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mutter-performance-source/clutter/clutter-stage.c

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2006-05-29 08:59:36 +00:00
/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2006 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*/
/**
* SECTION:clutter-stage
* @short_description: Top level visual element to which actors are placed.
*
* #ClutterStage is a top level 'window' on which child actors are placed
* and manipulated.
*
* Backends might provide support for multiple stages. The support for this
* feature can be checked at run-time using the clutter_feature_available()
* function and the %CLUTTER_FEATURE_STAGE_MULTIPLE flag. If the backend used
* supports multiple stages, new #ClutterStage instances can be created
* using clutter_stage_new(). These stages must be managed by the developer
* using clutter_actor_destroy(), which will take care of destroying all the
* actors contained inside them.
*
* #ClutterStage is a proxy actor, wrapping the backend-specific
* implementation of the windowing system. It is possible to subclass
* #ClutterStage, as long as every overridden virtual function chains up to
* the parent class corresponding function.
*/
#ifdef HAVE_CONFIG_H
2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
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#include "config.h"
#endif
2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
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#include <math.h>
#include <cairo.h>
#define CLUTTER_ENABLE_EXPERIMENTAL_API
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#include "clutter-stage.h"
#include "clutter-actor-private.h"
#include "clutter-backend-private.h"
#include "clutter-cairo.h"
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#include "clutter-color.h"
#include "clutter-container.h"
#include "clutter-debug.h"
#include "clutter-device-manager-private.h"
#include "clutter-enum-types.h"
#include "clutter-event-private.h"
#include "clutter-id-pool.h"
#include "clutter-main.h"
2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
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#include "clutter-marshal.h"
#include "clutter-master-clock.h"
#include "clutter-paint-volume-private.h"
2006-11-21 Emmanuele Bassi <ebassi@openedhand.com> * configure.ac: Enable debug messages also when --enable-debug is set to "minimum". * clutter/Makefile.am: * clutter/clutter-debug.h: Move all debugging macros inside this private header; make all debug macros depend on the CLUTTER_ENABLE_DEBUG compile time define, controlled by the --enable-debug configure switch; add G_LOG_DOMAIN define. * clutter/clutter-main.c: Clean up the debug stuff; add command line argument parsing using GOption; the debug messages now are triggered like this: CLUTTER_DEBUG=section:section:... clutter-app or like this: clutter-app --clutter-debug=section:section:... where "section" is one of the sections listed in clutter-main.c, or "all", for all sections; each section is bound to a flag, which can be used to define a domain when adding a debug note using the CLUTTER_NOTE() macro; the old CLUTTER_DBG() macro is just a wrapper around that, under the CLUTTER_DEBUG_MISC domain; CLUTTER_NOTE() is used like this: CLUTTER_NOTE (DOMAIN, log-function); where log function is g_printerr(), g_message(), g_warning(), g_critical() or directly g_log() - for instance: CLUTTER_NOTE (PANGO, g_warning ("Cache miss: %d", glyph)); will print the warning only if the "pango" flag has been set to the CLUTTER_DEBUG envvar or passed to the --clutter-debug command line argument. similar to CLUTTER_SHOW_FPS, there's also the --clutter-show-fps command line switch; also, the --display and --screen command line switches have been added: the first overrides the DISPLAY envvar and the second controls the X screen used by Clutter to get the root window on the display. * clutter/clutter-main.h: * clutter/clutter-main.c: Add extended support for GOption in Clutter; use clutter_init_with_args() to let Clutter parse your own command line arguments; use instead clutter_get_option_group() to get the GOptionGroup used by Clutter if you want to do the parsing yourself with g_option_context_parse(). The init sequence has been verified, updated and moved into common functions where possible. * clutter/pango/pangoclutter-render.c: * clutter/*.c: Include "clutter-debug.h" where needed; use CLUTTER_NOTE() instead of CLUTTER_DBG(). * examples/super-oh.c: Use the new clutter_init_with_args() function, and add a --num-hands command line switch to the SuperOH example code controlling the number of hands at runtime.
