));
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G_OBJECT_CLASS (clutter_stage_sdl_parent_class)->dispose (gobject);
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}
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static void
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clutter_stage_sdl_class_init (ClutterStageSDLClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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ClutterStageClass *stage_class = CLUTTER_STAGE_CLASS (klass);
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gobject_class->dispose = clutter_stage_sdl_dispose;
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actor_class->show = clutter_stage_sdl_show;
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actor_class->hide = clutter_stage_sdl_hide;
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actor_class->realize = clutter_stage_sdl_realize;
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actor_class->unrealize = clutter_stage_sdl_unrealize;
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actor_class->request_coords = clutter_stage_sdl_request_coords;
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actor_class->allocate_coords = clutter_stage_sdl_allocate_coords;
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stage_class->set_fullscreen = clutter_stage_sdl_set_fullscreen;
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stage_class->set_cursor_visible = clutter_stage_sdl_set_cursor_visible;
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stage_class->set_offscreen = clutter_stage_sdl_set_offscreen;
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stage_class->draw_to_pixbuf = clutter_stage_sdl_draw_to_pixbuf;
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}
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static void
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clutter_stage_sdl_init (ClutterStageSDL *stage)
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{
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stage->win_width = 640;
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stage->win_height = 480;
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}
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