mutter/clutter/clutter-stage.c
Matthew Allum df92202c5f 2006-06-13 Matthew Allum <mallum@openedhand.com>
* clutter/Makefile.am:
        * clutter/clutter-actor.c:
        * clutter/clutter-actor.h:
        * clutter/clutter-clone-texture.c:
        * clutter/clutter-clone-texture.h:
        * clutter/clutter-element.c:
        * clutter/clutter-element.h:
        * clutter/clutter-group.c:
        * clutter/clutter-group.h:
        * clutter/clutter-label.c:
        * clutter/clutter-label.h:
        * clutter/clutter-main.c:
        * clutter/clutter-main.h:
        * clutter/clutter-rectangle.c:
        * clutter/clutter-rectangle.h:
        * clutter/clutter-stage.c:
        * clutter/clutter-stage.h:
        * clutter/clutter-texture.c:
        * clutter/clutter-texture.h:
        * clutter/clutter-video-texture.c:
        * clutter/clutter-video-texture.h:
        * clutter/clutter.h:
        * examples/super-oh.c:
        * examples/test-text.c:
        * examples/test-video.c:
        * examples/test.c:
        * examples/video-cube.c:
        * gtk/gtk-clutter-test.c:
        * gtk/gtk-clutter.c:
        * gtk/gtk-clutter.h:
        Element to Actor Renaming.
2006-06-13 13:17:45 +00:00

1013 lines
24 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.
*/
#include "config.h"
#include "clutter-stage.h"
#include "clutter-main.h"
#include "clutter-color.h"
#include "clutter-marshal.h"
#include "clutter-enum-types.h"
#include "clutter-private.h" /* for DBG */
#include <GL/glx.h>
#include <GL/gl.h>
#include <gdk-pixbuf-xlib/gdk-pixbuf-xlib.h>
/* the stage is a singleton instance */
static ClutterStage *stage_singleton = NULL;
G_DEFINE_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
{
XVisualInfo *xvisinfo;
Window xwin;
Pixmap xpixmap;
gint xwin_width, xwin_height; /* FIXME target_width / height */
GLXPixmap glxpixmap;
GLXContext gl_context;
ClutterColor color;
guint want_fullscreen : 1;
guint want_offscreen : 1;
guint hide_cursor : 1;
};
enum
{
PROP_0,
PROP_COLOR,
PROP_FULLSCREEN,
PROP_OFFSCREEN,
PROP_HIDE_CURSOR
};
enum
{
INPUT_EVENT,
BUTTON_PRESS_EVENT,
BUTTON_RELEASE_EVENT,
KEY_PRESS_EVENT,
KEY_RELEASE_EVENT,
MOTION_EVENT,
LAST_SIGNAL
};
static guint stage_signals[LAST_SIGNAL] = { 0 };
static ClutterActorClass *parent_class = NULL;
static void
sync_fullscreen (ClutterStage *stage)
{
Atom atom_WINDOW_STATE, atom_WINDOW_STATE_FULLSCREEN;
atom_WINDOW_STATE
= XInternAtom(clutter_xdisplay(), "_NET_WM_STATE", False);
atom_WINDOW_STATE_FULLSCREEN
= XInternAtom(clutter_xdisplay(), "_NET_WM_STATE_FULLSCREEN",False);
if (stage->priv->want_fullscreen)
{
clutter_actor_set_size (CLUTTER_ACTOR(stage),
DisplayWidth(clutter_xdisplay(),
clutter_xscreen()),
DisplayHeight(clutter_xdisplay(),
clutter_xscreen()));
if (stage->priv->xwin != None)
XChangeProperty(clutter_xdisplay(), stage->priv->xwin,
atom_WINDOW_STATE, XA_ATOM, 32,
PropModeReplace,
(unsigned char *)&atom_WINDOW_STATE_FULLSCREEN, 1);
}
else
{
if (stage->priv->xwin != None)
XDeleteProperty(clutter_xdisplay(),
stage->priv->xwin, atom_WINDOW_STATE);
}
}
static void
sync_cursor_visible (ClutterStage *stage)
{
if (stage->priv->xwin == None)
return;
if (stage->priv->hide_cursor)
{
XColor col;
Pixmap pix;
Cursor curs;
pix = XCreatePixmap (clutter_xdisplay(),
stage->priv->xwin, 1, 1, 1);
memset (&col, 0, sizeof (col));