2006-11-21 21:27:53 +00:00
#include "clutter-private.h"
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#include "clutter-profile.h"
#include "clutter-stage-manager-private.h"
#include "clutter-stage-private.h"
#include "clutter-version.h" /* For flavour */
#include "clutter-private.h"
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#include "cogl/cogl.h"
G_DEFINE_TYPE (ClutterStage, clutter_stage, CLUTTER_TYPE_ACTOR)
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2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
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#define CLUTTER_STAGE_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_STAGE, ClutterStagePrivate))
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/* <private>
* ClutterStageHint:
* @CLUTTER_STAGE_NONE: No hint set
* @CLUTTER_STAGE_NO_CLEAR_ON_PAINT: When this hint is set, the stage
* should not clear the viewport; this flag is useful when painting
* fully opaque actors covering the whole visible area of the stage,
* i.e. when no blending with the stage color happens over the whole
* stage viewport
*
* A series of hints that enable or disable behaviours on the stage
*/
typedef enum { /*< prefix=CLUTTER_STAGE >*/
CLUTTER_STAGE_HINT_NONE = 0,
CLUTTER_STAGE_NO_CLEAR_ON_PAINT = 1 << 0
} ClutterStageHint;
#define STAGE_NO_CLEAR_ON_PAINT(s) ((((ClutterStage *) (s))->priv->stage_hints & CLUTTER_STAGE_NO_CLEAR_ON_PAINT) != 0)
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
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struct _ClutterStageQueueRedrawEntry
{
ClutterActor *actor;
gboolean has_clip;
ClutterPaintVolume clip;
};
2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
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struct _ClutterStagePrivate
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{
/* the stage implementation */
ClutterStageWindow *impl;
ClutterPerspective perspective;
CoglMatrix projection;
CoglMatrix inverse_projection;
CoglMatrix view;
float viewport[4];
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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gchar *title;
ClutterActor *key_focused_actor;
GQueue *event_queue;
ClutterStageHint stage_hints;
gint picks_per_frame;
paint volumes: another pass at the design This is a fairly extensive second pass at exposing paint volumes for actors. The API has changed to allow clutter_actor_get_paint_volume to fail since there are times - such as when an actor isn't a descendent of the stage - when the volume can't be determined. Another example is when something has connected to the "paint" signal of the actor and we simply have no way of knowing what might be drawn in that handler. The API has also be changed to return a const ClutterPaintVolume pointer (transfer none) so we can avoid having to dynamically allocate the volumes in the most common/performance critical code paths. Profiling was showing the slice allocation of volumes taking about 1% of an apps time, for some fairly basic tests. Most volumes can now simply be allocated on the stack; for clutter_actor_get_paint_volume we return a pointer to &priv->paint_volume and if we need a more dynamic allocation there is now a _clutter_stage_paint_volume_stack_allocate() mechanism which lets us allocate data which expires at the start of the next frame. The API has been extended to make it easier to implement get_paint_volume for containers by using clutter_actor_get_transformed_paint_volume and clutter_paint_volume_union. The first allows you to query the paint volume of a child but transformed into parent actor coordinates. The second lets you combine volumes together so you can union all the volumes for a container's children and report that as the container's own volume. The representation of paint volumes has been updated to consider that 2D actors are the most common. The effect apis, clutter-texture and clutter-group have been update accordingly.
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GArray *paint_volume_stack;
ClutterPlane current_clip_planes[4];
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
GList *pending_queue_redraws;
ClutterPickMode pick_buffer_mode;
CoglFramebuffer *active_framebuffer;
gint sync_delay;
GTimer *fps_timer;
gint32 timer_n_frames;
ClutterIDPool *pick_id_pool;
#ifdef CLUTTER_ENABLE_DEBUG
gulong redraw_count;
#endif /* CLUTTER_ENABLE_DEBUG */
ClutterStageState current_state;
guint relayout_pending : 1;
guint redraw_pending : 1;
guint is_fullscreen : 1;
guint is_cursor_visible : 1;
guint is_user_resizable : 1;
guint throttle_motion_events : 1;
guint use_alpha : 1;
guint min_size_changed : 1;
guint dirty_viewport : 1;
guint dirty_projection : 1;
guint have_valid_pick_buffer : 1;
guint accept_focus : 1;
Store the motion event deliver flag in ClutterStage Once upon a time, the land of Clutter had a stage singleton. It was created automatically at initialization time and stayed around even after the main loop was terminated. The singleton was content in being all there was. There also was a global API to handle the configuration of the stage singleton that would affect the behaviour on other classes, signals and properties. Then, an evil wizard came along and locked the stage singleton in his black tower, and twisted it until it was possible to create new stages. These new stages were pesky, and didn't have the same semantics of the singleton: they didn't stay around when closed, or terminate the main loop on delete events. The evil wizard also started moving all the stage-related API from the global context into class-specific methods. Finally, the evil wizard cast a spell, and the stage singleton was demoted to creation on demand - and until somebody called the clutter_stage_get_default() function, the singleton remained in a limbo of NULL pointers and undefined memory areas. There was a last bit - literally - of information still held by the global API; a tiny, little flag that disabled per-actor motion events. The evil wizard added private accessors for it, and stored it inside the stage private structure, in preparation for a deprecation that would come in a future development cycle. The evil wizard looked down upon the land of Clutter from the height of his black tower; the lay of the land had been reshaped into a crucible of potential, and the last dregs of the original force of creation were either molted into new, useful shapes, or blasted away by the sheer fury of his will. All was good.
