mutter/clutter/clutter-main.c
Øyvind Kolås bb6f3c6a4f Reuse the numeric id's used for picking actors to avoid the potential
of overflowing the id numbers when continusly creating and destroying
actors on long running applications for 16bpp.
* clutter/clutter-private.h: replaced hashtable with GArray and a
GSList for available slots in the array.
* clutter/clutter-actor.c: (create_actor_id): function to create an
actor->id mapping, (release_actor_id): function to mark an existing id
as available for reuse.
* clutter/clutter-main.c: (clutter_context_free): added utility
function for cleaning up the context, 
(clutter_get_actor_by_gid): use the GArray for looking up actors.
2008-02-29 14:54:28 +00:00

1871 lines
50 KiB
C

/*
* 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
/**
* SECTION:clutter-main
* @short_description: Various 'global' clutter functions.
*
* Functions to retrieve various global Clutter resources and other utility
* functions for mainloops, events and threads
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <stdlib.h>
#include "clutter-event.h"
#include "clutter-backend.h"
#include "clutter-main.h"
#include "clutter-feature.h"
#include "clutter-actor.h"
#include "clutter-stage.h"
#include "clutter-private.h"
#include "clutter-debug.h"
#include "clutter-version.h" /* For flavour define */
#include "cogl.h"
/* main context */
static ClutterMainContext *ClutterCntx = NULL;
/* main lock and locking/unlocking functions */
static GMutex *clutter_threads_mutex = NULL;
static GCallback clutter_threads_lock = NULL;
static GCallback clutter_threads_unlock = NULL;
static gboolean clutter_is_initialized = FALSE;
static gboolean clutter_show_fps = FALSE;
static gboolean clutter_fatal_warnings = FALSE;
static guint clutter_default_fps = 60;
static guint clutter_main_loop_level = 0;
static GSList *main_loops = NULL;
guint clutter_debug_flags = 0; /* global clutter debug flag */
#ifdef CLUTTER_ENABLE_DEBUG
static const GDebugKey clutter_debug_keys[] = {
{ "misc", CLUTTER_DEBUG_MISC },
{ "actor", CLUTTER_DEBUG_ACTOR },
{ "texture", CLUTTER_DEBUG_TEXTURE },
{ "event", CLUTTER_DEBUG_EVENT },
{ "paint", CLUTTER_DEBUG_PAINT },
{ "gl", CLUTTER_DEBUG_GL },
{ "alpha", CLUTTER_DEBUG_ALPHA },
{ "behaviour", CLUTTER_DEBUG_BEHAVIOUR },
{ "pango", CLUTTER_DEBUG_PANGO },
{ "backend", CLUTTER_DEBUG_BACKEND },
{ "scheduler", CLUTTER_DEBUG_SCHEDULER },
{ "script", CLUTTER_DEBUG_SCRIPT },
{ "shader", CLUTTER_DEBUG_SHADER },
};
#endif /* CLUTTER_ENABLE_DEBUG */
/**
* clutter_get_show_fps:
*
* Returns whether Clutter should print out the frames per second on the
* console. You can enable this setting either using the
* <literal>CLUTTER_SHOW_FPS</literal> environment variable or passing
* the <literal>--clutter-show-fps</literal> command line argument. *
*
* Return value: %TRUE if Clutter should show the FPS.
*
* Since: 0.4
*/
gboolean
clutter_get_show_fps (void)
{
return clutter_show_fps;
}
/**
* clutter_redraw:
*
* Forces a redraw of the entire stage. Applications should never use this
* function, but queue a redraw using clutter_actor_queue_redraw().
*/
void
clutter_redraw (void)
{
ClutterMainContext *ctx;
ClutterActor *stage;
static GTimer *timer = NULL;
static guint timer_n_frames = 0;
ctx = clutter_context_get_default ();
stage = _clutter_backend_get_stage (ctx->backend);
CLUTTER_TIMESTAMP (SCHEDULER, "Redraw start");
CLUTTER_NOTE (PAINT, " Redraw enter");
/* Setup FPS count */
if (clutter_get_show_fps ())
{
if (!timer)
timer = g_timer_new ();
}
/* The below cant go in stage paint as base actor_paint will get
* called before the below (and break picking etc)
*/
if (CLUTTER_PRIVATE_FLAGS (stage) & CLUTTER_ACTOR_SYNC_MATRICES)
{
ClutterPerspective perspective;
clutter_stage_get_perspectivex (CLUTTER_STAGE (stage), &perspective);
cogl_setup_viewport (clutter_actor_get_width (stage),
clutter_actor_get_height (stage),
perspective.fovy,
perspective.aspect,
perspective.z_near,
perspective.z_far);
CLUTTER_UNSET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
}
/* Call through to the actual backend to do the painting down from
* the stage. It will likely need to swap buffers, vblank sync etc
* which will be windowing system dependant.
*/
_clutter_backend_redraw (ctx->backend);
/* Complete FPS info */
if (clutter_get_show_fps ())
{
timer_n_frames++;
if (g_timer_elapsed (timer, NULL) >= 1.0)
{
g_print ("*** FPS: %i ***\n", timer_n_frames);
timer_n_frames = 0;
g_timer_start (timer);
}
}
CLUTTER_NOTE (PAINT, " Redraw leave");
CLUTTER_TIMESTAMP (SCHEDULER, "Redraw finish");
}
/**
* clutter_set_motion_events_enabled:
* @enable: %TRUE to enable per-actor motion events
*
* Sets whether per-actor motion events should be enabled or not (the
* default is to enable them).
*
* If @enable is %FALSE the following events will not work:
* <itemizedlist>
* <listitem><para>ClutterActor::motion-event, unless on the
* #ClutterStage</para></listitem>
* <listitem><para>ClutterActor::enter-event</para></listitem>
* <listitem><para>ClutterActor::leave-event</para></listitem>
* </itemizedlist>
*
* Since: 0.6
*/
void
clutter_set_motion_events_enabled (gboolean enable)
{
ClutterMainContext *context = clutter_context_get_default ();
context->motion_events_per_actor = enable;
}
/**
* clutter_get_motion_events_enabled:
*
* Gets whether the per-actor motion events are enabled.
