mutter/clutter/clutter-stage.c
Matthew Allum 76981c44a4 2007-05-02 Matthew Allum <mallum@openedhand.com>
* clutter/Makefile.am:
        * clutter/clutter-stage.c:
        * clutter/sdl/Makefile.am:
        * clutter/sdl/clutter-backend-sdl.c:
        * clutter/sdl/clutter-backend-sdl.h:
        * clutter/sdl/clutter-event-sdl.c:
        * clutter/sdl/clutter-sdl.h:
        * clutter/sdl/clutter-stage-sdl.c:
        * clutter/sdl/clutter-stage-sdl.h:
        * configure.ac:
        Add a basic SDL based backend. Lacks real input event handling
        (translation) as yet.
        Also allows for clutter to be built against dgles.
2007-05-02 20:05:29 +00:00

855 lines
21 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-stage
* @short_description: Top level visual element to which actors are placed.
*
* #ClutterStage is a top level 'window' on which child actors are placed
* and manipulated.
*/
#include "config.h"
#include "clutter-backend.h"
#include "clutter-stage.h"
#include "clutter-main.h"
#include "clutter-color.h"
#include "clutter-util.h"
#include "clutter-marshal.h"
#include "clutter-enum-types.h"
#include "clutter-private.h"
#include "clutter-debug.h"
#include "clutter-version.h" /* For flavour */
#include "cogl.h"
#include <gdk-pixbuf-xlib/gdk-pixbuf-xlib.h>
#define FIXED_PERSPECTIVE
#undef USING_GLES
G_DEFINE_ABSTRACT_TYPE (ClutterStage, clutter_stage, CLUTTER_TYPE_GROUP);
#define CLUTTER_STAGE_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_STAGE, ClutterStagePrivate))
struct _ClutterStagePrivate
{
ClutterColor color;
guint is_fullscreen : 1;
guint is_offscreen : 1;
guint is_cursor_visible : 1;
};
enum
{
PROP_0,
PROP_COLOR,
PROP_FULLSCREEN,
PROP_OFFSCREEN,
PROP_CURSOR_VISIBLE
};
enum
{
EVENT,
EVENT_AFTER,
BUTTON_PRESS_EVENT,
BUTTON_RELEASE_EVENT,
SCROLL_EVENT,
KEY_PRESS_EVENT,
KEY_RELEASE_EVENT,
MOTION_EVENT,
STAGE_STATE_EVENT,
LAST_SIGNAL
};
static guint stage_signals[LAST_SIGNAL] = { 0, };
static void
clutter_stage_paint (ClutterActor *actor)
{
/* chain up */
CLUTTER_NOTE (PAINT, "Chaining up to parent class paint");
if (CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint)
CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint (actor);
}
static void
clutter_stage_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterStage *stage;
ClutterStagePrivate *priv;
ClutterActor *actor;
stage = CLUTTER_STAGE (object);
actor = CLUTTER_ACTOR (stage);
priv = stage->priv;
switch (prop_id)
{
case PROP_COLOR:
clutter_stage_set_color (stage, g_value_get_boxed (value));
break;
case PROP_OFFSCREEN:
if (CLUTTER_ACTOR_IS_REALIZED (actor))
{
clutter_actor_unrealize (actor);
priv->is_offscreen = g_value_get_boolean (value);
clutter_actor_realize (actor);
}
else
priv->is_offscreen = g_value_get_boolean (value);
break;
case PROP_FULLSCREEN:
if (g_value_get_boolean (value))
clutter_stage_fullscreen (stage);
else
clutter_stage_unfullscreen (stage);
break;
case PROP_CURSOR_VISIBLE:
if (g_value_get_boolean (value))
clutter_stage_show_cursor (stage);
else
clutter_stage_hide_cursor (stage);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_stage_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterStage *stage;
ClutterStagePrivate *priv;
ClutterColor color;
stage = CLUTTER_STAGE(object);
priv = stage->priv;
switch (prop_id)
{
case PROP_COLOR:
clutter_stage_get_color (stage, &color);
g_value_set_boxed (value, &color);
break;
case PROP_OFFSCREEN:
g_value_set_boolean (value, priv->is_offscreen);
break;
case PROP_FULLSCREEN:
g_value_set_boolean (value, priv->is_fullscreen);
break;
case PROP_CURSOR_VISIBLE:
g_value_set_boolean (value, priv->is_cursor_visible);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_stage_class_init (ClutterStageClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
gobject_class->set_property = clutter_stage_set_property;
gobject_class->get_property = clutter_stage_get_property;
actor_class->paint = clutter_stage_paint;
/**
* ClutterStage:fullscreen
*
* Whether the stage should be fullscreen or not.
