mutter/clutter/clutter/clutter-stage.c
Bilal Elmoussaoui b852bbba47 cleanup: Stop translating nick/blurb for pspecs
As those strings are intended to be used by some UI but nothing uses
that in reality except GStreamer.
So drop them similar to what GTK did at
https://gitlab.gnome.org/GNOME/gtk/-/merge_requests/4717

Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/3101>
2023-07-19 11:33:59 +00:00

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/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2006 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* ClutterStage:
*
* Top level visual element to which actors are placed.
*
* #ClutterStage is a top level 'window' on which child actors are placed
* and manipulated.
*
* #ClutterStage is a proxy actor, wrapping the backend-specific implementation
* (a #StageWindow) of the windowing system. It is possible to subclass
* #ClutterStage, as long as every overridden virtual function chains up to the
* parent class corresponding function.
*/
#include "clutter-build-config.h"
#include <math.h>
#include <cairo-gobject.h>
#define CLUTTER_DISABLE_DEPRECATION_WARNINGS
#include "clutter-stage.h"
#include "deprecated/clutter-container.h"
#include "clutter-action-private.h"
#include "clutter-actor-private.h"
#include "clutter-backend-private.h"
#include "clutter-cairo.h"
#include "clutter-container.h"
#include "clutter-debug.h"
#include "clutter-enum-types.h"
#include "clutter-event-private.h"
#include "clutter-frame-clock.h"
#include "clutter-frame.h"
#include "clutter-grab.h"
#include "clutter-input-device-private.h"
#include "clutter-input-only-actor.h"
#include "clutter-main.h"
#include "clutter-marshal.h"
#include "clutter-mutter.h"
#include "clutter-paint-context-private.h"
#include "clutter-paint-volume-private.h"
#include "clutter-pick-context-private.h"
#include "clutter-private.h"
#include "clutter-seat-private.h"
#include "clutter-stage-manager-private.h"
#include "clutter-stage-private.h"
#include "clutter-stage-view-private.h"
#include "clutter-private.h"
#include "cogl/cogl.h"
#define MAX_FRUSTA 64
typedef struct _PickRecord
{
graphene_point_t vertex[4];
ClutterActor *actor;
int clip_stack_top;
} PickRecord;
typedef struct _PickClipRecord
{
int prev;
graphene_point_t vertex[4];
} PickClipRecord;
typedef struct _EventReceiver
{
ClutterActor *actor;
ClutterEventPhase phase;
ClutterAction *action;
} EventReceiver;
typedef struct _PointerDeviceEntry
{
ClutterStage *stage;
ClutterInputDevice *device;
ClutterEventSequence *sequence;
graphene_point_t coords;
ClutterActor *current_actor;
cairo_region_t *clear_area;
unsigned int press_count;
ClutterActor *implicit_grab_actor;
GArray *event_emission_chain;
} PointerDeviceEntry;
struct _ClutterStagePrivate
{
/* the stage implementation */
ClutterStageWindow *impl;
ClutterPerspective perspective;
graphene_matrix_t projection;
graphene_matrix_t inverse_projection;
graphene_matrix_t view;
float viewport[4];
gchar *title;
ClutterActor *key_focused_actor;
ClutterGrab *topmost_grab;
ClutterGrabState grab_state;
GQueue *event_queue;
GPtrArray *cur_event_actors;
GArray *cur_event_emission_chain;
GArray *paint_volume_stack;
GSList *pending_relayouts;
int update_freeze_count;
gboolean update_scheduled;
GHashTable *pointer_devices;
GHashTable *touch_sequences;
guint actor_needs_immediate_relayout : 1;
};
struct _ClutterGrab
{
grefcount ref_count;
ClutterStage *stage;
ClutterActor *actor;
gboolean owns_actor;
ClutterGrab *prev;
ClutterGrab *next;
};
enum
{
PROP_0,
PROP_PERSPECTIVE,
PROP_TITLE,
PROP_KEY_FOCUS,
PROP_LAST
};
static GParamSpec *obj_props[PROP_LAST] = { NULL, };
enum
{
ACTIVATE,
DEACTIVATE,
DELETE_EVENT,
BEFORE_UPDATE,
PREPARE_FRAME,
BEFORE_PAINT,
AFTER_PAINT,
AFTER_UPDATE,
PAINT_VIEW,
PRESENTED,
GL_VIDEO_MEMORY_PURGED,
LAST_SIGNAL
};
static guint stage_signals[LAST_SIGNAL] = { 0, };
static const ClutterColor default_stage_color = { 255, 255, 255, 255 };
static void free_pointer_device_entry (PointerDeviceEntry *entry);
static void free_event_receiver (EventReceiver *receiver);
static void clutter_stage_update_view_perspective (ClutterStage *stage);
static void clutter_stage_set_viewport (ClutterStage *stage,
float width,
float height);
G_DEFINE_TYPE_WITH_PRIVATE (ClutterStage, clutter_stage, CLUTTER_TYPE_ACTOR)
static void
clutter_stage_get_preferred_width (ClutterActor *self,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
cairo_rectangle_int_t geom;
if (priv->impl == NULL)
return;
_clutter_stage_window_get_geometry (priv->impl, &geom);
if (min_width_p)
*min_width_p = geom.width;
if (natural_width_p)
*natural_width_p = geom.width;
}
static void
clutter_stage_get_preferred_height (ClutterActor *self,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
cairo_rectangle_int_t geom;
if (priv->impl == NULL)
return;
_clutter_stage_window_get_geometry (priv->impl, &geom);
if (min_height_p)
*min_height_p = geom.height;
if (natural_height_p)
*natural_height_p = geom.height;
}
static void
clutter_stage_add_redraw_clip (ClutterStage *stage,
cairo_rectangle_int_t *clip)
{
GList *l;
for (l = clutter_stage_peek_stage_views (stage); l; l = l->next)
{
ClutterStageView *view = l->data;
if (!clip)
{
clutter_stage_view_add_redraw_clip (view, NULL);
}
else
{
cairo_rectangle_int_t view_layout;
cairo_rectangle_int_t intersection;
clutter_stage_view_get_layout (view, &view_layout);
if (_clutter_util_rectangle_intersection (&view_layout, clip,
&intersection))
clutter_stage_view_add_redraw_clip (view, &intersection);
}
}
}
static inline void
queue_full_redraw (ClutterStage *stage)
{
ClutterStageWindow *stage_window;
if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
return;
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
/* Just calling clutter_actor_queue_redraw will typically only
* redraw the bounding box of the children parented on the stage but
* in this case we really need to ensure that the full stage is
* redrawn so we add a NULL redraw clip to the stage window. */
stage_window = _clutter_stage_get_window (stage);
if (stage_window == NULL)
return;
clutter_stage_add_redraw_clip (stage, NULL);
}
static void
clutter_stage_allocate (ClutterActor *self,
const ClutterActorBox *box)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
ClutterActorBox alloc = CLUTTER_ACTOR_BOX_INIT_ZERO;
float new_width, new_height;
float width, height;
cairo_rectangle_int_t window_size;
ClutterActorBox children_box;
ClutterLayoutManager *layout_manager = clutter_actor_get_layout_manager (self);
if (priv->impl == NULL)
return;
/* the current allocation */
clutter_actor_box_get_size (box, &width, &height);
/* the current Stage implementation size */
_clutter_stage_window_get_geometry (priv->impl, &window_size);
children_box.x1 = children_box.y1 = 0.f;
children_box.x2 = box->x2 - box->x1;
children_box.y2 = box->y2 - box->y1;
CLUTTER_NOTE (LAYOUT,
"Following allocation to %.2fx%.2f",
width, height);
clutter_actor_set_allocation (self, box);
clutter_layout_manager_allocate (layout_manager,
CLUTTER_CONTAINER (self),
&children_box);
if (window_size.width != CLUTTER_NEARBYINT (width) ||
window_size.height != CLUTTER_NEARBYINT (height))
{
_clutter_stage_window_resize (priv->impl,
CLUTTER_NEARBYINT (width),
CLUTTER_NEARBYINT (height));
}
/* set the viewport to the new allocation */
clutter_actor_get_allocation_box (self, &alloc);
clutter_actor_box_get_size (&alloc, &new_width, &new_height);
clutter_stage_set_viewport (CLUTTER_STAGE (self), new_width, new_height);
}
static void
setup_clip_frustum (ClutterStage *stage,
const cairo_rectangle_int_t *clip,
graphene_frustum_t *frustum)
{
ClutterStagePrivate *priv = stage->priv;
cairo_rectangle_int_t geom;
graphene_point3d_t camera_position;
graphene_point3d_t p[4];
graphene_plane_t planes[6];
graphene_vec4_t v;
int i;
_clutter_stage_window_get_geometry (priv->impl, &geom);
CLUTTER_NOTE (CLIPPING, "Creating stage clip frustum for "
"x=%d, y=%d, width=%d, height=%d",
clip->x, clip->y, clip->width, clip->height);
camera_position = GRAPHENE_POINT3D_INIT_ZERO;
p[0] = GRAPHENE_POINT3D_INIT (MAX (clip->x, 0), MAX (clip->y, 0), 0.f);
p[2] = GRAPHENE_POINT3D_INIT (MIN (clip->x + clip->width, geom.width),
MIN (clip->y + clip->height, geom.height),
0.f);
for (i = 0; i < 2; i++)
{
float w = 1.0;
cogl_graphene_matrix_project_point (&priv->view,
&p[2 * i].x,
&p[2 * i].y,
&p[2 * i].z,
&w);
}
graphene_point3d_init (&p[1], p[2].x, p[0].y, p[0].z);
graphene_point3d_init (&p[3], p[0].x, p[2].y, p[0].z);
for (i = 0; i < 4; i++)
{
graphene_plane_init_from_points (&planes[i],
&camera_position,
&p[i],
&p[(i + 1) % 4]);
}
graphene_vec4_init (&v, 0.f, 0.f, -1.f, priv->perspective.z_near);
graphene_plane_init_from_vec4 (&planes[4], &v);
graphene_vec4_init (&v, 0.f, 0.f, 1.f, priv->perspective.z_far);
graphene_plane_init_from_vec4 (&planes[5], &v);
graphene_frustum_init (frustum,
&planes[0], &planes[1],
&planes[2], &planes[3],
&planes[4], &planes[5]);
}
static void
clutter_stage_do_paint_view (ClutterStage *stage,
ClutterStageView *view,
ClutterFrame *frame,
const cairo_region_t *redraw_clip)
{
ClutterPaintContext *paint_context;
cairo_rectangle_int_t clip_rect;
g_autoptr (GArray) clip_frusta = NULL;
graphene_frustum_t clip_frustum;
ClutterPaintNode *root_node;
CoglFramebuffer *fb;
ClutterColor bg_color;
int n_rectangles;
ClutterPaintFlag paint_flags;
n_rectangles = redraw_clip ? cairo_region_num_rectangles (redraw_clip) : 0;
if (redraw_clip && n_rectangles < MAX_FRUSTA)
{
int i;
clip_frusta = g_array_sized_new (FALSE, FALSE,
sizeof (graphene_frustum_t),
n_rectangles);
for (i = 0; i < n_rectangles; i++)
{
cairo_region_get_rectangle (redraw_clip, i, &clip_rect);
setup_clip_frustum (stage, &clip_rect, &clip_frustum);
g_array_append_val (clip_frusta, clip_frustum);
}
}
else
{
clip_frusta = g_array_sized_new (FALSE, FALSE,
sizeof (graphene_frustum_t),
1);
if (redraw_clip)
cairo_region_get_extents (redraw_clip, &clip_rect);
else
clutter_stage_view_get_layout (view, &clip_rect);
setup_clip_frustum (stage, &clip_rect, &clip_frustum);
g_array_append_val (clip_frusta, clip_frustum);
}
_clutter_stage_paint_volume_stack_free_all (stage);
paint_flags = clutter_stage_view_get_default_paint_flags (view);
paint_context = clutter_paint_context_new_for_view (view,
redraw_clip,
clip_frusta,
paint_flags);
if (frame)
clutter_paint_context_assign_frame (paint_context, frame);
clutter_actor_get_background_color (CLUTTER_ACTOR (stage), &bg_color);
bg_color.alpha = 255;
fb = clutter_stage_view_get_framebuffer (view);
root_node = clutter_root_node_new (fb, &bg_color, COGL_BUFFER_BIT_DEPTH);
clutter_paint_node_set_static_name (root_node, "Stage (root)");
clutter_paint_node_paint (root_node, paint_context);
clutter_paint_node_unref (root_node);
clutter_actor_paint (CLUTTER_ACTOR (stage), paint_context);
clutter_paint_context_destroy (paint_context);
}
/* This provides a common point of entry for painting the scenegraph
* for picking or painting...