*
* Return value: %TRUE if the motion events are enabled
*
* Since: 0.6
*/
gboolean
clutter_get_motion_events_enabled (void)
{
ClutterMainContext *context = clutter_context_get_default ();
return context->motion_events_per_actor;
}
ClutterActor *
_clutter_do_pick (ClutterStage *stage,
gint x,
gint y,
ClutterPickMode mode)
{
ClutterMainContext *context;
guchar pixel[4];
GLint viewport[4];
ClutterColor white = { 0xff, 0xff, 0xff, 0xff };
guint32 id;
gint r,g,b;
context = clutter_context_get_default ();
cogl_paint_init (&white);
cogl_enable (0);
/* Disable dithering (if any) when doing the painting in pick mode */
glDisable (GL_DITHER);
/* Render the entire scence in pick mode - just single colored silhouette's
* are drawn offscreen (as we never swap buffers)
*/
context->pick_mode = mode;
clutter_actor_paint (CLUTTER_ACTOR (stage));
context->pick_mode = CLUTTER_PICK_NONE;
/* Calls should work under both GL and GLES, note GLES needs RGBA */
glGetIntegerv(GL_VIEWPORT, viewport);
/* Below to be safe, particularly on GL ES. an EGL wait call or full
* could be nicer.
*/
glFinish();
/* glEnable (GL_DITHER); we never enabled this originally, so its
probably not safe to then enable it */
glReadPixels(x, viewport[3] - y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
if (pixel[0] == 0xff && pixel[1] == 0xff && pixel[2] == 0xff)
return CLUTTER_ACTOR (stage);
cogl_get_bitmasks (&r, &g, &b, NULL);
/* Decode color back into an ID, taking into account fb depth */
id = pixel[2]>>(8-b) | pixel[1]<<b>>(8-g) | pixel[0]<<(g+b)>>(8-r);
return clutter_get_actor_by_gid (id);
}
static void
clutter_context_free (ClutterMainContext *context)
{
/* this will take care of destroying the stage */
g_object_unref (context->backend);
context->backend = NULL;
g_array_free (context->actor_array, TRUE);
context->actor_array = NULL;
g_slist_free (context->free_actor_ids);
context->free_actor_ids = NULL;
/* XXX: The cleaning up of the event queue should be moved here from
the backend base class. */
g_free (context);
}
/**
* clutter_main_quit:
*
* Terminates the Clutter mainloop.
*/
void
clutter_main_quit (void)
{
g_return_if_fail (main_loops != NULL);
g_main_loop_quit (main_loops->data);
}
/**
* clutter_main_level:
*
* Retrieves the depth of the Clutter mainloop.
*
* Return value: The level of the mainloop.
*/
gint
clutter_main_level (void)
{
return clutter_main_loop_level;
}
/**
* clutter_main:
*
* Starts the Clutter mainloop.
*/
void
clutter_main (void)
{
ClutterMainContext *context = CLUTTER_CONTEXT ();
GMainLoop *loop;
if (!clutter_is_initialized)
{
g_warning ("Called clutter_main() but Clutter wasn't initialised. "
"You must call clutter_init() first.");
return;
}
CLUTTER_MARK ();
clutter_main_loop_level++;
loop = g_main_loop_new (NULL, TRUE);
main_loops = g_slist_prepend (main_loops, loop);
if (g_main_loop_is_running (main_loops->data))
{
clutter_threads_leave ();
g_main_loop_run (loop);
clutter_threads_enter ();
}
main_loops = g_slist_remove (main_loops, loop);
g_main_loop_unref (loop);
clutter_main_loop_level--;
if (clutter_main_loop_level == 0)
{
clutter_context_free (context);
}
CLUTTER_MARK ();
}
static void
clutter_threads_impl_lock (void)
{
if (clutter_threads_mutex)
g_mutex_lock (clutter_threads_mutex);
}
static void
clutter_threads_impl_unlock (void)
{
if (clutter_threads_mutex)
g_mutex_unlock (clutter_threads_mutex);
}
/**
* clutter_threads_init:
*
* Initialises the Clutter threading mechanism, so that Clutter API can be
* called by multiple threads, using clutter_threads_enter() and
* clutter_threads_leave() to mark the critical sections.
*
* You must call g_thread_init() before this function.
*
* This function must be called before clutter_init().
*
* Since: 0.4
*/
void
clutter_threads_init (void)
{
if (!g_thread_supported ())
g_error ("g_thread_init() must be called before clutter_threads_init()");
clutter_threads_mutex = g_mutex_new ();
if (!clutter_threads_lock)
clutter_threads_lock = clutter_threads_impl_lock;
if (!clutter_threads_unlock)
clutter_threads_unlock = clutter_threads_impl_unlock;
}
/**
* clutter_threads_set_lock_functions:
* @enter_fn: function called when aquiring the Clutter main lock
* @leave_fn: function called when releasing the Clutter main lock
*
* Allows the application to replace the standard method that
* Clutter uses to protect its data structures. Normally, Clutter
* creates a single #GMutex that is locked by clutter_threads_enter(),
* and released by clutter_threads_leave(); using this function an
* application provides, instead, a function @enter_fn that is
* called by clutter_threads_enter() and a function @leave_fn that is
* called by clutter_threads_leave().
*
* The functions must provide at least same locking functionality
* as the default implementation, but can also do extra application
* specific processing.
*
* As an example, consider an application that has its own recursive
* lock that when held, holds the Clutter lock as well. When Clutter
* unlocks the Clutter lock when entering a recursive main loop, the
* application must temporarily release its lock as well.
*
* Most threaded Clutter apps won't need to use this method.
*
* This method must be called before clutter_threads_init(), and cannot
* be called multiple times.
