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b887bddbb1
* clutter/clutter-stage.c (clutter_stage_get_default): Don't grab the floating reference when creating the default stage. The stage manager will take a reference to it so it will behave as any other stage. (clutter_stage_new): Don't take the floating reference to the new stage but let the stage manager keep it instead. * clutter/clutter-stage-manager.c (_clutter_stage_manager_add_stage): Take a reference to the stage when it is added to the list. (_clutter_stage_manager_remove_stage): Unref the stage when it is removed from the list. (clutter_stage_manager_dispose): Keep track of the 'next' pointer as a separate variable so we can cope when the stage being destroyed removes itself from the list as the list is being iterated. * clutter/clutter-actor.c (clutter_actor_destroy): Take a reference at the beginning of the function even if there is no parent container so that overall the reference count is not changed when the actor is unref'd again at the bottom of the function. Previously it would have a net effect of leaving the reference count alone unless it is a top level actor in which case it would unref it.
1768 lines
46 KiB
C
1768 lines
46 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/**
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* SECTION:clutter-stage
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* @short_description: Top level visual element to which actors are placed.
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*
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* #ClutterStage is a top level 'window' on which child actors are placed
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* and manipulated.
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*
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* Clutter creates a default stage upon initialization, which can be retrieved
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* using clutter_stage_get_default(). Clutter always provides the default
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* stage, unless the backend is unable to create one. The stage returned
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* by clutter_stage_get_default() is guaranteed to always be the same.
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*
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* Backends might provide support for multiple stages. The support for this
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* feature can be checked at run-time using the clutter_feature_available()
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* function and the %CLUTTER_FEATURE_STAGE_MULTIPLE flag. If the backend used
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* supports multiple stages, new #ClutterStage instances can be created
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* using clutter_stage_new(). These stages must be managed by the developer
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* using clutter_actor_destroy(), which will take care of destroying all the
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* actors contained inside them.
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*
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* #ClutterStage is a proxy actor, wrapping the backend-specific
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* implementation of the windowing system. It is possible to subclass
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* #ClutterStage, as long as every overridden virtual function chains up to
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* the parent class corresponding function.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-backend.h"
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#include "clutter-stage.h"
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#include "clutter-main.h"
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#include "clutter-color.h"
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#include "clutter-util.h"
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#include "clutter-marshal.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-stage-manager.h"
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#include "clutter-stage-window.h"
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#include "clutter-version.h" /* For flavour */
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#include "clutter-id-pool.h"
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#include "cogl/cogl.h"
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G_DEFINE_TYPE (ClutterStage, clutter_stage, CLUTTER_TYPE_GROUP);
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#define CLUTTER_STAGE_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_STAGE, ClutterStagePrivate))
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struct _ClutterStagePrivate
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{
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/* the stage implementation */
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ClutterActor *impl;
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ClutterColor color;
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ClutterPerspective perspective;
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ClutterFog fog;
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gchar *title;
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ClutterActor *key_focused_actor;
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guint update_idle; /* repaint idler id */
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guint is_fullscreen : 1;
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guint is_offscreen : 1;
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guint is_cursor_visible : 1;
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guint is_user_resizable : 1;
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guint use_fog : 1;
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};
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enum
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{
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PROP_0,
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PROP_COLOR,
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PROP_FULLSCREEN,
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PROP_OFFSCREEN,
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PROP_CURSOR_VISIBLE,
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PROP_PERSPECTIVE,
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PROP_TITLE,
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PROP_USER_RESIZE,
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PROP_USE_FOG
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};
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enum
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{
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FULLSCREEN,
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UNFULLSCREEN,
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ACTIVATE,
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DEACTIVATE,
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LAST_SIGNAL
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};
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static guint stage_signals[LAST_SIGNAL] = { 0, };
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static void
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clutter_stage_request_coords (ClutterActor *self,
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ClutterActorBox *box)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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g_assert (priv->impl != NULL);
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CLUTTER_ACTOR_GET_CLASS (priv->impl)->request_coords (priv->impl, box);
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CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->request_coords (self, box);
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}
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static void
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clutter_stage_query_coords (ClutterActor *self,
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ClutterActorBox *box)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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g_assert (priv->impl != NULL);
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CLUTTER_ACTOR_GET_CLASS (priv->impl)->query_coords (priv->impl, box);
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}
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static void
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clutter_stage_paint (ClutterActor *self)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_PAINT);
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CLUTTER_NOTE (PAINT, "Initializing stage paint");
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cogl_paint_init (&priv->color);
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if (priv->use_fog)
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{
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cogl_fog_set (&priv->color,
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priv->fog.density,
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priv->fog.z_near,
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priv->fog.z_far);
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}
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CLUTTER_NOTE (PAINT, "Proxying the paint to the stage implementation");
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clutter_actor_paint (priv->impl);
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CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_PAINT);
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/* this will take care of painting every child */
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CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint (self);
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}
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static void
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clutter_stage_pick (ClutterActor *self,
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const ClutterColor *color)
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{
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/* Paint nothing, cogl_paint_init() effectively paints the stage
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* silhouette for us - see _clutter_do_pick().
