mirror of
https://github.com/brl/mutter.git
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101a3cac4e
Rework the stage wrapper/implementation relation: remove duplicated code and all the bookkeeping from the backends into ClutterStage whenever possible, to reduce the amount of work a backend must do (and possibly get wrong). Thanks to Tommi Komulainen. * clutter/clutter-main.c: (clutter_init_with_args), (clutter_init): Realize the default stage after creation. The default stage is special, because we use it in the initialization sequence. This removes the burden from the backends and reduces the things a backend can get wrong. * clutter/clutter-stage.c: (clutter_stage_show): Make sure to realize the implementation if it hasn't been realized yet. (clutter_stage_realize): Set the REALIZED flag and call clutter_stage_ensure_current() if the implementation was successfully realized. (clutter_stage_unrealized): Call clutter_stage_ensure_current() on unrealize. * clutter/glx/clutter-backend-glx.c: (clutter_backend_glx_create_stage): Do not realize the stage anymore when creating it, and let the normal realization sequence take place. (clutter_backend_glx_ensure_context): Trap for X11 errors. * clutter/glx/clutter-stage-glx.c: (clutter_stage_glx_realize): Chain up to the X11 implementation so that we can set up the window state (title, cursor visibility) when we actually have a X window. Also, do not call clutter_stage_ensure_current(), and rely on the wrapper to do it for us. This means we can drop setting the REALIZED flag on the wrapper. (clutter_stage_glx_unrealize): Do not call clutter_stage_ensure_current() ourselves, and rely on the wrapper to do it for us. * clutter/x11/clutter-stage-x11.c: (set_wm_title), (set_cursor_visible): Move the WM title and cursor visibility code inside their own functions. (clutter_stage_x11_realize): Set the window title and whether the cursor is visible or not after realizing the stage. (clutter_stage_x11_set_cursor_visible), (clutter_stage_x11_set_title): Call set_wm_title() and set_cursor_visible(). (clutter_stage_x11_finalize): Free the title string. * clutter/x11/clutter-stage-x11.h: Save more of the stage state, so that we can set it even when the stage hasn't been realized yet. * clutter/eglnative/clutter-backend-egl.c: (clutter_backend_egl_create_stage): * clutter/eglnative/clutter-stage-egl.c: (clutter_stage_egl_unrealize), (clutter_stage_egl_realize): Update the eglnative backend. * clutter/eglx/clutter-backend-egl.c: (clutter_backend_egl_ensure_context), (clutter_backend_egl_create_stage): * clutter/eglx/clutter-stage-egl.c: (clutter_stage_egl_unrealize), (clutter_stage_egl_realize): Update the eglx backend. * clutter/sdl/clutter-backend-sdl.c: (clutter_backend_sdl_create_stage): * clutter/sdl/clutter-stage-sdl.c: (clutter_stage_sdl_realize): Update the sdl backend. * clutter/fruity/clutter-backend-fruity.c: (clutter_backend_fruity_create_stage): * clutter/sdl/clutter-stage-fruity.c: (clutter_stage_fruity_realize): Update the fruity backend. * tests/test-multistage.c (on_button_press): Bail out if clutter_stage_new() returns NULL. * HACKING.backends: Update backend writing documentation.
216 lines
5.8 KiB
C
216 lines
5.8 KiB
C
#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-stage-sdl.h"
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#include "clutter-sdl.h"
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#include "../clutter-main.h"
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#include "../clutter-feature.h"
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#include "../clutter-color.h"
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#include "../clutter-util.h"
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#include "../clutter-event.h"
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#include "../clutter-enum-types.h"
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#include "../clutter-private.h"
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#include "../clutter-debug.h"
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#include "../clutter-units.h"
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#include "../clutter-stage-window.h"
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#include "cogl/cogl.h"
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static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
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G_DEFINE_TYPE_WITH_CODE (ClutterStageSDL,
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clutter_stage_sdl,
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CLUTTER_TYPE_ACTOR,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW,
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clutter_stage_window_iface_init));
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static void
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clutter_stage_sdl_show (ClutterActor *actor)
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{
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CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
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CLUTTER_ACTOR_CLASS (clutter_stage_sdl_parent_class)->show (actor);
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}
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static void
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clutter_stage_sdl_hide (ClutterActor *actor)
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{
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/* No way to easily unmap SDL window ? */
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
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CLUTTER_ACTOR_CLASS (clutter_stage_sdl_parent_class)->hide (actor);
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}
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static void
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clutter_stage_sdl_unrealize (ClutterActor *actor)
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{
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;
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}
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static void
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clutter_stage_sdl_realize (ClutterActor *actor)
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{
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ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (actor);
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gboolean is_offscreen, is_fullscreen;
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CLUTTER_NOTE (BACKEND, "Realizing main stage");
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is_offscreen = is_fullscreen = FALSE;
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g_object_get (stage_sdl->wrapper,
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"offscreen", &is_offscreen,
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"fullscreen", &is_fullscreen,
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NULL);
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if (G_LIKELY (!is_offscreen))
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{
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gint flags = SDL_OPENGL;
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if (is_fullscreen)
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flags |= SDL_FULLSCREEN;
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SDL_GL_SetAttribute (SDL_GL_ACCUM_RED_SIZE, 0);
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SDL_GL_SetAttribute (SDL_GL_ACCUM_GREEN_SIZE, 0);
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SDL_GL_SetAttribute (SDL_GL_ACCUM_BLUE_SIZE, 0);
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SDL_GL_SetAttribute (SDL_GL_ACCUM_ALPHA_SIZE, 0);
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if (SDL_SetVideoMode (stage_sdl->win_width,
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stage_sdl->win_height,
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0, flags) == NULL)
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{
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CLUTTER_NOTE (BACKEND, "SDL appears not to handle this mode - %s",
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SDL_GetError ());
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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return;