*/
void
clutter_stage_paint_view (ClutterStage *stage,
ClutterStageView *view,
const cairo_region_t *redraw_clip,
ClutterFrame *frame)
{
ClutterStagePrivate *priv = stage->priv;
if (!priv->impl)
return;
COGL_TRACE_BEGIN_SCOPED (ClutterStagePaintView, "Paint (view)");
if (g_signal_has_handler_pending (stage, stage_signals[PAINT_VIEW],
0, TRUE))
g_signal_emit (stage, stage_signals[PAINT_VIEW], 0, view, redraw_clip, frame);
else
CLUTTER_STAGE_GET_CLASS (stage)->paint_view (stage, view, redraw_clip, frame);
}
void
clutter_stage_emit_before_update (ClutterStage *stage,
ClutterStageView *view,
ClutterFrame *frame)
{
g_signal_emit (stage, stage_signals[BEFORE_UPDATE], 0, view, frame);
}
void
clutter_stage_emit_prepare_frame (ClutterStage *stage,
ClutterStageView *view,
ClutterFrame *frame)
{
g_signal_emit (stage, stage_signals[PREPARE_FRAME], 0, view, frame);
}
void
clutter_stage_emit_before_paint (ClutterStage *stage,
ClutterStageView *view,
ClutterFrame *frame)
{
g_signal_emit (stage, stage_signals[BEFORE_PAINT], 0, view, frame);
}
void
clutter_stage_emit_after_paint (ClutterStage *stage,
ClutterStageView *view,
ClutterFrame *frame)
{
g_signal_emit (stage, stage_signals[AFTER_PAINT], 0, view, frame);
}
void
clutter_stage_after_update (ClutterStage *stage,
ClutterStageView *view,
ClutterFrame *frame)
{
ClutterStagePrivate *priv = stage->priv;
g_signal_emit (stage, stage_signals[AFTER_UPDATE], 0, view, frame);
priv->update_scheduled = FALSE;
}
static gboolean
clutter_stage_get_paint_volume (ClutterActor *self,
ClutterPaintVolume *volume)
{
/* Returning False effectively means Clutter has to assume it covers
* everything... */
return FALSE;
}
static void
clutter_stage_realize (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
gboolean is_realized;
g_assert (priv->impl != NULL);
is_realized = _clutter_stage_window_realize (priv->impl);
if (!is_realized)
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
}
static void
clutter_stage_unrealize (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
/* and then unrealize the implementation */
g_assert (priv->impl != NULL);
_clutter_stage_window_unrealize (priv->impl);
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
}
static void
clutter_stage_show (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->show (self);
/* Possibly do an allocation run so that the stage will have the
right size before we map it */
clutter_stage_maybe_relayout (self);
g_assert (priv->impl != NULL);
_clutter_stage_window_show (priv->impl, TRUE);
}
static void
clutter_stage_hide_all (ClutterActor *self)
{
ClutterActorIter iter;
ClutterActor *child;
clutter_actor_hide (self);
/* we don't do a recursive hide_all(), to maintain the old invariants
* from ClutterGroup
*/
clutter_actor_iter_init (&iter, self);
while (clutter_actor_iter_next (&iter, &child))
clutter_actor_hide (child);
}
static void
clutter_stage_hide (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
g_assert (priv->impl != NULL);
_clutter_stage_window_hide (priv->impl);
CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->hide (self);
}
static void
clutter_stage_emit_key_focus_event (ClutterStage *stage,
gboolean focus_in)
{
ClutterStagePrivate *priv = stage->priv;
if (priv->key_focused_actor == NULL)
return;
_clutter_actor_set_has_key_focus (CLUTTER_ACTOR (stage), focus_in);
g_object_notify_by_pspec (G_OBJECT (stage), obj_props[PROP_KEY_FOCUS]);
}
static void
clutter_stage_real_activate (ClutterStage *stage)
{
clutter_stage_emit_key_focus_event (stage, TRUE);
}
static void
clutter_stage_real_deactivate (ClutterStage *stage)
{
clutter_stage_emit_key_focus_event (stage, FALSE);
}
void
_clutter_stage_queue_event (ClutterStage *stage,
ClutterEvent *event,
gboolean copy_event)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
g_queue_push_tail (priv->event_queue,
copy_event ? clutter_event_copy (event) : event);
clutter_stage_schedule_update (stage);
}
gboolean
_clutter_stage_has_queued_events (ClutterStage *stage)
{
ClutterStagePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
priv = stage->priv;
return priv->event_queue->length > 0;
}
static void
clutter_stage_compress_motion (ClutterStage *stage,
ClutterEvent *event,
const ClutterEvent *to_discard)
{
double dx, dy;
double dx_unaccel, dy_unaccel;
double dst_dx = 0.0, dst_dy = 0.0;
double dst_dx_unaccel = 0.0, dst_dy_unaccel = 0.0;
if (!clutter_event_get_relative_motion (to_discard,
&dx, &dy,
&dx_unaccel, &dy_unaccel))
return;
clutter_event_get_relative_motion (event,
&dst_dx, &dst_dy,
&dst_dx_unaccel, &dst_dy_unaccel);
event->motion.flags |= CLUTTER_EVENT_FLAG_RELATIVE_MOTION;
event->motion.dx = dx + dst_dx;
event->motion.dy = dy + dst_dy;
event->motion.dx_unaccel = dx_unaccel + dst_dx_unaccel;
event->motion.dy_unaccel = dy_unaccel + dst_dy_unaccel;
}
CLUTTER_EXPORT void
_clutter_stage_process_queued_events (ClutterStage *stage)
{
ClutterStagePrivate *priv;
GList *events, *l;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (priv->event_queue->length == 0)
return;
/* In case the stage gets destroyed during event processing */
g_object_ref (stage);
/* Steal events before starting processing to avoid reentrancy
* issues */
events = priv->event_queue->head;
priv->event_queue->head = NULL;
priv->event_queue->tail = NULL;
priv->event_queue->length = 0;
for (l = events; l != NULL; l = l->next)
{
ClutterEvent *event;
ClutterEvent *next_event;
ClutterInputDevice *device;
ClutterInputDevice *next_device;
gboolean check_device = FALSE;
event = l->data;
next_event = l->next ? l->next->data : NULL;
device = clutter_event_get_device (event);
if (next_event != NULL)
next_device = clutter_event_get_device (next_event);
else
next_device = NULL;
if (device != NULL && next_device != NULL)
check_device = TRUE;
/* Skip consecutive motion events coming from the same device. */
if (next_event != NULL)
{
if (event->type == CLUTTER_MOTION &&
(next_event->type == CLUTTER_MOTION ||
next_event->type == CLUTTER_LEAVE) &&
(!check_device || (device == next_device)))
{
CLUTTER_NOTE (EVENT,
"Omitting motion event at %d, %d",
(int) event->motion.x,
(int) event->motion.y);
if (next_event->type == CLUTTER_MOTION)
clutter_stage_compress_motion (stage, next_event, event);
goto next_event;
}
else if (event->type == CLUTTER_TOUCH_UPDATE &&
next_event->type == CLUTTER_TOUCH_UPDATE &&
event->touch.sequence == next_event->touch.sequence &&
(!check_device || (device == next_device)))
{
CLUTTER_NOTE (EVENT,
"Omitting touch update event at %d, %d",
(int) event->touch.x,
(int) event->touch.y);
goto next_event;
}
}
_clutter_process_event (event);
next_event:
clutter_event_free (event);
}
g_list_free (events);
g_object_unref (stage);
}
void
clutter_stage_queue_actor_relayout (ClutterStage *stage,
ClutterActor *actor)
{
ClutterStagePrivate *priv = stage->priv;
clutter_stage_schedule_update (stage);
priv->pending_relayouts = g_slist_prepend (priv->pending_relayouts,
g_object_ref (actor));
}
void
clutter_stage_dequeue_actor_relayout (ClutterStage *stage,
ClutterActor *actor)
{
ClutterStagePrivate *priv = stage->priv;
GSList *l;
for (l = priv->pending_relayouts; l; l = l->next)
{
ClutterActor *relayout_actor = l->data;
if (relayout_actor == actor)
{
g_object_unref (relayout_actor);
priv->pending_relayouts =
g_slist_delete_link (priv->pending_relayouts, l);
return;
}
}
}
static void
clutter_stage_invalidate_views_devices (ClutterStage *stage)
{
GList *l;
for (l = clutter_stage_peek_stage_views (stage); l; l = l->next)
{
ClutterStageView *view = l->data;
clutter_stage_view_invalidate_input_devices (view);
}
}
void
clutter_stage_maybe_relayout (ClutterActor *actor)
{
ClutterStage *stage = CLUTTER_STAGE (actor);
ClutterStagePrivate *priv = stage->priv;
g_autoptr (GSList) stolen_list = NULL;
GSList *l;
int count = 0;
/* No work to do? Avoid the extraneous debug log messages too. */
if (priv->pending_relayouts == NULL)
return;
COGL_TRACE_BEGIN_SCOPED (ClutterStageRelayout, "Layout");
CLUTTER_NOTE (ACTOR, ">>> Recomputing layout");
stolen_list = g_steal_pointer (&priv->pending_relayouts);
for (l = stolen_list; l; l = l->next)
{
g_autoptr (ClutterActor) queued_actor = l->data;
float x = 0.f;
float y = 0.f;
if (CLUTTER_ACTOR_IN_RELAYOUT (queued_actor)) /* avoid reentrancy */
continue;
if (queued_actor == actor)
CLUTTER_NOTE (ACTOR, " Deep relayout of stage %s",
_clutter_actor_get_debug_name (queued_actor));
else
CLUTTER_NOTE (ACTOR, " Shallow relayout of actor %s",
_clutter_actor_get_debug_name (queued_actor));
CLUTTER_SET_PRIVATE_FLAGS (queued_actor, CLUTTER_IN_RELAYOUT);
clutter_actor_get_fixed_position (queued_actor, &x, &y);
clutter_actor_allocate_preferred_size (queued_actor, x, y);
CLUTTER_UNSET_PRIVATE_FLAGS (queued_actor, CLUTTER_IN_RELAYOUT);
count++;
}
CLUTTER_NOTE (ACTOR, "<<< Completed recomputing layout of %d subtrees", count);
if (count)
clutter_stage_invalidate_views_devices (stage);
}
GSList *
clutter_stage_find_updated_devices (ClutterStage *stage,
ClutterStageView *view)
{
ClutterStagePrivate *priv = stage->priv;
GSList *updating = NULL;
GHashTableIter iter;
gpointer value;
g_hash_table_iter_init (&iter, priv->pointer_devices);
while (g_hash_table_iter_next (&iter, NULL, &value))
{
PointerDeviceEntry *entry = value;
ClutterStageView *pointer_view;
pointer_view = clutter_stage_get_view_at (stage,
entry->coords.x,
entry->coords.y);
if (!pointer_view)
continue;
if (pointer_view != view)
continue;
updating = g_slist_prepend (updating, entry->device);
}
return updating;
}
void
clutter_stage_finish_layout (ClutterStage *stage)
{
ClutterActor *actor = CLUTTER_ACTOR (stage);
ClutterStagePrivate *priv = stage->priv;
int phase;
COGL_TRACE_BEGIN_SCOPED (ClutterStageUpdateActorStageViews,
"Actor stage-views");
/* If an actor needs an immediate relayout because its resource scale
* changed, we give it another chance to allocate correctly before
* the paint.
*
* We're doing the whole thing twice and pass the phase to
* clutter_actor_finish_layout() to allow actors to detect loops:
* If the resource scale changes again after the relayout, the new
* allocation of an actor probably moved the actor onto another stage
* view, so if an actor sees phase == 1, it can choose a "final" scale.
*/
for (phase = 0; phase < 2; phase++)
{
clutter_actor_finish_layout (actor, phase);
if (!priv->actor_needs_immediate_relayout)
break;
priv->actor_needs_immediate_relayout = FALSE;
clutter_stage_maybe_relayout (actor);
}
g_warn_if_fail (!priv->actor_needs_immediate_relayout);
}
void
clutter_stage_update_devices (ClutterStage *stage,
GSList *devices)
{
ClutterStagePrivate *priv = stage->priv;
GSList *l;
COGL_TRACE_BEGIN (ClutterStageUpdateDevices, "UpdateDevices");
for (l = devices; l; l = l->next)
{
ClutterInputDevice *device = l->data;
PointerDeviceEntry *entry = NULL;
entry = g_hash_table_lookup (priv->pointer_devices, device);
g_assert (entry != NULL);
clutter_stage_pick_and_update_device (stage,
device,
NULL, NULL,
CLUTTER_DEVICE_UPDATE_IGNORE_CACHE |
CLUTTER_DEVICE_UPDATE_EMIT_CROSSING,
entry->coords,
CLUTTER_CURRENT_TIME);
}
}
static void
clutter_stage_real_queue_relayout (ClutterActor *self)
{
ClutterStage *stage = CLUTTER_STAGE (self);
ClutterActorClass *parent_class;
clutter_stage_queue_actor_relayout (stage, self);
/* chain up */
parent_class = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class);
parent_class->queue_relayout (self);
}
static gboolean
is_full_stage_redraw_queued (ClutterStage *stage)
{
GList *l;
for (l = clutter_stage_peek_stage_views (stage); l; l = l->next)
{
ClutterStageView *view = l->data;
if (!clutter_stage_view_has_full_redraw_clip (view))
return FALSE;
}
return TRUE;
}
gboolean
_clutter_stage_has_full_redraw_queued (ClutterStage *stage)
{
if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
return FALSE;
return is_full_stage_redraw_queued (stage);
}
static void
setup_ray_for_coordinates (ClutterStage *stage,
float x,
float y,
graphene_point3d_t *point,
graphene_ray_t *ray)
{
ClutterStagePrivate *priv = stage->priv;
graphene_point3d_t camera_position;
graphene_point3d_t p;
graphene_vec3_t direction;
graphene_vec3_t cv;
graphene_vec3_t v;
camera_position = GRAPHENE_POINT3D_INIT_ZERO;
graphene_vec3_init (&cv,
camera_position.x,
camera_position.y,
camera_position.z);
p = GRAPHENE_POINT3D_INIT (x, y, 0.f);
graphene_matrix_transform_point3d (&priv->view, &p, &p);
graphene_vec3_init (&v, p.x, p.y, p.z);
graphene_vec3_subtract (&v, &cv, &direction);
graphene_vec3_normalize (&direction, &direction);
graphene_ray_init (ray, &camera_position, &direction);
graphene_point3d_init_from_point (point, &p);
}
static ClutterActor *
_clutter_stage_do_pick_on_view (ClutterStage *stage,
float x,
float y,
ClutterPickMode mode,
ClutterStageView *view,
cairo_region_t **clear_area)
{
g_autoptr (ClutterPickStack) pick_stack = NULL;
ClutterPickContext *pick_context;
graphene_point3d_t p;
graphene_ray_t ray;
ClutterActor *actor;
COGL_TRACE_BEGIN_SCOPED (ClutterStagePickView, "Pick (view)");
setup_ray_for_coordinates (stage, x, y, &p, &ray);
pick_context = clutter_pick_context_new_for_view (view, mode, &p, &ray);
clutter_actor_pick (CLUTTER_ACTOR (stage), pick_context);
pick_stack = clutter_pick_context_steal_stack (pick_context);
clutter_pick_context_destroy (pick_context);
actor = clutter_pick_stack_search_actor (pick_stack, &p, &ray, clear_area);
return actor ? actor : CLUTTER_ACTOR (stage);
}
/**
* clutter_stage_get_view_at: (skip)
*/
ClutterStageView *
clutter_stage_get_view_at (ClutterStage *stage,
float x,
float y)
{
ClutterStagePrivate *priv = stage->priv;
GList *l;
for (l = _clutter_stage_window_get_views (priv->impl); l; l = l->next)
{
ClutterStageView *view = l->data;
cairo_rectangle_int_t view_layout;
clutter_stage_view_get_layout (view, &view_layout);
if (x >= view_layout.x &&
x < view_layout.x + view_layout.width &&
y >= view_layout.y &&
y < view_layout.y + view_layout.height)
return view;
}
return NULL;
}
static ClutterActor *
