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909 lines
22 KiB
C
909 lines
22 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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#include "config.h"
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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-version.h" /* For flavour */
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#include <GL/gl.h>
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#include <gdk-pixbuf-xlib/gdk-pixbuf-xlib.h>
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#define FIXED_PERSPECTIVE
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#undef USING_GLES
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G_DEFINE_ABSTRACT_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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ClutterColor color;
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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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};
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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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};
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enum
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{
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EVENT,
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BUTTON_PRESS_EVENT,
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BUTTON_RELEASE_EVENT,
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SCROLL_EVENT,
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KEY_PRESS_EVENT,
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KEY_RELEASE_EVENT,
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MOTION_EVENT,
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STAGE_STATE_EVENT,
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DELETE_EVENT,
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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 gboolean
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clutter_stage_delete_event (ClutterStage *stage,
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ClutterAnyEvent *event)
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{
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/* FIXME - destroy the main stage, probably attaching a weak ref
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* to it from the backend, so that it gets destroyed too.
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*/
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CLUTTER_NOTE (EVENT, "Received a destroy notification");
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/* we don't want to block */
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return FALSE;
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}
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static void
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clutter_stage_paint (ClutterActor *actor)
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{
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/* chain up */
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CLUTTER_NOTE (PAINT, "Chaining up to parent class paint");
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if (CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint)
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CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint (actor);
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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 (CLUTTER_ACTOR_IS_REALIZED (actor))
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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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}
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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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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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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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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_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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ClutterStageClass *stage_class = CLUTTER_STAGE_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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actor_class->paint = clutter_stage_paint;
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stage_class->delete_event = clutter_stage_delete_event;
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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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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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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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FALSE,
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G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
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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::event:
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* @stage: the actor which received the event
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* @event: a #ClutterEvent
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*
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* The ::event signal is emitted each time and event is received
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* by the @stage.
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*/
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stage_signals[EVENT] =
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g_signal_new ("event",
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G_TYPE_FROM_CLASS (gobject_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterStageClass, event),
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NULL, NULL,
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clutter_marshal_VOID__BOXED,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
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/**
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* ClutterStage::button-press-event:
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* @stage: the actor which received the event
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* @event: a #ClutterButtonEvent
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*
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* The ::button-press-event signal is emitted each time a mouse button
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* is pressed on @stage.
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*/
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stage_signals[BUTTON_PRESS_EVENT] =
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g_signal_new ("button-press-event",
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G_TYPE_FROM_CLASS (gobject_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterStageClass, button_press_event),
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NULL, NULL,
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clutter_marshal_VOID__BOXED,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
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/**
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* ClutterStage::button-release-event:
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* @stage: the actor which received the event
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* @event: a #ClutterButtonEvent
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*
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* The ::button-release-event signal is emitted each time a mouse button
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* is released on @stage.
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*/
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stage_signals[BUTTON_RELEASE_EVENT] =
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g_signal_new ("button-release-event",
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G_TYPE_FROM_CLASS (gobject_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterStageClass, button_release_event),
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NULL, NULL,
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clutter_marshal_VOID__BOXED,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
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/**
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* ClutterStage::scroll-event:
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* @stage: the actor which received the event
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* @event: a #ClutterScrollEvent
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*
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* The ::scroll-event signal is emitted each time a the mouse is
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* scrolled on @stage
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*
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* Since: 0.4
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*/
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stage_signals[SCROLL_EVENT] =
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g_signal_new ("scroll-event",
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G_TYPE_FROM_CLASS (gobject_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterStageClass, scroll_event),
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NULL, NULL,
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clutter_marshal_VOID__BOXED,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
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/**
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* ClutterStage::key-press-event:
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* @stage: the actor which received the event
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* @event: a #ClutterKeyEvent
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*
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* The ::key-press-event signal is emitted each time a keyboard button
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* is pressed on @stage.
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*/
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stage_signals[KEY_PRESS_EVENT] =
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g_signal_new ("key-press-event",
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G_TYPE_FROM_CLASS (gobject_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterStageClass, key_press_event),
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NULL, NULL,
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clutter_marshal_VOID__BOXED,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
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/**
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* ClutterStage::key-release-event:
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* @stage: the actor which received the event
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* @event: a #ClutterKeyEvent
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*
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* The ::key-release-event signal is emitted each time a keyboard button
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* is released on @stage.