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* Chain up to the groups paint howerer so our children get picked
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* - clutter_group_pick
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*/
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CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint (self);
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}
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static void
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clutter_stage_realize (ClutterActor *self)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
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g_assert (priv->impl != NULL);
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CLUTTER_ACTOR_GET_CLASS (priv->impl)->realize (priv->impl);
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/* ensure that the stage is using the context if the
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* realization sequence was successful
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*/
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if (CLUTTER_ACTOR_IS_REALIZED (priv->impl))
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clutter_stage_ensure_current (CLUTTER_STAGE (self));
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else
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CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
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}
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static void
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clutter_stage_unrealize (ClutterActor *self)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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/* unset the flag */
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CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
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/* and then unrealize the implementation */
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g_assert (priv->impl != NULL);
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CLUTTER_ACTOR_GET_CLASS (priv->impl)->unrealize (priv->impl);
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clutter_stage_ensure_current (CLUTTER_STAGE (self));
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}
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static void
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clutter_stage_show (ClutterActor *self)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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g_assert (priv->impl != NULL);
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if (!CLUTTER_ACTOR_IS_REALIZED (priv->impl))
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clutter_actor_realize (priv->impl);
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clutter_actor_show (priv->impl);
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CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->show (self);
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}
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static void
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clutter_stage_hide (ClutterActor *self)
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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g_assert (priv->impl != NULL);
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clutter_actor_hide (priv->impl);
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CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->hide (self);
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}
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static void
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clutter_stage_set_property (GObject *object,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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ClutterStage *stage;
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ClutterStagePrivate *priv;
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ClutterActor *actor;
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stage = CLUTTER_STAGE (object);
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actor = CLUTTER_ACTOR (stage);
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priv = stage->priv;
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switch (prop_id)
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{
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case PROP_COLOR:
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clutter_stage_set_color (stage, g_value_get_boxed (value));
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break;
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case PROP_OFFSCREEN:
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if (priv->is_offscreen == g_value_get_boolean (value))
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return;
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if (CLUTTER_ACTOR_IS_REALIZED (actor))
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{
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/* Backend needs to check this prop and handle accordingly
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* in realise.
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* FIXME: More 'obvious' implementation needed?
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*/
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clutter_actor_unrealize (actor);
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priv->is_offscreen = g_value_get_boolean (value);
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clutter_actor_realize (actor);
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if (!CLUTTER_ACTOR_IS_REALIZED (actor))
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priv->is_offscreen = ~g_value_get_boolean (value);
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}
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else
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priv->is_offscreen = g_value_get_boolean (value);
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break;
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case PROP_FULLSCREEN:
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if (g_value_get_boolean (value))
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clutter_stage_fullscreen (stage);
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else
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clutter_stage_unfullscreen (stage);
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break;
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case PROP_CURSOR_VISIBLE:
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if (g_value_get_boolean (value))
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clutter_stage_show_cursor (stage);
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else
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clutter_stage_hide_cursor (stage);
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break;
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case PROP_PERSPECTIVE:
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clutter_stage_set_perspectivex (stage, g_value_get_boxed (value));
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break;
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case PROP_TITLE:
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clutter_stage_set_title (stage, g_value_get_string (value));
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break;
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case PROP_USER_RESIZE:
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clutter_stage_set_user_resizable (stage, g_value_get_boolean (value));
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break;
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case PROP_USE_FOG:
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clutter_stage_set_use_fog (stage, g_value_get_boolean (value));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_stage_get_property (GObject *object,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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ClutterStage *stage;
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ClutterStagePrivate *priv;
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ClutterColor color;
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ClutterPerspective perspective;
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stage = CLUTTER_STAGE(object);
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priv = stage->priv;
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switch (prop_id)
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{
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case PROP_COLOR:
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clutter_stage_get_color (stage, &color);
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g_value_set_boxed (value, &color);
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break;
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case PROP_OFFSCREEN:
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g_value_set_boolean (value, priv->is_offscreen);
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break;
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case PROP_FULLSCREEN:
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g_value_set_boolean (value, priv->is_fullscreen);
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break;
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case PROP_CURSOR_VISIBLE:
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g_value_set_boolean (value, priv->is_cursor_visible);
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break;
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case PROP_PERSPECTIVE:
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clutter_stage_get_perspectivex (stage, &perspective);
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g_value_set_boxed (value, &perspective);
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break;
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case PROP_TITLE:
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g_value_set_string (value, priv->title);
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break;
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case PROP_USER_RESIZE:
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g_value_set_boolean (value, priv->is_user_resizable);
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break;
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case PROP_USE_FOG:
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g_value_set_boolean (value, priv->use_fog);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_stage_dispose (GObject *object)
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{
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ClutterStage *stage = CLUTTER_STAGE (object);
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ClutterStagePrivate *priv = stage->priv;
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ClutterStageManager *stage_manager = clutter_stage_manager_get_default ();
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if (priv->update_idle)
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{
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g_source_remove (priv->update_idle);
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priv->update_idle = 0;
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}
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clutter_actor_unrealize (CLUTTER_ACTOR (object));
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_clutter_stage_manager_remove_stage (stage_manager, stage);
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if (priv->impl)
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{
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CLUTTER_NOTE (MISC, "Disposing of the stage implementation");
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g_object_unref (priv->impl);
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priv->impl = NULL;
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}
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G_OBJECT_CLASS (clutter_stage_parent_class)->dispose (object);
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}
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static void
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clutter_stage_finalize (GObject *object)
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{
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G_OBJECT_CLASS (clutter_stage_parent_class)->finalize (object);
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}
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static void
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clutter_stage_class_init (ClutterStageClass *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->set_property = clutter_stage_set_property;
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gobject_class->get_property = clutter_stage_get_property;
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gobject_class->dispose = clutter_stage_dispose;
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gobject_class->finalize = clutter_stage_finalize;
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actor_class->request_coords = clutter_stage_request_coords;
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actor_class->query_coords = clutter_stage_query_coords;
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actor_class->paint = clutter_stage_paint;
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actor_class->pick = clutter_stage_pick;
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actor_class->realize = clutter_stage_realize;
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actor_class->unrealize = clutter_stage_unrealize;
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actor_class->show = clutter_stage_show;
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actor_class->hide = clutter_stage_hide;
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/**
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* ClutterStage:fullscreen:
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*
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* Whether the stage should be fullscreen or not.