*
* Since: 0.4
*/
void
clutter_threads_set_lock_functions (GCallback enter_fn,
GCallback leave_fn)
{
g_return_if_fail (clutter_threads_lock == NULL &&
clutter_threads_unlock == NULL);
clutter_threads_lock = enter_fn;
clutter_threads_unlock = leave_fn;
}
typedef struct
{
GSourceFunc func;
gpointer data;
GDestroyNotify notify;
} ClutterThreadsDispatch;
static gboolean
clutter_threads_dispatch (gpointer data)
{
ClutterThreadsDispatch *dispatch = data;
gboolean ret = FALSE;
clutter_threads_enter ();
if (!g_source_is_destroyed (g_main_current_source ()))
ret = dispatch->func (dispatch->data);
clutter_threads_leave ();
return ret;
}
static void
clutter_threads_dispatch_free (gpointer data)
{
ClutterThreadsDispatch *dispatch = data;
/* XXX - we cannot hold the thread lock here because the main loop
* might destroy a source while still in the dispatcher function; so
* knowing whether the lock is being held or not is not known a priori.
*
* see bug: http://bugzilla.gnome.org/show_bug.cgi?id=459555
*/
if (dispatch->notify)
dispatch->notify (dispatch->data);
g_slice_free (ClutterThreadsDispatch, dispatch);
}
/**
* clutter_threads_add_idle_full:
* @priority: the priority of the timeout source. Typically this will be in the
* range between #G_PRIORITY_DEFAULT_IDLE and #G_PRIORITY_HIGH_IDLE
* @func: function to call
* @data: data to pass to the function
* @notify: functio to call when the idle source is removed
*
* Adds a function to be called whenever there are no higher priority
* events pending. If the function returns %FALSE it is automatically
* removed from the list of event sources and will not be called again.
*
* This variant of g_idle_add_full() calls @function with the Clutter lock
* held. It can be thought of a MT-safe version for Clutter actors for the
* following use case, where you have to worry about idle_callback()
* running in thread A and accessing @self after it has been finalized
* in thread B:
*
* <informalexample><programlisting>
* static gboolean
* idle_callback (gpointer data)
* {
* // clutter_threads_enter(); would be needed for g_idle_add()
*
* SomeActor *self = data;
* /<!-- -->* do stuff with self *<!-- -->/
*
* self->idle_id = 0;
*
* // clutter_threads_leave(); would be needed for g_idle_add()
* return FALSE;
* }
* static void
* some_actor_do_stuff_later (SomeActor *self)
* {
* self->idle_id = clutter_threads_add_idle (idle_callback, self)
* // using g_idle_add() here would require thread protection in the callback
* }
*
* static void
* some_actor_finalize (GObject *object)
* {
* SomeActor *self = SOME_ACTOR (object);
* if (self->idle_id)
* g_source_remove (self->idle_id);
* G_OBJECT_CLASS (parent_class)->finalize (object);
* }
* </programlisting></informalexample>
*
* Return value: the ID (greater than 0) of the event source.
*
* Since: 0.4
*/
guint
clutter_threads_add_idle_full (gint priority,
GSourceFunc func,
gpointer data,
GDestroyNotify notify)
{
ClutterThreadsDispatch *dispatch;
g_return_val_if_fail (func != NULL, 0);
dispatch = g_slice_new (ClutterThreadsDispatch);
dispatch->func = func;
dispatch->data = data;
dispatch->notify = notify;
return g_idle_add_full (priority,
clutter_threads_dispatch, dispatch,
clutter_threads_dispatch_free);
}
/**
* clutter_threads_add_idle:
* @func: function to call
* @data: data to pass to the function
*
* Simple wrapper around clutter_threads_add_idle_full()
*
* Return value: the ID (greater than 0) of the event source.
*
* Since: 0.4
*/
guint
clutter_threads_add_idle (GSourceFunc func,
gpointer data)
{
g_return_val_if_fail (func != NULL, 0);
return clutter_threads_add_idle_full (G_PRIORITY_DEFAULT_IDLE,
func, data,
NULL);
}
/**
* clutter_threads_add_timeout_full:
* @priority: the priority of the timeout source. Typically this will be in the
* range between #G_PRIORITY_DEFAULT and #G_PRIORITY_HIGH.
* @interval: the time between calls to the function, in milliseconds
* @func: function to call
* @data: data to pass to the function
* @notify: function to call when the timeout source is removed
*
* Sets a function to be called at regular intervals holding the Clutter lock,
* with the given priority. The function is called repeatedly until it
* returns %FALSE, at which point the timeout is automatically destroyed
* and the function will not be called again. The @notify function is
* called when the timeout is destroyed. The first call to the
* function will be at the end of the first @interval.
*
* Note that timeout functions may be delayed, due to the processing of other
* event sources. Thus they should not be relied on for precise timing.
* After each call to the timeout function, the time of the next
* timeout is recalculated based on the current time and the given interval
* (it does not try to 'catch up' time lost in delays).
*
* This variant of g_timeout_add_full() can be thought of a MT-safe version
* for Clutter actors. See also clutter_threads_add_idle_full().
*
* Return value: the ID (greater than 0) of the event source.
*
* Since: 0.4
*/
guint
clutter_threads_add_timeout_full (gint priority,
guint interval,
GSourceFunc func,
gpointer data,
GDestroyNotify notify)
{
ClutterThreadsDispatch *dispatch;
g_return_val_if_fail (func != NULL, 0);
dispatch = g_slice_new (ClutterThreadsDispatch);
dispatch->func = func;
dispatch->data = data;
dispatch->notify = notify;
return g_timeout_add_full (priority,
interval,
clutter_threads_dispatch, dispatch,
clutter_threads_dispatch_free);
}
/**
* clutter_threads_add_timeout:
* @interval: the time between calls to the function, in milliseconds
* @func: function to call
* @data: data to pass to the function
*
* Simple wrapper around clutter_threads_add_timeout_full().
*
* Return value: the ID (greater than 0) of the event source.
*
* Since: 0.4
*/
guint
clutter_threads_add_timeout (guint interval,
GSourceFunc func,
gpointer data)
{
g_return_val_if_fail (func != NULL, 0);
return clutter_threads_add_timeout_full (G_PRIORITY_DEFAULT,
interval,
func, data,
NULL);
}
/**
* clutter_threads_enter:
*
* Locks the Clutter thread lock.