curs = XCreatePixmapCursor (clutter_xdisplay(),
pix, pix, &col, &col, 1, 1);
XFreePixmap (clutter_xdisplay(), pix);
XDefineCursor(clutter_xdisplay(), stage->priv->xwin, curs);
}
else
{
XUndefineCursor(clutter_xdisplay(), stage->priv->xwin);
}
}
static void
frustum (GLfloat left,
GLfloat right,
GLfloat bottom,
GLfloat top,
GLfloat nearval,
GLfloat farval)
{
GLfloat x, y, a, b, c, d;
GLfloat m[16];
x = (2.0 * nearval) / (right - left);
y = (2.0 * nearval) / (top - bottom);
a = (right + left) / (right - left);
b = (top + bottom) / (top - bottom);
c = -(farval + nearval) / ( farval - nearval);
d = -(2.0 * farval * nearval) / (farval - nearval);
#define M(row,col) m[col*4+row]
M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F;
M(1,0) = 0.0F; M(1,1) = y; M(1,2) = b; M(1,3) = 0.0F;
M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = c; M(2,3) = d;
M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = -1.0F; M(3,3) = 0.0F;
#undef M
glMultMatrixf (m);
}
static void
perspective (GLfloat fovy,
GLfloat aspect,
GLfloat zNear,
GLfloat zFar)
{
GLfloat xmin, xmax, ymin, ymax;
ymax = zNear * tan (fovy * M_PI / 360.0);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
frustum (xmin, xmax, ymin, ymax, zNear, zFar);
}
static void
sync_gl_viewport (ClutterStage *stage)
{
/* Set For 2D */
#if 0
glViewport (0, 0, stage->priv->xwin_width, stage->priv->xwin_height);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glOrtho (0, stage->priv->xwin_width, stage->priv->xwin_height, 0, -1, 1);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
#endif
/* For 3D */
glViewport (0, 0, stage->priv->xwin_width, stage->priv->xwin_height);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
perspective (60.0f, 1.0f, 0.1f, 100.0f);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
/* Then for 2D like transform */
/* camera distance from screen, 0.5 * tan (FOV) */
#define DEFAULT_Z_CAMERA 0.866025404f
glTranslatef (-0.5f, -0.5f, -DEFAULT_Z_CAMERA);
glScalef (1.0f / stage->priv->xwin_width,
-1.0f / stage->priv->xwin_height, 1.0f / stage->priv->xwin_width);
glTranslatef (0.0f, -stage->priv->xwin_height, 0.0f);
}
static void
clutter_stage_show (ClutterActor *self)
{
if (clutter_stage_get_xwindow (CLUTTER_STAGE(self)))
XMapWindow (clutter_xdisplay(),
clutter_stage_get_xwindow (CLUTTER_STAGE(self)));
}
static void
clutter_stage_hide (ClutterActor *self)
{
if (clutter_stage_get_xwindow (CLUTTER_STAGE(self)))
XUnmapWindow (clutter_xdisplay(),
clutter_stage_get_xwindow (CLUTTER_STAGE(self)));
}
static void
clutter_stage_unrealize (ClutterActor *actor)
{
ClutterStage *stage;
ClutterStagePrivate *priv;
stage = CLUTTER_STAGE(actor);
priv = stage->priv;
CLUTTER_MARK();
if (priv->want_offscreen)
{
if (priv->glxpixmap)
{
glXDestroyGLXPixmap (clutter_xdisplay(), priv->glxpixmap);
priv->glxpixmap = None;
}
if (priv->xpixmap)
{
XFreePixmap (clutter_xdisplay(), priv->xpixmap);
priv->xpixmap = None;
}
}
else
{
if (clutter_stage_get_xwindow (CLUTTER_STAGE(actor)))
{
XDestroyWindow (clutter_xdisplay(), priv->xwin);
priv->xwin = None;
}
}
glXMakeCurrent(clutter_xdisplay(), None, NULL);
glXDestroyContext (clutter_xdisplay(), priv->gl_context);
priv->gl_context = None;
}
static void
clutter_stage_realize (ClutterActor *actor)
{
ClutterStage *stage;
ClutterStagePrivate *priv;
stage = CLUTTER_STAGE(actor);
priv = stage->priv;
CLUTTER_MARK();