_clutter_stage_do_pick (ClutterStage *stage,
float x,
float y,
ClutterPickMode mode,
cairo_region_t **clear_area)
{
ClutterActor *actor = CLUTTER_ACTOR (stage);
ClutterStagePrivate *priv = stage->priv;
float stage_width, stage_height;
ClutterStageView *view = NULL;
priv = stage->priv;
if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
return actor;
if (G_UNLIKELY (clutter_pick_debug_flags & CLUTTER_DEBUG_NOP_PICKING))
return actor;
if (G_UNLIKELY (priv->impl == NULL))
return actor;
clutter_actor_get_size (CLUTTER_ACTOR (stage), &stage_width, &stage_height);
if (x < 0 || x >= stage_width || y < 0 || y >= stage_height)
return actor;
view = clutter_stage_get_view_at (stage, x, y);
if (view)
return _clutter_stage_do_pick_on_view (stage, x, y, mode, view, clear_area);
return actor;
}
static void
clutter_stage_real_apply_transform (ClutterActor *stage,
graphene_matrix_t *matrix)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (stage)->priv;
/* FIXME: we probably shouldn't be explicitly resetting the matrix
* here... */
graphene_matrix_init_from_matrix (matrix, &priv->view);
}
static void
clutter_stage_constructed (GObject *gobject)
{
ClutterStage *self = CLUTTER_STAGE (gobject);
ClutterStageManager *stage_manager;
stage_manager = clutter_stage_manager_get_default ();
/* this will take care to sinking the floating reference */
_clutter_stage_manager_add_stage (stage_manager, self);
G_OBJECT_CLASS (clutter_stage_parent_class)->constructed (gobject);
}
static void
clutter_stage_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterStage *stage = CLUTTER_STAGE (object);
switch (prop_id)
{
case PROP_TITLE:
clutter_stage_set_title (stage, g_value_get_string (value));
break;
case PROP_KEY_FOCUS:
clutter_stage_set_key_focus (stage, g_value_get_object (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_PERSPECTIVE:
g_value_set_boxed (value, &priv->perspective);
break;
case PROP_TITLE:
g_value_set_string (value, priv->title);
break;
case PROP_KEY_FOCUS:
g_value_set_object (value, priv->key_focused_actor);
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_actor_hide (CLUTTER_ACTOR (object));
_clutter_clear_events_queue ();
if (priv->impl != NULL)
{
CLUTTER_NOTE (BACKEND, "Disposing of the stage implementation");
if (CLUTTER_ACTOR_IS_REALIZED (object))
_clutter_stage_window_unrealize (priv->impl);
g_object_unref (priv->impl);
priv->impl = NULL;
}
clutter_actor_destroy_all_children (CLUTTER_ACTOR (object));
g_slist_free_full (priv->pending_relayouts,
(GDestroyNotify) g_object_unref);
priv->pending_relayouts = NULL;
/* this will release the reference on the stage */
stage_manager = clutter_stage_manager_get_default ();
_clutter_stage_manager_remove_stage (stage_manager, stage);
g_hash_table_remove_all (priv->pointer_devices);
g_hash_table_remove_all (priv->touch_sequences);
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_assert (priv->cur_event_actors->len == 0);
g_ptr_array_free (priv->cur_event_actors, TRUE);
g_assert (priv->cur_event_emission_chain->len == 0);
g_array_unref (priv->cur_event_emission_chain);
g_hash_table_destroy (priv->pointer_devices);
g_hash_table_destroy (priv->touch_sequences);
g_free (priv->title);
g_array_free (priv->paint_volume_stack, TRUE);
G_OBJECT_CLASS (clutter_stage_parent_class)->finalize (object);
}
static void
clutter_stage_real_paint_view (ClutterStage *stage,
ClutterStageView *view,
const cairo_region_t *redraw_clip,
ClutterFrame *frame)
{
clutter_stage_do_paint_view (stage, view, frame, redraw_clip);
}
static void
clutter_stage_paint (ClutterActor *actor,
ClutterPaintContext *paint_context)
{
ClutterStageView *view;
CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint (actor, paint_context);
view = clutter_paint_context_get_stage_view (paint_context);
if (view &&
G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_MAX_RENDER_TIME))
{
cairo_rectangle_int_t view_layout;
ClutterFrameClock *frame_clock;
g_autoptr (GString) string = NULL;
PangoLayout *layout;
PangoRectangle logical;
ClutterColor color;
g_autoptr (ClutterPaintNode) node = NULL;
ClutterActorBox box;
clutter_stage_view_get_layout (view, &view_layout);
frame_clock = clutter_stage_view_get_frame_clock (view);
string = clutter_frame_clock_get_max_render_time_debug_info (frame_clock);
layout = clutter_actor_create_pango_layout (actor, string->str);
pango_layout_set_alignment (layout, PANGO_ALIGN_RIGHT);
pango_layout_get_pixel_extents (layout, NULL, &logical);
clutter_color_init (&color, 255, 255, 255, 255);
node = clutter_text_node_new (layout, &color);
box.x1 = view_layout.x;
box.y1 = view_layout.y + 30;
box.x2 = box.x1 + logical.width;
box.y2 = box.y1 + logical.height;
clutter_paint_node_add_rectangle (node, &box);
clutter_paint_node_paint (node, paint_context);
g_object_unref (layout);
}
}
static void
clutter_stage_class_init (ClutterStageClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
gobject_class->constructed = clutter_stage_constructed;
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->get_paint_volume = clutter_stage_get_paint_volume;
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->hide_all = clutter_stage_hide_all;
actor_class->queue_relayout = clutter_stage_real_queue_relayout;
actor_class->apply_transform = clutter_stage_real_apply_transform;
actor_class->paint = clutter_stage_paint;
klass->paint_view = clutter_stage_real_paint_view;
/**
* ClutterStage:perspective:
*
* The parameters used for the perspective projection from 3D
* coordinates to 2D
*/
obj_props[PROP_PERSPECTIVE] =
g_param_spec_boxed ("perspective", NULL, NULL,
CLUTTER_TYPE_PERSPECTIVE,
CLUTTER_PARAM_READABLE |
G_PARAM_EXPLICIT_NOTIFY);
/**
* ClutterStage:title:
*
* The stage's title - usually displayed in stage windows title decorations.
*/
obj_props[PROP_TITLE] =
g_param_spec_string ("title", NULL, NULL,
NULL,
CLUTTER_PARAM_READWRITE |
G_PARAM_EXPLICIT_NOTIFY);
/**
* ClutterStage:key-focus:
*
* The [class@Clutter.Actor] that will receive key events from the underlying
* windowing system.
*
* If %NULL, the #ClutterStage will receive the events.
*/
obj_props[PROP_KEY_FOCUS] =
g_param_spec_object ("key-focus", NULL, NULL,
CLUTTER_TYPE_ACTOR,
CLUTTER_PARAM_READWRITE |
G_PARAM_EXPLICIT_NOTIFY);
g_object_class_install_properties (gobject_class, PROP_LAST, obj_props);
/**
* ClutterStage::activate:
* @stage: the stage which was activated
*
* The signal is emitted when the stage receives key focus
* from the underlying window system.
*/
stage_signals[ACTIVATE] =
g_signal_new (I_("activate"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, activate),
NULL, NULL, NULL,
G_TYPE_NONE, 0);
/**
* ClutterStage::deactivate:
* @stage: the stage which was deactivated
*
* The signal is emitted when the stage loses key focus
* from the underlying window system.
*/
stage_signals[DEACTIVATE] =
g_signal_new (I_("deactivate"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, deactivate),
NULL, NULL, NULL,
G_TYPE_NONE, 0);
/**
* ClutterStage::before-update:
* @stage: the #ClutterStage
* @view: a #ClutterStageView
* @frame: a #ClutterFrame
*/
stage_signals[BEFORE_UPDATE] =
g_signal_new (I_("before-update"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
0,
NULL, NULL, NULL,
G_TYPE_NONE, 2,
CLUTTER_TYPE_STAGE_VIEW,
CLUTTER_TYPE_FRAME);
/**
* ClutterStage::prepare-frame:
* @stage: the stage that received the event
* @view: a #ClutterStageView
* @frame: a #ClutterFrame
*
* The signal is emitted after the stage is updated,
* before the stage is painted, even if it will not be painted.
*/
stage_signals[PREPARE_FRAME] =
g_signal_new (I_("prepare-frame"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
0,
NULL, NULL, NULL,
G_TYPE_NONE, 2,
CLUTTER_TYPE_STAGE_VIEW,
CLUTTER_TYPE_FRAME);
/**
* ClutterStage::before-paint:
* @stage: the stage that received the event
* @view: a #ClutterStageView
* @frame: a #ClutterFrame
*
* The signal is emitted before the stage is painted.
*/
stage_signals[BEFORE_PAINT] =
g_signal_new (I_("before-paint"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, before_paint),
NULL, NULL, NULL,
G_TYPE_NONE, 2,
CLUTTER_TYPE_STAGE_VIEW,
CLUTTER_TYPE_FRAME);
/**
* ClutterStage::after-paint:
* @stage: the stage that received the event
* @view: a #ClutterStageView
* @frame: a #ClutterFrame
*
* The signal is emitted after the stage is painted,
* but before the results are displayed on the screen.0
*/
stage_signals[AFTER_PAINT] =
g_signal_new (I_("after-paint"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
0, /* no corresponding vfunc */
NULL, NULL, NULL,
G_TYPE_NONE, 2,
CLUTTER_TYPE_STAGE_VIEW,
CLUTTER_TYPE_FRAME);
/**
* ClutterStage::after-update:
* @stage: the #ClutterStage
* @view: a #ClutterStageView
* @frame: a #ClutterFrame
*/
stage_signals[AFTER_UPDATE] =
g_signal_new (I_("after-update"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
0,
NULL, NULL, NULL,
G_TYPE_NONE, 2,
CLUTTER_TYPE_STAGE_VIEW,
CLUTTER_TYPE_FRAME);
/**
* ClutterStage::paint-view:
* @stage: the stage that received the event
* @view: a #ClutterStageView
* @redraw_clip: a #cairo_region_t with the redraw clip
* @frame: a #ClutterFrame
*
* The signal is emitted before a [class@Clutter.StageView] is being
* painted.
*
* The view is painted in the default handler. Hence, if you want to perform
* some action after the view is painted, like reading the contents of the
* framebuffer, use [func@GObject.signal_connect_after] or pass %G_CONNECT_AFTER.
*/
stage_signals[PAINT_VIEW] =
g_signal_new (I_("paint-view"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, paint_view),
NULL, NULL, NULL,
G_TYPE_NONE, 3,
CLUTTER_TYPE_STAGE_VIEW,
CAIRO_GOBJECT_TYPE_REGION,
CLUTTER_TYPE_FRAME);
/**
* ClutterStage::presented: (skip)
* @stage: the stage that received the event
* @view: the #ClutterStageView presented
* @frame_info: a #ClutterFrameInfo
*
* Signals that the #ClutterStage was presented on the screen to the user.
*/
stage_signals[PRESENTED] =
g_signal_new (I_("presented"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
0,
NULL, NULL, NULL,
G_TYPE_NONE, 2,
CLUTTER_TYPE_STAGE_VIEW,
G_TYPE_POINTER);
/**
* ClutterStage::gl-video-memory-purged: (skip)
* @stage: the stage that received the event
*
* Signals that the underlying GL driver has had its texture memory purged
* so anything presently held in texture memory is now invalidated, and
* likely corrupt. It needs redrawing.
*/
stage_signals[GL_VIDEO_MEMORY_PURGED] =
g_signal_new (I_("gl-video-memory-purged"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
0,
NULL, NULL, NULL,
G_TYPE_NONE, 0);
klass->activate = clutter_stage_real_activate;
klass->deactivate = clutter_stage_real_deactivate;
}
static void
clutter_stage_init (ClutterStage *self)
{
cairo_rectangle_int_t geom = { 0, };
ClutterStagePrivate *priv;
ClutterStageWindow *impl;
ClutterBackend *backend;
GError *error;
/* a stage is a top-level object */
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IS_TOPLEVEL);
self->priv = priv = clutter_stage_get_instance_private (self);
CLUTTER_NOTE (BACKEND, "Creating stage from the default backend");
backend = clutter_get_default_backend ();
error = NULL;
impl = _clutter_backend_create_stage (backend, self, &error);
if (G_LIKELY (impl != NULL))
{
_clutter_stage_set_window (self, impl);
_clutter_stage_window_get_geometry (priv->impl, &geom);
}
else
{
if (error != NULL)
{
g_critical ("Unable to create a new stage implementation: %s",
error->message);
g_error_free (error);
}
else
g_critical ("Unable to create a new stage implementation.");
}
priv->event_queue = g_queue_new ();
priv->cur_event_actors = g_ptr_array_sized_new (32);
priv->cur_event_emission_chain =
g_array_sized_new (FALSE, TRUE, sizeof (EventReceiver), 32);
g_array_set_clear_func (priv->cur_event_emission_chain,
(GDestroyNotify) free_event_receiver);
priv->pointer_devices =
g_hash_table_new_full (NULL, NULL,
NULL, (GDestroyNotify) free_pointer_device_entry);
priv->touch_sequences =
g_hash_table_new_full (NULL, NULL,
NULL, (GDestroyNotify) free_pointer_device_entry);
clutter_actor_set_background_color (CLUTTER_ACTOR (self),
&default_stage_color);
clutter_stage_queue_actor_relayout (self, CLUTTER_ACTOR (self));
clutter_actor_set_reactive (CLUTTER_ACTOR (self), TRUE);
clutter_stage_set_title (self, g_get_prgname ());
clutter_stage_set_key_focus (self, NULL);
clutter_stage_set_viewport (self, geom.width, geom.height);
priv->paint_volume_stack =
g_array_new (FALSE, FALSE, sizeof (ClutterPaintVolume));
}
static void
clutter_stage_set_perspective (ClutterStage *stage,
ClutterPerspective *perspective)
{
ClutterStagePrivate *priv = stage->priv;
if (priv->perspective.fovy == perspective->fovy &&
priv->perspective.aspect == perspective->aspect &&
priv->perspective.z_near == perspective->z_near &&
priv->perspective.z_far == perspective->z_far)
return;
priv->perspective = *perspective;
graphene_matrix_init_perspective (&priv->projection,
priv->perspective.fovy,
priv->perspective.aspect,
priv->perspective.z_near,
priv->perspective.z_far);
graphene_matrix_inverse (&priv->projection,
&priv->inverse_projection);
_clutter_stage_dirty_projection (stage);
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
}
/**
* clutter_stage_get_perspective:
* @stage: A #ClutterStage
* @perspective: (out caller-allocates) (allow-none): 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_get_projection_matrix:
* @stage: A #ClutterStage
* @projection: return location for a #graphene_matrix_t representing the
* perspective projection applied to actors on the given
* @stage.
*
* Retrieves the @stage's projection matrix. This is derived from the
* current perspective.
*/
void
_clutter_stage_get_projection_matrix (ClutterStage *stage,
graphene_matrix_t *projection)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (projection != NULL);
*projection = stage->priv->projection;
}
/* This simply provides a simple mechanism for us to ensure that
* the projection matrix gets re-asserted before painting.