*/
g_object_class_install_property
(gobject_class, PROP_FULLSCREEN,
g_param_spec_boolean ("fullscreen",
"Fullscreen",
"Whether the main stage is fullscreen",
FALSE,
G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
g_object_class_install_property
(gobject_class, PROP_OFFSCREEN,
g_param_spec_boolean ("offscreen",
"Offscreen",
"Whether the main stage is renderer offscreen",
FALSE,
G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
g_object_class_install_property
(gobject_class, PROP_CURSOR_VISIBLE,
g_param_spec_boolean ("cursor-visible",
"Cursor Visible",
"Whether the mouse pointer is visible on the main stage ",
FALSE,
G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
g_object_class_install_property
(gobject_class, PROP_COLOR,
g_param_spec_boxed ("color",
"Color",
"The color of the main stage",
CLUTTER_TYPE_COLOR,
CLUTTER_PARAM_READWRITE));
/**
* ClutterStage::event:
* @stage: the actor which received the event
* @event: a #ClutterEvent
*
* The ::event signal is emitted each time and event is received
* by the @stage.
*/
stage_signals[EVENT] =
g_signal_new ("event",
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, event),
NULL, NULL,
clutter_marshal_VOID__BOXED,
G_TYPE_NONE, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterStage::event-after:
* @stage: the actor which received the event
* @event: a #ClutterEvent
*
* The ::event-after signal is emitted after each event, except for
* the "delete-event" is received by @stage.
*/
stage_signals[EVENT_AFTER] =
g_signal_new ("event-after",
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, event_after),
NULL, NULL,
clutter_marshal_VOID__BOXED,
G_TYPE_NONE, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterStage::button-press-event:
* @stage: the actor which received the event
* @event: a #ClutterButtonEvent
*
* The ::button-press-event signal is emitted each time a mouse button
* is pressed on @stage.
*/
stage_signals[BUTTON_PRESS_EVENT] =
g_signal_new ("button-press-event",
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, button_press_event),
NULL, NULL,
clutter_marshal_VOID__BOXED,
G_TYPE_NONE, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterStage::button-release-event:
* @stage: the actor which received the event
* @event: a #ClutterButtonEvent
*
* The ::button-release-event signal is emitted each time a mouse button
* is released on @stage.
*/
stage_signals[BUTTON_RELEASE_EVENT] =
g_signal_new ("button-release-event",
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, button_release_event),
NULL, NULL,
clutter_marshal_VOID__BOXED,
G_TYPE_NONE, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterStage::scroll-event:
* @stage: the actor which received the event
* @event: a #ClutterScrollEvent
*
* The ::scroll-event signal is emitted each time a the mouse is
* scrolled on @stage
*
* Since: 0.4
*/
stage_signals[SCROLL_EVENT] =
g_signal_new ("scroll-event",
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, scroll_event),
NULL, NULL,
clutter_marshal_VOID__BOXED,
G_TYPE_NONE, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterStage::key-press-event:
* @stage: the actor which received the event
* @event: a #ClutterKeyEvent
*
* The ::key-press-event signal is emitted each time a keyboard button
* is pressed on @stage.
*/
stage_signals[KEY_PRESS_EVENT] =
g_signal_new ("key-press-event",
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, key_press_event),
NULL, NULL,
clutter_marshal_VOID__BOXED,
G_TYPE_NONE, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterStage::key-release-event:
* @stage: the actor which received the event
* @event: a #ClutterKeyEvent
*
* The ::key-release-event signal is emitted each time a keyboard button
* is released on @stage.