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*/
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stage_signals[KEY_RELEASE_EVENT] =
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g_signal_new ("key-release-event",
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G_TYPE_FROM_CLASS (gobject_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterStageClass, key_release_event),
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NULL, NULL,
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clutter_marshal_VOID__BOXED,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
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/**
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* ClutterStage::motion-event:
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* @stage: the actor which received the event
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* @event: a #ClutterMotionEvent
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*
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* The ::motion-event signal is emitted each time the mouse pointer is
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* moved on @stage.
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*/
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stage_signals[MOTION_EVENT] =
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g_signal_new ("motion-event",
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G_TYPE_FROM_CLASS (gobject_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterStageClass, motion_event),
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NULL, NULL,
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clutter_marshal_VOID__BOXED,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
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stage_signals[DELETE_EVENT] =
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g_signal_new ("delete-event",
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G_TYPE_FROM_CLASS (gobject_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterStageClass, delete_event),
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_clutter_boolean_accumulator, NULL,
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clutter_marshal_VOID__BOXED,
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G_TYPE_BOOLEAN, 1,
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CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
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g_type_class_add_private (gobject_class, sizeof (ClutterStagePrivate));
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}
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static void
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clutter_stage_init (ClutterStage *self)
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{
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ClutterStagePrivate *priv;
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/* a stage is a top-level object */
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CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IS_TOPLEVEL);
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self->priv = priv = CLUTTER_STAGE_GET_PRIVATE (self);
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priv->is_offscreen = FALSE;
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priv->is_fullscreen = FALSE;
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priv->is_cursor_visible = FALSE;
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priv->color.red = 0xff;
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priv->color.green = 0xff;
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priv->color.blue = 0xff;
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priv->color.alpha = 0xff;
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clutter_actor_set_size (CLUTTER_ACTOR (self), 640, 480);
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}
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/**
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* clutter_stage_get_default:
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*
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* Returns the main stage. #ClutterStage is a singleton, so
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* the stage will be created the first time this function is
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* called (typically, inside clutter_init()); all the subsequent
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* calls to clutter_stage_get_default() will return the same
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* instance.
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*
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* Return value: the main #ClutterStage. You should never
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* destroy or unref the returned actor.
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*/
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ClutterActor *
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clutter_stage_get_default (void)
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{
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ClutterMainContext *context;
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context = clutter_context_get_default ();
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g_assert (context != NULL);
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return _clutter_backend_get_stage (context->backend);
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}
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/**
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* clutter_stage_set_color
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* @stage: A #ClutterStage
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* @color: A #ClutterColor
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*
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* Set the stage color.
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**/
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void
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clutter_stage_set_color (ClutterStage *stage,
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const ClutterColor *color)
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{
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ClutterStagePrivate *priv;
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
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g_return_if_fail (color != NULL);
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priv = stage->priv;
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priv->color.red = color->red;
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priv->color.green = color->green;
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priv->color.blue = color->blue;
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priv->color.alpha = color->alpha;
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if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (stage)))
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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g_object_notify (G_OBJECT (stage), "color");
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}
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/**
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* clutter_stage_get_color
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* @stage: A #ClutterStage
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* @color: return location for a #ClutterColor
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*
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* Retrieves the stage color.
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*/
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void
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clutter_stage_get_color (ClutterStage *stage,
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ClutterColor *color)
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{
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ClutterStagePrivate *priv;
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
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g_return_if_fail (color != NULL);
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priv = stage->priv;
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color->red = priv->color.red;
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color->green = priv->color.green;
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color->blue = priv->color.blue;
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color->alpha = priv->color.alpha;
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}
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/**
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* clutter_stage_fullscreen:
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* @stage: a #ClutterStage
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*
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* Asks to place the stage window in the fullscreen state. Note that you
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* shouldn't assume the window is definitely full screen afterward, because
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* other entities (e.g. the user or window manager) could unfullscreen it
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* again, and not all window managers honor requests to fullscreen windows.