*
* This is used when switching between multiple stages */
void
_clutter_stage_dirty_projection (ClutterStage *stage)
{
ClutterStagePrivate *priv;
GList *l;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
for (l = _clutter_stage_window_get_views (priv->impl); l; l = l->next)
{
ClutterStageView *view = l->data;
clutter_stage_view_invalidate_projection (view);
}
}
/*
* clutter_stage_set_viewport:
* @stage: A #ClutterStage
* @width: The width to render the stage at, in window coordinates
* @height: The height to render the stage at, in window coordinates
*
* Sets the stage viewport. The viewport defines a final scale and
* translation of your rendered stage and actors. This lets you render
* your stage into a subregion of the stage window or you could use it to
* pan a subregion of the stage if your stage window is smaller then
* the stage. (XXX: currently this isn't possible)
*
* Unlike a scale and translation done using the modelview matrix this
* is done after everything has had perspective projection applied, so
* for example if you were to pan across a subregion of the stage using
* the viewport then you would not see a change in perspective for the
* actors on the stage.
*
* Normally the stage viewport will automatically track the size of the
* stage window with no offset so the stage will fill your window. This
* behaviour can be changed with the "viewport-mimics-window" property
* which will automatically be set to FALSE if you use this API. If
* you want to revert to the original behaviour then you should set
* this property back to %TRUE using
* clutter_stage_set_viewport_mimics_window().
* (XXX: If we were to make this API public then we might want to do
* add that property.)
*
* Note: currently this interface only support integer precision
* offsets and sizes for viewports but the interface takes floats because
* OpenGL 4.0 has introduced floating point viewports which we might
* want to expose via this API eventually.
*/
static void
clutter_stage_set_viewport (ClutterStage *stage,
float width,
float height)
{
ClutterStagePrivate *priv;
float x, y;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
x = 0.f;
y = 0.f;
width = roundf (width);
height = roundf (height);
if (x == priv->viewport[0] &&
y == priv->viewport[1] &&
width == priv->viewport[2] &&
height == priv->viewport[3])
return;
priv->viewport[0] = x;
priv->viewport[1] = y;
priv->viewport[2] = width;
priv->viewport[3] = height;
clutter_stage_update_view_perspective (stage);
_clutter_stage_dirty_viewport (stage);
queue_full_redraw (stage);
}
/* This simply provides a simple mechanism for us to ensure that
* the viewport gets re-asserted before next painting.
*
* This is used when switching between multiple stages */
void
_clutter_stage_dirty_viewport (ClutterStage *stage)
{
ClutterStagePrivate *priv;
GList *l;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
for (l = _clutter_stage_window_get_views (priv->impl); l; l = l->next)
{
ClutterStageView *view = l->data;
clutter_stage_view_invalidate_viewport (view);
}
}
/*
* clutter_stage_get_viewport:
* @stage: A #ClutterStage
* @x: A location for the X position where the stage is rendered,
* in window coordinates.
* @y: A location for the Y position where the stage is rendered,
* in window coordinates.
* @width: A location for the width the stage is rendered at,
* in window coordinates.
* @height: A location for the height the stage is rendered at,
* in window coordinates.
*
* Returns the viewport offset and size set using
* clutter_stage_set_viewport() or if the "viewport-mimics-window" property
* is TRUE then @x and @y will be set to 0 and @width and @height will equal
* the width if the stage window.
*/
void
_clutter_stage_get_viewport (ClutterStage *stage,
float *x,
float *y,
float *width,
float *height)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
*x = priv->viewport[0];
*y = priv->viewport[1];
*width = priv->viewport[2];
*height = priv->viewport[3];
}
/**
* 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 dimension of pixels to be read, or -1 for the
* entire stage width
* @height: Height dimension 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: (transfer full) (array): 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)
{
ClutterStagePrivate *priv;
ClutterActorBox box;
GList *l;
ClutterStageView *view;
cairo_region_t *clip;
cairo_rectangle_int_t clip_rect;
CoglFramebuffer *framebuffer;
float view_scale;
float pixel_width;
float pixel_height;
uint8_t *pixels;
COGL_TRACE_BEGIN_SCOPED (ClutterStageReadPixels, "Read Pixels");
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
priv = stage->priv;
clutter_actor_get_allocation_box (CLUTTER_ACTOR (stage), &box);
if (width < 0)
width = ceilf (box.x2 - box.x1);
if (height < 0)
height = ceilf (box.y2 - box.y1);
l = _clutter_stage_window_get_views (priv->impl);
if (!l)
return NULL;
/* XXX: We only read the first view. Needs different API for multi view screen
* capture. */
view = l->data;
clutter_stage_view_get_layout (view, &clip_rect);
clip = cairo_region_create_rectangle (&clip_rect);
cairo_region_intersect_rectangle (clip,
&(cairo_rectangle_int_t) {
.x = x,
.y = y,
.width = width,
.height = height,
});
cairo_region_get_extents (clip, &clip_rect);
if (clip_rect.width == 0 || clip_rect.height == 0)
{
cairo_region_destroy (clip);
return NULL;
}
framebuffer = clutter_stage_view_get_framebuffer (view);
clutter_stage_do_paint_view (stage, view, NULL, clip);
cairo_region_destroy (clip);
view_scale = clutter_stage_view_get_scale (view);
pixel_width = roundf (clip_rect.width * view_scale);
pixel_height = roundf (clip_rect.height * view_scale);
pixels = g_malloc0 (pixel_width * pixel_height * 4);
cogl_framebuffer_read_pixels (framebuffer,
clip_rect.x * view_scale,
clip_rect.y * view_scale,
pixel_width, pixel_height,
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 [class@Clutter.Actor] at those coordinates. The result is the actor which
* would be at the specified location on the next redraw, and is not
* necessarily that which was there on the previous redraw. This allows the
* function to perform chronologically correctly after any queued changes to
* the scene, and even if nothing has been drawn.
*
* 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,
float x,
float y)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
return _clutter_stage_do_pick (stage, x, y, pick_mode, NULL);
}
/**
* clutter_stage_set_title:
* @stage: A #ClutterStage
* @title: A utf8 string for the stage windows title.
*
* Sets the stage title.
**/
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_by_pspec (G_OBJECT (stage), obj_props[PROP_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.
**/
const gchar *
clutter_stage_get_title (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
return stage->priv->title;
}
/**
* clutter_stage_set_key_focus:
* @stage: the #ClutterStage
* @actor: (allow-none): 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.
*/
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;
/* normalize the key focus. NULL == stage */
if (actor == CLUTTER_ACTOR (stage))
actor = NULL;
/* avoid emitting signals and notifications if we're setting the same
* actor as the key focus
*/
if (priv->key_focused_actor == actor)
return;
if (priv->key_focused_actor != NULL)
{
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
*/
priv->key_focused_actor = NULL;
_clutter_actor_set_has_key_focus (old_focused_actor, FALSE);
}
else
_clutter_actor_set_has_key_focus (CLUTTER_ACTOR (stage), FALSE);
/* 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
*/
priv->key_focused_actor = actor;
/* If the key focused actor is allowed to receive key events according
* to the given grab (or there is none) set key focus on it, otherwise
* key focus is delayed until there are grabbing conditions that allow
* it to get key focus.
*/
if (!priv->topmost_grab ||
priv->topmost_grab->actor == CLUTTER_ACTOR (stage) ||
priv->topmost_grab->actor == actor ||
(actor && clutter_actor_contains (priv->topmost_grab->actor, actor)))
{
if (actor != NULL)
_clutter_actor_set_has_key_focus (actor, TRUE);
else
_clutter_actor_set_has_key_focus (CLUTTER_ACTOR (stage), TRUE);
}
g_object_notify_by_pspec (G_OBJECT (stage), obj_props[PROP_KEY_FOCUS]);
}
/**
* 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
*/
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);
}
/*** Perspective boxed type ******/
static gpointer
clutter_perspective_copy (gpointer data)
{
if (G_LIKELY (data))
return g_memdup2 (data, sizeof (ClutterPerspective));
return NULL;
}
static void
clutter_perspective_free (gpointer data)
{
if (G_LIKELY (data))
g_free (data);
}
G_DEFINE_BOXED_TYPE (ClutterPerspective, clutter_perspective,
clutter_perspective_copy,
clutter_perspective_free);
/**
* 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+.
*/
void
clutter_stage_ensure_viewport (ClutterStage *stage)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
_clutter_stage_dirty_viewport (stage);
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
}
# define _DEG_TO_RAD(d) ((d) * ((float) G_PI / 180.0f))
/* This calculates a distance into the view frustum to position the
* stage so there is a decent amount of space to position geometry
* between the stage and the near clipping plane.
*
* Some awkward issues with this problem are:
* - It's not possible to have a gap as large as the stage size with
* a fov > 53° which is basically always the case since the default
* fov is 60°.
* - This can be deduced if you consider that this requires a
* triangle as wide as it is deep to fit in the frustum in front
* of the z_near plane. That triangle will always have an angle
* of 53.13° at the point sitting on the z_near plane, but if the
* frustum has a wider fov angle the left/right clipping planes
* can never converge with the two corners of our triangle no
* matter what size the triangle has.
* - With a fov > 53° there is a trade off between maximizing the gap
* size relative to the stage size but not losing depth precision.
* - Perhaps ideally we wouldn't just consider the fov on the y-axis
* that is usually used to define a perspective, we would consider
* the fov of the axis with the largest stage size so the gap would
* accommodate that size best.
*
* After going around in circles a few times with how to handle these
* issues, we decided in the end to go for the simplest solution to
* start with instead of an elaborate function that handles arbitrary
* fov angles that we currently have no use-case for.
*
* The solution assumes a fovy of 60° and for that case gives a gap
* that's 85% of the stage height. We can consider more elaborate
* functions if necessary later.
*
* One guide we had to steer the gap size we support is the
* interactive test, test-texture-quality which expects to animate an
* actor to +400 on the z axis with a stage size of 640x480. A gap
* that's 85% of the stage height gives a gap of 408 in that case.
*/
static float
calculate_z_translation (float z_near)
{
/* This solution uses fairly basic trigonometry, but is seems worth
* clarifying the particular geometry we are looking at in-case
* anyone wants to develop this further later. Not sure how well an
* ascii diagram is going to work :-)
*
* |--- stage_height ---|
* | stage line |
* ╲━━━━━━━━━━━━━━━━━━━━━╱------------
* ╲. (2) │ . | |
* C ╲ . │ . gap| |
* =0.5°╲ . a │ . | |
* b╲(1). D│ . | |
* ╲ B.│. near plane | |
* A= ╲━━━━━━━━━╱------------- |
* 120° ╲ c │ | z_2d
* ╲ │ z_near |
* left ╲ │ | |
* clip 60°fovy | |
* plane ----------------------
* |
* |
* origin line
*
* The area of interest is the triangle labeled (1) at the top left
* marked with the ... line (a) from where the origin line crosses
* the near plane to the top left where the stage line cross the
* left clip plane.
*
* The sides of the triangle are a, b and c and the corresponding
* angles opposite those sides are A, B and C.
*
* The angle of C is what trades off the gap size we have relative
* to the stage size vs the depth precision we have.
*
* As mentioned above we arove at the angle for C is by working
* backwards from how much space we want for test-texture-quality.
* With a stage_height of 480 we want a gap > 400, ideally we also
* wanted a somewhat round number as a percentage of the height for
* documentation purposes. ~87% or a gap of ~416 is the limit
* because that's where we approach a C angle of 0° and effectively
* loose all depth precision.
*
* So for our test app with a stage_height of 480 if we aim for a
* gap of 408 (85% of 480) we can get the angle D as
* atan (stage_height/2/408) = 30.5°.
*
* That gives us the angle for B as 90° - 30.5° = 59.5°
*
* We can already determine that A has an angle of (fovy/2 + 90°) =
* 120°
*
* Therefore C = 180 - A - B = 0.5°
*
* The length of c = z_near * tan (30°)
*
* Now we can use the rule a/SinA = c/SinC to calculate the
* length of a. After some rearranging that gives us:
*
* a c
* ---------- = ----------
* sin (120°) sin (0.5°)
*
* c * sin (120°)
* a = --------------
* sin (0.5°)
*
* And with that we can determine z_2d = cos (D) * a =
* cos (30.5°) * a + z_near:
*
* c * sin (120°) * cos (30.5°)
* z_2d = --------------------------- + z_near
* sin (0.5°)
*/
/* We expect the compiler should boil this down to z_near * CONSTANT
* already, but just in case we use precomputed constants
*/
#if 0
# define A tanf (_DEG_TO_RAD (30.f))
# define B sinf (_DEG_TO_RAD (120.f))
# define C cosf (_DEG_TO_RAD (30.5f))
# define D sinf (_DEG_TO_RAD (.5f))
#else
# define A 0.57735025882720947265625f
# define B 0.866025388240814208984375f
# define C 0.86162912845611572265625f
# define D 0.00872653536498546600341796875f
#endif
return z_near
* A * B * C
/ D
+ z_near;
}
static void
view_2d_in_perspective (graphene_matrix_t *matrix,
float fov_y,
float aspect,
float z_near,
float z_2d,
float width_2d,
float height_2d)
{
float top = z_near * tan (fov_y * G_PI / 360.0);
float left = -top * aspect;
float right = top * aspect;
float bottom = -top;
float left_2d_plane = left / z_near * z_2d;
float right_2d_plane = right / z_near * z_2d;
float bottom_2d_plane = bottom / z_near * z_2d;
float top_2d_plane = top / z_near * z_2d;
float width_2d_start = right_2d_plane - left_2d_plane;
float height_2d_start = top_2d_plane - bottom_2d_plane;
/* Factors to scale from framebuffer geometry to frustum
* cross-section geometry. */
float width_scale = width_2d_start / width_2d;
float height_scale = height_2d_start / height_2d;
graphene_matrix_init_scale (matrix, width_scale, -height_scale, width_scale);
graphene_matrix_translate (matrix,
&GRAPHENE_POINT3D_INIT (left_2d_plane,
top_2d_plane,
-z_2d));
}
static void
clutter_stage_update_view_perspective (ClutterStage *stage)
{
ClutterStagePrivate *priv = stage->priv;
ClutterPerspective perspective;
float z_2d;
perspective = priv->perspective;
perspective.fovy = 60.0; /* 60 Degrees */
perspective.z_near = 1.0;
perspective.aspect = priv->viewport[2] / priv->viewport[3];
z_2d = calculate_z_translation (perspective.z_near);
/* NB: z_2d is only enough room for 85% of the stage_height between
* the stage and the z_near plane. For behind the stage plane we
* want a more consistent gap of 10 times the stage_height before
* hitting the far plane so we calculate that relative to the final
* height of the stage plane at the z_2d_distance we got... */
perspective.z_far = z_2d +
tanf (_DEG_TO_RAD (perspective.fovy / 2.0f)) * z_2d * 20.0f;
clutter_stage_set_perspective (stage, &perspective);
view_2d_in_perspective (&priv->view,
perspective.fovy,
perspective.aspect,
perspective.z_near,
z_2d,
priv->viewport[2],
priv->viewport[3]);
clutter_actor_invalidate_transform (CLUTTER_ACTOR (stage));
}
void
_clutter_stage_maybe_setup_viewport (ClutterStage *stage,
ClutterStageView *view)
{
ClutterStagePrivate *priv = stage->priv;
if (clutter_stage_view_is_dirty_viewport (view))
{
cairo_rectangle_int_t view_layout;
float fb_scale;
float viewport_offset_x;
float viewport_offset_y;
float viewport_x;
float viewport_y;
float viewport_width;
float viewport_height;
CLUTTER_NOTE (PAINT,
"Setting up the viewport { w:%f, h:%f }",
priv->viewport[2],
priv->viewport[3]);
fb_scale = clutter_stage_view_get_scale (view);
clutter_stage_view_get_layout (view, &view_layout);
viewport_offset_x = view_layout.x * fb_scale;
viewport_offset_y = view_layout.y * fb_scale;
viewport_x = roundf (priv->viewport[0] * fb_scale - viewport_offset_x);
viewport_y = roundf (priv->viewport[1] * fb_scale - viewport_offset_y);
viewport_width = roundf (priv->viewport[2] * fb_scale);
viewport_height = roundf (priv->viewport[3] * fb_scale);
clutter_stage_view_set_viewport (view,
viewport_x, viewport_y,
viewport_width, viewport_height);
}
if (clutter_stage_view_is_dirty_projection (view))
clutter_stage_view_set_projection (view, &priv->projection);
}
#undef _DEG_TO_RAD
/**
* clutter_stage_is_redraw_queued_on_view: (skip)
*/
gboolean
clutter_stage_is_redraw_queued_on_view (ClutterStage *stage,
ClutterStageView *view)
{
clutter_stage_finish_layout (stage);
return clutter_stage_view_has_redraw_clip (view);
}
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 != NULL)
g_object_unref (stage->priv->impl);
stage->priv->impl = 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)
{
ClutterStageManager *manager = clutter_stage_manager_get_default ();
ClutterStage *stage;
stage = clutter_stage_manager_get_default_stage (manager);
if (stage == NULL)
return NULL;
return _clutter_stage_get_window (stage);
}
/**
* clutter_stage_schedule_update:
* @stage: a #ClutterStage actor
*
* Schedules a redraw of the #ClutterStage at the next optimal timestamp.