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*/
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g_object_class_install_property
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(gobject_class, PROP_FULLSCREEN,
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g_param_spec_boolean ("fullscreen",
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"Fullscreen",
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"Whether the main stage is fullscreen",
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FALSE,
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G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
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/**
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* ClutterStage:offscreen:
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*
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* Whether the stage should be rendered in an offscreen buffer.
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*/
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g_object_class_install_property
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(gobject_class, PROP_OFFSCREEN,
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g_param_spec_boolean ("offscreen",
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"Offscreen",
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"Whether the main stage is renderer offscreen",
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FALSE,
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G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
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/**
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* ClutterStage:cursor-visible:
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*
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* Whether the mouse pointer should be visible
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*/
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g_object_class_install_property
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(gobject_class, PROP_CURSOR_VISIBLE,
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g_param_spec_boolean ("cursor-visible",
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"Cursor Visible",
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"Whether the mouse pointer is visible on the main stage ",
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TRUE,
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G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
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/**
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* ClutterStage:user-resizable:
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*
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* Whether the stage is resizable via user interaction.
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*
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* Since: 0.4
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*/
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g_object_class_install_property
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(gobject_class, PROP_USER_RESIZE,
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g_param_spec_boolean ("user-resizable",
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"User Resizable",
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"Whether the stage is able to be resized via "
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"user interaction",
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FALSE,
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G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
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/**
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* ClutterStage:color:
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*
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* The color of the main stage.
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*/
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g_object_class_install_property
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(gobject_class, PROP_COLOR,
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g_param_spec_boxed ("color",
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"Color",
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"The color of the main stage",
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CLUTTER_TYPE_COLOR,
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CLUTTER_PARAM_READWRITE));
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/**
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* ClutterStage:title:
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*
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* The stage's title - usually displayed in stage windows title decorations.
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*
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* Since: 0.4
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*/
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g_object_class_install_property
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(gobject_class, PROP_TITLE,
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g_param_spec_string ("title",
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"Title",
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"Stage Title",
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NULL,
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CLUTTER_PARAM_READWRITE));
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/**
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* ClutterStage:use-fog:
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*
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* Whether the stage should use a linear GL "fog" in creating the
|
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* depth-cueing effect, to enhance the perception of depth by fading
|
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* actors farther from the viewpoint.
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*
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* Since: 0.6
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*/
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g_object_class_install_property (gobject_class,
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PROP_USE_FOG,
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g_param_spec_boolean ("use-fog",
|
|
"Use Fog",
|
|
"Whether to enable depth cueing",
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE));
|
|
|
|
/**
|
|
* ClutterStage::fullscreen
|
|
* @stage: the stage which was fullscreened
|
|
*
|
|
* The ::fullscreen signal is emitted when the stage is made fullscreen.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
stage_signals[FULLSCREEN] =
|
|
g_signal_new ("fullscreen",
|
|
G_TYPE_FROM_CLASS (gobject_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterStageClass, fullscreen),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
/**
|
|
* ClutterStage::unfullscreen
|
|
* @stage: the stage which has left a fullscreen state.
|
|
*
|
|
* The ::unfullscreen signal is emitted when the stage leaves a fullscreen
|
|
* state.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
stage_signals[UNFULLSCREEN] =
|
|
g_signal_new ("unfullscreen",
|
|
G_TYPE_FROM_CLASS (gobject_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterStageClass, unfullscreen),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
/**
|
|
* ClutterStage::activate
|
|
* @stage: the stage which was activated
|
|
*
|
|
* The ::activate signal is emitted when the stage receives key focus
|
|
* from the underlying window system.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
stage_signals[ACTIVATE] =
|
|
g_signal_new ("activate",
|
|
G_TYPE_FROM_CLASS (gobject_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterStageClass, activate),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
/**
|
|
* ClutterStage::deactivate
|
|
* @stage: the stage which was deactivated
|
|
*
|
|
* The ::activate signal is emitted when the stage loses key focus
|
|
* from the underlying window system.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
stage_signals[DEACTIVATE] =
|
|
g_signal_new ("deactivate",
|
|
G_TYPE_FROM_CLASS (gobject_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterStageClass, deactivate),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
|
|
g_type_class_add_private (gobject_class, sizeof (ClutterStagePrivate));
|
|
}
|
|
|
|
static void
|
|
clutter_stage_init (ClutterStage *self)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
ClutterBackend *backend;
|
|
|
|
/* a stage is a top-level object */
|
|
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IS_TOPLEVEL);
|
|
|
|
self->priv = priv = CLUTTER_STAGE_GET_PRIVATE (self);
|
|
|
|
CLUTTER_NOTE (BACKEND, "Creating stage from the default backend");
|
|
backend = clutter_get_default_backend ();
|
|
priv->impl = _clutter_backend_create_stage (backend, self, NULL);
|
|
if (!priv->impl)
|
|
{
|
|
g_warning ("Unable to create a new stage, falling back to the "
|
|
"default stage.");
|
|
priv->impl = CLUTTER_ACTOR (_clutter_stage_get_default_window ());
|
|
|
|
/* at this point we must have a default stage, or we're screwed */
|
|
g_assert (priv->impl != NULL);
|
|
}
|
|
else
|
|
g_object_ref_sink (priv->impl);
|
|
|
|
priv->is_offscreen = FALSE;
|
|
priv->is_fullscreen = FALSE;
|
|
priv->is_user_resizable = FALSE;
|
|
priv->is_cursor_visible = TRUE;
|
|
priv->use_fog = FALSE;
|
|
|
|
priv->color.red = 0xff;
|
|
priv->color.green = 0xff;
|
|
priv->color.blue = 0xff;
|
|
priv->color.alpha = 0xff;
|
|
|
|
priv->perspective.fovy = CFX_60; /* 60 Degrees */
|
|
priv->perspective.aspect = CFX_ONE;
|
|
priv->perspective.z_near = CLUTTER_FLOAT_TO_FIXED (0.1);
|
|
priv->perspective.z_far = CLUTTER_FLOAT_TO_FIXED (100.0);
|
|
|
|
/* depth cueing */
|
|
priv->fog.density = CLUTTER_FLOAT_TO_FIXED (0.1);
|
|
priv->fog.z_near = CLUTTER_FLOAT_TO_FIXED (1.0);
|
|
priv->fog.z_far = CLUTTER_FLOAT_TO_FIXED (2.0);
|
|
|
|
clutter_actor_set_size (CLUTTER_ACTOR (self), 640, 480);
|
|
clutter_actor_set_reactive (CLUTTER_ACTOR (self), TRUE);
|
|
clutter_stage_set_key_focus (self, NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_default:
|
|
*
|
|
* Returns the main stage. The default #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.
