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https://github.com/brl/mutter.git
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5d6a11e1bf
Bug 1178 - No enter / leave events on actors when pointer leaves the stage window The patch is mostly thanks to Johan Bilien with small modifications based on suggestions by Owen Taylor. The X11 backend now listens for enter and leave notifications. Leave notifications get translated directly to a CLUTTER_LEAVE event. Clutter can detect these special events because the source actor is NULL in which case it sets the source actor to the last known actor and then sets the last known actor to NULL. Enter notifications just get translated to CLUTTER_MOTION events which will cause Clutter to generate an enter event through the usual code path.
341 lines
11 KiB
C
341 lines
11 KiB
C
/* Clutter.
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* An OpenGL based 'interactive canvas' library.
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* Authored By Matthew Allum <mallum@openedhand.com>
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* Copyright (C) 2006-2007 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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-backend-glx.h"
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#include "clutter-stage-glx.h"
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#include "clutter-glx.h"
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#include "../clutter-main.h"
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#include "../clutter-feature.h"
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#include "../clutter-color.h"
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#include "../clutter-util.h"
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#include "../clutter-event.h"
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#include "../clutter-enum-types.h"
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#include "../clutter-private.h"
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#include "../clutter-debug.h"
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#include "../clutter-units.h"
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#include "../clutter-shader.h"
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#include "../clutter-group.h"
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#include "../clutter-container.h"
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#include "../clutter-stage.h"
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#include "../clutter-stage-window.h"
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#include "cogl/cogl.h"
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#include <GL/glx.h>
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#include <GL/gl.h>
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static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
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G_DEFINE_TYPE_WITH_CODE (ClutterStageGLX,
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clutter_stage_glx,
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CLUTTER_TYPE_STAGE_X11,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW,
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clutter_stage_window_iface_init));
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static void
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clutter_stage_glx_unrealize (ClutterActor *actor)
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{
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ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (actor);
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ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (actor);
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gboolean was_offscreen;
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/* Note unrealize should free up any backend stage related resources */
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CLUTTER_NOTE (BACKEND, "Unrealizing stage");
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g_object_get (stage_x11->wrapper, "offscreen", &was_offscreen, NULL);
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/* Chain up so all children get unrealized, needed to move texture data
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* across contexts
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*/
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CLUTTER_ACTOR_CLASS (clutter_stage_glx_parent_class)->unrealize (actor);
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clutter_x11_trap_x_errors ();
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if (G_UNLIKELY (was_offscreen))
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{
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if (stage_glx->glxpixmap)
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{
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glXDestroyGLXPixmap (stage_x11->xdpy,stage_glx->glxpixmap);
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stage_glx->glxpixmap = None;
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}
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if (stage_x11->xpixmap)
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{
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XFreePixmap (stage_x11->xdpy, stage_x11->xpixmap);
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stage_x11->xpixmap = None;
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}
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}
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else
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{
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if (!stage_x11->is_foreign_xwin && stage_x11->xwin != None)
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{
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XDestroyWindow (stage_x11->xdpy, stage_x11->xwin);
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stage_x11->xwin = None;
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}
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else
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stage_x11->xwin = None;
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}
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XSync (stage_x11->xdpy, False);
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clutter_x11_untrap_x_errors ();
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CLUTTER_MARK ();
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}
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static void
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clutter_stage_glx_realize (ClutterActor *actor)
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{
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ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (actor);
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ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (actor);
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ClutterBackendGLX *backend_glx;
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ClutterBackendX11 *backend_x11;
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gboolean is_offscreen;
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CLUTTER_NOTE (MISC, "Realizing main stage");
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g_object_get (stage_x11->wrapper, "offscreen", &is_offscreen, NULL);
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backend_glx = CLUTTER_BACKEND_GLX (clutter_get_default_backend ());
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backend_x11 = CLUTTER_BACKEND_X11 (clutter_get_default_backend ());
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if (G_LIKELY (!is_offscreen))
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{
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int gl_attributes[] =
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{
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GLX_RGBA,
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GLX_DOUBLEBUFFER,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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GLX_STENCIL_SIZE, 1,
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0
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};
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if (stage_x11->xvisinfo)
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{
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XFree (stage_x11->xvisinfo);
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stage_x11->xvisinfo = None;
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}
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/* The following check seems strange */
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if (stage_x11->xvisinfo == None)
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stage_x11->xvisinfo = glXChooseVisual (stage_x11->xdpy,
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stage_x11->xscreen,
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gl_attributes);
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if (!stage_x11->xvisinfo)
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{
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g_critical ("Unable to find suitable GL visual.");
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goto fail;
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}
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if (stage_x11->xwin == None)
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{
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XSetWindowAttributes xattr;
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unsigned long mask;
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CLUTTER_NOTE (MISC, "Creating stage X window");
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/* window attributes */
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xattr.background_pixel = WhitePixel (stage_x11->xdpy,
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stage_x11->xscreen);
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xattr.border_pixel = 0;
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xattr.colormap = XCreateColormap (stage_x11->xdpy,
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stage_x11->xwin_root,
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stage_x11->xvisinfo->visual,
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AllocNone);
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mask = CWBorderPixel | CWColormap;
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stage_x11->xwin = XCreateWindow (stage_x11->xdpy,
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stage_x11->xwin_root,
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0, 0,