*/
stage_signals[KEY_RELEASE_EVENT] =
g_signal_new ("key-release-event",
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, key_release_event),
NULL, NULL,
clutter_marshal_VOID__BOXED,
G_TYPE_NONE, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterStage::motion-event:
* @stage: the actor which received the event
* @event: a #ClutterMotionEvent
*
* The ::motion-event signal is emitted each time the mouse pointer is
* moved on @stage.
*/
stage_signals[MOTION_EVENT] =
g_signal_new ("motion-event",
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, motion_event),
NULL, NULL,
clutter_marshal_VOID__BOXED,
G_TYPE_NONE, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
g_type_class_add_private (gobject_class, sizeof (ClutterStagePrivate));
}
static void
clutter_stage_init (ClutterStage *self)
{
ClutterStagePrivate *priv;
/* a stage is a top-level object */
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IS_TOPLEVEL);
self->priv = priv = CLUTTER_STAGE_GET_PRIVATE (self);
priv->is_offscreen = FALSE;
priv->is_fullscreen = FALSE;
priv->is_cursor_visible = FALSE;
priv->color.red = 0xff;
priv->color.green = 0xff;
priv->color.blue = 0xff;
priv->color.alpha = 0xff;
clutter_actor_set_size (CLUTTER_ACTOR (self), 640, 480);
}
/**
* clutter_stage_get_default:
*
* Returns the main stage. #ClutterStage is a singleton, so
* the stage will be created the first time this function is
* called (typically, inside clutter_init()); all the subsequent
* calls to clutter_stage_get_default() will return the same
* instance.
*
* Return value: the main #ClutterStage. You should never
* destroy or unref the returned actor.
*/
ClutterActor *
clutter_stage_get_default (void)
{
ClutterMainContext *context;
context = clutter_context_get_default ();
g_assert (context != NULL);
return _clutter_backend_get_stage (context->backend);
}
/**
* clutter_stage_set_color
* @stage: A #ClutterStage
* @color: A #ClutterColor
*
* Set the stage color.
**/
void
clutter_stage_set_color (ClutterStage *stage,
const ClutterColor *color)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (color != NULL);
priv = stage->priv;
priv->color.red = color->red;
priv->color.green = color->green;
priv->color.blue = color->blue;
priv->color.alpha = color->alpha;
if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (stage)))
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
g_object_notify (G_OBJECT (stage), "color");
}
/**
* clutter_stage_get_color
* @stage: A #ClutterStage
* @color: return location for a #ClutterColor
*
* Retrieves the stage color.
*/
void
clutter_stage_get_color (ClutterStage *stage,
ClutterColor *color)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (color != NULL);
priv = stage->priv;
color->red = priv->color.red;
color->green = priv->color.green;
color->blue = priv->color.blue;
color->alpha = priv->color.alpha;
}
/**
* clutter_stage_fullscreen:
* @stage: a #ClutterStage
*
* Asks to place the stage window in the fullscreen state. Note that you
* shouldn't assume the window is definitely full screen afterward, because
* other entities (e.g. the user or window manager) could unfullscreen it
* again, and not all window managers honor requests to fullscreen windows.
*/
void
clutter_stage_fullscreen (ClutterStage *stage)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (!priv->is_fullscreen)
{
priv->is_fullscreen = TRUE;
if (CLUTTER_STAGE_GET_CLASS (stage)->set_fullscreen)
CLUTTER_STAGE_GET_CLASS (stage)->set_fullscreen (stage, TRUE);
g_object_notify (G_OBJECT (stage), "fullscreen");
}
}
/**
* clutter_stage_unfullscreen:
* @stage: a #ClutterStage
*
* Asks to toggle off the fullscreen state for the stage window. Note that
* you shouldn't assume the window is definitely not full screen afterward,
* because other entities (e.g. the user or window manager) could fullscreen
* it again, and not all window managers honor requests to unfullscreen
* windows.