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guint motion_events_enabled : 1;
guint has_custom_perspective : 1;
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};
enum
{
PROP_0,
2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
2006-06-05 13:38:31 +00:00
PROP_COLOR,
PROP_FULLSCREEN_SET,
PROP_OFFSCREEN,
PROP_CURSOR_VISIBLE,
PROP_PERSPECTIVE,
PROP_TITLE,
PROP_USER_RESIZABLE,
PROP_USE_FOG,
PROP_FOG,
PROP_USE_ALPHA,
PROP_KEY_FOCUS,
PROP_NO_CLEAR_HINT,
PROP_ACCEPT_FOCUS
2006-05-29 08:59:36 +00:00
};
enum
{
FULLSCREEN,
UNFULLSCREEN,
ACTIVATE,
DEACTIVATE,
DELETE_EVENT,
2006-05-29 08:59:36 +00:00
LAST_SIGNAL
};
static guint stage_signals[LAST_SIGNAL] = { 0, };
2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
2006-06-05 13:38:31 +00:00
static const ClutterColor default_stage_color = { 255, 255, 255, 255 };
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
static void _clutter_stage_maybe_finish_queue_redraws (ClutterStage *stage);
static void free_queue_redraw_entry (ClutterStageQueueRedrawEntry *entry);
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
static void
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
clutter_stage_get_preferred_width (ClutterActor *self,
Remove Units from the public API With the recent change to internal floating point values, ClutterUnit has become a redundant type, defined to be a float. All integer entry points are being internally converted to floating point values to be passed to the GL pipeline with the least amount of conversion. ClutterUnit is thus exposed as just a "pixel with fractionary bits", and not -- as users might think -- as generic, resolution and device independent units. not that it was the case, but a definitive amount of people was convinced it did provide this "feature", and was flummoxed about the mere existence of this type. So, having ClutterUnit exposed in the public API doubles the entry points and has the following disadvantages: - we have to maintain twice the amount of entry points in ClutterActor - we still do an integer-to-float implicit conversion - we introduce a weird impedance between pixels and "pixels with fractionary bits" - language bindings will have to choose what to bind, and resort to manually overriding the API + *except* for language bindings based on GObject-Introspection, as they cannot do manual overrides, thus will replicate the entire set of entry points For these reason, we should coalesces every Actor entry point for pixels and for ClutterUnit into a single entry point taking a float, like: void clutter_actor_set_x (ClutterActor *self, gfloat x); void clutter_actor_get_size (ClutterActor *self, gfloat *width, gfloat *height); gfloat clutter_actor_get_height (ClutterActor *self); etc. The issues I have identified are: - we'll have a two cases of compiler warnings: - printf() format of the return values from %d to %f - clutter_actor_get_size() taking floats instead of unsigned ints - we'll have a problem with varargs when passing an integer instead of a floating point value, except on 64bit platforms where the size of a float is the same as the size of an int To be clear: the *intent* of the API should not change -- we still use pixels everywhere -- but: - we remove ambiguity in the API with regard to pixels and units - we remove entry points we get to maintain for the whole 1.0 version of the API - we make things simpler to bind for both manual language bindings and automatic (gobject-introspection based) ones - we have the simplest API possible while still exposing the capabilities of the underlying GL implementation
2009-05-06 15:44:47 +00:00
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
cairo_rectangle_int_t geom;
if (priv->impl == NULL)
return;
_clutter_stage_window_get_geometry (priv->impl, &geom);
if (min_width_p)
*min_width_p = geom.width;
if (natural_width_p)
*natural_width_p = geom.width;
}
static void
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
clutter_stage_get_preferred_height (ClutterActor *self,
Remove Units from the public API With the recent change to internal floating point values, ClutterUnit has become a redundant type, defined to be a float. All integer entry points are being internally converted to floating point values to be passed to the GL pipeline with the least amount of conversion. ClutterUnit is thus exposed as just a "pixel with fractionary bits", and not -- as users might think -- as generic, resolution and device independent units. not that it was the case, but a definitive amount of people was convinced it did provide this "feature", and was flummoxed about the mere existence of this type. So, having ClutterUnit exposed in the public API doubles the entry points and has the following disadvantages: - we have to maintain twice the amount of entry points in ClutterActor - we still do an integer-to-float implicit conversion - we introduce a weird impedance between pixels and "pixels with fractionary bits" - language bindings will have to choose what to bind, and resort to manually overriding the API + *except* for language bindings based on GObject-Introspection, as they cannot do manual overrides, thus will replicate the entire set of entry