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125bded814
Bug 1138 - No trackable "mapped" state * Add a VISIBLE flag tracking application programmer's expected showing-state for the actor, allowing us to always ensure we keep what the app wants while tracking internal implementation state separately. * Make MAPPED reflect whether the actor will be painted; add notification on a ClutterActor::mapped property. Keep MAPPED state updated as the actor is shown, ancestors are shown, actor is reparented, etc. * Require a stage and realized parents to realize; this means at realization time the correct window system and GL resources are known. But unparented actors can no longer be realized. * Allow children to be unrealized even if parent is realized. Otherwise in effect either all actors or no actors are realized, i.e. it becomes a stage-global flag. * Allow clutter_actor_realize() to "fail" if not inside a toplevel * Rework clutter_actor_unrealize() so internally we have a flavor that does not mess with visibility flag * Add _clutter_actor_rerealize() to encapsulate a somewhat tricky operation we were doing in a couple of places * Do not realize/unrealize children in ClutterGroup, ClutterActor already does it * Do not realize impl by hand in clutter_stage_show(), since showing impl already does that * Do not unrealize in various dispose() methods, since ClutterActor dispose implementation already does it and chaining up is mandatory * ClutterTexture uses COGL while unrealizable (before it's added to a stage). Previously this breakage was affecting ClutterActor because we had to allow realize outside a stage. Move the breakage to ClutterTexture, by making ClutterTexture just use COGL while not realized. * Unrealize before we set parent to NULL in clutter_actor_unparent(). This means unrealize() implementations can get to the stage. Because actors need the stage in order to detach from stage. * Update clutter-actor-invariants.txt to reflect latest changes * Remove explicit hide/unrealize from ClutterActor::dispose since unparent already forces those Instead just assert that unparent() occurred and did the right thing. * Check whether parent implements unrealize before chaining up Needed because ClutterGroup no longer has to implement unrealize. * Perform unrealize in the default handler for the signal. This allows non-containers that have children to work properly, and allows containers to override how it's done. * Add map/unmap virtual methods and set MAPPED flag on self and children in there. This allows subclasses to hook map/unmap. These are not signals, because notify::mapped is better for anything it's legitimate for a non-subclass to do. Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
237 lines
6.7 KiB
C
237 lines
6.7 KiB
C
#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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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 "../clutter-stage-window.h"
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#include "cogl/cogl.h"
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static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
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G_DEFINE_TYPE_WITH_CODE (ClutterStageSDL,
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clutter_stage_sdl,
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CLUTTER_TYPE_ACTOR,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW,
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clutter_stage_window_iface_init));
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static void
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clutter_stage_sdl_show (ClutterActor *actor)
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{
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CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
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CLUTTER_ACTOR_SET_FLAGS (CLUTTER_STAGE_SDL (actor)->wrapper,
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CLUTTER_ACTOR_MAPPED);
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CLUTTER_ACTOR_CLASS (clutter_stage_sdl_parent_class)->show (actor);
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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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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
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CLUTTER_ACTOR_UNSET_FLAGS (CLUTTER_STAGE_SDL (actor)->wrapper,
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CLUTTER_ACTOR_MAPPED);
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CLUTTER_ACTOR_CLASS (clutter_stage_sdl_parent_class)->hide (actor);
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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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is_offscreen = is_fullscreen = FALSE;
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g_object_get (stage_sdl->wrapper,
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"offscreen", &is_offscreen,
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"fullscreen", &is_fullscreen,
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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)
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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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else
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CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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}
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else
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{
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/* FIXME */
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g_critical ("SDL Backend does not yet support offscreen rendering");
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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}
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}
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static void
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clutter_stage_sdl_get_preferred_width (ClutterActor *self,
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ClutterUnit for_height,
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ClutterUnit *min_width_p,
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ClutterUnit *natural_width_p)
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{
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ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (self);
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if (min_width_p)
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*min_width_p = CLUTTER_UNITS_FROM_DEVICE (stage_sdl->win_width);
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if (natural_width_p)
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*natural_width_p = CLUTTER_UNITS_FROM_DEVICE (stage_sdl->win_width);
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}
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static void
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clutter_stage_sdl_get_preferred_height (ClutterActor *self,
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ClutterUnit for_width,
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ClutterUnit *min_height_p,
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ClutterUnit *natural_height_p)
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{
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ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (self);
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if (min_height_p)
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*min_height_p = CLUTTER_UNITS_FROM_DEVICE (stage_sdl->win_height);
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if (natural_height_p)
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*natural_height_p = CLUTTER_UNITS_FROM_DEVICE (stage_sdl->win_height);
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}
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static void
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clutter_stage_sdl_allocate (ClutterActor *self,
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const ClutterActorBox *box,
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gboolean origin_changed)
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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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ClutterActorClass *parent_class;
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/* FIXME: some how have X configure_notfiy 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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/* 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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parent_class = CLUTTER_ACTOR_CLASS (clutter_stage_sdl_parent_class);
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parent_class->allocate (self, box, origin_changed);
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}
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static void
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clutter_stage_sdl_set_fullscreen (ClutterStageWindow *stage_window,
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gboolean fullscreen)
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{
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ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (stage_window);
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int flags = SDL_OPENGL;
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if (fullscreen)
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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 (ClutterStageWindow *stage_window,
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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_title (ClutterStageWindow *stage_window,
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const gchar *title)
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{
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SDL_WM_SetCaption (title, NULL);
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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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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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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->get_preferred_width = clutter_stage_sdl_get_preferred_width;
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actor_class->get_preferred_height = clutter_stage_sdl_get_preferred_height;
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actor_class->allocate = clutter_stage_sdl_allocate;
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}
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static void
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clutter_stage_window_iface_init (ClutterStageWindowIface *iface)
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{
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iface->set_fullscreen = clutter_stage_sdl_set_fullscreen;
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iface->set_cursor_visible = clutter_stage_sdl_set_cursor_visible;
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iface->set_title = clutter_stage_sdl_set_title;
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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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