*/
void
clutter_stage_unfullscreen (ClutterStage *stage)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (priv->is_fullscreen)
{
priv->is_fullscreen = FALSE;
if (CLUTTER_STAGE_GET_CLASS (stage)->set_fullscreen)
CLUTTER_STAGE_GET_CLASS (stage)->set_fullscreen (stage, FALSE);
g_object_notify (G_OBJECT (stage), "fullscreen");
}
}
/**
* clutter_stage_show_cursor:
* @stage: a #ClutterStage
*
* Shows the cursor on the stage window
*/
void
clutter_stage_show_cursor (ClutterStage *stage)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (!priv->is_cursor_visible)
{
priv->is_cursor_visible = TRUE;
if (CLUTTER_STAGE_GET_CLASS (stage)->set_cursor_visible)
CLUTTER_STAGE_GET_CLASS (stage)->set_cursor_visible (stage, TRUE);
g_object_notify (G_OBJECT (stage), "cursor-visible");
}
}
/**
* clutter_stage_hide_cursor:
* @stage:
*
* Hides the cursor as invisible on the stage window
*/
void
clutter_stage_hide_cursor (ClutterStage *stage)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (priv->is_cursor_visible)
{
priv->is_cursor_visible = FALSE;
if (CLUTTER_STAGE_GET_CLASS (stage)->set_cursor_visible)
CLUTTER_STAGE_GET_CLASS (stage)->set_cursor_visible (stage, FALSE);
g_object_notify (G_OBJECT (stage), "cursor-visible");
}
}
/**
* clutter_stage_snapshot
* @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 dimention of pixels to be read, or -1 for the
* entire stage width
* @height: Height dimention of pixels to be read, or -1 for the
* entire stage height
*
* Gets a pixel based representation of the current rendered stage.
*
* Return value: pixel representation as a #GdkPixbuf
**/
GdkPixbuf *
clutter_stage_snapshot (ClutterStage *stage,
gint x,
gint y,
gint width,
gint height)
{
ClutterStageClass *klass;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
g_return_val_if_fail (x >= 0 && y >= 0, NULL);
klass = CLUTTER_STAGE_GET_CLASS (stage);
if (klass->draw_to_pixbuf)
{
GdkPixbuf *retval = NULL;
klass->draw_to_pixbuf (stage, retval, x, y, width, height);
return retval;
}
return NULL;
}
void
_clutter_stage_sync_viewport (ClutterStage *stage)
{
/* FIXME:
* Something needs to be done with this func, apps may need to
* overide it and its need better integration into the backend.
*/
ClutterActor *actor;
gint width, height;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
actor = CLUTTER_ACTOR (stage);
width = clutter_actor_get_width (actor);
height = clutter_actor_get_height (actor);
cogl_setup_viewport (width,
height,
171, /* 60 degrees */
CFX_ONE,
CLUTTER_FLOAT_TO_FIXED (0.1),
CLUTTER_FLOAT_TO_FIXED (100.0));
}
/**
* clutter_stage_get_actor_at_pos:
* @stage:
* @x:
* @y:
*
* FIXME
*
* Return value: the actor at the specified coordinates, if any
*/
ClutterActor *
clutter_stage_get_actor_at_pos (ClutterStage *stage,
gint x,
gint y)
{
#if HAVE_COGL_GL
/* FIXME: Add a clutter feature flag for this or figure out
* for gles.