points For these reason, we should coalesces every Actor entry point for pixels and for ClutterUnit into a single entry point taking a float, like: void clutter_actor_set_x (ClutterActor *self, gfloat x); void clutter_actor_get_size (ClutterActor *self, gfloat *width, gfloat *height); gfloat clutter_actor_get_height (ClutterActor *self); etc. The issues I have identified are: - we'll have a two cases of compiler warnings: - printf() format of the return values from %d to %f - clutter_actor_get_size() taking floats instead of unsigned ints - we'll have a problem with varargs when passing an integer instead of a floating point value, except on 64bit platforms where the size of a float is the same as the size of an int To be clear: the *intent* of the API should not change -- we still use pixels everywhere -- but: - we remove ambiguity in the API with regard to pixels and units - we remove entry points we get to maintain for the whole 1.0 version of the API - we make things simpler to bind for both manual language bindings and automatic (gobject-introspection based) ones - we have the simplest API possible while still exposing the capabilities of the underlying GL implementation
2009-05-06 15:44:47 +00:00
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
cairo_rectangle_int_t geom;
if (priv->impl == NULL)
return;
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
_clutter_stage_window_get_geometry (priv->impl, &geom);
if (min_height_p)
*min_height_p = geom.height;
if (natural_height_p)
*natural_height_p = geom.height;
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
}
static inline void
queue_full_redraw (ClutterStage *stage)
{
ClutterStageWindow *stage_window;
if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
return;
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
/* Just calling clutter_actor_queue_redraw will typically only
* redraw the bounding box of the children parented on the stage but
* in this case we really need to ensure that the full stage is
* redrawn so we add a NULL redraw clip to the stage window. */
stage_window = _clutter_stage_get_window (stage);
if (stage_window == NULL)
return;
_clutter_stage_window_add_redraw_clip (stage_window, NULL);
}
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
static void
clutter_stage_allocate (ClutterActor *self,
const ClutterActorBox *box,
ClutterAllocationFlags flags)
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
ClutterActorBox alloc = CLUTTER_ACTOR_BOX_INIT_ZERO;
float old_width, old_height;
float new_width, new_height;
float width, height;
cairo_rectangle_int_t window_size;
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
if (priv->impl == NULL)
return;
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
/* our old allocation */
clutter_actor_get_allocation_box (self, &alloc);
clutter_actor_box_get_size (&alloc, &old_width, &old_height);
/* the current allocation */
clutter_actor_box_get_size (box, &width, &height);
/* the current Stage implementation size */
_clutter_stage_window_get_geometry (priv->impl, &window_size);
/* if the stage is fixed size (for instance, it's using a EGL framebuffer)
* then we simply ignore any allocation request and override the
* allocation chain - because we cannot forcibly change the size of the
* stage window.
*/
if (!clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
{
Remove Units from the public API With the recent change to internal floating point values, ClutterUnit has become a redundant type, defined to be a float. All integer entry points are being internally converted to floating point values to be passed to the GL pipeline with the least amount of conversion. ClutterUnit is thus exposed as just a "pixel with fractionary bits", and not -- as users might think -- as generic, resolution and device independent units. not that it was the case, but a definitive amount of people was convinced it did provide this "feature", and was flummoxed about the mere existence of this type. So, having ClutterUnit exposed in the public API doubles the entry points and has the following disadvantages: - we have to maintain twice the amount of entry points in ClutterActor - we still do an integer-to-float implicit conversion - we introduce a weird impedance between pixels and "pixels with fractionary bits" - language bindings will have to choose what to bind, and resort to manually overriding the API + *except* for language bindings based on GObject-Introspection, as they cannot do manual overrides, thus will replicate the entire set of entry points For these reason, we should coalesces every Actor entry point for pixels and for ClutterUnit into a single entry point taking a float, like: void clutter_actor_set_x (ClutterActor *self, gfloat x); void clutter_actor_get_size (ClutterActor *self, gfloat *width, gfloat *height); gfloat clutter_actor_get_height (ClutterActor *self); etc. The issues I have identified are: - we'll have a two cases of compiler warnings: - printf() format of the return values from %d to %f - clutter_actor_get_size() taking floats instead of unsigned ints - we'll have a problem with varargs when passing an integer instead of a floating point value, except on 64bit platforms where the size of a float is the same as the size of an int To be clear: the *intent* of the API should not change -- we still use pixels everywhere -- but: - we remove ambiguity in the API with regard to pixels and units - we remove entry points we get to maintain for the whole 1.0 version of the API - we make things simpler to bind for both manual language bindings and automatic (gobject-introspection based) ones - we have the simplest API possible while still exposing the capabilities of the underlying GL implementation