*/
void
clutter_stage_schedule_update (ClutterStage *stage)
{
ClutterStagePrivate *priv = stage->priv;
ClutterStageWindow *stage_window;
gboolean first_event;
GList *l;
if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
return;
first_event = priv->event_queue->length == 0;
if (priv->update_scheduled && !first_event)
return;
stage_window = _clutter_stage_get_window (stage);
if (stage_window == NULL)
return;
for (l = clutter_stage_peek_stage_views (stage); l; l = l->next)
{
ClutterStageView *view = l->data;
clutter_stage_view_schedule_update (view);
}
priv->update_scheduled = TRUE;
}
ClutterPaintVolume *
_clutter_stage_paint_volume_stack_allocate (ClutterStage *stage)
{
GArray *paint_volume_stack = stage->priv->paint_volume_stack;
g_array_set_size (paint_volume_stack,
paint_volume_stack->len+1);
return &g_array_index (paint_volume_stack,
ClutterPaintVolume,
paint_volume_stack->len - 1);
}
void
_clutter_stage_paint_volume_stack_free_all (ClutterStage *stage)
{
GArray *paint_volume_stack = stage->priv->paint_volume_stack;
int i;
for (i = 0; i < paint_volume_stack->len; i++)
{
ClutterPaintVolume *pv =
&g_array_index (paint_volume_stack, ClutterPaintVolume, i);
clutter_paint_volume_free (pv);
}
g_array_set_size (paint_volume_stack, 0);
}
void
clutter_stage_add_to_redraw_clip (ClutterStage *stage,
ClutterPaintVolume *redraw_clip)
{
ClutterStageWindow *stage_window;
ClutterActorBox bounding_box;
ClutterActorBox intersection_box;
cairo_rectangle_int_t geom, stage_clip;
if (CLUTTER_ACTOR_IN_DESTRUCTION (CLUTTER_ACTOR (stage)))
return;
stage_window = _clutter_stage_get_window (stage);
if (stage_window == NULL)
return;
if (is_full_stage_redraw_queued (stage))
return;
if (redraw_clip == NULL)
{
clutter_stage_add_redraw_clip (stage, NULL);
return;
}
if (redraw_clip->is_empty)
return;
/* Now transform and project the clip volume to view coordinates and get
* the axis aligned bounding box that's aligned to the pixel grid.
*/
_clutter_paint_volume_get_stage_paint_box (redraw_clip,
stage,
&bounding_box);
_clutter_stage_window_get_geometry (stage_window, &geom);
intersection_box.x1 = MAX (bounding_box.x1, 0);
intersection_box.y1 = MAX (bounding_box.y1, 0);
intersection_box.x2 = MIN (bounding_box.x2, geom.width);
intersection_box.y2 = MIN (bounding_box.y2, geom.height);
/* There is no need to track degenerate/empty redraw clips */
if (intersection_box.x2 <= intersection_box.x1 ||
intersection_box.y2 <= intersection_box.y1)
return;
stage_clip.x = intersection_box.x1;
stage_clip.y = intersection_box.y1;
stage_clip.width = intersection_box.x2 - stage_clip.x;
stage_clip.height = intersection_box.y2 - stage_clip.y;
clutter_stage_add_redraw_clip (stage, &stage_clip);
}
int64_t
clutter_stage_get_frame_counter (ClutterStage *stage)
{
ClutterStageWindow *stage_window;
stage_window = _clutter_stage_get_window (stage);
return _clutter_stage_window_get_frame_counter (stage_window);
}
void
clutter_stage_presented (ClutterStage *stage,
ClutterStageView *view,
ClutterFrameInfo *frame_info)
{
g_signal_emit (stage, stage_signals[PRESENTED], 0, view, frame_info);
}
/**
* clutter_stage_get_capture_final_size:
* @stage: a #ClutterStage actor
* @rect: a #cairo_rectangle_int_t
* @out_width: (out) (optional): the final width
* @out_height: (out) (optional): the final height
* @out_scale: (out) (optional): the final scale factor
*
* Get the size of the framebuffer one must pass to
* [method@Stage.paint_to_buffer] or [method@Stage.paint_to_framebuffer]
* would be used with the same @rect.
*
* Returns: %TRUE if the size has been retrieved, %FALSE otherwise.
*/
gboolean
clutter_stage_get_capture_final_size (ClutterStage *stage,
cairo_rectangle_int_t *rect,
int *out_width,
int *out_height,
float *out_scale)
{
float max_scale = 1.0;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
if (rect)
{
graphene_rect_t capture_rect;
g_autoptr (GList) views = NULL;
GList *l;
_clutter_util_rect_from_rectangle (rect, &capture_rect);
views = clutter_stage_get_views_for_rect (stage, &capture_rect);
if (!views)
return FALSE;
for (l = views; l; l = l->next)
{
ClutterStageView *view = l->data;
max_scale = MAX (clutter_stage_view_get_scale (view), max_scale);
}
if (out_width)
*out_width = (gint) roundf (rect->width * max_scale);
if (out_height)
*out_height = (gint) roundf (rect->height * max_scale);
}
else
{
ClutterActorBox alloc;
float stage_width, stage_height;
clutter_actor_get_allocation_box (CLUTTER_ACTOR (stage), &alloc);
clutter_actor_box_get_size (&alloc, &stage_width, &stage_height);
max_scale = clutter_actor_get_real_resource_scale (CLUTTER_ACTOR (stage));
if (out_width)
*out_width = (gint) roundf (stage_width * max_scale);
if (out_height)
*out_height = (gint) roundf (stage_height * max_scale);
}
if (out_scale)
*out_scale = max_scale;
return TRUE;
}
void
clutter_stage_paint_to_framebuffer (ClutterStage *stage,
CoglFramebuffer *framebuffer,
const cairo_rectangle_int_t *rect,
float scale,
ClutterPaintFlag paint_flags)
{
ClutterStagePrivate *priv = stage->priv;
ClutterPaintContext *paint_context;
cairo_region_t *redraw_clip;
if (paint_flags & CLUTTER_PAINT_FLAG_CLEAR)
{
CoglColor clear_color;
cogl_color_init_from_4ub (&clear_color, 0, 0, 0, 0);
cogl_framebuffer_clear (framebuffer, COGL_BUFFER_BIT_COLOR, &clear_color);
}
redraw_clip = cairo_region_create_rectangle (rect);
paint_context =
clutter_paint_context_new_for_framebuffer (framebuffer,
redraw_clip,
paint_flags);
cairo_region_destroy (redraw_clip);
cogl_framebuffer_push_matrix (framebuffer);
cogl_framebuffer_set_projection_matrix (framebuffer, &priv->projection);
cogl_framebuffer_set_viewport (framebuffer,
-(rect->x * scale),
-(rect->y * scale),
priv->viewport[2] * scale,
priv->viewport[3] * scale);
clutter_actor_paint (CLUTTER_ACTOR (stage), paint_context);
cogl_framebuffer_pop_matrix (framebuffer);
clutter_paint_context_destroy (paint_context);
}
/**
* clutter_stage_paint_to_buffer:
* @stage: a #ClutterStage actor
* @rect: a #cairo_rectangle_int_t
* @scale: the scale
* @data: (array) (element-type guint8): a pointer to the data
* @stride: stride of the image surface
* @format: the pixel format
* @paint_flags: the #ClutterPaintFlag
* @error: the error
*
* Take a snapshot of the stage to a provided buffer.
*
* Returns: %TRUE is the buffer has been paint successfully, %FALSE otherwise.
*/
gboolean
clutter_stage_paint_to_buffer (ClutterStage *stage,
const cairo_rectangle_int_t *rect,
float scale,
uint8_t *data,
int stride,
CoglPixelFormat format,
ClutterPaintFlag paint_flags,
GError **error)
{
ClutterBackend *clutter_backend = clutter_get_default_backend ();
CoglContext *cogl_context =
clutter_backend_get_cogl_context (clutter_backend);
int texture_width, texture_height;
CoglTexture2D *texture;
CoglOffscreen *offscreen;
CoglFramebuffer *framebuffer;
CoglBitmap *bitmap;
texture_width = (int) roundf (rect->width * scale);
texture_height = (int) roundf (rect->height * scale);
texture = cogl_texture_2d_new_with_size (cogl_context,
texture_width,
texture_height);
if (!texture)
{
g_set_error (error, G_IO_ERROR, G_IO_ERROR_FAILED,
"Failed to create %dx%d texture",
texture_width, texture_height);
return FALSE;
}
offscreen = cogl_offscreen_new_with_texture (COGL_TEXTURE (texture));
framebuffer = COGL_FRAMEBUFFER (offscreen);
cogl_object_unref (texture);
if (!cogl_framebuffer_allocate (framebuffer, error))
return FALSE;
clutter_stage_paint_to_framebuffer (stage, framebuffer,
rect, scale, paint_flags);
bitmap = cogl_bitmap_new_for_data (cogl_context,
texture_width, texture_height,
format,
stride,
data);
cogl_framebuffer_read_pixels_into_bitmap (framebuffer,
0, 0,
COGL_READ_PIXELS_COLOR_BUFFER,
bitmap);
cogl_object_unref (bitmap);
g_object_unref (framebuffer);
return TRUE;
}
/**
* clutter_stage_paint_to_content:
* @stage: a #ClutterStage actor
* @rect: a #cairo_rectangle_int_t
* @scale: the scale
* @paint_flags: the #ClutterPaintFlag
* @error: the error
*
* Take a snapshot of the stage to a #ClutterContent.
*
* Returns: (transfer full): the #ClutterContent or %NULL on error.