|
|
*
|
|
* Clutter guarantess the existence of the default stage.
|
|
*
|
|
* Return value: the main #ClutterStage. You should never
|
|
* destroy or unref the returned actor.
|
|
*/
|
|
ClutterActor *
|
|
clutter_stage_get_default (void)
|
|
{
|
|
ClutterStageManager *stage_manager = clutter_stage_manager_get_default ();
|
|
ClutterStage *stage;
|
|
|
|
stage = clutter_stage_manager_get_default_stage (stage_manager);
|
|
if (G_UNLIKELY (stage == NULL))
|
|
/* This will take care of automatically adding the stage to the
|
|
* stage manager and setting it as the default. Its floating
|
|
* reference will be claimed by the stage manager.
|
|
*/
|
|
stage = g_object_new (CLUTTER_TYPE_STAGE, NULL);
|
|
|
|
return CLUTTER_ACTOR (stage);
|
|
}
|
|
|
|
/**
|
|
* 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 = *color;
|
|
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (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 = priv->color;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_perspectivex
|
|
* @stage: A #ClutterStage
|
|
* @perspective: A #ClutterPerspective
|
|
*
|
|
* Set the stage perspective. This is the fixed point version of
|
|
* clutter_stage_set_perspective().
|
|
**/
|
|
void
|
|
clutter_stage_set_perspectivex (ClutterStage *stage,
|
|
ClutterPerspective *perspective)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (perspective != NULL);
|
|
|
|
priv = stage->priv;
|
|
|
|
priv->perspective = *perspective;
|
|
|
|
/* this will cause the viewport to be reset; see
|
|
* clutter_maybe_setup_viewport() inside clutter-main.c
|
|
*/
|
|
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_perspectivex
|
|
* @stage: A #ClutterStage
|
|
* @perspective: return location for a #ClutterPerspective
|
|
*
|
|
* Retrieves the stage perspective. This is the fixed point version of
|
|
* clutter_stage_get_perspective().
|
|
*/
|
|
void
|
|
clutter_stage_get_perspectivex (ClutterStage *stage,
|
|
ClutterPerspective *perspective)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (perspective != NULL);
|
|
|
|
*perspective = stage->priv->perspective;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_perspective
|
|
* @stage: A #ClutterStage
|
|
* @fovy: the field of view angle, in degrees, in the y direction
|
|
* @aspect: the aspect ratio that determines the field of view in the x
|
|
* direction. The aspect ratio is the ratio of x (width) to y (height)
|
|
* @z_near: the distance from the viewer to the near clipping
|
|
* plane (always positive)
|
|
* @z_far: the distance from the viewer to the far clipping
|
|
* plane (always positive)
|
|
*
|
|
* Sets the stage perspective.
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
void
|
|
clutter_stage_set_perspective (ClutterStage *stage,
|
|
gfloat fovy,
|
|
gfloat aspect,
|
|
gfloat z_near,
|
|
gfloat z_far)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
priv->perspective.fovy = CLUTTER_FLOAT_TO_FIXED (fovy);
|
|
priv->perspective.aspect = CLUTTER_FLOAT_TO_FIXED (aspect);
|
|
priv->perspective.z_near = CLUTTER_FLOAT_TO_FIXED (z_near);
|
|
priv->perspective.z_far = CLUTTER_FLOAT_TO_FIXED (z_far);
|
|
|
|
/* this will cause the viewport to be reset; see
|
|
* clutter_maybe_setup_viewport() inside clutter-main.c
|
|
*/
|
|
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_perspective
|
|
* @stage: A #ClutterStage
|
|
* @fovy: return location for the field of view, in degrees, or %NULL
|
|
* @aspect: return location for the aspect ratio, or %NULL
|
|
* @z_near: return location for the distance of the viewer from the
|
|
* near clipping plane, or %NULL
|
|
* @z_far: return location for the distance of the viewer from the
|
|
* far clipping plane, or %NULL
|
|
*
|
|
* Retrieves the stage perspective.
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
void
|
|
clutter_stage_get_perspective (ClutterStage *stage,
|
|
gfloat *fovy,
|
|
gfloat *aspect,
|
|
gfloat *z_near,
|
|
gfloat *z_far)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
if (fovy)
|
|
*fovy = CLUTTER_FIXED_TO_FLOAT (priv->perspective.fovy);
|
|
|
|
if (aspect)
|
|
*aspect = CLUTTER_FIXED_TO_FLOAT (priv->perspective.aspect);
|
|
|
|
if (z_near)
|
|
*z_near = CLUTTER_FIXED_TO_FLOAT (priv->perspective.z_near);
|
|
|
|
if (z_far)
|
|
*z_far = CLUTTER_FIXED_TO_FLOAT (priv->perspective.z_far);
|
|
}
|
|
|
|
/**
|
|
* 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)
|
|
{
|
|
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
|
|
ClutterStageWindowIface *iface;
|
|
|
|
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
|
|
|
|
/* Only set if backend implements.