2009-05-06 15:44:47 +00:00
CLUTTER_NOTE (LAYOUT,
"Following allocation to %.2fx%.2f (absolute origin %s)",
width, height,
(flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED)
? "changed"
: "not changed");
clutter_actor_set_allocation (self, box,
flags | CLUTTER_DELEGATE_LAYOUT);
/* Ensure the window is sized correctly */
if (!priv->is_fullscreen)
{
if (priv->min_size_changed)
{
gfloat min_width, min_height;
gboolean min_width_set, min_height_set;
g_object_get (G_OBJECT (self),
"min-width", &min_width,
"min-width-set", &min_width_set,
"min-height", &min_height,
"min-height-set", &min_height_set,
NULL);
if (!min_width_set)
min_width = 1;
if (!min_height_set)
min_height = 1;
if (width < min_width)
width = min_width;
if (height < min_height)
height = min_height;
priv->min_size_changed = FALSE;
}
if (window_size.width != CLUTTER_NEARBYINT (width) ||
window_size.height != CLUTTER_NEARBYINT (height))
{
_clutter_stage_window_resize (priv->impl,
CLUTTER_NEARBYINT (width),
CLUTTER_NEARBYINT (height));
}
}
}
else
{
ClutterActorBox override = { 0, };
/* override the passed allocation */
override.x1 = 0;
override.y1 = 0;
override.x2 = window_size.width;
override.y2 = window_size.height;
Remove Units from the public API With the recent change to internal floating point values, ClutterUnit has become a redundant type, defined to be a float. All integer entry points are being internally converted to floating point values to be passed to the GL pipeline with the least amount of conversion. ClutterUnit is thus exposed as just a "pixel with fractionary bits", and not -- as users might think -- as generic, resolution and device independent units. not that it was the case, but a definitive amount of people was convinced it did provide this "feature", and was flummoxed about the mere existence of this type. So, having ClutterUnit exposed in the public API doubles the entry points and has the following disadvantages: - we have to maintain twice the amount of entry points in ClutterActor - we still do an integer-to-float implicit conversion - we introduce a weird impedance between pixels and "pixels with fractionary bits" - language bindings will have to choose what to bind, and resort to manually overriding the API + *except* for language bindings based on GObject-Introspection, as they cannot do manual overrides, thus will replicate the entire set of entry points For these reason, we should coalesces every Actor entry point for pixels and for ClutterUnit into a single entry point taking a float, like: void clutter_actor_set_x (ClutterActor *self, gfloat x); void clutter_actor_get_size (ClutterActor *self, gfloat *width, gfloat *height); gfloat clutter_actor_get_height (ClutterActor *self); etc. The issues I have identified are: - we'll have a two cases of compiler warnings: - printf() format of the return values from %d to %f - clutter_actor_get_size() taking floats instead of unsigned ints - we'll have a problem with varargs when passing an integer instead of a floating point value, except on 64bit platforms where the size of a float is the same as the size of an int To be clear: the *intent* of the API should not change -- we still use pixels everywhere -- but: - we remove ambiguity in the API with regard to pixels and units - we remove entry points we get to maintain for the whole 1.0 version of the API - we make things simpler to bind for both manual language bindings and automatic (gobject-introspection based) ones - we have the simplest API possible while still exposing the capabilities of the underlying GL implementation
2009-05-06 15:44:47 +00:00
CLUTTER_NOTE (LAYOUT,
"Overriding original allocation of %dx%d "
"with %.2fx%.2f (absolute origin %s)",
width, height,
Remove Units from the public API With the recent change to internal floating point values, ClutterUnit has become a redundant type, defined to be a float. All integer entry points are being internally converted to floating point values to be passed to the GL pipeline with the least amount of conversion. ClutterUnit is thus exposed as just a "pixel with fractionary bits", and not -- as users might think -- as generic, resolution and device independent units. not that it was the case, but a definitive amount of people was convinced it did provide this "feature", and was flummoxed about the mere existence of this type. So, having ClutterUnit exposed in the public API doubles the entry points and has the following disadvantages: - we have to maintain twice the amount of entry points in ClutterActor - we still do an integer-to-float implicit conversion - we introduce a weird impedance between pixels and "pixels