mutter/clutter/cltr-events.c
2005-04-26 08:56:53 +00:00

181 lines
3.8 KiB
C

#include <X11/keysym.h>
#include "cltr-events.h"
#include "cltr-private.h"
typedef void (*CltrXEventFunc) (XEvent *xev, gpointer user_data);
typedef struct
{
GSource source;
Display *display;
GPollFD event_poll_fd;
}
CltrXEventSource;
static gboolean
x_event_prepare (GSource *source,
gint *timeout)
{
Display *display = ((CltrXEventSource*)source)->display;
*timeout = -1;
return XPending (display);
}
static gboolean
x_event_check (GSource *source)
{
CltrXEventSource *display_source = (CltrXEventSource*)source;
gboolean retval;
if (display_source->event_poll_fd.revents & G_IO_IN)
retval = XPending (display_source->display);
else
retval = FALSE;
return retval;
}
static gboolean
x_event_dispatch (GSource *source,
GSourceFunc callback,
gpointer user_data)
{
Display *display = ((CltrXEventSource*)source)->display;
CltrXEventFunc event_func = (CltrXEventFunc) callback;
XEvent xev;
if (XPending (display))
{
XNextEvent (display, &xev);
if (event_func)
(*event_func) (&xev, user_data);
}
return TRUE;
}
static const GSourceFuncs x_event_funcs = {
x_event_prepare,
x_event_check,
x_event_dispatch,
NULL
};
void
cltr_dispatch_expose(XExposeEvent *xexpev)
{
// cltr_photo_grid_redraw(Grid);
}
void
cltr_dispatch_x_event (XEvent *xevent,
gpointer data)
{
/* Should actually forward on to focussed widget */
ClutterMainContext *ctx = CLTR_CONTEXT();
cltr_widget_handle_xevent(ctx->window, xevent);
#if 0
switch (xevent->type)
{
case MapNotify:
CLTR_DBG("Map Notify Event");
break;
case Expose:
CLTR_DBG("Expose"); /* TODO COMPRESS */
cltr_dispatch_expose(&xevent->xexpose);
break;
case KeyPress:
CLTR_DBG("KeyPress");
cltr_dispatch_keypress(&xevent->xkey);
break;
}
#endif
}
void
cltr_events_init()
{
GMainContext *gmain_context;
int connection_number;
GSource *source;
CltrXEventSource *display_source;
ClutterMainContext *ctx = CLTR_CONTEXT();
/* g_main loop stuff */
gmain_context = g_main_context_default ();
g_main_context_ref (gmain_context);
connection_number = ConnectionNumber (CltrCntx.xdpy);
source = g_source_new ((GSourceFuncs *)&x_event_funcs,
sizeof (CltrXEventSource));
display_source = (CltrXEventSource *)source;
display_source->event_poll_fd.fd = connection_number;
display_source->event_poll_fd.events = G_IO_IN;
display_source->display = CltrCntx.xdpy;
g_source_add_poll (source, &display_source->event_poll_fd);
g_source_set_can_recurse (source, TRUE);
g_source_set_callback (source,
(GSourceFunc) cltr_dispatch_x_event,
NULL /* no userdata */, NULL);
g_source_attach (source, gmain_context);
g_source_unref (source);
ctx->internal_event_q = g_async_queue_new();
}
void
cltr_main_loop()
{
ClutterMainContext *ctx = CLTR_CONTEXT();
/*
GMainLoop *loop;
loop = g_main_loop_new (g_main_context_default (), FALSE);
g_main_loop_run (loop);
*/
while (TRUE)
{
if (g_async_queue_length (ctx->internal_event_q))
{
CltrWindow *win = CLTR_WINDOW(ctx->window);
/* Empty the queue */
while (g_async_queue_try_pop(ctx->internal_event_q) != NULL) ;
/* Repaint everything visible from window down - URG.
* GL workings make it difficult to paint single part with
* layering etc..
* Is this really bad ? time will tell...
*/
cltr_widget_paint(CLTR_WIDGET(win));
/* Swap Buffers */
glXSwapBuffers(ctx->xdpy, cltr_window_xwin(win));
}
/* while (g_main_context_pending(g_main_context_default ())) */
g_main_context_iteration (g_main_context_default (), TRUE);
}
}