|
|
* Also see clutter_stage_event() for setting priv->is_fullscreen
|
|
* on state change event.
|
|
*/
|
|
if (iface->set_fullscreen)
|
|
iface->set_fullscreen (impl, TRUE);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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)
|
|
{
|
|
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
|
|
ClutterStageWindowIface *iface;
|
|
|
|
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
|
|
|
|
/* Only set if backend implements.
|
|
* Also see clutter_stage_event() for setting priv->is_fullscreen
|
|
* on state change event.
|
|
*/
|
|
if (iface->set_fullscreen)
|
|
iface->set_fullscreen (impl, FALSE);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_user_resizable:
|
|
* @stage: a #ClutterStage
|
|
* @resizable: whether the stage should be user resizable.
|
|
*
|
|
* Sets if the stage is resizable by user interaction (e.g. via
|
|
* window manager controls)
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
void
|
|
clutter_stage_set_user_resizable (ClutterStage *stage,
|
|
gboolean resizable)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
if (clutter_feature_available (CLUTTER_FEATURE_STAGE_USER_RESIZE)
|
|
&& priv->is_user_resizable != resizable)
|
|
{
|
|
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
|
|
ClutterStageWindowIface *iface;
|
|
|
|
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
|
|
if (iface->set_user_resizable)
|
|
{
|
|
priv->is_user_resizable = resizable;
|
|
|
|
iface->set_user_resizable (impl, resizable);
|
|
|
|
g_object_notify (G_OBJECT (stage), "user-resizable");
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_user_resizable:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Retrieves the value set with clutter_stage_set_user_resizable().
|
|
*
|
|
* Return value: %TRUE if the stage is resizable by the user.
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
gboolean
|
|
clutter_stage_get_user_resizable (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
|
|
return stage->priv->is_user_resizable;
|
|
}
|
|
|
|
/**
|
|
* 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)
|
|
{
|
|
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
|
|
ClutterStageWindowIface *iface;
|
|
|
|
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
|
|
if (iface->set_cursor_visible)
|
|
{
|
|
priv->is_cursor_visible = TRUE;
|
|
|
|
iface->set_cursor_visible (impl, TRUE);
|
|
|
|
g_object_notify (G_OBJECT (stage), "cursor-visible");
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_hide_cursor:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Makes the cursor invisible on the stage window
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
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)
|
|
{
|
|
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
|
|
ClutterStageWindowIface *iface;
|
|
|
|
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
|
|
if (iface->set_cursor_visible)
|
|
{
|
|
priv->is_cursor_visible = TRUE;
|
|
|
|
iface->set_cursor_visible (impl, FALSE);
|
|
|
|
g_object_notify (G_OBJECT (stage), "cursor-visible");
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_read_pixels:
|
|
* @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
|
|
*
|
|
* Makes a screenshot of the stage in RGBA 8bit data, returns a
|
|
* linear buffer with @width*4 as rowstride.
|
|
* Gets a pixel based representation of the current rendered stage.
|
|
*
|
|
* Return value: a pointer to newly allocated memory with the buffer
|
|
* that should be free with g_free, or NULL if the read back failed.
|
|
*/
|
|
guchar *
|
|
clutter_stage_read_pixels (ClutterStage *stage,
|
|
gint x,
|
|
gint y,
|
|
gint width,
|
|
gint height)
|
|
{
|
|
guchar *pixels;
|
|
GLint viewport[4];
|
|
gint rowstride;
|
|
gint stage_x, stage_y, stage_width, stage_height;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
|
|
|
|
/* according to glReadPixels documentation pixels outside the viewport are
|
|
* undefined, but no error should be provoked, thus this is probably unnneed.
|
|
*/
|
|
g_return_val_if_fail (x >= 0 && y >= 0, NULL);
|
|
|
|
/* Force a redraw of the stage before reading back pixels */
|
|
clutter_stage_paint (CLUTTER_ACTOR (stage));
|
|
clutter_stage_ensure_current (stage);
|
|
|
|
glGetIntegerv (GL_VIEWPORT, viewport);
|
|
stage_x = viewport[0];
|
|
stage_y = viewport[1];
|
|
stage_width = viewport[2] - x;
|
|
stage_height = viewport[3] - y;
|
|
rowstride = width * 4;
|
|
|
|
pixels = g_malloc (height * rowstride);
|
|
|
|
/* check whether we need to read into a smaller temporary buffer */
|
|
glReadPixels (x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
|
|
|
/* vertically flip the buffer in-place */
|
|
for (y=0; y< height/2; y++)
|
|
{
|
|
guchar temprow[rowstride];
|
|
if (y != height-y-1) /* skip center row */
|
|
{
|
|
memcpy (temprow,
|
|
pixels + y * rowstride, rowstride);
|
|
memcpy (pixels + y * rowstride,
|
|
pixels + (height-y-1) * rowstride, rowstride);
|
|
memcpy (pixels + (height-y-1) * rowstride,
|
|
temprow,
|
|
rowstride);
|
|
}
|
|
}
|
|
|
|
return pixels;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_actor_at_pos:
|
|
* @stage: a #ClutterStage
|
|
* @x: X coordinate to check
|
|
* @y: Y coordinate to check
|
|
*
|
|
* Checks the scene at the coordinates @x and @y and returns a pointer
|
|
* to the #ClutterActor at those coordinates.
|
|
*
|
|
* Return value: the actor at the specified coordinates, if any
|
|
*/
|
|
ClutterActor *
|
|
clutter_stage_get_actor_at_pos (ClutterStage *stage,
|
|
gint x,
|
|
gint y)
|
|
{
|
|
return _clutter_do_pick (stage, x, y, CLUTTER_PICK_ALL);
|
|
}
|
|
|
|
/**
|
|
* 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
|
|
* synthetised events.