with fractionary bits" - language bindings will have to choose what to bind, and resort to manually overriding the API + *except* for language bindings based on GObject-Introspection, as they cannot do manual overrides, thus will replicate the entire set of entry points For these reason, we should coalesces every Actor entry point for pixels and for ClutterUnit into a single entry point taking a float, like: void clutter_actor_set_x (ClutterActor *self, gfloat x); void clutter_actor_get_size (ClutterActor *self, gfloat *width, gfloat *height); gfloat clutter_actor_get_height (ClutterActor *self); etc. The issues I have identified are: - we'll have a two cases of compiler warnings: - printf() format of the return values from %d to %f - clutter_actor_get_size() taking floats instead of unsigned ints - we'll have a problem with varargs when passing an integer instead of a floating point value, except on 64bit platforms where the size of a float is the same as the size of an int To be clear: the *intent* of the API should not change -- we still use pixels everywhere -- but: - we remove ambiguity in the API with regard to pixels and units - we remove entry points we get to maintain for the whole 1.0 version of the API - we make things simpler to bind for both manual language bindings and automatic (gobject-introspection based) ones - we have the simplest API possible while still exposing the capabilities of the underlying GL implementation
2009-05-06 15:44:47 +00:00
(int) (override.x2),
(int) (override.y2),
(flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED)
? "changed"
: "not changed");
Remove Units from the public API With the recent change to internal floating point values, ClutterUnit has become a redundant type, defined to be a float. All integer entry points are being internally converted to floating point values to be passed to the GL pipeline with the least amount of conversion. ClutterUnit is thus exposed as just a "pixel with fractionary bits", and not -- as users might think -- as generic, resolution and device independent units. not that it was the case, but a definitive amount of people was convinced it did provide this "feature", and was flummoxed about the mere existence of this type. So, having ClutterUnit exposed in the public API doubles the entry points and has the following disadvantages: - we have to maintain twice the amount of entry points in ClutterActor - we still do an integer-to-float implicit conversion - we introduce a weird impedance between pixels and "pixels with fractionary bits" - language bindings will have to choose what to bind, and resort to manually overriding the API + *except* for language bindings based on GObject-Introspection, as they cannot do manual overrides, thus will replicate the entire set of entry points For these reason, we should coalesces every Actor entry point for pixels and for ClutterUnit into a single entry point taking a float, like: void clutter_actor_set_x (ClutterActor *self, gfloat x); void clutter_actor_get_size (ClutterActor *self, gfloat *width, gfloat *height); gfloat clutter_actor_get_height (ClutterActor *self); etc. The issues I have identified are: - we'll have a two cases of compiler warnings: - printf() format of the return values from %d to %f - clutter_actor_get_size() taking floats instead of unsigned ints - we'll have a problem with varargs when passing an integer instead of a floating point value, except on 64bit platforms where the size of a float is the same as the size of an int To be clear: the *intent* of the API should not change -- we still use pixels everywhere -- but: - we remove ambiguity in the API with regard to pixels and units - we remove entry points we get to maintain for the whole 1.0 version of the API - we make things simpler to bind for both manual language bindings and automatic (gobject-introspection based) ones - we have the simplest API possible while still exposing the capabilities of the underlying GL implementation
2009-05-06 15:44:47 +00:00
/* and store the overridden allocation */
clutter_actor_set_allocation (self, &override,
flags | CLUTTER_DELEGATE_LAYOUT);
}
/* XXX: Until Cogl becomes fully responsible for backend windows
* Clutter need to manually keep it informed of the current window
* size. We do this after the allocation above so that the stage
* window has a chance to update the window size based on the
* allocation.
*/
_clutter_stage_window_get_geometry (priv->impl, &window_size);
cogl_onscreen_clutter_backend_set_size (window_size.width,
window_size.height);
/* reset the viewport if the allocation effectively changed */
clutter_actor_get_allocation_box (self, &alloc);
clutter_actor_box_get_size (&alloc, &new_width, &new_height);
if (CLUTTER_NEARBYINT (old_width) != CLUTTER_NEARBYINT (new_width) ||
CLUTTER_NEARBYINT (old_height) != CLUTTER_NEARBYINT (new_height))
{
_clutter_stage_set_viewport (CLUTTER_STAGE (self),
0, 0,
CLUTTER_NEARBYINT (new_width),
CLUTTER_NEARBYINT (new_height));
/* Note: we don't assume that set_viewport will queue a full redraw
* since it may bail-out early if something preemptively set the
* viewport before the stage was really allocated its new size.