if (priv->want_offscreen)
{
int gl_attributes[] = {
GLX_RGBA,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
0
};
if (priv->xvisinfo)
XFree(priv->xvisinfo);
priv->xvisinfo = glXChooseVisual (clutter_xdisplay(),
clutter_xscreen(),
gl_attributes);
if (!priv->xvisinfo)
{
g_critical ("Unable to find suitable GL visual.");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
if (priv->gl_context)
glXDestroyContext (clutter_xdisplay(), priv->gl_context);
priv->xpixmap = XCreatePixmap (clutter_xdisplay(),
clutter_root_xwindow(),
priv->xwin_width,
priv->xwin_height,
priv->xvisinfo->depth);
priv->glxpixmap = glXCreateGLXPixmap(clutter_xdisplay(),
priv->xvisinfo,
priv->xpixmap);
sync_fullscreen (stage);
/* indirect */
priv->gl_context = glXCreateContext (clutter_xdisplay(),
priv->xvisinfo,
0,
False);
glXMakeCurrent(clutter_xdisplay(), priv->glxpixmap, priv->gl_context);
#if 0
/* Debug code for monitoring a off screen pixmap via window */
{
Colormap cmap;
XSetWindowAttributes swa;
cmap = XCreateColormap(clutter_xdisplay(),
clutter_root_xwindow(),
priv->xvisinfo->visual, AllocNone);
/* create a window */
swa.colormap = cmap;
foo_win = XCreateWindow(clutter_xdisplay(),
clutter_root_xwindow(),
0, 0,
priv->xwin_width, priv->xwin_height,
0,
priv->xvisinfo->depth,
InputOutput,
priv->xvisinfo->visual,
CWColormap, &swa);
XMapWindow(clutter_xdisplay(), foo_win);
}
#endif
}
else
{
int gl_attributes[] =
{
GLX_RGBA,
GLX_DOUBLEBUFFER,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
0
};
if (priv->xvisinfo)
XFree(priv->xvisinfo);
priv->xvisinfo = glXChooseVisual (clutter_xdisplay(),
clutter_xscreen(),
gl_attributes);
if (!priv->xvisinfo)
{
g_critical ("Unable to find suitable GL visual.");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
priv->xwin = XCreateSimpleWindow(clutter_xdisplay(),
clutter_root_xwindow(),
0, 0,
priv->xwin_width, priv->xwin_height,
0, 0,
WhitePixel(clutter_xdisplay(),
clutter_xscreen()));
XSelectInput(clutter_xdisplay(),
priv->xwin,
StructureNotifyMask
|ExposureMask
|KeyPressMask
|KeyReleaseMask
|ButtonPressMask
|ButtonReleaseMask
|PropertyChangeMask);
sync_fullscreen (stage);
sync_cursor_visible (stage);
if (priv->gl_context)
glXDestroyContext (clutter_xdisplay(), priv->gl_context);
priv->gl_context = glXCreateContext (clutter_xdisplay(),
priv->xvisinfo,
0,
True);
glXMakeCurrent(clutter_xdisplay(), priv->xwin, priv->gl_context);
}
CLUTTER_DBG("===========================================")
CLUTTER_DBG("GL_VENDOR: %s\n", glGetString(GL_VENDOR));
CLUTTER_DBG("GL_RENDERER: %s\n", glGetString(GL_RENDERER));
CLUTTER_DBG("GL_VERSION: %s\n", glGetString(GL_VERSION));
CLUTTER_DBG("GL_EXTENSIONS: %s\n", glGetString(GL_EXTENSIONS));
CLUTTER_DBG("===========================================")
sync_gl_viewport (stage);
}
static void
clutter_stage_paint (ClutterActor *self)
{
parent_class->paint (self);
}
static void
clutter_stage_allocate_coords (ClutterActor *self,
ClutterActorBox *box)
{
/* Do nothing, just stop group_allocate getting called */
/* TODO: sync up with any configure events from WM ?? */
return;
}
static void
clutter_stage_request_coords (ClutterActor *self,
ClutterActorBox *box)
{
ClutterStage *stage;
ClutterStagePrivate *priv;
gint new_width, new_height;
stage = CLUTTER_STAGE (self);
priv = stage->priv;
/* FIXME: some how have X configure_notfiys call this ?