|
|
*
|
|
* Return value: the return value from the signal emission
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
gboolean
|
|
clutter_stage_event (ClutterStage *stage,
|
|
ClutterEvent *event)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
g_return_val_if_fail (event != NULL, FALSE);
|
|
|
|
priv = stage->priv;
|
|
|
|
if (event->type == CLUTTER_DELETE)
|
|
{
|
|
gboolean retval = FALSE;
|
|
|
|
g_signal_emit_by_name (stage, "event", event, &retval);
|
|
|
|
return retval;
|
|
}
|
|
|
|
if (event->type != CLUTTER_STAGE_STATE)
|
|
return FALSE;
|
|
|
|
/* emit raw event */
|
|
if (clutter_actor_event (CLUTTER_ACTOR (stage), event, FALSE))
|
|
return TRUE;
|
|
|
|
if (event->stage_state.changed_mask & CLUTTER_STAGE_STATE_FULLSCREEN)
|
|
{
|
|
if (event->stage_state.new_state & CLUTTER_STAGE_STATE_FULLSCREEN)
|
|
{
|
|
priv->is_fullscreen = TRUE;
|
|
g_signal_emit (stage, stage_signals[FULLSCREEN], 0);
|
|
|
|
g_object_notify (G_OBJECT (stage), "fullscreen");
|
|
}
|
|
else
|
|
{
|
|
priv->is_fullscreen = FALSE;
|
|
g_signal_emit (stage, stage_signals[UNFULLSCREEN], 0);
|
|
|
|
g_object_notify (G_OBJECT (stage), "fullscreen");
|
|
}
|
|
}
|
|
|
|
if (event->stage_state.changed_mask & CLUTTER_STAGE_STATE_ACTIVATED)
|
|
{
|
|
if (event->stage_state.new_state & CLUTTER_STAGE_STATE_ACTIVATED)
|
|
g_signal_emit (stage, stage_signals[ACTIVATE], 0);
|
|
else
|
|
g_signal_emit (stage, stage_signals[DEACTIVATE], 0);
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_title
|
|
* @stage: A #ClutterStage
|
|
* @title: A utf8 string for the stage windows title.
|
|
*
|
|
* Sets the stage title.
|
|
*
|
|
* Since 0.4
|
|
**/
|
|
void
|
|
clutter_stage_set_title (ClutterStage *stage,
|
|
const gchar *title)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
ClutterStageWindow *impl;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
g_free (priv->title);
|
|
priv->title = g_strdup (title);
|
|
|
|
impl = CLUTTER_STAGE_WINDOW (priv->impl);
|
|
if (CLUTTER_STAGE_WINDOW_GET_IFACE(impl)->set_title != NULL)
|
|
CLUTTER_STAGE_WINDOW_GET_IFACE (impl)->set_title (impl, priv->title);
|
|
|
|
g_object_notify (G_OBJECT (stage), "title");
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_title
|
|
* @stage: A #ClutterStage
|
|
*
|
|
* Gets the stage title.
|
|
*
|
|
* Return value: pointer to the title string for the stage. The
|
|
* returned string is owned by the actor and should not
|
|
* be modified or freed.
|
|
*
|
|
* Since: 0.4
|
|
**/
|
|
G_CONST_RETURN gchar *
|
|
clutter_stage_get_title (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
|
|
|
|
return stage->priv->title;
|
|
}
|
|
|
|
static void
|
|
on_key_focused_weak_notify (gpointer data,
|
|
GObject *where_the_object_was)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
ClutterStage *stage = CLUTTER_STAGE (data);
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
priv->key_focused_actor = NULL;
|
|
|
|
/* focused actor has dissapeared - fall back to stage
|
|
* FIXME: need some kind of signal dance/block here.
|
|
*/
|
|
clutter_stage_set_key_focus (stage, NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_key_focus:
|
|
* @stage: the #ClutterStage
|
|
* @actor: the actor to set key focus to, or %NULL
|
|
*
|
|
* Sets the key focus on @actor. An actor with key focus will receive
|
|
* all the key events. If @actor is %NULL, the stage will receive
|
|
* focus.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_stage_set_key_focus (ClutterStage *stage,
|
|
ClutterActor *actor)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor));
|
|
|
|
priv = stage->priv;
|
|
|
|
if (priv->key_focused_actor == actor)
|
|
return;
|
|
|
|
if (priv->key_focused_actor)
|
|
{
|
|
g_object_weak_unref (G_OBJECT (priv->key_focused_actor),
|
|
on_key_focused_weak_notify,
|
|
stage);
|
|
g_signal_emit_by_name (priv->key_focused_actor, "focus-out");
|
|
|
|
priv->key_focused_actor = NULL;
|
|
}
|
|
else
|
|
g_signal_emit_by_name (stage, "focus-out");
|
|
|
|
if (actor)
|
|
{
|
|
priv->key_focused_actor = actor;
|
|
|
|
g_object_weak_ref (G_OBJECT (actor),
|
|
on_key_focused_weak_notify,
|
|
stage);
|
|
g_signal_emit_by_name (priv->key_focused_actor, "focus-in");
|
|
}
|
|
else
|
|
g_signal_emit_by_name (stage, "focus-in");
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_key_focus:
|
|
* @stage: the #ClutterStage
|
|
*
|
|
* Retrieves the actor that is currently under key focus.
|
|
*
|
|
* Return value: the actor with key focus, or the stage
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
ClutterActor *
|
|
clutter_stage_get_key_focus (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
|
|
|
|
if (stage->priv->key_focused_actor)
|
|
return stage->priv->key_focused_actor;
|
|
|
|
return CLUTTER_ACTOR (stage);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_use_fog:
|
|
* @stage: the #ClutterStage
|
|
*
|
|
* Gets whether the depth cueing effect is enabled on @stage.