*/
queue_full_redraw (CLUTTER_STAGE (self));
}
}
typedef struct _Vector4
{
float x, y, z, w;
} Vector4;
static void
_cogl_util_get_eye_planes_for_screen_poly (float *polygon,
int n_vertices,
float *viewport,
const CoglMatrix *projection,
const CoglMatrix *inverse_project,
ClutterPlane *planes)
{
float Wc;
Vector4 *tmp_poly;
ClutterPlane *plane;
int i;
float b[3];
float c[3];
int count;
tmp_poly = g_alloca (sizeof (Vector4) * n_vertices * 2);
#define DEPTH -50
/* Determine W in clip-space (Wc) for a point (0, 0, DEPTH, 1)
*
* Note: the depth could be anything except 0.
*
* We will transform the polygon into clip coordinates using this
* depth and then into eye coordinates. Our clip planes will be
* defined by triangles that extend between points of the polygon at
* DEPTH and corresponding points of the same polygon at DEPTH * 2.
*
* NB: Wc defines the position of the clip planes in clip
* coordinates. Given a screen aligned cross section through the
* frustum; coordinates range from [-Wc,Wc] left to right on the
* x-axis and [Wc,-Wc] top to bottom on the y-axis.
*/
Wc = DEPTH * projection->wz + projection->ww;
#define CLIP_X(X) ((((float)X - viewport[0]) * (2.0 / viewport[2])) - 1) * Wc
#define CLIP_Y(Y) ((((float)Y - viewport[1]) * (2.0 / viewport[3])) - 1) * -Wc
for (i = 0; i < n_vertices; i++)
{
tmp_poly[i].x = CLIP_X (polygon[i * 2]);
tmp_poly[i].y = CLIP_Y (polygon[i * 2 + 1]);
tmp_poly[i].z = DEPTH;
tmp_poly[i].w = Wc;
}
Wc = DEPTH * 2 * projection->wz + projection->ww;
/* FIXME: technically we don't need to project all of the points
* twice, it would be enough project every other point since
* we can share points in this set to define the plane vectors. */
for (i = 0; i < n_vertices; i++)
{
tmp_poly[n_vertices + i].x = CLIP_X (polygon[i * 2]);
tmp_poly[n_vertices + i].y = CLIP_Y (polygon[i * 2 + 1]);
tmp_poly[n_vertices + i].z = DEPTH * 2;
tmp_poly[n_vertices + i].w = Wc;
}
#undef CLIP_X
#undef CLIP_Y
cogl_matrix_project_points (inverse_project,
4,
sizeof (Vector4),
tmp_poly,
sizeof (Vector4),
tmp_poly,
n_vertices * 2);
/* XXX: It's quite ugly that we end up with these casts between
* Vector4 types and CoglVector3s, it might be better if the
* cogl_vector APIs just took pointers to floats.
*/
count = n_vertices - 1;
for (i = 0; i < count; i++)
{
plane = &planes[i];
memcpy (plane->v0, tmp_poly + i, sizeof (float) * 3);
memcpy (b, tmp_poly + n_vertices + i, sizeof (float) * 3);
memcpy (c, tmp_poly + n_vertices + i + 1, sizeof (float) * 3);
cogl_vector3_subtract (b, b, plane->v0);
cogl_vector3_subtract (c, c, plane->v0);
cogl_vector3_cross_product (plane->n, b, c);
cogl_vector3_normalize (plane->n);
}
plane = &planes[n_vertices - 1];
memcpy (plane->v0, tmp_poly + 0, sizeof (float) * 3);
memcpy (b, tmp_poly + (2 * n_vertices - 1), sizeof (float) * 3);
memcpy (c, tmp_poly + n_vertices, sizeof (float) * 3);
cogl_vector3_subtract (b, b, plane->v0);
cogl_vector3_subtract (c, c, plane->v0);
cogl_vector3_cross_product (plane->n, b, c);
cogl_vector3_normalize (plane->n);
}
static void
_clutter_stage_update_active_framebuffer (ClutterStage *stage)
{
ClutterStagePrivate *priv = stage->priv;
/* We track the CoglFramebuffer that corresponds to the stage itself
* so, for example, we can disable culling when rendering to an
* offscreen framebuffer.
*/
priv->active_framebuffer =
_clutter_stage_window_get_active_framebuffer (priv->impl);
if (!priv->active_framebuffer)
priv->active_framebuffer = cogl_get_draw_framebuffer ();
}
paint volumes: another pass at the design This is a fairly extensive second pass at exposing paint volumes for actors. The API has changed to allow clutter_actor_get_paint_volume to fail since there are times - such as when an actor isn't a descendent of the stage - when the volume can't be determined. Another example is when something has connected to the "paint" signal of the actor and we simply have no way of knowing what might be drawn in that handler. The API has also be changed to return a const ClutterPaintVolume pointer (transfer none) so we can avoid having to dynamically allocate the volumes in the most common/performance critical code paths. Profiling was showing the slice allocation of volumes taking about 1% of an apps time, for some fairly basic tests. Most volumes can now simply be allocated on the stack; for clutter_actor_get_paint_volume we return a pointer to &priv->paint_volume and if we need a more dynamic allocation there is now a _clutter_stage_paint_volume_stack_allocate() mechanism which lets us allocate data which expires at the start of the next frame. The API has been extended to make it easier to implement get_paint_volume for containers by using clutter_actor_get_transformed_paint_volume and clutter_paint_volume_union. The first allows you to query the paint volume of a child but transformed into parent actor coordinates. The second lets you combine volumes together so you can union all the volumes for a container's children and report that as the container's own volume. The representation of paint volumes has been updated to consider that 2D actors are the most common. The effect apis, clutter-texture and clutter-group have been update accordingly.