*/
ClutterActor *found = NULL;
GLuint buff[64] = { 0 };
GLint hits;
GLint view[4];
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
glSelectBuffer (sizeof (buff), buff);
glGetIntegerv (GL_VIEWPORT, view);
glRenderMode (GL_SELECT);
glInitNames ();
glPushName (0);
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
/* This is gluPickMatrix(x, y, 1.0, 1.0, view); */
glTranslatef ((view[2] - 2 * (x - view[0])),
(view[3] - 2 * (y - view[1])), 0);
glScalef (view[2], -view[3], 1.0);
cogl_perspective (171, /* 60 degrees */
CFX_ONE,
CLUTTER_FLOAT_TO_FIXED (0.1),
CLUTTER_FLOAT_TO_FIXED (100.0));
glMatrixMode (GL_MODELVIEW);
clutter_actor_paint (CLUTTER_ACTOR (stage));
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
hits = glRenderMode (GL_RENDER);
if (hits != 0)
{
#if 0
gint i
for (i = 0; i < hits; i++)
g_print ("Hit at %i\n", buff[i * 4 + 3]);
#endif
found = clutter_group_find_child_by_id (CLUTTER_GROUP (stage),
buff[(hits-1) * 4 + 3]);
}
_clutter_stage_sync_viewport (stage);
return found;
#else
/* GL/ES cannot do this yet.. */
return NULL;
#endif
}
/**
* clutter_stage_event:
* @stage: a #ClutterStage
* @event: a #ClutterEvent
*
* This function is used to emit an event on the main stage.
* You should rarely need to use this function, except for
* synthetising events.
*
* Return value: the return value from the signal emission
*
* Since: 0.4
*/
gboolean
clutter_stage_event (ClutterStage *stage,
ClutterEvent *event)
{
gboolean res = TRUE;
gint signal_num = -1;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
g_return_val_if_fail (event != NULL, FALSE);
g_object_ref (stage);
g_signal_emit (stage, stage_signals[EVENT], 0, event);
switch (event->type)
{
case CLUTTER_NOTHING:
break;
case CLUTTER_BUTTON_PRESS:
case CLUTTER_2BUTTON_PRESS:
case CLUTTER_3BUTTON_PRESS:
signal_num = BUTTON_PRESS_EVENT;
break;
case CLUTTER_BUTTON_RELEASE:
signal_num = BUTTON_RELEASE_EVENT;
break;
case CLUTTER_SCROLL:
signal_num = SCROLL_EVENT;
break;
case CLUTTER_KEY_PRESS:
signal_num = KEY_PRESS_EVENT;
break;
case CLUTTER_KEY_RELEASE:
signal_num = KEY_RELEASE_EVENT;
break;
case CLUTTER_MOTION:
signal_num = MOTION_EVENT;
break;
case CLUTTER_DELETE:
signal_num = -1;
break;
case CLUTTER_STAGE_STATE:
signal_num = -1;
break;
case CLUTTER_DESTROY_NOTIFY:
signal_num = -1;
break;
case CLUTTER_CLIENT_MESSAGE:
signal_num = -1;
break;
}
if (signal_num != -1)
{
g_signal_emit (stage, stage_signals[signal_num], 0, event);
g_signal_emit (stage, stage_signals[EVENT_AFTER], 0, event);
res = TRUE;
}
g_object_unref (stage);
return res;
}
/*** Perspective boxed type ******/
/**
* clutter_perspective_copy:
* @perspective: a #ClutterPerspective
*
* Makes a copy of the perspective structure. The result must be
* freed using clutter_perspective_free().
*
* Return value: an allocated copy of @perspective.
*
* Since: 0.2
*/
ClutterPerspective *
clutter_perspective_copy (const ClutterPerspective *perspective)
{
ClutterPerspective *result;
g_return_val_if_fail (perspective != NULL, NULL);
result = g_slice_new (ClutterPerspective);
*result = *perspective;
return result;
}
/**
* clutter_perspective_free:
* @perspective: a #ClutterPerspective
*
* Frees a perspective structure created with clutter_perspective_copy().
*
* Since: 0.4
*/
void
clutter_perspective_free (ClutterPerspective *perspective)
{
g_return_if_fail (perspective != NULL);
g_slice_free (ClutterPerspective, perspective);
}
GType
clutter_perspective_get_type (void)
{
static GType our_type = 0;
if (!our_type)
our_type = g_boxed_type_register_static
("ClutterPerspective",
(GBoxedCopyFunc) clutter_perspective_copy,
(GBoxedFreeFunc) clutter_perspective_free);
return our_type;
}