mirror of
https://github.com/brl/mutter.git
synced 2024-11-30 03:50:47 -05:00
125bded814
Bug 1138 - No trackable "mapped" state * Add a VISIBLE flag tracking application programmer's expected showing-state for the actor, allowing us to always ensure we keep what the app wants while tracking internal implementation state separately. * Make MAPPED reflect whether the actor will be painted; add notification on a ClutterActor::mapped property. Keep MAPPED state updated as the actor is shown, ancestors are shown, actor is reparented, etc. * Require a stage and realized parents to realize; this means at realization time the correct window system and GL resources are known. But unparented actors can no longer be realized. * Allow children to be unrealized even if parent is realized. Otherwise in effect either all actors or no actors are realized, i.e. it becomes a stage-global flag. * Allow clutter_actor_realize() to "fail" if not inside a toplevel * Rework clutter_actor_unrealize() so internally we have a flavor that does not mess with visibility flag * Add _clutter_actor_rerealize() to encapsulate a somewhat tricky operation we were doing in a couple of places * Do not realize/unrealize children in ClutterGroup, ClutterActor already does it * Do not realize impl by hand in clutter_stage_show(), since showing impl already does that * Do not unrealize in various dispose() methods, since ClutterActor dispose implementation already does it and chaining up is mandatory * ClutterTexture uses COGL while unrealizable (before it's added to a stage). Previously this breakage was affecting ClutterActor because we had to allow realize outside a stage. Move the breakage to ClutterTexture, by making ClutterTexture just use COGL while not realized. * Unrealize before we set parent to NULL in clutter_actor_unparent(). This means unrealize() implementations can get to the stage. Because actors need the stage in order to detach from stage. * Update clutter-actor-invariants.txt to reflect latest changes * Remove explicit hide/unrealize from ClutterActor::dispose since unparent already forces those Instead just assert that unparent() occurred and did the right thing. * Check whether parent implements unrealize before chaining up Needed because ClutterGroup no longer has to implement unrealize. * Perform unrealize in the default handler for the signal. This allows non-containers that have children to work properly, and allows containers to override how it's done. * Add map/unmap virtual methods and set MAPPED flag on self and children in there. This allows subclasses to hook map/unmap. These are not signals, because notify::mapped is better for anything it's legitimate for a non-subclass to do. Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
444 lines
11 KiB
C
444 lines
11 KiB
C
#include <clutter/clutter.h>
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#include "clutter-backend-fruity.h"
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#include "clutter-stage-fruity.h"
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#include "../clutter-main.h"
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#include "../clutter-private.h"
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#import <UIKit/UIKit.h>
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#import <Foundation/Foundation.h>
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#import <CoreFoundation/CoreFoundation.h>
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#include <GraphicsServices/GraphicsServices.h>
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#include <OpenGLES/gl.h>
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#include <glib.h>
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#import <UIKit/UIView.h>
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#import <UIKit/UITextView.h>
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#import <UIKit/UIHardware.h>
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#import <UIKit/UINavigationBar.h>
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#import <UIKit/UIView-Geometry.h>
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#include "clutter-fruity.h"
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static gboolean alive = TRUE;
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@interface StageView : UIView
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{
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}
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@end
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@implementation StageView
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struct GSPathPoint {
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char unk0;
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char unk1;
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short int status;
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int unk2;
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float x;
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float y;
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};
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typedef struct {
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int unk0;
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int unk1;
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int type;
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int subtype;
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float unk2;
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float unk3;
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float x;
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float y;
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int timestamp1;
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int timestamp2;
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int unk4;
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int modifierFlags;
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int unk5;
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int unk6;
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int mouseEvent;
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short int dx;
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short int fingerCount;
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int unk7;
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int unk8;
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char unk9;
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char numPoints;
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short int unk10;
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struct GSPathPoint points[10];
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} MEvent;
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#define MAX_FINGERS 5
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- (void)doEvent:(GSEvent*)gs_event
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{
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ClutterBackendEGL *ba = CLUTTER_BACKEND_EGL (clutter_get_default_backend());
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int i, j;
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ClutterMainContext *context;
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ClutterStage *stage = CLUTTER_STAGE_EGL(ba->stage)->wrapper;
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MEvent *event = (MEvent*)gs_event;
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context = clutter_context_get_default ();
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bool mapped[MAX_FINGERS] = {false, false, false, false, false}; /* an event has been mapped to this device */
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int evs[MAX_FINGERS] = {0,0,0,0,0};
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/* using numPoints (with the points[i].status check) seems to
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* be no different from using numFingers :/ */
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for (i = 0; i < event->numPoints; i++)
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{
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bool found = false;
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if (event->points[i].status != 3) /* skip if finger not down */
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continue;
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/* NSLog(@"IncomingEvent: %d, pos: %f, %f", i, event->points[i].x, event->points[i].y);*/
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/* check if this finger maps to one of the existing devices */
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for (j = 0; j < MAX_FINGERS; j++)
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{
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ClutterFruityFingerDevice *dev;
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if (mapped[j])
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continue; /* we're already using device j */
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dev = g_slist_nth_data (context->input_devices, j);
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if (!dev->is_down)
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continue; /* device isn't down we cannot really match against it */
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int dist = (event->points[i].x - dev->x) * (event->points[i].x - dev->x) +
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(event->points[i].y - dev->y) * (event->points[i].y - dev->y);
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if (dist < 20 * 20)
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{
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found = true;
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mapped[j] = true;
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/* only generate motion events if we've changed position */
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if (dist >= 1)
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{
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dev->x = event->points[i].x;
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dev->y = event->points[i].y;
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// MOUSEMOVE
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/*NSLog(@"MouseMove: %d, pos: %d, %d", j, dev->x, dev->y);*/