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stage_x11->xwin_width,
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stage_x11->xwin_height,
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0,
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stage_x11->xvisinfo->depth,
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InputOutput,
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stage_x11->xvisinfo->visual,
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mask, &xattr);
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}
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if (clutter_x11_has_event_retrieval())
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{
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if (clutter_x11_has_xinput())
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{
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XSelectInput (stage_x11->xdpy, stage_x11->xwin,
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StructureNotifyMask |
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FocusChangeMask |
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ExposureMask |
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KeyPressMask | KeyReleaseMask |
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EnterWindowMask | LeaveWindowMask |
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PropertyChangeMask);
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#ifdef USE_XINPUT
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_clutter_x11_select_events (stage_x11->xwin);
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#endif
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}
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else
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XSelectInput (stage_x11->xdpy, stage_x11->xwin,
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StructureNotifyMask |
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FocusChangeMask |
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ExposureMask |
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PointerMotionMask |
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KeyPressMask | KeyReleaseMask |
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ButtonPressMask | ButtonReleaseMask |
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EnterWindowMask | LeaveWindowMask |
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PropertyChangeMask);
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}
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/* no user resize.. */
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clutter_stage_x11_fix_window_size (stage_x11);
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clutter_stage_x11_set_wm_protocols (stage_x11);
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if (G_UNLIKELY (backend_glx->gl_context == None))
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{
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CLUTTER_NOTE (GL, "Creating GL Context");
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backend_glx->gl_context = glXCreateContext (stage_x11->xdpy,
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stage_x11->xvisinfo,
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0,
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True);
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if (backend_glx->gl_context == None)
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{
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g_critical ("Unable to create suitable GL context.");
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goto fail;
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}
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}
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CLUTTER_NOTE (BACKEND, "Marking stage as realized");
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CLUTTER_ACTOR_SET_FLAGS (stage_x11, CLUTTER_ACTOR_REALIZED);
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}
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else
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{
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int gl_attributes[] = {
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GLX_DEPTH_SIZE, 0,
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GLX_ALPHA_SIZE, 0,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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GLX_USE_GL,
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GLX_RGBA,
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0
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};
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if (stage_x11->xvisinfo)
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XFree (stage_x11->xvisinfo);
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stage_x11->xvisinfo = NULL;
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CLUTTER_NOTE (GL, "glXChooseVisual");
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stage_x11->xvisinfo = glXChooseVisual (stage_x11->xdpy,
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stage_x11->xscreen,
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gl_attributes);
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if (!stage_x11->xvisinfo)
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{
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g_critical ("Unable to find suitable GL visual.");
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goto fail;
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}
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stage_x11->xpixmap = XCreatePixmap (stage_x11->xdpy,
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stage_x11->xwin_root,
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stage_x11->xwin_width,
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stage_x11->xwin_height,
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DefaultDepth (stage_x11->xdpy,
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stage_x11->xscreen));
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stage_glx->glxpixmap = glXCreateGLXPixmap (stage_x11->xdpy,
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stage_x11->xvisinfo,
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stage_x11->xpixmap);
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if (backend_glx->gl_context == None)
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{
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CLUTTER_NOTE (GL, "Creating GL Context");
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/* FIXME: we probably need a seperate offscreen context here
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* - though it likely makes most sense to drop offscreen stages
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* and rely on FBO's instead and GLXPixmaps seems mostly broken
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* anyway..
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*/
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backend_glx->gl_context = glXCreateContext (stage_x11->xdpy,
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stage_x11->xvisinfo,
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0,
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False);
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if (backend_glx->gl_context == None)
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{
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g_critical ("Unable to create suitable GL context.");
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goto fail;
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}
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}
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CLUTTER_NOTE (BACKEND, "Marking stage as realized");
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CLUTTER_ACTOR_SET_FLAGS (stage_x11, CLUTTER_ACTOR_REALIZED);
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}
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/* we need to chain up to the X11 stage implementation in order to
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* set the window state in case we set it before realizing the stage
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*/
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CLUTTER_ACTOR_CLASS (clutter_stage_glx_parent_class)->realize (actor);
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return;
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fail:
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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}
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static void
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clutter_stage_glx_dispose (GObject *gobject)
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{
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ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (gobject);
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ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (gobject);
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if (stage_x11->xwin)
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clutter_actor_unrealize (CLUTTER_ACTOR (stage_glx));
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G_OBJECT_CLASS (clutter_stage_glx_parent_class)->dispose (gobject);
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}
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static void
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clutter_stage_glx_class_init (ClutterStageGLXClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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gobject_class->dispose = clutter_stage_glx_dispose;
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actor_class->realize = clutter_stage_glx_realize;
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actor_class->unrealize = clutter_stage_glx_unrealize;
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}
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static void
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clutter_stage_glx_init (ClutterStageGLX *stage)
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{
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}
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static void
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clutter_stage_window_iface_init (ClutterStageWindowIface *iface)
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{
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/* the rest is inherited from ClutterStageX11 */
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}
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