|
|
*
|
|
* Return value: %TRUE if the the depth cueing effect is enabled
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
gboolean
|
|
clutter_stage_get_use_fog (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
|
|
return stage->priv->use_fog;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_use_fog:
|
|
* @stage: the #ClutterStage
|
|
* @fog: %TRUE for enabling the depth cueing effect
|
|
*
|
|
* Sets whether the depth cueing effect on the stage should be enabled
|
|
* or not.
|
|
*
|
|
* Depth cueing is a 3D effect that makes actors farther away from the
|
|
* viewing point less opaque, by fading them with the stage color.
|
|
|
|
* The parameters of the GL fog used can be changed using the
|
|
* clutter_stage_set_fog() function.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_stage_set_use_fog (ClutterStage *stage,
|
|
gboolean fog)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
if (priv->use_fog != fog)
|
|
{
|
|
priv->use_fog = fog;
|
|
|
|
CLUTTER_NOTE (MISC, "%s depth-cueing inside stage",
|
|
priv->use_fog ? "enabling" : "disabling");
|
|
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (stage))
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
|
|
|
g_object_notify (G_OBJECT (stage), "use-fog");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_fog:
|
|
* @stage: a #ClutterStage
|
|
* @density: return location for the intensity dampening
|
|
* @z_near: return location for the starting point of the depth cueing
|
|
* @z_far: return location for the ending point of the depth cueing
|
|
*
|
|
* Retrieves the settings used by the GL fog to create the
|
|
* depth cueing effect on the @stage.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_stage_get_fog (ClutterStage *stage,
|
|
gdouble *density,
|
|
gdouble *z_near,
|
|
gdouble *z_far)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
if (density)
|
|
*density = CLUTTER_FIXED_TO_FLOAT (priv->fog.density);
|
|
if (z_near)
|
|
*z_near = CLUTTER_FIXED_TO_FLOAT (priv->fog.z_near);
|
|
if (z_far)
|
|
*z_far = CLUTTER_FIXED_TO_FLOAT (priv->fog.z_far);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_fog:
|
|
* @stage: the #ClutterStage
|
|
* @density: density of the intensity dampening
|
|
* @z_near: starting point of the depth cueing
|
|
* @z_far: ending point of the depth cueing
|
|
*
|
|
* Sets the GL fog settings used to create the depth cueing effect
|
|
* on the @stage.
|
|
*
|
|
* If the actors are all near the view point you will need a higher @density
|
|
* and a smaller interval between @z_near and @z_far. On the other hand, if
|
|
* actors are placed far away from the view point you will need a lower
|
|
* @density but a bigger interval between @z_near and @z_far.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_stage_set_fog (ClutterStage *stage,
|
|
gdouble density,
|
|
gdouble z_near,
|
|
gdouble z_far)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
|
|
priv->fog.density = CLUTTER_FLOAT_TO_FIXED (density);
|
|
priv->fog.z_near = CLUTTER_FLOAT_TO_FIXED (z_near);
|
|
priv->fog.z_far = CLUTTER_FLOAT_TO_FIXED (z_far);
|
|
|
|
if (priv->use_fog && CLUTTER_ACTOR_IS_VISIBLE (stage))
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_set_fogx:
|
|
* @stage: the #ClutterStage
|
|
* @fog: a #ClutterFog structure
|
|
*
|
|
* Sets the depth cueing settings for the @stage. This is the fixed point
|
|
* version of clutter_stage_set_fog().
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_stage_set_fogx (ClutterStage *stage,
|
|
ClutterFog *fog)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (fog != NULL);
|
|
|
|
priv = stage->priv;
|
|
|
|
priv->fog = *fog;
|
|
|
|
if (priv->use_fog && CLUTTER_ACTOR_IS_VISIBLE (stage))
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_fogx:
|
|
* @stage: the #ClutterStage
|
|
* @fog: return location for a #ClutterFog structure
|
|
*
|
|
* Retrieves the current depth cueing settings from the stage. This is the
|
|
* fixed point version of clutter_stage_get_fog().
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_stage_get_fogx (ClutterStage *stage,
|
|
ClutterFog *fog)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (fog != NULL);
|
|
|
|
*fog = stage->priv->fog;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_resolution:
|
|
* @stage: the #ClutterStage
|
|
*
|
|
* Retrieves the resolution (in DPI) of the stage from the default
|
|
* backend.
|
|
*
|
|
* Return value: the resolution of the stage
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
gdouble
|
|
clutter_stage_get_resolution (ClutterStage *stage)
|
|
{
|
|
ClutterMainContext *context;
|
|
|
|
context = clutter_context_get_default ();
|
|
g_assert (context != NULL);
|
|
|
|
return clutter_backend_get_resolution (context->backend);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_resolutionx:
|
|
* @stage: the #ClutterStage
|
|
*
|
|
* Fixed point version of clutter_stage_get_resolution().