*/
ClutterContent *
clutter_stage_paint_to_content (ClutterStage *stage,
const cairo_rectangle_int_t *rect,
float scale,
ClutterPaintFlag paint_flags,
GError **error)
{
ClutterBackend *clutter_backend = clutter_get_default_backend ();
CoglContext *cogl_context =
clutter_backend_get_cogl_context (clutter_backend);
int texture_width, texture_height;
CoglTexture2D *texture;
CoglOffscreen *offscreen;
g_autoptr (CoglFramebuffer) framebuffer = NULL;
texture_width = (int) roundf (rect->width * scale);
texture_height = (int) roundf (rect->height * scale);
texture = cogl_texture_2d_new_with_size (cogl_context,
texture_width,
texture_height);
if (!texture)
{
g_set_error (error, G_IO_ERROR, G_IO_ERROR_FAILED,
"Failed to create %dx%d texture",
texture_width, texture_height);
return NULL;
}
offscreen = cogl_offscreen_new_with_texture (COGL_TEXTURE (texture));
framebuffer = COGL_FRAMEBUFFER (offscreen);
cogl_object_unref (texture);
if (!cogl_framebuffer_allocate (framebuffer, error))
return NULL;
clutter_stage_paint_to_framebuffer (stage, framebuffer,
rect, scale, paint_flags);
return clutter_texture_content_new_from_texture (cogl_offscreen_get_texture (offscreen),
NULL);
}
void
clutter_stage_capture_view_into (ClutterStage *stage,
ClutterStageView *view,
cairo_rectangle_int_t *rect,
uint8_t *data,
int stride)
{
CoglFramebuffer *framebuffer;
ClutterBackend *backend;
CoglContext *context;
CoglBitmap *bitmap;
cairo_rectangle_int_t view_layout;
float view_scale;
float texture_width;
float texture_height;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
framebuffer = clutter_stage_view_get_framebuffer (view);
clutter_stage_view_get_layout (view, &view_layout);
if (!rect)
rect = &view_layout;
view_scale = clutter_stage_view_get_scale (view);
texture_width = roundf (rect->width * view_scale);
texture_height = roundf (rect->height * view_scale);
backend = clutter_get_default_backend ();
context = clutter_backend_get_cogl_context (backend);
bitmap = cogl_bitmap_new_for_data (context,
texture_width, texture_height,
CLUTTER_CAIRO_FORMAT_ARGB32,
stride,
data);
cogl_framebuffer_read_pixels_into_bitmap (framebuffer,
roundf ((rect->x - view_layout.x) * view_scale),
roundf ((rect->y - view_layout.y) * view_scale),
COGL_READ_PIXELS_COLOR_BUFFER,
bitmap);
cogl_object_unref (bitmap);
}
/**
* clutter_stage_peek_stage_views: (skip)
*/
GList *
clutter_stage_peek_stage_views (ClutterStage *stage)
{
ClutterStagePrivate *priv = stage->priv;
return _clutter_stage_window_get_views (priv->impl);
}
void
clutter_stage_clear_stage_views (ClutterStage *stage)
{
clutter_actor_clear_stage_views_recursive (CLUTTER_ACTOR (stage), FALSE);
}
GList *
clutter_stage_get_views_for_rect (ClutterStage *stage,
const graphene_rect_t *rect)
{
ClutterStagePrivate *priv = stage->priv;
GList *views_for_rect = NULL;
GList *l;
for (l = _clutter_stage_window_get_views (priv->impl); l; l = l->next)
{
ClutterStageView *view = l->data;
cairo_rectangle_int_t view_layout;
graphene_rect_t view_rect;
clutter_stage_view_get_layout (view, &view_layout);
_clutter_util_rect_from_rectangle (&view_layout, &view_rect);
if (graphene_rect_intersection (&view_rect, rect, NULL))
views_for_rect = g_list_prepend (views_for_rect, view);
}
return views_for_rect;
}
void
clutter_stage_set_actor_needs_immediate_relayout (ClutterStage *stage)
{
ClutterStagePrivate *priv = stage->priv;
priv->actor_needs_immediate_relayout = TRUE;
}
void
clutter_stage_maybe_invalidate_focus (ClutterStage *self,
ClutterActor *actor)
{
ClutterStagePrivate *priv = self->priv;
GHashTableIter iter;
gpointer value;
if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
return;
g_hash_table_iter_init (&iter, priv->pointer_devices);
while (g_hash_table_iter_next (&iter, NULL, &value))
{
PointerDeviceEntry *entry = value;
if (entry->current_actor != actor)
continue;
clutter_stage_pick_and_update_device (self,
entry->device,
NULL, NULL,
CLUTTER_DEVICE_UPDATE_IGNORE_CACHE |
CLUTTER_DEVICE_UPDATE_EMIT_CROSSING,
entry->coords,
CLUTTER_CURRENT_TIME);
}
g_hash_table_iter_init (&iter, priv->touch_sequences);
while (g_hash_table_iter_next (&iter, NULL, &value))
{
PointerDeviceEntry *entry = value;
if (entry->current_actor != actor)
continue;
clutter_stage_pick_and_update_device (self,
entry->device,
entry->sequence,
NULL,
CLUTTER_DEVICE_UPDATE_IGNORE_CACHE |
CLUTTER_DEVICE_UPDATE_EMIT_CROSSING,
entry->coords,
CLUTTER_CURRENT_TIME);
}
}
void
clutter_stage_invalidate_focus (ClutterStage *self,
ClutterActor *actor)
{
if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
return;
g_assert (!clutter_actor_is_mapped (actor) || !clutter_actor_get_reactive (actor));
clutter_stage_maybe_invalidate_focus (self, actor);
if (actor != CLUTTER_ACTOR (self))
g_assert (!clutter_actor_has_pointer (actor));
}
static void
free_pointer_device_entry (PointerDeviceEntry *entry)
{
if (entry->current_actor)
_clutter_actor_set_has_pointer (entry->current_actor, FALSE);
g_clear_pointer (&entry->clear_area, cairo_region_destroy);
g_assert (!entry->press_count);
g_assert (entry->event_emission_chain->len == 0);
g_array_unref (entry->event_emission_chain);
g_free (entry);
}
void
clutter_stage_update_device_entry (ClutterStage *self,
ClutterInputDevice *device,
ClutterEventSequence *sequence,
graphene_point_t coords,
ClutterActor *actor,
cairo_region_t *clear_area)
{
ClutterStagePrivate *priv = self->priv;
PointerDeviceEntry *entry = NULL;
g_assert (device != NULL);
if (sequence != NULL)
entry = g_hash_table_lookup (priv->touch_sequences, sequence);
else
entry = g_hash_table_lookup (priv->pointer_devices, device);
if (!entry)
{
entry = g_new0 (PointerDeviceEntry, 1);
if (sequence != NULL)
g_hash_table_insert (priv->touch_sequences, sequence, entry);
else
g_hash_table_insert (priv->pointer_devices, device, entry);
entry->stage = self;
entry->device = device;
entry->sequence = sequence;
entry->press_count = 0;
entry->implicit_grab_actor = NULL;
entry->event_emission_chain =
g_array_sized_new (FALSE, TRUE, sizeof (EventReceiver), 32);
g_array_set_clear_func (entry->event_emission_chain,
(GDestroyNotify) free_event_receiver);
}
entry->coords = coords;
if (entry->current_actor != actor)
{
if (entry->current_actor)
_clutter_actor_set_has_pointer (entry->current_actor, FALSE);
entry->current_actor = actor;
if (actor)
_clutter_actor_set_has_pointer (actor, TRUE);
}
g_clear_pointer (&entry->clear_area, cairo_region_destroy);
if (clear_area)
entry->clear_area = cairo_region_reference (clear_area);
}
void
clutter_stage_remove_device_entry (ClutterStage *self,
ClutterInputDevice *device,
ClutterEventSequence *sequence)
{
ClutterStagePrivate *priv = self->priv;
gboolean removed;
g_assert (device != NULL);
if (sequence != NULL)
removed = g_hash_table_remove (priv->touch_sequences, sequence);
else
removed = g_hash_table_remove (priv->pointer_devices, device);
g_assert (removed);
}
/**
* clutter_stage_get_device_actor:
* @stage: a #ClutterStage
* @device: a #ClutterInputDevice
* @sequence: (allow-none): an optional #ClutterEventSequence
*
* Retrieves the [class@Clutter.Actor] underneath the pointer or touch point
* of @device and @sequence.
*
* Returns: (transfer none) (nullable): a pointer to the #ClutterActor or %NULL
*/
ClutterActor *
clutter_stage_get_device_actor (ClutterStage *stage,
ClutterInputDevice *device,
ClutterEventSequence *sequence)
{
ClutterStagePrivate *priv = stage->priv;
PointerDeviceEntry *entry = NULL;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
g_return_val_if_fail (device != NULL, NULL);
if (sequence != NULL)
entry = g_hash_table_lookup (priv->touch_sequences, sequence);
else
entry = g_hash_table_lookup (priv->pointer_devices, device);
if (entry)
return entry->current_actor;
return NULL;
}
/**
* clutter_stage_get_device_coords: (skip):
*/
void
clutter_stage_get_device_coords (ClutterStage *stage,
ClutterInputDevice *device,
ClutterEventSequence *sequence,
graphene_point_t *coords)
{
ClutterStagePrivate *priv = stage->priv;
PointerDeviceEntry *entry = NULL;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (device != NULL);
if (sequence != NULL)
entry = g_hash_table_lookup (priv->touch_sequences, sequence);
else
entry = g_hash_table_lookup (priv->pointer_devices, device);
if (entry && coords)
*coords = entry->coords;
}
static void
clutter_stage_set_device_coords (ClutterStage *stage,
ClutterInputDevice *device,
ClutterEventSequence *sequence,
graphene_point_t coords)
{
ClutterStagePrivate *priv = stage->priv;
PointerDeviceEntry *entry = NULL;
if (sequence != NULL)
entry = g_hash_table_lookup (priv->touch_sequences, sequence);
else
entry = g_hash_table_lookup (priv->pointer_devices, device);
if (entry)
entry->coords = coords;
}
static ClutterActor *
find_common_root_actor (ClutterStage *stage,
ClutterActor *a,
ClutterActor *b)
{
if (a && b)
{
while (a)
{
if (a == b || clutter_actor_contains (a, b))
return a;
a = clutter_actor_get_parent (a);
}
}
return CLUTTER_ACTOR (stage);
}
static ClutterEvent *
create_crossing_event (ClutterStage *stage,
ClutterInputDevice *device,
ClutterEventSequence *sequence,
ClutterInputDevice *source_device,
ClutterEventType event_type,
ClutterEventFlags flags,
ClutterActor *source,
ClutterActor *related,
graphene_point_t coords,
uint32_t time_ms)
{
ClutterEvent *event;
event = clutter_event_new (event_type);
event->crossing.time = time_ms;
event->crossing.flags = flags;
event->crossing.stage = stage;
event->crossing.x = coords.x;
event->crossing.y = coords.y;
event->crossing.source = source;
event->crossing.related = related;
event->crossing.sequence = sequence;
clutter_event_set_device (event, device);
clutter_event_set_source_device (event, source_device);
return event;
}
static inline void
add_actor_to_event_emission_chain (GArray *chain,
ClutterActor *actor,
ClutterEventPhase phase)
{
EventReceiver *receiver;
g_array_set_size (chain, chain->len + 1);
receiver = &g_array_index (chain, EventReceiver, chain->len - 1);
receiver->actor = g_object_ref (actor);
receiver->phase = phase;
}
static inline void
add_action_to_event_emission_chain (GArray *chain,
ClutterAction *action)
{
EventReceiver *receiver;
g_array_set_size (chain, chain->len + 1);
receiver = &g_array_index (chain, EventReceiver, chain->len - 1);
receiver->action = g_object_ref (action);
}
static void
create_event_emission_chain (ClutterStage *stage,
GArray *chain,
ClutterActor *topmost,
ClutterActor *deepmost)
{
ClutterStagePrivate *priv = stage->priv;
int i;
g_assert (priv->cur_event_actors->len == 0);
clutter_actor_collect_event_actors (topmost, deepmost, priv->cur_event_actors);
for (i = priv->cur_event_actors->len - 1; i >= 0; i--)
{
ClutterActor *actor = g_ptr_array_index (priv->cur_event_actors, i);
const GList *l;
for (l = clutter_actor_peek_actions (actor); l; l = l->next)
{
ClutterAction *action = l->data;
if (clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (action)) &&
clutter_action_get_phase (action) == CLUTTER_PHASE_CAPTURE)
add_action_to_event_emission_chain (chain, action);
}
add_actor_to_event_emission_chain (chain, actor, CLUTTER_PHASE_CAPTURE);
}
for (i = 0; i < priv->cur_event_actors->len; i++)
{
ClutterActor *actor = g_ptr_array_index (priv->cur_event_actors, i);
const GList *l;
for (l = clutter_actor_peek_actions (actor); l; l = l->next)
{
ClutterAction *action = l->data;
if (clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (action)) &&
clutter_action_get_phase (action) == CLUTTER_PHASE_BUBBLE)
add_action_to_event_emission_chain (chain, action);
}
add_actor_to_event_emission_chain (chain, actor, CLUTTER_PHASE_BUBBLE);
}
priv->cur_event_actors->len = 0;
}
typedef enum
{
EVENT_NOT_HANDLED,
EVENT_HANDLED_BY_ACTOR,
EVENT_HANDLED_BY_ACTION
} EventHandledState;
static EventHandledState
emit_event (const ClutterEvent *event,
GArray *event_emission_chain)
{
unsigned int i;
for (i = 0; i < event_emission_chain->len; i++)
{
EventReceiver *receiver =
&g_array_index (event_emission_chain, EventReceiver, i);
if (receiver->actor)
{
if (clutter_actor_event (receiver->actor, event, receiver->phase == CLUTTER_PHASE_CAPTURE))
return EVENT_HANDLED_BY_ACTOR;
}
else if (receiver->action)
{
if (clutter_action_handle_event (receiver->action, event))
return EVENT_HANDLED_BY_ACTION;
}
}
return EVENT_NOT_HANDLED;
}
static void
clutter_stage_emit_crossing_event (ClutterStage *self,
const ClutterEvent *event,
ClutterActor *deepmost,
ClutterActor *topmost)
{
ClutterStagePrivate *priv = self->priv;
ClutterInputDevice *device = clutter_event_get_device (event);
ClutterEventSequence *sequence = clutter_event_get_event_sequence (event);
PointerDeviceEntry *entry;
if (topmost == NULL)
topmost = CLUTTER_ACTOR (self);
if (sequence != NULL)
entry = g_hash_table_lookup (priv->touch_sequences, sequence);
else
entry = g_hash_table_lookup (priv->pointer_devices, device);
g_assert (entry != NULL);
if (entry->press_count &&
!(clutter_event_get_flags (event) & CLUTTER_EVENT_FLAG_GRAB_NOTIFY))
{
emit_event (event, entry->event_emission_chain);
}
else
{
gboolean in_event_emission;
GArray *event_emission_chain;
/* Crossings can happen while we're in the middle of event emission
* (for example when an actor goes unmapped or gets grabbed), so we
* can't reuse priv->cur_event_emission_chain here, it might already be in use.
*/
in_event_emission = priv->cur_event_emission_chain->len != 0;
if (in_event_emission)
{
event_emission_chain =
g_array_sized_new (FALSE, TRUE, sizeof (EventReceiver), 32);
g_array_set_clear_func (event_emission_chain,
(GDestroyNotify) free_event_receiver);
}
else
{
event_emission_chain = g_array_ref (priv->cur_event_emission_chain);
}
create_event_emission_chain (self, event_emission_chain, topmost, deepmost);
emit_event (event, event_emission_chain);
g_array_remove_range (event_emission_chain, 0, event_emission_chain->len);
g_array_unref (event_emission_chain);
}
}
static void
sync_crossings_on_implicit_grab_end (ClutterStage *self,
PointerDeviceEntry *entry)
{
ClutterActor *deepmost, *topmost;
ClutterActor *parent;
ClutterEvent *crossing;
deepmost = entry->current_actor;
if (clutter_actor_contains (entry->current_actor, entry->implicit_grab_actor))
return;
topmost = entry->current_actor;
while ((parent = clutter_actor_get_parent (topmost)))
{
if (clutter_actor_contains (parent, entry->implicit_grab_actor))
break;
topmost = parent;
}
crossing = create_crossing_event (self,
entry->device,
entry->sequence,
NULL,
CLUTTER_ENTER,
CLUTTER_EVENT_FLAG_GRAB_NOTIFY,
entry->current_actor,
NULL,
entry->coords,
CLUTTER_CURRENT_TIME);
if (!_clutter_event_process_filters (crossing, deepmost))
{
clutter_stage_emit_crossing_event (self,
crossing,
deepmost,
topmost);
}
clutter_event_free (crossing);
}
void
clutter_stage_update_device (ClutterStage *stage,
ClutterInputDevice *device,
ClutterEventSequence *sequence,
ClutterInputDevice *source_device,
graphene_point_t point,
uint32_t time_ms,
ClutterActor *new_actor,
cairo_region_t *clear_area,
gboolean emit_crossing)
{
ClutterInputDeviceType device_type;
ClutterActor *old_actor, *root;
gboolean device_actor_changed;
ClutterEvent *event;
device_type = clutter_input_device_get_device_type (device);
g_assert (device_type != CLUTTER_KEYBOARD_DEVICE &&
device_type != CLUTTER_PAD_DEVICE);
old_actor = clutter_stage_get_device_actor (stage, device, sequence);
device_actor_changed = new_actor != old_actor;
clutter_stage_update_device_entry (stage,
device, sequence,
point,
new_actor,
clear_area);
if (device_actor_changed)
{
CLUTTER_NOTE (EVENT,
"Updating actor under cursor (device %s, at %.2f, %.2f): %s",
clutter_input_device_get_device_name (device),
point.x,
point.y,
_clutter_actor_get_debug_name (new_actor));
if (emit_crossing)
{
ClutterActor *grab_actor;
root = find_common_root_actor (stage, new_actor, old_actor);
grab_actor = clutter_stage_get_grab_actor (stage);
/* If the common root is outside the currently effective grab,
* it involves actors outside the grabbed actor hierarchy, the
* events should be propagated from/inside the grab actor.