*/
new_width = ABS(box->x2 - box->x1);
new_height = ABS(box->y2 - box->y1);
if (new_width != priv->xwin_width || new_height != priv->xwin_height)
{
priv->xwin_width = new_width;
priv->xwin_height = new_height;
if (priv->xwin)
XResizeWindow (clutter_xdisplay(),
priv->xwin,
priv->xwin_width,
priv->xwin_height);
if (priv->xpixmap)
{
/* Need to recreate to resize */
clutter_actor_unrealize(self);
clutter_actor_realize(self);
}
sync_gl_viewport (stage);
}
if (priv->xwin) /* Do we want to bother ? */
XMoveWindow (clutter_xdisplay(),
priv->xwin,
box->x1,
box->y1);
}
static void
clutter_stage_dispose (GObject *object)
{
ClutterStage *self = CLUTTER_STAGE (object);
if (self->priv->xwin)
clutter_stage_unrealize (CLUTTER_ACTOR (self));
G_OBJECT_CLASS (clutter_stage_parent_class)->dispose (object);
}
static void
clutter_stage_finalize (GObject *object)
{
G_OBJECT_CLASS (clutter_stage_parent_class)->finalize (object);
}
static void
clutter_stage_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterStage *stage;
ClutterStagePrivate *priv;
stage = CLUTTER_STAGE(object);
priv = stage->priv;
switch (prop_id)
{
case PROP_COLOR:
clutter_stage_set_color (stage, g_value_get_boxed (value));
break;
case PROP_OFFSCREEN:
if (priv->want_offscreen != g_value_get_boolean (value))
{
clutter_actor_unrealize (CLUTTER_ACTOR(stage));
/* NOTE: as we are changing GL contexts here. so
* all textures will need unreleasing as they will
* likely have set up ( i.e labels ) in the old
* context. We should probably somehow do this
* automatically
*/
priv->want_offscreen = g_value_get_boolean (value);
clutter_actor_realize (CLUTTER_ACTOR(stage));
}
break;
case PROP_FULLSCREEN:
if (priv->want_fullscreen != g_value_get_boolean (value))
{
priv->want_fullscreen = g_value_get_boolean (value);
sync_fullscreen (stage);
}
break;
case PROP_HIDE_CURSOR:
if (priv->hide_cursor != g_value_get_boolean (value))
{
priv->hide_cursor = g_value_get_boolean (value);
sync_cursor_visible (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->want_offscreen);
break;
case PROP_FULLSCREEN:
g_value_set_boolean (value, priv->want_fullscreen);
break;
case PROP_HIDE_CURSOR:
g_value_set_boolean (value, priv->hide_cursor);
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);
parent_class = g_type_class_peek_parent (klass);
actor_class->realize = clutter_stage_realize;
actor_class->unrealize = clutter_stage_unrealize;
actor_class->show = clutter_stage_show;
actor_class->hide = clutter_stage_hide;
actor_class->paint = clutter_stage_paint;
actor_class->request_coords = clutter_stage_request_coords;
actor_class->allocate_coords = clutter_stage_allocate_coords;
gobject_class->dispose = clutter_stage_dispose;
gobject_class->finalize = clutter_stage_finalize;
gobject_class->set_property = clutter_stage_set_property;
gobject_class->get_property = clutter_stage_get_property;
/**
* 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",
"Make Clutter stage fullscreen",
FALSE,
G_PARAM_CONSTRUCT | G_PARAM_READWRITE));
g_object_class_install_property
(gobject_class, PROP_OFFSCREEN,
g_param_spec_boolean ("offscreen",
"Offscreen",
"Make Clutter stage offscreen",
FALSE,
G_PARAM_CONSTRUCT | G_PARAM_READWRITE));
g_object_class_install_property
(gobject_class, PROP_HIDE_CURSOR,
g_param_spec_boolean ("hide-cursor",
"Hide Cursor",
"Make Clutter stage cursor-less",
FALSE,
G_PARAM_CONSTRUCT | G_PARAM_READWRITE));
g_object_class_install_property
(gobject_class, PROP_COLOR,
g_param_spec_boxed ("color",
"Color",
"The color of the stage",
CLUTTER_TYPE_COLOR,
G_PARAM_READWRITE));
stage_signals[INPUT_EVENT] =
g_signal_new ("input-event",
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, input_event),
NULL, NULL,
clutter_marshal_VOID__BOXED,
G_TYPE_NONE, 1,
CLUTTER_TYPE_EVENT);
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);
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);
stage_signals[BUTTON_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);
stage_signals[BUTTON_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);
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_type_class_add_private (gobject_class, sizeof (ClutterStagePrivate));
}
static void
clutter_stage_init (ClutterStage *self)
{
ClutterStagePrivate *priv;
self->priv = priv = CLUTTER_STAGE_GET_PRIVATE (self);
priv->want_offscreen = FALSE;
priv->want_fullscreen = FALSE;
priv->hide_cursor = FALSE;
priv->xwin_width = 100;
priv->xwin_height = 100;
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, with its reference count increased.