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evs[j] = 3;
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}
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break;
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}
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}
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if (!found)
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{
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ClutterFruityFingerDevice *dev;
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for (j = 0; j < MAX_FINGERS; j++)
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{
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dev = g_slist_nth_data (context->input_devices, j);
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if (!dev->is_down)
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break;
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}
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dev->x = event->points[i].x;
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dev->y = event->points[i].y;
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g_assert (dev->is_down == FALSE);
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dev->is_down = TRUE;
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mapped[j] = true;
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// MOUSEDOWN
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/* NSLog(@"MouseDown: %d, pos: %d, %d", j, event->points[i].x, dev->x, dev->y); */
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evs[j] = 2;
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}
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}
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for (j = 0; j < MAX_FINGERS; j++)
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{
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ClutterFruityFingerDevice *dev;
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dev = g_slist_nth_data (context->input_devices, j);
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if (dev->is_down && !mapped[j])
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{
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// MOUSEUP
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/* NSLog(@"MouseUp: %d, pos: %d, %d", j, dev->x, dev->y); */
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evs[j] = 1;
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dev->is_down = FALSE;
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}
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}
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/* Now I guess go through device list and deliver an event for each
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* if valid and devliver if so...
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*/
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{
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i = 0;
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GSList *list_it;
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for (list_it = context->input_devices;
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list_it != NULL;
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list_it = list_it->next)
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{
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ClutterFruityFingerDevice *dev = (ClutterFruityFingerDevice *)list_it->data;
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if (evs[i] > 0)
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{
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ClutterEvent *cev;
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if (evs[i] == 1)
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{
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cev = clutter_event_new (CLUTTER_BUTTON_RELEASE);
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cev->button.device = (ClutterInputDevice *)dev;
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cev->button.x = dev->x;
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cev->button.y = dev->y;
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cev->button.button = 1;
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cev->button.time = clutter_get_timestamp () / 1000;
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cev->any.stage = stage;
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clutter_do_event (cev);
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clutter_event_free (cev);
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}
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else if (evs[i] == 2)
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{
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cev = clutter_event_new (CLUTTER_BUTTON_PRESS);
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cev->button.device = (ClutterInputDevice *)dev;
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cev->button.x = dev->x;
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cev->button.y = dev->y;
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cev->button.button = 1;
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cev->button.time = clutter_get_timestamp () / 1000;
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cev->any.stage = stage;
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clutter_do_event (cev);
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clutter_event_free (cev);
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}
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else /* evs = 3, motion */
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{
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cev = clutter_event_new (CLUTTER_MOTION);
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cev->motion.device = (ClutterInputDevice *)dev;
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cev->motion.x = dev->x;
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cev->motion.y = dev->y;
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cev->motion.time = clutter_get_timestamp () / 1000;
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cev->any.stage = stage;
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clutter_do_event (cev);
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clutter_event_free (cev);
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}
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}
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i++;
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}
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}
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}
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#if 0 // old style
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- (void) mouseDown:(GSEvent*)event
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{
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CGPoint location= GSEventGetLocationInWindow(event);
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ClutterBackendEGL *backend_fruity = CLUTTER_BACKEND_EGL (clutter_get_default_backend());
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ClutterStage *stage = CLUTTER_STAGE_EGL(backend_fruity->stage)->wrapper;
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ClutterEvent *cev;
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float x = location.x;
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float y = location.y;
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cev = clutter_event_new (CLUTTER_BUTTON_PRESS);
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cev->button.x = x;
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cev->button.y = y;
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cev->button.button = 1;
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cev->button.time = clutter_get_timestamp () / 1000;
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cev->any.stage = stage;
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clutter_do_event (cev);
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clutter_event_free (cev);
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}
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- (void) mouseUp:(GSEvent*)event
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{
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ClutterEvent *cev;
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ClutterBackendEGL *backend_fruity = CLUTTER_BACKEND_EGL (clutter_get_default_backend());
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ClutterStage *stage = CLUTTER_STAGE_EGL(backend_fruity->stage)->wrapper;
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CGPoint location= GSEventGetLocationInWindow(event);
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float x = location.x;
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float y = location.y;
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cev = clutter_event_new (CLUTTER_BUTTON_RELEASE);
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cev->button.x = x;
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cev->button.y = y;
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cev->button.button = 1;
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cev->button.time = clutter_get_timestamp () / 1000;
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cev->any.stage = stage;
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clutter_do_event (cev);
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clutter_event_free (cev);
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}
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- (void) mouseDragged:(GSEvent*)event
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{
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ClutterEvent *cev;
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ClutterBackendEGL *backend_fruity = CLUTTER_BACKEND_EGL (clutter_get_default_backend());
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ClutterStage *stage = CLUTTER_STAGE_EGL(backend_fruity->stage)->wrapper;
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CGPoint location= GSEventGetLocationInWindow(event);
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float x = location.x;
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float y = location.y;
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cev = clutter_event_new (CLUTTER_MOTION);