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}
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else
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CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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}
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else
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{
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/* FIXME */
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g_critical ("SDL Backend does not yet support offscreen rendering");
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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}
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}
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static void
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clutter_stage_sdl_query_coords (ClutterActor *self,
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ClutterActorBox *box)
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{
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ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (self);
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box->x1 = box->y1 = 0;
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box->x2 = box->x1 + CLUTTER_UNITS_FROM_INT (stage_sdl->win_width);
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box->y2 = box->y1 + CLUTTER_UNITS_FROM_INT (stage_sdl->win_height);
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}
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static void
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clutter_stage_sdl_request_coords (ClutterActor *self,
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ClutterActorBox *box)
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{
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ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (self);
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gint new_width, new_height;
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/* FIXME: some how have X configure_notfiys call this ? */
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new_width = ABS (CLUTTER_UNITS_TO_INT (box->x2 - box->x1));
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new_height = ABS (CLUTTER_UNITS_TO_INT (box->y2 - box->y1));
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if (new_width != stage_sdl->win_width ||
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new_height != stage_sdl->win_height)
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{
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if (SDL_SetVideoMode(new_width,
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new_height,
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0, SDL_OPENGL) == NULL)
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{
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box->x2 = box->x1 + stage_sdl->win_width;
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box->y2 = box->y1 + stage_sdl->win_height;
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/* Failed */
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return;
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}
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stage_sdl->win_width = new_width;
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stage_sdl->win_height = new_height;
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CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_SYNC_MATRICES);
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}
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CLUTTER_ACTOR_CLASS (clutter_stage_sdl_parent_class)->request_coords (self,
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box);
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}
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static void
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clutter_stage_sdl_set_fullscreen (ClutterStageWindow *stage_window,
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gboolean fullscreen)
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{
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ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (stage_window);
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int flags = SDL_OPENGL;
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if (fullscreen)
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flags |= SDL_FULLSCREEN;
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SDL_SetVideoMode(stage_sdl->win_width,
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stage_sdl->win_height,
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0, flags);
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}
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static void
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clutter_stage_sdl_set_cursor_visible (ClutterStageWindow *stage_window,
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gboolean show_cursor)
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{
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SDL_ShowCursor (show_cursor);
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}
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static void
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clutter_stage_sdl_set_title (ClutterStageWindow *stage_window,
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const gchar *title)
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{
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SDL_WM_SetCaption (title, NULL);
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}
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static void
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clutter_stage_sdl_dispose (GObject *gobject)
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{
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ClutterStageSDL *stage_sdl = CLUTTER_STAGE_SDL (gobject);
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clutter_actor_unrealize (CLUTTER_ACTOR (stage_sdl));
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G_OBJECT_CLASS (clutter_stage_sdl_parent_class)->dispose (gobject);
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}
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static void
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clutter_stage_sdl_class_init (ClutterStageSDLClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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gobject_class->dispose = clutter_stage_sdl_dispose;
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actor_class->show = clutter_stage_sdl_show;
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actor_class->hide = clutter_stage_sdl_hide;
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actor_class->realize = clutter_stage_sdl_realize;
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actor_class->unrealize = clutter_stage_sdl_unrealize;
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actor_class->request_coords = clutter_stage_sdl_request_coords;
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actor_class->query_coords = clutter_stage_sdl_query_coords;
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}
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static void
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clutter_stage_window_iface_init (ClutterStageWindowIface *iface)
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{
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iface->set_fullscreen = clutter_stage_sdl_set_fullscreen;
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iface->set_cursor_visible = clutter_stage_sdl_set_cursor_visible;
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iface->set_title = clutter_stage_sdl_set_title;
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}
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static void
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clutter_stage_sdl_init (ClutterStageSDL *stage)
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{
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stage->win_width = 640;
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stage->win_height = 480;
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}
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