*
* Since: 0.4
*/
void
clutter_threads_enter (void)
{
if (clutter_threads_lock)
(* clutter_threads_lock) ();
}
/**
* clutter_threads_leave:
*
* Unlocks the Clutter thread lock.
*
* Since: 0.4
*/
void
clutter_threads_leave (void)
{
if (clutter_threads_unlock)
(* clutter_threads_unlock) ();
}
/**
* clutter_get_debug_enabled:
*
* Check if clutter has debugging turned on.
*
* Return value: TRUE if debugging is turned on, FALSE otherwise.
*/
gboolean
clutter_get_debug_enabled (void)
{
#ifdef CLUTTER_ENABLE_DEBUG
return clutter_debug_flags != 0;
#else
return FALSE;
#endif
}
ClutterMainContext *
clutter_context_get_default (void)
{
if (G_UNLIKELY(!ClutterCntx))
{
ClutterMainContext *ctx;
ctx = g_new0 (ClutterMainContext, 1);
ctx->backend = g_object_new (_clutter_backend_impl_get_type (), NULL);
ctx->is_initialized = FALSE;
ctx->motion_events_per_actor = TRUE;
#ifdef CLUTTER_ENABLE_DEBUG
ctx->timer = g_timer_new ();
g_timer_start (ctx->timer);
#endif
ClutterCntx = ctx;
}
return ClutterCntx;
}
/**
* clutter_get_timestamp:
*
* Returns the approximate number of microseconds passed since clutter was
* intialised.
*
* Return value: Number of microseconds since clutter_init() was called.
*/
gulong
clutter_get_timestamp (void)
{
#ifdef CLUTTER_ENABLE_DEBUG
ClutterMainContext *ctx;
gdouble seconds;
ctx = clutter_context_get_default ();
/* FIXME: may need a custom timer for embedded setups */
seconds = g_timer_elapsed (ctx->timer, NULL);
return (gulong)(seconds / 1.0e-6);
#else
return 0;
#endif
}
#ifdef CLUTTER_ENABLE_DEBUG
static gboolean
clutter_arg_debug_cb (const char *key,
const char *value,
gpointer user_data)
{
clutter_debug_flags |=
g_parse_debug_string (value,
clutter_debug_keys,
G_N_ELEMENTS (clutter_debug_keys));
return TRUE;
}
static gboolean
clutter_arg_no_debug_cb (const char *key,
const char *value,
gpointer user_data)
{
clutter_debug_flags &=
~g_parse_debug_string (value,
clutter_debug_keys,
G_N_ELEMENTS (clutter_debug_keys));
return TRUE;
}
#endif /* CLUTTER_ENABLE_DEBUG */
static GOptionEntry clutter_args[] = {
{ "clutter-show-fps", 0, 0, G_OPTION_ARG_NONE, &clutter_show_fps,
"Show frames per second", NULL },
{ "clutter-default-fps", 0, 0, G_OPTION_ARG_INT, &clutter_default_fps,
"Default frame rate", "FPS" },
{ "g-fatal-warnings", 0, 0, G_OPTION_ARG_NONE, &clutter_fatal_warnings,
"Make all warnings fatal", NULL },
#ifdef CLUTTER_ENABLE_DEBUG
{ "clutter-debug", 0, 0, G_OPTION_ARG_CALLBACK, clutter_arg_debug_cb,
"Clutter debugging flags to set", "FLAGS" },
{ "clutter-no-debug", 0, 0, G_OPTION_ARG_CALLBACK, clutter_arg_no_debug_cb,
"Clutter debugging flags to unset", "FLAGS" },
#endif /* CLUTTER_ENABLE_DEBUG */
{ NULL, },
};
/* pre_parse_hook: initialise variables depending on environment
* variables; these variables might be overridden by the command
* line arguments that are going to be parsed after.
*/
static gboolean
pre_parse_hook (GOptionContext *context,
GOptionGroup *group,
gpointer data,
GError **error)
{
ClutterMainContext *clutter_context;
ClutterBackend *backend;
const char *env_string;
if (clutter_is_initialized)
return TRUE;
clutter_context = clutter_context_get_default ();
clutter_context->font_map = PANGO_FT2_FONT_MAP (pango_ft2_font_map_new ());
pango_ft2_font_map_set_resolution (clutter_context->font_map, 96.0, 96.0);
clutter_context->actor_array = g_array_sized_new (FALSE, FALSE,
sizeof (guint32), 256);
clutter_context->free_actor_ids = NULL;
backend = clutter_context->backend;
g_assert (CLUTTER_IS_BACKEND (backend));
#ifdef CLUTTER_ENABLE_DEBUG
env_string = g_getenv ("CLUTTER_DEBUG");
if (env_string != NULL)
{
clutter_debug_flags =
g_parse_debug_string (env_string,
clutter_debug_keys,
G_N_ELEMENTS (clutter_debug_keys));
env_string = NULL;
}
#endif /* CLUTTER_ENABLE_DEBUG */
env_string = g_getenv ("CLUTTER_SHOW_FPS");
if (env_string)
clutter_show_fps = TRUE;
env_string = g_getenv ("CLUTTER_DEFAULT_FPS");
if (env_string)
{
gint default_fps = g_ascii_strtoll (env_string, NULL, 10);
clutter_default_fps = CLAMP (default_fps, 1, 1000);
}
if (CLUTTER_BACKEND_GET_CLASS (backend)->pre_parse)
return CLUTTER_BACKEND_GET_CLASS (backend)->pre_parse (backend, error);
return TRUE;
}
/* post_parse_hook: initialise the context and data structures
* and opens the X display
*/
static gboolean
post_parse_hook (GOptionContext *context,
GOptionGroup *group,
gpointer data,
GError **error)
{
ClutterMainContext *clutter_context;
ClutterBackend *backend;
gboolean retval = FALSE;
if (clutter_is_initialized)
return TRUE;
clutter_context = clutter_context_get_default ();
backend = clutter_context->backend;
g_assert (CLUTTER_IS_BACKEND (backend));
if (clutter_fatal_warnings)
{
GLogLevelFlags fatal_mask;
fatal_mask = g_log_set_always_fatal (G_LOG_FATAL_MASK);
fatal_mask |= G_LOG_LEVEL_WARNING | G_LOG_LEVEL_CRITICAL;
g_log_set_always_fatal (fatal_mask);
}
clutter_context->frame_rate = clutter_default_fps;
if (CLUTTER_BACKEND_GET_CLASS (backend)->post_parse)
retval = CLUTTER_BACKEND_GET_CLASS (backend)->post_parse (backend, error);
else
retval = TRUE;
clutter_is_initialized = retval;
return retval;
}
/**
* clutter_get_option_group:
*
* Returns a #GOptionGroup for the command line arguments recognized
* by Clutter. You should add this group to your #GOptionContext with
* g_option_context_add_group(), if you are using g_option_context_parse()
* to parse your commandline arguments.