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cev->motion.x = x;
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cev->motion.y = y;
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cev->motion.time = clutter_get_timestamp () / 1000;
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cev->any.stage = stage;
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clutter_do_event (cev);
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clutter_event_free (cev);
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}
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#endif
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/* New... */
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#if 0
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- (void)gestureChanged:(GSEvent*)event {
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NSLog(@"gestureChanged:");
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[self doEvent: event];
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}
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- (void)gestureEnded:(GSEvent*)event {
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NSLog(@"gestureEnded:");
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[self doEvent: event];
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}
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- (void)gestureStarted:(GSEvent*)event {
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/*NSLog(@"gestureStarted:");*/
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[self doEvent: event];
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}
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#endif
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- (void)mouseDown:(GSEvent*)event {
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/*NSLog(@"mouseDown:");*/
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[self doEvent: event];
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}
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- (void)mouseDragged:(GSEvent*)event {
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/*NSLog(@"mouseDragged:");*/
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[self doEvent: event];
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}
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- (void)mouseEntered:(GSEvent*)event {
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/*NSLog(@"mouseEntered:");*/
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[self doEvent: event];
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}
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- (void)mouseExited:(GSEvent*)event {
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/*NSLog(@"mouseExited:");*/
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[self doEvent: event];
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}
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- (void)mouseMoved:(GSEvent*)event {
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/*NSLog(@"mouseMoved:");*/
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[self doEvent: event];
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}
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- (void)mouseUp:(GSEvent*)event {
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/*NSLog(@"mouseUp:");*/
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[self doEvent: event];
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}
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- (void)view:(UIView *)view handleTapWithCount:(int)count event:(GSEvent *)event {
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/*NSLog(@"handleTapWithCount: %d", count);*/
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[self doEvent: event];
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}
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- (double)viewTouchPauseThreshold:(UIView *)view {
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return 0.5;
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}
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- (BOOL)isFirstResponder {
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return YES;
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}
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@end
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@interface ClutterUIKit : UIApplication
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{
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StageView *stage_view;
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}
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@end
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@implementation ClutterUIKit
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- (void) applicationDidFinishLaunching: (id) unused
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{
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NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
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[UIHardware _setStatusBarHeight:0.0f];
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[self setStatusBarMode:2 orientation:0 duration:0.0f fenceID:0];
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CGRect screenRect = [UIHardware fullScreenApplicationContentRect];
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UIWindow* window = [[UIWindow alloc] initWithContentRect: screenRect];
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[window orderFront: self];
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[window makeKey: self];
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[window _setHidden: NO];
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[NSTimer
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scheduledTimerWithTimeInterval:0.0025
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target: self
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selector: @selector(update)
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userInfo: nil
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repeats: YES
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];
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StageView *stageView = [StageView alloc];
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[stageView initWithFrame: screenRect];
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[window setContentView: stageView];
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stage_view = stageView;
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[pool release];
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}
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- (void)applicationWillTerminate
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{
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/* FIXME: here we should do things to shut down the uikit application */
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[stage_view release];
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ClutterBackendEGL *backend_fruity = CLUTTER_BACKEND_EGL (clutter_get_default_backend());
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ClutterStageEGL *stage_fruity;
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stage_fruity = CLUTTER_STAGE_EGL(backend_fruity->stage);
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alive = FALSE;
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/* FIXME why is this unrealize here? is the intent to destroy the stage?
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* or hide it? Trying to clean up all manual unrealization so
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* clutter_actor_unrealize() can be made private to clutter-actor.c
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*/
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clutter_actor_unrealize (CLUTTER_ACTOR (stage_fruity));
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clutter_main_quit ();
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}
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- (void)applicationWillSuspend
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{
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ClutterBackendEGL *backend_fruity = CLUTTER_BACKEND_EGL (clutter_get_default_backend());
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ClutterStageEGL *stage_fruity;
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stage_fruity = CLUTTER_STAGE_EGL(backend_fruity->stage);
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alive = FALSE;
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}
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- (void)applicationDidResumeFromUnderLock
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{
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alive = TRUE;
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[stage_view setNeedsDisplay];
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}
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- (void) update
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{
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if (alive && g_main_context_pending (NULL))
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g_main_context_iteration (NULL, FALSE);
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}
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- (id)initWithFrame:(struct CGRect)frame {
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[super initWithFrame: frame];
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[super setTapDelegate: self];
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[super setGestureDelegate: self];
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return self;
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}
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@end
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void clutter_fruity_main (void)
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{
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NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
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UIApplicationMain(0, NULL, [ClutterUIKit class]);
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[pool release];
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}
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