|
|
*
|
|
* Return value: the resolution of the stage
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
ClutterFixed
|
|
clutter_stage_get_resolutionx (ClutterStage *stage)
|
|
{
|
|
ClutterFixed res;
|
|
ClutterMainContext *context;
|
|
|
|
context = clutter_context_get_default ();
|
|
g_assert (context != NULL);
|
|
|
|
res = clutter_backend_get_resolution (context->backend);
|
|
|
|
return CLUTTER_FLOAT_TO_FIXED (res);
|
|
}
|
|
|
|
/*** Perspective boxed type ******/
|
|
|
|
static 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;
|
|
}
|
|
|
|
static void
|
|
clutter_perspective_free (ClutterPerspective *perspective)
|
|
{
|
|
if (G_LIKELY (perspective))
|
|
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 (I_("ClutterPerspective"),
|
|
(GBoxedCopyFunc) clutter_perspective_copy,
|
|
(GBoxedFreeFunc) clutter_perspective_free);
|
|
return our_type;
|
|
}
|
|
|
|
static ClutterFog *
|
|
clutter_fog_copy (const ClutterFog *fog)
|
|
{
|
|
ClutterFog *copy;
|
|
|
|
g_return_val_if_fail (fog != NULL, NULL);
|
|
|
|
copy = g_slice_new0 (ClutterFog);
|
|
*copy = *fog;
|
|
|
|
return copy;
|
|
}
|
|
|
|
static void
|
|
clutter_fog_free (ClutterFog *fog)
|
|
{
|
|
if (G_LIKELY (fog))
|
|
g_slice_free (ClutterFog, fog);
|
|
}
|
|
|
|
GType
|
|
clutter_fog_get_type (void)
|
|
{
|
|
static GType our_type = 0;
|
|
|
|
if (G_UNLIKELY (our_type == 0))
|
|
our_type =
|
|
g_boxed_type_register_static (I_("ClutterFog"),
|
|
(GBoxedCopyFunc) clutter_fog_copy,
|
|
(GBoxedFreeFunc) clutter_fog_free);
|
|
|
|
return our_type;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_new:
|
|
*
|
|
* Creates a new, non-default stage. A non-default stage is a new
|
|
* top-level actor which can be used as another container. It works
|
|
* exactly like the default stage, but while clutter_stage_get_default()
|
|
* will always return the same instance, you will have to keep a pointer
|
|
* to any #ClutterStage returned by clutter_stage_create().
|
|
*
|
|
* The ability to support multiple stages depends on the current
|
|
* backend. Use clutter_feature_available() and
|
|
* %CLUTTER_FEATURE_STAGE_MULTIPLE to check at runtime whether a
|
|
* backend supports multiple stages.
|
|
*
|
|
* Return value: a new stage, or %NULL if the default backend does
|
|
* not support multiple stages. Use clutter_actor_destroy() to
|
|
* programmatically close the returned stage.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
ClutterActor *
|
|
clutter_stage_new (void)
|
|
{
|
|
if (!clutter_feature_available (CLUTTER_FEATURE_STAGE_MULTIPLE))
|
|
{
|
|
g_warning ("Unable to create a new stage: the %s backend does not "
|
|
"support multiple stages.",
|
|
CLUTTER_FLAVOUR);
|
|
return NULL;
|
|
}
|
|
|
|
/* The stage manager will grab the floating reference when the stage
|
|
is added to it in the constructor */
|
|
return g_object_new (CLUTTER_TYPE_STAGE, NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_ensure_current:
|
|
* @stage: the #ClutterStage
|
|
*
|
|
* This function essentially makes sure the right GL context is
|
|
* current for the passed stage. It is not intended to
|
|
* be used by applications.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_stage_ensure_current (ClutterStage *stage)
|
|
{
|
|
ClutterMainContext *ctx = clutter_context_get_default ();
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
_clutter_backend_ensure_context (ctx->backend, stage);
|
|
}
|
|
|
|
static gboolean
|
|
redraw_update_idle (gpointer user_data)
|
|
{
|
|
ClutterStage *stage = user_data;
|
|
ClutterStagePrivate *priv = stage->priv;
|
|
|
|
if (priv->update_idle)
|
|
{
|
|
g_source_remove (priv->update_idle);
|
|
priv->update_idle = 0;
|
|
}
|
|
|
|
CLUTTER_NOTE (MULTISTAGE, "redrawing via idle for stage:%p", stage);
|
|
clutter_redraw (stage);
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_queue_redraw:
|
|
* @stage: the #ClutterStage
|
|
*
|
|
* Queues a redraw for the passed stage.
|
|
*
|
|
* <note>Applications should call clutter_actor_queue_redraw() and not
|
|
* this function.</note>
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_stage_queue_redraw (ClutterStage *stage)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
if (!stage->priv->update_idle)
|
|
{
|
|
CLUTTER_TIMESTAMP (SCHEDULER, "Adding idle source for stage: %p", stage);
|
|
|
|
/* FIXME: weak_ref self in case we dissapear before paint? */
|
|
stage->priv->update_idle =
|
|
clutter_threads_add_idle_full (G_PRIORITY_DEFAULT + 10,
|
|
redraw_update_idle,
|
|
stage,
|
|
NULL);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_is_default:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Checks if @stage is the default stage, or an instance created using
|
|
* clutter_stage_new() but internally using the same implementation.
|
|
*
|
|
* Return value: %TRUE if the passed stage is the default one
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
gboolean
|
|
clutter_stage_is_default (ClutterStage *stage)
|
|
{
|
|
ClutterStageWindow *impl;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
|
|
|
|
if (CLUTTER_ACTOR (stage) == clutter_stage_get_default ())
|
|
return TRUE;
|
|
|
|
impl = _clutter_stage_get_window (stage);
|
|
if (impl == _clutter_stage_get_default_window ())
|
|
return TRUE;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
void
|
|
_clutter_stage_set_window (ClutterStage *stage,
|
|
ClutterStageWindow *stage_window)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
g_return_if_fail (CLUTTER_IS_STAGE_WINDOW (stage_window));
|
|
|
|
if (stage->priv->impl)
|
|
g_object_unref (stage->priv->impl);
|
|
|
|
stage->priv->impl = CLUTTER_ACTOR (stage_window);
|
|
}
|
|
|
|
ClutterStageWindow *
|
|
_clutter_stage_get_window (ClutterStage *stage)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
|
|
|
|
return CLUTTER_STAGE_WINDOW (stage->priv->impl);
|
|
}
|
|
|
|
ClutterStageWindow *
|
|
_clutter_stage_get_default_window (void)
|
|
{
|
|
ClutterActor *stage = clutter_stage_get_default ();
|
|
|
|
return _clutter_stage_get_window (CLUTTER_STAGE (stage));
|
|
}
|