*
* Return value: a GOptionGroup for the commandline arguments
* recognized by Clutter
*
* Since: 0.2
*/
GOptionGroup *
clutter_get_option_group (void)
{
ClutterMainContext *context;
GOptionGroup *group;
context = clutter_context_get_default ();
group = g_option_group_new ("clutter",
"Clutter Options",
"Show Clutter Options",
NULL,
NULL);
g_option_group_set_parse_hooks (group, pre_parse_hook, post_parse_hook);
g_option_group_add_entries (group, clutter_args);
/* add backend-specific options */
_clutter_backend_add_options (context->backend, group);
return group;
}
GQuark
clutter_init_error_quark (void)
{
return g_quark_from_static_string ("clutter-init-error-quark");
}
/**
* clutter_init_with_args:
* @argc: a pointer to the number of command line arguments
* @argv: a pointer to the array of comman line arguments
* @parameter_string: a string which is displayed in the
* first line of <option>--help</option> output, after
* <literal><replaceable>programname</replaceable> [OPTION...]</literal>
* @entries: a %NULL terminated array of #GOptionEntry<!-- -->s
* describing the options of your program
* @translation_domain: a translation domain to use for translating
* the <option>--help</option> output for the options in @entries
* with gettext(), or %NULL
* @error: a return location for a #GError
*
* This function does the same work as clutter_init(). Additionally,
* it allows you to add your own command line options, and it
* automatically generates nicely formatted <option>--help</option>
* output. Note that your program will be terminated after writing
* out the help output. Also note that, in case of error, the
* error message will be placed inside @error instead of being
* printed on the display.
*
* Return value: %CLUTTER_INIT_SUCCESS if Clutter has been successfully
* initialised, or other values or #ClutterInitError in case of
* error.
*
* Since: 0.2
*/
ClutterInitError
clutter_init_with_args (int *argc,
char ***argv,
char *parameter_string,
GOptionEntry *entries,
char *translation_domain,
GError **error)
{
ClutterMainContext *clutter_context;
GOptionContext *context;
GOptionGroup *group;
gboolean res;
GError *stage_error;
if (clutter_is_initialized)
return CLUTTER_INIT_SUCCESS;
clutter_base_init ();
if (argc && *argc > 0 && *argv)
g_set_prgname ((*argv)[0]);
group = clutter_get_option_group ();
context = g_option_context_new (parameter_string);
g_option_context_add_group (context, group);
if (entries)
g_option_context_add_main_entries (context, entries, translation_domain);
res = g_option_context_parse (context, argc, argv, error);
g_option_context_free (context);
/* if res is FALSE, the error is filled for
* us by g_option_context_parse()
*/
if (!res)
return CLUTTER_INIT_ERROR_INTERNAL;
clutter_context = clutter_context_get_default ();
stage_error = NULL;
if (!_clutter_backend_init_stage (clutter_context->backend, &stage_error))
{
g_propagate_error (error, stage_error);
return CLUTTER_INIT_ERROR_INTERNAL;
}
_clutter_backend_init_events (clutter_context->backend);
_clutter_feature_init ();
clutter_stage_set_title (CLUTTER_STAGE(clutter_stage_get_default()),
g_get_prgname ());
return CLUTTER_INIT_SUCCESS;
}
static gboolean
clutter_parse_args (int *argc,
char ***argv)
{
GOptionContext *option_context;
GOptionGroup *clutter_group;
GError *error = NULL;
gboolean ret = TRUE;
if (clutter_is_initialized)
return TRUE;
option_context = g_option_context_new (NULL);
g_option_context_set_ignore_unknown_options (option_context, TRUE);
g_option_context_set_help_enabled (option_context, FALSE);
/* Initiate any command line options from the backend */
clutter_group = clutter_get_option_group ();
g_option_context_set_main_group (option_context, clutter_group);
if (!g_option_context_parse (option_context, argc, argv, &error))
{
g_warning ("%s", error->message);
g_error_free (error);
ret = FALSE;
}
g_option_context_free (option_context);
return ret;
}
/**
* clutter_init:
* @argc: The number of arguments in @argv
* @argv: A pointer to an array of arguments.
*
* It will initialise everything needed to operate with Clutter and
* parses some standard command line options. @argc and @argv are
* adjusted accordingly so your own code will never see those standard
* arguments.
*
* Return value: 1 on success, < 0 on failure.
*/
ClutterInitError
clutter_init (int *argc,
char ***argv)
{
ClutterMainContext *context;
GError *stage_error;
if (clutter_is_initialized)
return CLUTTER_INIT_SUCCESS;
clutter_base_init ();
if (argc && *argc > 0 && *argv)
g_set_prgname ((*argv)[0]);
/* parse_args will trigger backend creation and things like
* DISPLAY connection etc.