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*/
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void
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clutter_stage_fullscreen (ClutterStage *stage)
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{
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ClutterStagePrivate *priv;
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
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priv = stage->priv;
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if (!priv->is_fullscreen)
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{
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priv->is_fullscreen = TRUE;
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if (CLUTTER_STAGE_GET_CLASS (stage)->set_fullscreen)
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CLUTTER_STAGE_GET_CLASS (stage)->set_fullscreen (stage, TRUE);
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g_object_notify (G_OBJECT (stage), "fullscreen");
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}
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}
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/**
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* clutter_stage_unfullscreen:
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* @stage: a #ClutterStage
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*
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* Asks to toggle off the fullscreen state for the stage window. Note that
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* you shouldn't assume the window is definitely not full screen afterward,
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* because other entities (e.g. the user or window manager) could fullscreen
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* it again, and not all window managers honor requests to unfullscreen
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* windows.
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*/
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void
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clutter_stage_unfullscreen (ClutterStage *stage)
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{
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ClutterStagePrivate *priv;
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
if (priv->is_fullscreen)
|
|
{
|
|
priv->is_fullscreen = FALSE;
|
|
|
|
if (CLUTTER_STAGE_GET_CLASS (stage)->set_fullscreen)
|
|
CLUTTER_STAGE_GET_CLASS (stage)->set_fullscreen (stage, FALSE);
|
|
|
|
g_object_notify (G_OBJECT (stage), "fullscreen");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_show_cursor:
|
|
* @stage: a #ClutterStage
|
|
*
|
|
* Shows the cursor on the stage window
|
|
*/
|
|
void
|
|
clutter_stage_show_cursor (ClutterStage *stage)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
if (!priv->is_cursor_visible)
|
|
{
|
|
priv->is_cursor_visible = TRUE;
|
|
|
|
if (CLUTTER_STAGE_GET_CLASS (stage)->set_cursor_visible)
|
|
CLUTTER_STAGE_GET_CLASS (stage)->set_cursor_visible (stage, TRUE);
|
|
|
|
g_object_notify (G_OBJECT (stage), "cursor-visible");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_hide_cursor:
|
|
* @stage:
|
|
*
|
|
* Hides the cursor as invisible on the stage window
|
|
*/
|
|
void
|
|
clutter_stage_hide_cursor (ClutterStage *stage)
|
|
{
|
|
ClutterStagePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
priv = stage->priv;
|
|
if (priv->is_cursor_visible)
|
|
{
|
|
priv->is_cursor_visible = FALSE;
|
|
|
|
if (CLUTTER_STAGE_GET_CLASS (stage)->set_cursor_visible)
|
|
CLUTTER_STAGE_GET_CLASS (stage)->set_cursor_visible (stage, FALSE);
|
|
|
|
g_object_notify (G_OBJECT (stage), "cursor-visible");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_snapshot
|
|
* @stage: A #ClutterStage
|
|
* @x: x coordinate of the first pixel that is read from stage
|
|
* @y: y coordinate of the first pixel that is read from stage
|
|
* @width: Width dimention of pixels to be read, or -1 for the
|
|
* entire stage width
|
|
* @height: Height dimention of pixels to be read, or -1 for the
|
|
* entire stage height
|
|
*
|
|
* Gets a pixel based representation of the current rendered stage.