*/
if (grab_actor &&
root != grab_actor &&
!clutter_actor_contains (grab_actor, root))
root = grab_actor;
}
/* we need to make sure that this event is processed
* before any other event we might have queued up until
* now, so we go on, and synthesize the event emission
* ourselves
*/
if (old_actor && emit_crossing)
{
event = create_crossing_event (stage,
device, sequence,
source_device,
CLUTTER_LEAVE,
CLUTTER_EVENT_NONE,
old_actor, new_actor,
point, time_ms);
if (!_clutter_event_process_filters (event, old_actor))
{
clutter_stage_emit_crossing_event (stage,
event,
old_actor,
root);
}
clutter_event_free (event);
}
if (new_actor && emit_crossing)
{
event = create_crossing_event (stage,
device, sequence,
source_device,
CLUTTER_ENTER,
CLUTTER_EVENT_NONE,
new_actor, old_actor,
point, time_ms);
if (!_clutter_event_process_filters (event, new_actor))
{
clutter_stage_emit_crossing_event (stage,
event,
new_actor,
root);
}
clutter_event_free (event);
}
}
}
void
clutter_stage_repick_device (ClutterStage *stage,
ClutterInputDevice *device)
{
graphene_point_t point;
clutter_stage_get_device_coords (stage, device, NULL, &point);
clutter_stage_pick_and_update_device (stage,
device,
NULL, NULL,
CLUTTER_DEVICE_UPDATE_IGNORE_CACHE |
CLUTTER_DEVICE_UPDATE_EMIT_CROSSING,
point,
CLUTTER_CURRENT_TIME);
}
static gboolean
clutter_stage_check_in_clear_area (ClutterStage *stage,
ClutterInputDevice *device,
ClutterEventSequence *sequence,
graphene_point_t point)
{
ClutterStagePrivate *priv = stage->priv;
PointerDeviceEntry *entry = NULL;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
g_return_val_if_fail (device != NULL, FALSE);
if (sequence != NULL)
entry = g_hash_table_lookup (priv->touch_sequences, sequence);
else
entry = g_hash_table_lookup (priv->pointer_devices, device);
if (!entry)
return FALSE;
if (!entry->clear_area)
return FALSE;
return cairo_region_contains_point (entry->clear_area,
point.x, point.y);
}
ClutterActor *
clutter_stage_pick_and_update_device (ClutterStage *stage,
ClutterInputDevice *device,
ClutterEventSequence *sequence,
ClutterInputDevice *source_device,
ClutterDeviceUpdateFlags flags,
graphene_point_t point,
uint32_t time_ms)
{
ClutterActor *new_actor;
cairo_region_t *clear_area = NULL;
if ((flags & CLUTTER_DEVICE_UPDATE_IGNORE_CACHE) == 0)
{
if (clutter_stage_check_in_clear_area (stage, device,
sequence, point))
{
clutter_stage_set_device_coords (stage, device,
sequence, point);
return clutter_stage_get_device_actor (stage, device, sequence);
}
}
new_actor = _clutter_stage_do_pick (stage,
point.x,
point.y,
CLUTTER_PICK_REACTIVE,
&clear_area);
/* Picking should never fail, but if it does, we bail out here */
g_return_val_if_fail (new_actor != NULL, NULL);
clutter_stage_update_device (stage,
device, sequence,
source_device,
point,
time_ms,
new_actor,
clear_area,
!!(flags & CLUTTER_DEVICE_UPDATE_EMIT_CROSSING));
g_clear_pointer (&clear_area, cairo_region_destroy);
return new_actor;
}
static void
cleanup_implicit_grab (PointerDeviceEntry *entry)
{
clutter_actor_set_implicitly_grabbed (entry->implicit_grab_actor, FALSE);
entry->implicit_grab_actor = NULL;
g_array_remove_range (entry->event_emission_chain, 0,
entry->event_emission_chain->len);
entry->press_count = 0;
}
static void
clutter_stage_notify_grab_on_pointer_entry (ClutterStage *stage,
PointerDeviceEntry *entry,
ClutterActor *grab_actor,
ClutterActor *old_grab_actor)
{
gboolean pointer_in_grab, pointer_in_old_grab;
gboolean implicit_grab_cancelled = FALSE;
ClutterEventType event_type = CLUTTER_NOTHING;
ClutterActor *topmost, *deepmost;
if (!entry->current_actor)
return;
pointer_in_grab =
!grab_actor ||
grab_actor == entry->current_actor ||
clutter_actor_contains (grab_actor, entry->current_actor);
pointer_in_old_grab =
!old_grab_actor ||
old_grab_actor == entry->current_actor ||
clutter_actor_contains (old_grab_actor, entry->current_actor);
if (grab_actor && entry->press_count > 0)
{
ClutterInputDevice *device = entry->device;
ClutterEventSequence *sequence = entry->sequence;
unsigned int i;
unsigned int n_removed = 0;
implicit_grab_cancelled = TRUE;
for (i = 0; i < entry->event_emission_chain->len; i++)
{
EventReceiver *receiver =
&g_array_index (entry->event_emission_chain, EventReceiver, i);
if (receiver->actor)
{
if (!clutter_actor_contains (grab_actor, receiver->actor))
{
g_clear_object (&receiver->actor);
n_removed++;
}
else
{
implicit_grab_cancelled = FALSE;
}
}
else if (receiver->action)
{
ClutterActor *action_actor =
clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (receiver->action));
if (!action_actor || !clutter_actor_contains (grab_actor, action_actor))
{
clutter_action_sequence_cancelled (receiver->action,
device,
sequence);
g_clear_object (&receiver->action);
n_removed++;
}
else
{
implicit_grab_cancelled = FALSE;
}
}
}
if (n_removed > 0)
{
CLUTTER_NOTE (GRABS,
"[grab=%p device=%p sequence=%p implicit_grab_cancelled=%d] "
"Cancelled %u actors and actions on implicit grab due to new seat grab",
stage->priv->topmost_grab, device, sequence, implicit_grab_cancelled,
n_removed);
}
}
/* Equate NULL actors to the stage here, to ease calculations further down. */
if (!grab_actor)
grab_actor = CLUTTER_ACTOR (stage);
if (!old_grab_actor)
old_grab_actor = CLUTTER_ACTOR (stage);
if (grab_actor == old_grab_actor)
{
g_assert (!implicit_grab_cancelled);
return;
}
if (pointer_in_grab && pointer_in_old_grab)
{
/* Both grabs happen to contain the pointer actor, we have to figure out
* which is topmost, and emit ENTER/LEAVE events accordingly on the actors
* between old/new grabs.
*/
if (clutter_actor_contains (grab_actor, old_grab_actor))
{
/* grab_actor is above old_grab_actor, emit ENTER events in the
* line between those two actors.
*/
event_type = CLUTTER_ENTER;
deepmost = clutter_actor_get_parent (old_grab_actor);
topmost = grab_actor;
}
else if (clutter_actor_contains (old_grab_actor, grab_actor))
{
/* old_grab_actor is above grab_actor, emit LEAVE events in the
* line between those two actors.
*/
event_type = CLUTTER_LEAVE;
deepmost = clutter_actor_get_parent (grab_actor);
topmost = old_grab_actor;
}
}
else if (pointer_in_grab)
{
/* Pointer is somewhere inside the grab_actor hierarchy. Emit ENTER events
* from the current grab actor to the pointer actor.
*/
event_type = CLUTTER_ENTER;
deepmost = entry->current_actor;
topmost = grab_actor;
}
else if (pointer_in_old_grab)
{
/* Pointer is somewhere inside the old_grab_actor hierarchy. Emit LEAVE
* events from the common root of old/cur grab actors to the pointer
* actor.
*/
event_type = CLUTTER_LEAVE;
deepmost = entry->current_actor;
topmost = find_common_root_actor (stage, grab_actor, old_grab_actor);
}
if (event_type == CLUTTER_ENTER && implicit_grab_cancelled)
cleanup_implicit_grab (entry);
if (event_type != CLUTTER_NOTHING)
{
ClutterEvent *event;
if (entry->implicit_grab_actor)
deepmost = find_common_root_actor (stage, entry->implicit_grab_actor, deepmost);
event = create_crossing_event (stage,
entry->device,
entry->sequence,
NULL,
event_type,
CLUTTER_EVENT_FLAG_GRAB_NOTIFY,
entry->current_actor,
event_type == CLUTTER_LEAVE ?
grab_actor : old_grab_actor,
entry->coords,
CLUTTER_CURRENT_TIME);
if (!_clutter_event_process_filters (event, entry->current_actor))
{
clutter_stage_emit_crossing_event (stage,
event,
deepmost,
topmost);
}
clutter_event_free (event);
}
if ((event_type == CLUTTER_NOTHING || event_type == CLUTTER_LEAVE) &&
implicit_grab_cancelled)
cleanup_implicit_grab (entry);
}
static void
clutter_stage_notify_grab_on_key_focus (ClutterStage *stage,
ClutterActor *grab_actor,
ClutterActor *old_grab_actor)
{
ClutterStagePrivate *priv = stage->priv;
ClutterActor *key_focus;
gboolean focus_in_grab, focus_in_old_grab;
key_focus = priv->key_focused_actor ?
priv->key_focused_actor : CLUTTER_ACTOR (stage);
focus_in_grab =
!grab_actor ||
grab_actor == key_focus ||
clutter_actor_contains (grab_actor, key_focus);
focus_in_old_grab =
!old_grab_actor ||
old_grab_actor == key_focus ||
clutter_actor_contains (old_grab_actor, key_focus);
if (focus_in_grab && !focus_in_old_grab)
_clutter_actor_set_has_key_focus (CLUTTER_ACTOR (key_focus), TRUE);
else if (!focus_in_grab && focus_in_old_grab)
_clutter_actor_set_has_key_focus (CLUTTER_ACTOR (key_focus), FALSE);
}
static void
clutter_stage_notify_grab (ClutterStage *stage,
ClutterGrab *cur,
ClutterGrab *old)
{
ClutterStagePrivate *priv = stage->priv;
ClutterActor *cur_actor = NULL, *old_actor = NULL;
PointerDeviceEntry *entry;
GHashTableIter iter;
if (cur)
cur_actor = cur->actor;
if (old)
old_actor = old->actor;
/* Nothing to notify */
if (cur_actor == old_actor)
return;
g_hash_table_iter_init (&iter, priv->pointer_devices);
while (g_hash_table_iter_next (&iter, NULL, (gpointer *) &entry))
{
/* Update pointers */
clutter_stage_notify_grab_on_pointer_entry (stage,
entry,
cur_actor,
old_actor);
}
g_hash_table_iter_init (&iter, priv->touch_sequences);
while (g_hash_table_iter_next (&iter, NULL, (gpointer *) &entry))
{
/* Update touch sequences */
clutter_stage_notify_grab_on_pointer_entry (stage,
entry,
cur_actor,
old_actor);
}
clutter_stage_notify_grab_on_key_focus (stage, cur_actor, old_actor);
}
ClutterGrab *
clutter_grab_ref (ClutterGrab *grab)
{
g_ref_count_inc (&grab->ref_count);
return grab;
}
void
clutter_grab_unref (ClutterGrab *grab)
{
if (g_ref_count_dec (&grab->ref_count))
{
clutter_grab_dismiss (grab);
g_free (grab);
}
}
G_DEFINE_BOXED_TYPE (ClutterGrab, clutter_grab,
clutter_grab_ref, clutter_grab_unref)
static ClutterGrab *
clutter_grab_new (ClutterStage *stage,
ClutterActor *actor,
gboolean owns_actor)
{
ClutterGrab *grab;
grab = g_new0 (ClutterGrab, 1);
g_ref_count_init (&grab->ref_count);
grab->stage = stage;
grab->actor = actor;
if (owns_actor)
grab->owns_actor = TRUE;
return grab;
}
static ClutterGrab *
clutter_stage_grab_full (ClutterStage *stage,
ClutterActor *actor,
gboolean owns_actor)
{
ClutterStagePrivate *priv;
ClutterGrab *grab;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
g_return_val_if_fail (stage ==
(ClutterStage *) _clutter_actor_get_stage_internal (actor),
NULL);
priv = stage->priv;
if (!priv->topmost_grab)
{
ClutterMainContext *context;
ClutterSeat *seat;
/* First grab in the chain, trigger a backend grab too */
context = _clutter_context_get_default ();
seat = clutter_backend_get_default_seat (context->backend);
priv->grab_state =
clutter_seat_grab (seat, clutter_get_current_event_time ());
}
grab = clutter_grab_new (stage, actor, owns_actor);
grab->prev = NULL;
grab->next = priv->topmost_grab;
if (priv->topmost_grab)
priv->topmost_grab->prev = grab;
priv->topmost_grab = grab;
if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_GRABS))
{
unsigned int n_grabs = 0;
ClutterGrab *g;
for (g = priv->topmost_grab; g != NULL; g = g->next)
n_grabs++;
CLUTTER_NOTE (GRABS,
"[grab=%p] Attached seat grab (n_grabs: %u) on actor: %s",
grab, n_grabs, _clutter_actor_get_debug_name (actor));
}
clutter_actor_attach_grab (actor, grab);
clutter_stage_notify_grab (stage, grab, grab->next);
return grab;
}
/**
* clutter_stage_grab:
* @stage: The #ClutterStage
* @actor: The actor grabbing input
*
* Grabs input onto a certain actor. Events will be propagated as
* usual inside its hierarchy.