*/
if (clutter_parse_args (argc, argv) == FALSE)
{
CLUTTER_NOTE (MISC, "failed to parse arguments.");
return CLUTTER_INIT_ERROR_INTERNAL;
}
/* Note, creates backend if not already existing (though parse args will
* have likely created it)
*/
context = clutter_context_get_default ();
/* Stage will give us a GL Context etc */
stage_error = NULL;
if (!_clutter_backend_init_stage (context->backend, &stage_error))
{
CLUTTER_NOTE (MISC, "stage failed to initialise.");
g_critical (stage_error->message);
g_error_free (stage_error);
return CLUTTER_INIT_ERROR_INTERNAL;
}
/* Initiate event collection */
_clutter_backend_init_events (context->backend);
/* finally features - will call to backend and cogl */
_clutter_feature_init ();
clutter_stage_set_title (CLUTTER_STAGE(clutter_stage_get_default()),
g_get_prgname());
return CLUTTER_INIT_SUCCESS;
}
gboolean
_clutter_boolean_handled_accumulator (GSignalInvocationHint *ihint,
GValue *return_accu,
const GValue *handler_return,
gpointer dummy)
{
gboolean continue_emission;
gboolean signal_handled;
signal_handled = g_value_get_boolean (handler_return);
g_value_set_boolean (return_accu, signal_handled);
continue_emission = !signal_handled;
return continue_emission;
}
static void
event_click_count_generate (ClutterEvent *event)
{
/* multiple button click detection */
static gint click_count = 0;
static gint previous_x = -1;
static gint previous_y = -1;
static guint32 previous_time = 0;
static gint previous_button_number = -1;
ClutterBackend *backend;
guint double_click_time;
guint double_click_distance;
backend = clutter_context_get_default ()->backend;
double_click_distance = clutter_backend_get_double_click_distance (backend);
double_click_time = clutter_backend_get_double_click_time (backend);
switch (event->type)
{
case CLUTTER_BUTTON_PRESS:
case CLUTTER_SCROLL:
/* check if we are in time and within distance to increment an
* existing click count
*/
if (event->button.time < previous_time + double_click_time &&
(ABS (event->button.x - previous_x) <= double_click_distance) &&
(ABS (event->button.y - previous_y) <= double_click_distance)
&& event->button.button == previous_button_number)
{
click_count ++;
}
else /* start a new click count*/
{
click_count=1;
previous_button_number = event->button.button;
}
/* store time and position for this click for comparison with next event */
previous_time = event->button.time;
previous_x = event->button.x;
previous_y = event->button.y;
/* fallthrough */
case CLUTTER_BUTTON_RELEASE:
event->button.click_count=click_count;
break;
default:
g_assert (NULL);
}
}
static inline void
emit_event (ClutterEvent *event,
gboolean is_key_event)
{
#define MAX_EVENT_DEPTH 512
static ClutterActor **event_tree = NULL;
static gboolean lock = FALSE;
ClutterActor *actor;
gint i = 0, n_tree_events = 0;
if (!event->any.source)
{
g_warning ("No event source set, discarding event");
return;
}
/* reentrancy check */
if (lock != FALSE)
return;
lock = TRUE;
/* Sorry Mr Bassi. */
if (G_UNLIKELY (event_tree == NULL))
event_tree = g_new0 (ClutterActor *, MAX_EVENT_DEPTH);
actor = event->any.source;
/* Build 'tree' of emitters for the event */
while (actor && n_tree_events < MAX_EVENT_DEPTH)
{
ClutterActor *parent;
parent = clutter_actor_get_parent (actor);
if (clutter_actor_get_reactive (actor) ||
parent == NULL || /* stage gets all events */
is_key_event) /* keyboard events are always emitted */
{
event_tree[n_tree_events++] = g_object_ref (actor);
}
actor = parent;
}
/* Capture */
for (i = n_tree_events-1; i >= 0; i--)
if (clutter_actor_event (event_tree[i], event, TRUE))
goto done;
/* Bubble */
for (i = 0; i < n_tree_events; i++)
if (clutter_actor_event (event_tree[i], event, FALSE))
goto done;
done:
for (i = 0; i < n_tree_events; i++)
g_object_unref (event_tree[i]);
lock = FALSE;
#undef MAX_EVENT_DEPTH
}
static inline void
emit_pointer_event (ClutterEvent *event)
{
/* Using the global variable directly, since it has to be initialized
* at this point
*/
ClutterMainContext *context = ClutterCntx;
if (G_UNLIKELY (context->pointer_grab_actor != NULL))
clutter_actor_event (context->pointer_grab_actor, event, FALSE);
else
emit_event (event, FALSE);
}
static inline void
emit_keyboard_event (ClutterEvent *event)
{
ClutterMainContext *context = ClutterCntx;
if (G_UNLIKELY (context->keyboard_grab_actor != NULL))
clutter_actor_event (context->keyboard_grab_actor, event, FALSE);
else
emit_event (event, TRUE);
}
static void
unset_motion_last_actor (ClutterActor *actor)
{
ClutterMainContext *context = ClutterCntx;
context->motion_last_actor = NULL;
}
static inline void
generate_enter_leave_events (ClutterEvent *event)
{
ClutterMainContext *context = ClutterCntx;
ClutterActor *motion_current_actor = event->motion.source;
if (context->motion_last_actor != motion_current_actor)
{
if (motion_current_actor)
{
ClutterEvent cev;
if (context->motion_last_actor)
{
cev.crossing.type = CLUTTER_LEAVE;
cev.crossing.time = event->any.time;
cev.crossing.flags = 0;
cev.crossing.x = event->motion.x;
cev.crossing.y = event->motion.y;
cev.crossing.source = context->motion_last_actor;
/* unref in free */
cev.crossing.related = motion_current_actor;
g_queue_push_head (context->events_queue,
clutter_event_copy (&cev));
}
cev.crossing.type = CLUTTER_ENTER;
cev.crossing.time = event->any.time;
cev.crossing.flags = 0;
cev.crossing.x = event->motion.x;
cev.crossing.y = event->motion.y;
cev.crossing.source = motion_current_actor;
if (context->motion_last_actor)
cev.crossing.related = context->motion_last_actor;
else
{
/* the previous actor we were getting events from seems to have
* vanished
*/
cev.crossing.related = NULL;
}
g_queue_push_head (context->events_queue,
clutter_event_copy (&cev));
}
}
if (context->motion_last_actor &&
context->motion_last_actor != motion_current_actor)
{
g_signal_handlers_disconnect_by_func (context->motion_last_actor,
G_CALLBACK (unset_motion_last_actor),
NULL);
}
if (motion_current_actor &&
context->motion_last_actor != motion_current_actor)
{
g_signal_connect (motion_current_actor, "destroy",
G_CALLBACK (unset_motion_last_actor),
NULL);
}
context->motion_last_actor = motion_current_actor;
}
/**
* clutter_do_event
* @event: a #ClutterEvent.