|
|
*
|
|
* Return value: pixel representation as a #GdkPixbuf
|
|
**/
|
|
GdkPixbuf *
|
|
clutter_stage_snapshot (ClutterStage *stage,
|
|
gint x,
|
|
gint y,
|
|
gint width,
|
|
gint height)
|
|
{
|
|
ClutterStageClass *klass;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
|
|
g_return_val_if_fail (x >= 0 && y >= 0, NULL);
|
|
|
|
klass = CLUTTER_STAGE_GET_CLASS (stage);
|
|
if (klass->draw_to_pixbuf)
|
|
{
|
|
GdkPixbuf *retval = NULL;
|
|
|
|
klass->draw_to_pixbuf (stage, retval, x, y, width, height);
|
|
|
|
return retval;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
#ifndef FIXED_PERSPECTIVE
|
|
/*
|
|
* Original floating point implementaiton of the perspective function,
|
|
* retained for reference purposes
|
|
*/
|
|
static inline 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 inline 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;
|
|
|
|
printf ("%f, %f, %f, %f\n", xmin, xmax, ymin, ymax);
|
|
|
|
frustum (xmin, xmax, ymin, ymax, zNear, zFar);
|
|
}
|
|
#else
|
|
|
|
/*
|
|
* Fixed point implementation of the perspective function
|
|
*/
|
|
static inline void
|
|
perspectivex (ClutterAngle fovy,
|
|
ClutterFixed aspect,
|
|
ClutterFixed zNear,
|
|
ClutterFixed zFar)
|
|
{
|
|
ClutterFixed xmax, ymax;
|
|
ClutterFixed x, y, c, d;
|
|
|
|
#ifndef USING_GLES
|
|
GLfloat m[16];
|
|
#else
|
|
GLfixed m[16];
|
|
#endif
|
|
|
|
memset (&m[0], 0, sizeof (m));
|
|
|
|
/*
|
|
* Based on the original algorithm in perspective():
|
|
*
|
|
* 1) xmin = -xmax => xmax + xmin == 0 && xmax - xmin == 2 * xmax
|
|
* same true for y, hence: a == 0 && b == 0;
|
|
*
|
|
* 2) When working with small numbers, we can are loosing significant
|
|
* precision, hence we use clutter_qmulx() here, not the fast macro.
|
|
*/
|
|
ymax = clutter_qmulx (zNear, clutter_tani (fovy >> 1));
|
|
xmax = clutter_qmulx (ymax, aspect);
|
|
|
|
x = CFX_DIV (zNear, xmax);
|
|
y = CFX_DIV (zNear, ymax);
|
|
c = CFX_DIV (-(zFar + zNear), ( zFar - zNear));
|
|
d = CFX_DIV (-(clutter_qmulx (2*zFar, zNear)), (zFar - zNear));
|
|
|
|
#define M(row,col) m[col*4+row]
|
|
#ifndef USING_GLES
|
|
M(0,0) = CLUTTER_FIXED_TO_FLOAT (x);
|
|
M(1,1) = CLUTTER_FIXED_TO_FLOAT (y);
|
|
M(2,2) = CLUTTER_FIXED_TO_FLOAT (c);
|
|
M(2,3) = CLUTTER_FIXED_TO_FLOAT (d);
|
|
M(3,2) = -1.0F;
|
|
|
|
glMultMatrixf (m);
|
|
#else
|
|
M(0,0) = x;
|
|
M(1,1) = y;
|
|
M(2,2) = c;
|
|
M(2,3) = d;
|
|
M(3,2) = 1 + ~CFX_ONE;
|
|
|
|
glMultMatrixx (m);
|
|
#endif
|
|
#undef M
|
|
}
|
|
#endif
|
|
|
|
void
|
|
_clutter_stage_sync_viewport (ClutterStage *stage)
|
|
{
|
|
ClutterActor *actor;
|
|
gint width, height;
|
|
|
|
g_return_if_fail (CLUTTER_IS_STAGE (stage));
|
|
|
|
actor = CLUTTER_ACTOR (stage);
|
|
|
|
width = clutter_actor_get_width (actor);
|
|
height = clutter_actor_get_height (actor);
|
|
|
|
glViewport (0, 0, width, height);
|
|
|
|
glMatrixMode (GL_PROJECTION);
|
|
glLoadIdentity ();
|
|
|
|
#ifndef FIXED_PERSPECTIVE
|
|
perspective (60.0f, 1.0f, 0.1f, 100.0f);
|
|
#else
|
|
perspectivex (171, /* 60 degrees */
|
|
CFX_ONE,
|
|
CLUTTER_FLOAT_TO_FIXED (0.1),
|
|
CLUTTER_FLOAT_TO_FIXED (100.0));
|
|
#endif
|
|
|
|