*
* Return value: the main #ClutterStage. Use g_object_unref()
* when finished using it.
*/
ClutterActor *
clutter_stage_get_default (void)
{
ClutterActor *retval = NULL;
if (!stage_singleton)
{
stage_singleton = g_object_new (CLUTTER_TYPE_STAGE, NULL);
retval = CLUTTER_ACTOR (stage_singleton);
}
else
{
retval = CLUTTER_ACTOR (stage_singleton);
/* We dont ref for now as its assumed there will always be
* a stage and no real support for multiple stages. Non
* reffing makes API slightly simpler and allows for things
* like CLUTTER_STAGE_WIDTH() work nicely.
*
* In future if multiple stage support is added probably
* add a clutter-stage-manager class that would manage
* multiple instances.
* g_object_ref (retval);
*/
}
return retval;
}
/**
* clutter_stage_get_xwindow
* @stage: A #ClutterStage
*
* Get the stages underlying x window ID.
*
* Return Value: Stage X Window XID
**/
Window
clutter_stage_get_xwindow (ClutterStage *stage)
{
return stage->priv->xwin;
}
/**
* clutter_stage_get_xvisual
* @stage: A #ClutterStage
*
* Get the stages XVisualInfo.
*
* Return Value: Thes Stages XVisualInfo
**/
const XVisualInfo*
clutter_stage_get_xvisual (ClutterStage *stage)
{
return stage->priv->xvisinfo;
}
/**
* 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
*
* Request 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;
}
static void
snapshot_pixbuf_free (guchar *pixels,
gpointer data)
{
g_free(pixels);
}
/**
* 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)
{
guchar *data;
GdkPixbuf *pixb, *fpixb;
ClutterActor *actor;
ClutterStagePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
g_return_val_if_fail (x >= 0 && y >= 0, NULL);
priv = stage->priv;
actor = CLUTTER_ACTOR (stage);
if (width < 0)
width = clutter_actor_get_width (actor);
if (height < 0)
height = clutter_actor_get_height (actor);
if (priv->want_offscreen)
{
gdk_pixbuf_xlib_init (clutter_xdisplay(), clutter_xscreen());
pixb = gdk_pixbuf_xlib_get_from_drawable
(NULL,
(Drawable)priv->xpixmap,
DefaultColormap(clutter_xdisplay(),
clutter_xscreen()),
priv->xvisinfo->visual,
x, y, 0, 0, width, height);
return pixb;
}
else
{
data = g_malloc0 (sizeof (guchar) * width * height * 4);
glReadPixels (x,
clutter_actor_get_height (actor)
- y - height,
width,
height, GL_RGBA, GL_UNSIGNED_BYTE, data);
pixb = gdk_pixbuf_new_from_data (data,
GDK_COLORSPACE_RGB,
TRUE,
8,
width,
height,
width * 4,
snapshot_pixbuf_free,
NULL);
fpixb = gdk_pixbuf_flip (pixb, TRUE);
g_object_unref (pixb);
return fpixb;
}
}
/**
* clutter_stage_get_actor_at_pos:
* @stage: a #ClutterStage
* @x: the x coordinate
* @y: the y coordinate
*
* If found, retrieves the actor that the (x, y) coordinates.
*
* Return value: the #ClutterActor at the desired coordinates,
* or %NULL if no actor was found.
*/
ClutterActor*
clutter_stage_get_actor_at_pos (ClutterStage *stage,
gint x,
gint y)
{
ClutterActor *found = NULL;
GLuint buff[64] = {0};
GLint hits, view[4];
glSelectBuffer(64, 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);
perspective (60.0f, 1.0f, 0.1f, 100.0f);
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[3]);
}
sync_gl_viewport (stage);
return found;
}