*
* Returns: (transfer full): an opaque #ClutterGrab handle, drop
* with [method@Grab.dismiss]
**/
ClutterGrab *
clutter_stage_grab (ClutterStage *stage,
ClutterActor *actor)
{
return clutter_stage_grab_full (stage, actor, FALSE);
}
ClutterGrab *
clutter_stage_grab_input_only (ClutterStage *stage,
ClutterEventHandler handler,
gpointer user_data,
GDestroyNotify user_data_destroy)
{
ClutterInputOnlyActor *input_only_actor;
ClutterActor *actor;
input_only_actor = clutter_input_only_actor_new (handler, user_data,
user_data_destroy);
actor = CLUTTER_ACTOR (input_only_actor);
clutter_actor_set_name (actor, "input only grab actor");
clutter_actor_insert_child_at_index (CLUTTER_ACTOR (stage), actor, 0);
return clutter_stage_grab_full (stage, actor, TRUE);
}
void
clutter_stage_unlink_grab (ClutterStage *stage,
ClutterGrab *grab)
{
ClutterStagePrivate *priv = stage->priv;
ClutterGrab *prev, *next;
/* This grab is already detached */
if (!grab->prev && !grab->next && priv->topmost_grab != grab)
return;
prev = grab->prev;
next = grab->next;
if (prev)
prev->next = next;
if (next)
next->prev = prev;
if (priv->topmost_grab == grab)
{
/* This is the active grab */
g_assert (prev == NULL);
priv->topmost_grab = next;
clutter_stage_notify_grab (stage, next, grab);
}
clutter_actor_detach_grab (grab->actor, grab);
if (!priv->topmost_grab)
{
ClutterMainContext *context;
ClutterSeat *seat;
/* This was the last remaining grab, trigger a backend ungrab */
context = _clutter_context_get_default ();
seat = clutter_backend_get_default_seat (context->backend);
clutter_seat_ungrab (seat, clutter_get_current_event_time ());
priv->grab_state = CLUTTER_GRAB_STATE_NONE;
}
if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_GRABS))
{
unsigned int n_grabs = 0;
ClutterGrab *g;
for (g = priv->topmost_grab; g != NULL; g = g->next)
n_grabs++;
CLUTTER_NOTE (GRABS,
"[grab=%p] Detached seat grab (n_grabs: %u)",
grab, n_grabs);
}
grab->next = NULL;
grab->prev = NULL;
if (grab->owns_actor)
g_clear_pointer (&grab->actor, clutter_actor_destroy);
}
/**
* clutter_grab_dismiss:
* @grab: Grab to undo
*
* Removes a grab. If this grab is effective, crossing events
* will be generated to indicate the change in event redirection.
**/
void
clutter_grab_dismiss (ClutterGrab *grab)
{
g_return_if_fail (grab != NULL);
clutter_stage_unlink_grab (grab->stage, grab);
}
/**
* clutter_grab_get_seat_state:
* @grab: a Grab handle
*
* Returns the windowing-level state of the
* grab, the devices that are guaranteed to be
* grabbed.
*
* Returns: The state of the grab.
**/
ClutterGrabState
clutter_grab_get_seat_state (ClutterGrab *grab)
{
g_return_val_if_fail (grab != NULL, CLUTTER_GRAB_STATE_NONE);
return grab->stage->priv->grab_state;
}
/**
* clutter_stage_get_grab_actor:
* @stage: a #ClutterStage
*
* Gets the actor that currently holds a grab.
*
* Returns: (transfer none) (nullable): The grabbing actor
**/
ClutterActor *
clutter_stage_get_grab_actor (ClutterStage *stage)
{
ClutterStagePrivate *priv = stage->priv;
if (!priv->topmost_grab)
return NULL;
/* Return active grab */
return priv->topmost_grab->actor;
}
/**
* clutter_stage_get_event_actor:
* @stage: a #ClutterStage
* @event: an event received on the stage
*
* Retrieves the current focus actor for an event. This is
* the key focus for key events and other events directed
* to the key focus, or the actor directly under the
* coordinates of a device or touch sequence.
*
* The actor is looked up at the time of calling this function,
* and may differ from the actor that the stage originally
* delivered the event to.
*
* Returns: (transfer none) (nullable): a pointer to the #ClutterActor or %NULL
**/
ClutterActor *
clutter_stage_get_event_actor (ClutterStage *stage,
const ClutterEvent *event)
{
ClutterInputDevice *device;
ClutterEventSequence *sequence;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
g_return_val_if_fail (event != NULL, NULL);
switch (event->type)
{
case CLUTTER_KEY_PRESS:
case CLUTTER_KEY_RELEASE:
case CLUTTER_PAD_BUTTON_PRESS:
case CLUTTER_PAD_BUTTON_RELEASE:
case CLUTTER_PAD_RING:
case CLUTTER_PAD_STRIP:
case CLUTTER_IM_COMMIT:
case CLUTTER_IM_DELETE:
case CLUTTER_IM_PREEDIT:
return clutter_stage_get_key_focus (stage);
case CLUTTER_MOTION:
case CLUTTER_ENTER:
case CLUTTER_LEAVE:
case CLUTTER_BUTTON_PRESS:
case CLUTTER_BUTTON_RELEASE:
case CLUTTER_SCROLL:
case CLUTTER_TOUCH_BEGIN:
case CLUTTER_TOUCH_UPDATE:
case CLUTTER_TOUCH_END:
case CLUTTER_TOUCH_CANCEL:
case CLUTTER_TOUCHPAD_PINCH:
case CLUTTER_TOUCHPAD_SWIPE:
case CLUTTER_TOUCHPAD_HOLD:
case CLUTTER_PROXIMITY_IN:
case CLUTTER_PROXIMITY_OUT:
device = clutter_event_get_device (event);
sequence = clutter_event_get_event_sequence (event);
return clutter_stage_get_device_actor (stage, device, sequence);
case CLUTTER_DEVICE_ADDED:
case CLUTTER_DEVICE_REMOVED:
case CLUTTER_NOTHING:
case CLUTTER_EVENT_LAST:
g_warn_if_reached ();
}
return NULL;
}
static void
free_event_receiver (EventReceiver *receiver)
{
g_clear_object (&receiver->actor);
g_clear_object (&receiver->action);
}
static void
remove_all_actors_from_chain (PointerDeviceEntry *entry)
{
unsigned int i;
for (i = 0; i < entry->event_emission_chain->len; i++)
{
EventReceiver *receiver =
&g_array_index (entry->event_emission_chain, EventReceiver, i);
if (receiver->actor)
g_clear_object (&receiver->actor);
}
}
static void
remove_all_actions_from_chain (PointerDeviceEntry *entry)
{
unsigned int i;
for (i = 0; i < entry->event_emission_chain->len; i++)
{
EventReceiver *receiver =
&g_array_index (entry->event_emission_chain, EventReceiver, i);
if (receiver->action)
{
clutter_action_sequence_cancelled (receiver->action,
entry->device,
entry->sequence);
g_clear_object (&receiver->action);
}
}
}
static gboolean
setup_implicit_grab (PointerDeviceEntry *entry)
{
/* With a mouse, it's possible to press two buttons at the same time,
* We ignore the second BUTTON_PRESS event here, and we'll release the
* implicit grab on the BUTTON_RELEASE of the second press.
*/
if (entry->sequence == NULL && entry->press_count)
{
entry->press_count++;
return FALSE;
}
CLUTTER_NOTE (GRABS,
"[device=%p sequence=%p] Aquiring implicit grab",
entry->device, entry->sequence);
g_assert (entry->press_count == 0);
g_assert (entry->event_emission_chain->len == 0);
entry->press_count = 1;
return TRUE;
}
static gboolean
release_implicit_grab (PointerDeviceEntry *entry)
{
if (!entry->press_count)
return FALSE;
/* See comment in setup_implicit_grab() */
if (entry->sequence == NULL && entry->press_count > 1)
{
entry->press_count--;
return FALSE;
}
CLUTTER_NOTE (GRABS,
"[device=%p sequence=%p] Releasing implicit grab",
entry->device, entry->sequence);
g_assert (entry->press_count == 1);
entry->press_count = 0;
return TRUE;
}
void
clutter_stage_maybe_lost_implicit_grab (ClutterStage *self,
ClutterInputDevice *device,
ClutterEventSequence *sequence)
{
ClutterStagePrivate *priv = self->priv;
PointerDeviceEntry *entry = NULL;
unsigned int i;
if (sequence != NULL)
entry = g_hash_table_lookup (priv->touch_sequences, sequence);
else
entry = g_hash_table_lookup (priv->pointer_devices, device);
g_assert (entry != NULL);
if (!entry->press_count)
return;
CLUTTER_NOTE (GRABS,
"[device=%p sequence=%p] Lost implicit grab",
device, sequence);
for (i = 0; i < entry->event_emission_chain->len; i++)
{
EventReceiver *receiver =
&g_array_index (entry->event_emission_chain, EventReceiver, i);
if (receiver->action)
clutter_action_sequence_cancelled (receiver->action, device, sequence);
}
sync_crossings_on_implicit_grab_end (self, entry);
cleanup_implicit_grab (entry);
}
void
clutter_stage_emit_event (ClutterStage *self,
const ClutterEvent *event)
{
ClutterStagePrivate *priv = self->priv;
ClutterInputDevice *device = clutter_event_get_device (event);
ClutterEventSequence *sequence = clutter_event_get_event_sequence (event);
PointerDeviceEntry *entry;
ClutterActor *target_actor = NULL, *seat_grab_actor = NULL;
gboolean is_sequence_begin, is_sequence_end;
if (sequence != NULL)
entry = g_hash_table_lookup (priv->touch_sequences, sequence);
else
entry = g_hash_table_lookup (priv->pointer_devices, device);
switch (event->type)
{
case CLUTTER_NOTHING:
case CLUTTER_DEVICE_REMOVED:
case CLUTTER_DEVICE_ADDED:
case CLUTTER_EVENT_LAST:
return;
case CLUTTER_KEY_PRESS:
case CLUTTER_KEY_RELEASE:
case CLUTTER_PAD_BUTTON_PRESS:
case CLUTTER_PAD_BUTTON_RELEASE:
case CLUTTER_PAD_STRIP:
case CLUTTER_PAD_RING:
case CLUTTER_IM_COMMIT:
case CLUTTER_IM_DELETE:
case CLUTTER_IM_PREEDIT:
{
target_actor = priv->key_focused_actor ?
priv->key_focused_actor : CLUTTER_ACTOR (self);
break;
}
/* x11 stage enter/leave events */
case CLUTTER_ENTER:
case CLUTTER_LEAVE:
{
target_actor = entry->current_actor;
break;
}
case CLUTTER_MOTION:
case CLUTTER_BUTTON_PRESS:
case CLUTTER_BUTTON_RELEASE:
case CLUTTER_SCROLL:
case CLUTTER_TOUCHPAD_PINCH:
case CLUTTER_TOUCHPAD_SWIPE:
case CLUTTER_TOUCHPAD_HOLD:
case CLUTTER_TOUCH_UPDATE:
case CLUTTER_TOUCH_BEGIN:
case CLUTTER_TOUCH_CANCEL:
case CLUTTER_TOUCH_END:
case CLUTTER_PROXIMITY_IN:
case CLUTTER_PROXIMITY_OUT:
{
float x, y;
clutter_event_get_coords (event, &x, &y);
CLUTTER_NOTE (EVENT,
"Reactive event received at %.2f, %.2f - actor: %p",
x, y, entry->current_actor);
target_actor = entry->current_actor;
break;
}
}
g_assert (target_actor != NULL);
seat_grab_actor = priv->topmost_grab ? priv->topmost_grab->actor : CLUTTER_ACTOR (self);
is_sequence_begin =
event->type == CLUTTER_BUTTON_PRESS || event->type == CLUTTER_TOUCH_BEGIN;
is_sequence_end =
event->type == CLUTTER_BUTTON_RELEASE || event->type == CLUTTER_TOUCH_END ||
event->type == CLUTTER_TOUCH_CANCEL;
if (is_sequence_begin && setup_implicit_grab (entry))
{
g_assert (entry->implicit_grab_actor == NULL);
entry->implicit_grab_actor = target_actor;
clutter_actor_set_implicitly_grabbed (entry->implicit_grab_actor, TRUE);
create_event_emission_chain (self, entry->event_emission_chain, seat_grab_actor, target_actor);
}
if (entry && entry->press_count)
{
EventHandledState state;
state = emit_event (event, entry->event_emission_chain);
if (state == EVENT_HANDLED_BY_ACTOR)
remove_all_actions_from_chain (entry);
}
else
{
create_event_emission_chain (self, priv->cur_event_emission_chain, seat_grab_actor, target_actor);
emit_event (event, priv->cur_event_emission_chain);
g_array_remove_range (priv->cur_event_emission_chain, 0, priv->cur_event_emission_chain->len);
}
if (is_sequence_end && release_implicit_grab (entry))
{
/* Sync crossings after the implicit grab for mice */
if (event->type == CLUTTER_BUTTON_RELEASE)
sync_crossings_on_implicit_grab_end (self, entry);
cleanup_implicit_grab (entry);
}
}
static void
cancel_implicit_grab_on_actor (PointerDeviceEntry *entry,
ClutterActor *actor)
{
unsigned int i;
ClutterActor *parent = clutter_actor_get_parent (actor);
CLUTTER_NOTE (GRABS,
"[device=%p sequence=%p] Cancelling implicit grab on actor (%s) "
"due to unmap",
entry->device, entry->sequence,
_clutter_actor_get_debug_name (actor));
for (i = 0; i < entry->event_emission_chain->len; i++)
{
EventReceiver *receiver =
&g_array_index (entry->event_emission_chain, EventReceiver, i);
if (receiver->actor)
{
if (receiver->actor == actor)
g_clear_object (&receiver->actor);
}
else if (receiver->action)
{
ClutterActor *action_actor =
clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (receiver->action));
if (!action_actor || action_actor == actor)
{
clutter_action_sequence_cancelled (receiver->action,
entry->device,
entry->sequence);
g_clear_object (&receiver->action);
}
}
}
clutter_actor_set_implicitly_grabbed (entry->implicit_grab_actor, FALSE);
entry->implicit_grab_actor = NULL;
if (parent)
{
g_assert (CLUTTER_ACTOR_IS_MAPPED (parent));
entry->implicit_grab_actor = parent;
clutter_actor_set_implicitly_grabbed (entry->implicit_grab_actor, TRUE);
}
}
void
clutter_stage_implicit_grab_actor_unmapped (ClutterStage *self,
ClutterActor *actor)
{
ClutterStagePrivate *priv = self->priv;
GHashTableIter iter;
PointerDeviceEntry *entry;
g_hash_table_iter_init (&iter, priv->pointer_devices);
while (g_hash_table_iter_next (&iter, NULL, (gpointer *) &entry))
{
if (entry->implicit_grab_actor == actor)
cancel_implicit_grab_on_actor (entry, actor);
}
g_hash_table_iter_init (&iter, priv->touch_sequences);
while (g_hash_table_iter_next (&iter, NULL, (gpointer *) &entry))
{
if (entry->implicit_grab_actor == actor)
cancel_implicit_grab_on_actor (entry, actor);
}
}
void
clutter_stage_notify_action_implicit_grab (ClutterStage *self,
ClutterInputDevice *device,
ClutterEventSequence *sequence)
{
ClutterStagePrivate *priv = self->priv;
PointerDeviceEntry *entry;
if (sequence != NULL)
entry = g_hash_table_lookup (priv->touch_sequences, sequence);
else
entry = g_hash_table_lookup (priv->pointer_devices, device);
g_assert (entry->press_count > 0);
remove_all_actors_from_chain (entry);
}