*
* Processes an event. This function should never be called by applications.
*
* Since: 0.4
*/
void
clutter_do_event (ClutterEvent *event)
{
/* FIXME: This should probably be clutter_cook_event() - it would
* take a raw event from the backend and 'cook' it so its more tasty.
*
*/
ClutterMainContext *context;
ClutterBackend *backend;
ClutterActor *stage;
static gint32 motion_last_time = 0L;
context = clutter_context_get_default ();
backend = context->backend;
stage = _clutter_backend_get_stage (backend);
if (!stage)
return;
CLUTTER_TIMESTAMP (EVENT, "Event received");
switch (event->type)
{
case CLUTTER_NOTHING:
event->any.source = stage;
break;
case CLUTTER_ENTER:
case CLUTTER_LEAVE:
emit_pointer_event (event);
break;
case CLUTTER_DESTROY_NOTIFY:
case CLUTTER_DELETE:
event->any.source = stage;
/* the stage did not handle the event, so we just quit */
if (!clutter_stage_event (CLUTTER_STAGE (stage), event))
clutter_main_quit ();
break;
case CLUTTER_KEY_PRESS:
case CLUTTER_KEY_RELEASE:
{
ClutterActor *actor = NULL;
/* check that we're not a synthetic event with source set */
if (event->any.source == NULL)
{
actor = clutter_stage_get_key_focus (CLUTTER_STAGE (stage));
event->any.source = actor;
if (G_UNLIKELY (actor == NULL))
{
g_warning ("No key focus set, discarding");
return;
}
}
emit_keyboard_event (event);
}
break;
case CLUTTER_MOTION:
/* avoid rate throttling for synthetic motion events */
if (! (event->any.flags & CLUTTER_EVENT_FLAG_SYNTHETIC))
{
gint32 frame_rate, delta;
/* avoid issuing too many motion events, which leads to many
* redraws in pick mode (performance penalty)
*/
frame_rate = clutter_get_motion_events_frequency ();
delta = 1000 / frame_rate;
CLUTTER_NOTE (EVENT,
"skip motion event: %s (last:%d, delta:%d, time:%d)",
(event->any.time < (motion_last_time + delta) ? "yes" : "no"),
motion_last_time,
delta,
event->any.time);
if (event->any.time < (motion_last_time + delta))
break;
else
motion_last_time = event->any.time;
}
/* Only stage gets motion events if clutter_set_motion_events is TRUE,
* and the event is not a synthetic event with source set.
*/
if (!context->motion_events_per_actor &&
event->any.source == NULL)
{
/* Only stage gets motion events */
event->any.source = stage;
if (context->pointer_grab_actor != NULL)
{
clutter_actor_event (context->pointer_grab_actor, event, FALSE);
break;
}
/* Trigger handlers on stage in both capture .. */
if (!clutter_actor_event (stage, event, TRUE))
{
/* and bubbling phase */
clutter_actor_event (stage, event, FALSE);
}
break;
}
/* fallthrough */
case CLUTTER_BUTTON_PRESS:
case CLUTTER_BUTTON_RELEASE:
case CLUTTER_SCROLL:
{
ClutterActor *actor;
gint x,y;
clutter_event_get_coords (event, &x, &y);
/* Only do a pick to find the source if source is not already set
* (as it could be in a synthetic event)
*/
if (event->any.source == NULL)
{
/* Handle release off stage */
if ((x >= CLUTTER_STAGE_WIDTH () ||
y >= CLUTTER_STAGE_HEIGHT() ||
x < 0 || y < 0))
{
if (event->type == CLUTTER_BUTTON_RELEASE)
{
CLUTTER_NOTE (EVENT,"Release off stage received at %i, %i",
x, y);
event->button.source = stage;
emit_pointer_event (event);
}
break;
}
/* Map the event to a reactive actor */
actor = _clutter_do_pick (CLUTTER_STAGE (stage),
x, y,
CLUTTER_PICK_REACTIVE);
event->any.source = actor;
if (!actor)
break;
}
else
{
/* use the source already set in the synthetic event */
actor = event->any.source;
}
/* FIXME: for an optimisation should check if there are
* actually any reactive actors and avoid the pick all togeather
* (signalling just the stage). Should be big help for gles.
*/
CLUTTER_NOTE (EVENT, "Reactive event received at %i, %i - actor: %p",
x, y, actor);
if (event->type == CLUTTER_MOTION)
{
/* Generate enter leave events (if any) */
generate_enter_leave_events (event);
}
else /* (button event) */
{
/* Generate click count */
event_click_count_generate (event);
}
emit_pointer_event (event);
break;
}
case CLUTTER_STAGE_STATE:
/* fullscreen / focus - forward to stage */
event->any.source = stage;
clutter_stage_event (CLUTTER_STAGE (stage), event);
break;
case CLUTTER_CLIENT_MESSAGE:
break;
}
}
/**
* clutter_get_actor_by_gid
* @id: a #ClutterActor ID.
*
* Retrieves the #ClutterActor with @id.
*
* Return value: the actor with the passed id or %NULL. The returned
* actor does not have its reference count increased.
*
* Since: 0.6
*/
ClutterActor*
clutter_get_actor_by_gid (guint32 id)
{
ClutterMainContext *context;
ClutterActor **array;
context = clutter_context_get_default ();
g_return_val_if_fail (context != NULL, NULL);
g_return_val_if_fail (context->actor_array != NULL, NULL);
g_assert (id < context->actor_array->len);
g_return_val_if_fail (id < context->actor_array->len, NULL);
array = (void*) context->actor_array->data;
return array[id];
}
void
clutter_base_init (void)
{
static gboolean initialised = FALSE;
if (!initialised)
{
GType foo; /* Quiet gcc */
initialised = TRUE;
/* initialise GLib type system */
g_type_init ();
/* CLUTTER_TYPE_ACTOR */
foo = clutter_actor_get_type ();
}
}
/**
* clutter_get_default_frame_rate:
*
* Retrieves the default frame rate used when creating #ClutterTimeline<!--
* -->s.