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 / width,
|
|
-1.0f / height,
|
|
1.0f / width);
|
|
glTranslatef (0.0f, -1.0 * height, 0.0f);
|
|
}
|
|
|
|
/**
|
|
* clutter_stage_get_actor_at_pos:
|
|
* @stage:
|
|
* @x:
|
|
* @y:
|
|
*
|
|
* FIXME
|
|
*
|
|
* Return value: the actor at the specified coordinates, if any
|
|
*/
|
|
ClutterActor *
|
|
clutter_stage_get_actor_at_pos (ClutterStage *stage,
|
|
gint x,
|
|
gint y)
|
|
{
|
|
ClutterActor *found = NULL;
|
|
GLuint buff[64] = { 0 };
|
|
GLint hits;
|
|
GLint view[4];
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
|
|
|
|
glSelectBuffer (sizeof (buff), buff);
|
|
glGetIntegerv (GL_VIEWPORT, view);
|
|
glRenderMode (GL_SELECT);
|
|
|
|
glInitNames ();
|
|
|
|
glPushName (0);
|
|
|
|
glMatrixMode (GL_PROJECTION);
|
|
glPushMatrix ();
|
|
glLoadIdentity ();
|
|
|
|
/* This is gluPickMatrix(x, y, 1.0, 1.0, view); */
|
|
glTranslatef ((view[2] - 2 * (x - view[0])),
|
|
(view[3] - 2 * (y - view[1])), 0);
|
|
glScalef (view[2], -view[3], 1.0);
|
|
|
|
#ifndef FIXED_PERSPECTIVE
|
|
perspective (60.0f, 1.0f, 0.1f, 100.0f);
|
|
#else
|
|
perspectivex (171, /* 60 degrees */
|
|
CFX_ONE,
|
|
CLUTTER_FLOAT_TO_FIXED (0.1),
|
|
CLUTTER_FLOAT_TO_FIXED (100.0));
|
|
#endif
|
|
|
|
glMatrixMode (GL_MODELVIEW);
|
|
|
|
clutter_actor_paint (CLUTTER_ACTOR (stage));
|
|
|
|
glMatrixMode (GL_PROJECTION);
|
|
glPopMatrix ();
|
|
|
|
hits = glRenderMode (GL_RENDER);
|
|
|
|
if (hits != 0)
|
|
{
|
|
#if 0
|
|
gint i
|
|
for (i = 0; i < hits; i++)
|
|
g_print ("Hit at %i\n", buff[i * 4 + 3]);
|
|
#endif
|
|
|
|
found = clutter_group_find_child_by_id (CLUTTER_GROUP (stage),
|
|
buff[(hits-1) * 4 + 3]);
|
|
}
|
|
|
|
_clutter_stage_sync_viewport (stage);
|
|
|
|
return found;
|
|
}
|
|
|
|
/*** Perspective boxed type ******/
|
|
|
|
/**
|
|
* clutter_perspective_copy:
|
|
* @perspective: a #ClutterPerspective
|
|
*
|
|
* Makes a copy of the perspective structure. The result must be
|
|
* freed using clutter_perspective_free().
|
|
*
|
|
* Return value: an allocated copy of @perspective.
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
ClutterPerspective *
|
|
clutter_perspective_copy (const ClutterPerspective *perspective)
|
|
{
|
|
ClutterPerspective *result;
|
|
|
|
g_return_val_if_fail (perspective != NULL, NULL);
|
|
|
|
result = g_slice_new (ClutterPerspective);
|
|
*result = *perspective;
|
|
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* clutter_perspective_free:
|
|
* @perspective: a #ClutterPerspective
|
|
*
|
|
* Frees a perspective structure created with clutter_perspective_copy().
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
void
|
|
clutter_perspective_free (ClutterPerspective *perspective)
|
|
{
|
|
g_return_if_fail (perspective != NULL);
|
|
|
|
g_slice_free (ClutterPerspective, perspective);
|
|
}
|
|
|
|
GType
|
|
clutter_perspective_get_type (void)
|
|
{
|
|
static GType our_type = 0;
|
|
|
|
if (!our_type)
|
|
our_type = g_boxed_type_register_static
|
|
("ClutterPerspective",
|
|
(GBoxedCopyFunc) clutter_perspective_copy,
|
|
(GBoxedFreeFunc) clutter_perspective_free);
|
|
return our_type;
|
|
}
|