*
* This value is also used to compute the default frequency of motion
* events.
*
* Return value: the default frame rate
*
* Since: 0.6
*/
guint
clutter_get_default_frame_rate (void)
{
ClutterMainContext *context;
context = clutter_context_get_default ();
return context->frame_rate;
}
/**
* clutter_set_default_frame_rate:
* @frames_per_sec: the new default frame rate
*
* Sets the default frame rate to be used when creating #ClutterTimeline<!--
* -->s
*
* Since: 0.6
*/
void
clutter_set_default_frame_rate (guint frames_per_sec)
{
ClutterMainContext *context;
context = clutter_context_get_default ();
if (context->frame_rate != frames_per_sec)
context->frame_rate = frames_per_sec;
}
static void
on_pointer_grab_weak_notify (gpointer data,
GObject *where_the_object_was)
{
ClutterMainContext *context;
context = clutter_context_get_default ();
context->pointer_grab_actor = NULL;
clutter_ungrab_pointer ();
}
/**
* clutter_grab_pointer:
* @actor: a #ClutterActor
*
* Grabs pointer events, after the grab is done all pointer related events
* (press, motion, release, enter, leave and scroll) are delivered to this
* actor directly. The source set in the event will be the actor that would
* have received the event if the pointer grab was not in effect.
*
* Since: 0.6
*/
void
clutter_grab_pointer (ClutterActor *actor)
{
ClutterMainContext *context;
g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor));
context = clutter_context_get_default ();
if (context->pointer_grab_actor == actor)
return;
if (context->pointer_grab_actor)
{
g_object_weak_unref (G_OBJECT (context->pointer_grab_actor),
on_pointer_grab_weak_notify,
NULL);
context->pointer_grab_actor = NULL;
}
if (actor)
{
context->pointer_grab_actor = actor;
g_object_weak_ref (G_OBJECT (actor),
on_pointer_grab_weak_notify,
NULL);
}
}
/**
* clutter_ungrab_pointer:
*
* Removes an existing grab of the pointer.
*
* Since: 0.6
*/
void
clutter_ungrab_pointer (void)
{
clutter_grab_pointer (NULL);
}
/**
* clutter_get_pointer_grab:
*
* Queries the current pointer grab of clutter.
*
* Return value: the actor currently holding the pointer grab, or NULL if there is no grab.
*
* Since: 0.6
*/
ClutterActor *
clutter_get_pointer_grab (void)
{
ClutterMainContext *context;
context = clutter_context_get_default ();
return context->pointer_grab_actor;
}
static void
on_keyboard_grab_weak_notify (gpointer data,
GObject *where_the_object_was)
{
ClutterMainContext *context;
context = clutter_context_get_default ();
context->keyboard_grab_actor = NULL;
clutter_ungrab_keyboard ();
}
/**
* clutter_grab_keyboard:
* @actor: a #ClutterActor
*
* Grabs keyboard events, after the grab is done keyboard events ("key-press-event"
* and "key-release-event") are delivered to this actor directly. The source
* set in the event will be the actor that would have received the event if the
* keyboard grab was not in effect.
*
* Since: 0.6
*/
void
clutter_grab_keyboard (ClutterActor *actor)
{
ClutterMainContext *context;
g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor));
context = clutter_context_get_default ();
if (context->keyboard_grab_actor == actor)
return;
if (context->keyboard_grab_actor)
{
g_object_weak_unref (G_OBJECT (context->keyboard_grab_actor),
on_keyboard_grab_weak_notify,
NULL);
context->keyboard_grab_actor = NULL;
}
if (actor)
{
context->keyboard_grab_actor = actor;
g_object_weak_ref (G_OBJECT (actor),
on_keyboard_grab_weak_notify,
NULL);
}
}
/**
* clutter_ungrab_keyboard:
*
* Removes an existing grab of the keyboard.
*
* Since: 0.6
*/
void
clutter_ungrab_keyboard (void)
{
clutter_grab_keyboard (NULL);
}
/**
* clutter_get_keyboard_grab:
*
* Queries the current keyboard grab of clutter.
*
* Return value: the actor currently holding the keyboard grab, or NULL if there is no grab.
*
* Since: 0.6
*/
ClutterActor *
clutter_get_keyboard_grab (void)
{
ClutterMainContext *context;
context = clutter_context_get_default ();
return context->keyboard_grab_actor;
}
/**
* clutter_get_motion_events_frequency:
*
* Retrieves the number of motion events per second that are delivered
* to the stage.
*
* See clutter_set_motion_events_frequency().
*
* Return value: the number of motion events per second
*
* Since: 0.6
*/
guint
clutter_get_motion_events_frequency (void)
{
ClutterMainContext *context = clutter_context_get_default ();
if (G_LIKELY (context->motion_frequency == 0))
{
guint frequency;
frequency = clutter_default_fps / 4;
frequency = CLAMP (frequency, 20, 45);
return frequency;
}
else
return context->motion_frequency;
}
/**
* clutter_set_motion_events_frequency:
* @frequency: the number of motion events per second, or 0 for the
* default value
*
* Sets the motion events frequency. Setting this to a non-zero value
* will override the default setting, so it should be rarely used.
*
* Motion events are delivered from the default backend to the stage
* and are used to generate the enter/leave events pair. This might lead
* to a performance penalty due to the way the actors are identified.
* Using this function is possible to reduce the frequency of the motion
* events delivery to the stage.
*
* Since: 0.6
*/
void
clutter_set_motion_events_frequency (guint frequency)
{
ClutterMainContext *context = clutter_context_get_default ();
/* never allow the motion events to exceed the default frame rate */
context->motion_frequency = CLAMP (frequency, 1, clutter_default_fps);
}