2010-09-07 17:04:19 +00:00
/* This provides a common point of entry for painting the scenegraph
* for picking or painting...
*
* XXX: Instead of having a toplevel 2D clip region, it might be
* better to have a clip volume within the view frustum. This could
* allow us to avoid projecting actors into window coordinates to
* be able to cull them.
paint volumes: another pass at the design This is a fairly extensive second pass at exposing paint volumes for actors. The API has changed to allow clutter_actor_get_paint_volume to fail since there are times - such as when an actor isn't a descendent of the stage - when the volume can't be determined. Another example is when something has connected to the "paint" signal of the actor and we simply have no way of knowing what might be drawn in that handler. The API has also be changed to return a const ClutterPaintVolume pointer (transfer none) so we can avoid having to dynamically allocate the volumes in the most common/performance critical code paths. Profiling was showing the slice allocation of volumes taking about 1% of an apps time, for some fairly basic tests. Most volumes can now simply be allocated on the stack; for clutter_actor_get_paint_volume we return a pointer to &priv->paint_volume and if we need a more dynamic allocation there is now a _clutter_stage_paint_volume_stack_allocate() mechanism which lets us allocate data which expires at the start of the next frame. The API has been extended to make it easier to implement get_paint_volume for containers by using clutter_actor_get_transformed_paint_volume and clutter_paint_volume_union. The first allows you to query the paint volume of a child but transformed into parent actor coordinates. The second lets you combine volumes together so you can union all the volumes for a container's children and report that as the container's own volume. The representation of paint volumes has been updated to consider that 2D actors are the most common. The effect apis, clutter-texture and clutter-group have been update accordingly.
2010-09-07 17:04:19 +00:00
*/
void
_clutter_stage_do_paint (ClutterStage *stage,
const cairo_rectangle_int_t *clip)
paint volumes: another pass at the design This is a fairly extensive second pass at exposing paint volumes for actors. The API has changed to allow clutter_actor_get_paint_volume to fail since there are times - such as when an actor isn't a descendent of the stage - when the volume can't be determined. Another example is when something has connected to the "paint" signal of the actor and we simply have no way of knowing what might be drawn in that handler. The API has also be changed to return a const ClutterPaintVolume pointer (transfer none) so we can avoid having to dynamically allocate the volumes in the most common/performance critical code paths. Profiling was showing the slice allocation of volumes taking about 1% of an apps time, for some fairly basic tests. Most volumes can now simply be allocated on the stack; for clutter_actor_get_paint_volume we return a pointer to &priv->paint_volume and if we need a more dynamic allocation there is now a _clutter_stage_paint_volume_stack_allocate() mechanism which lets us allocate data which expires at the start of the next frame. The API has been extended to make it easier to implement get_paint_volume for containers by using clutter_actor_get_transformed_paint_volume and clutter_paint_volume_union. The first allows you to query the paint volume of a child but transformed into parent actor coordinates. The second lets you combine volumes together so you can union all the volumes for a container's children and report that as the container's own volume. The representation of paint volumes has been updated to consider that 2D actors are the most common. The effect apis, clutter-texture and clutter-group have been update accordingly.
2010-09-07 17:04:19 +00:00
{
ClutterStagePrivate *priv = stage->priv;
float clip_poly[8];
cairo_rectangle_int_t geom;
_clutter_stage_window_get_geometry (priv->impl, &geom);
if (clip)
{
clip_poly[0] = MAX (clip->x, 0);
clip_poly[1] = MAX (clip->y, 0);
clip_poly[2] = MIN (clip->x + clip->width, geom.width);
clip_poly[3] = clip_poly[1];
clip_poly[4] = clip_poly[2];
clip_poly[5] = MIN (clip->y + clip->height, geom.height);
clip_poly[6] = clip_poly[0];
clip_poly[7] = clip_poly[5];
}
else
{
clip_poly[0] = 0;
clip_poly[1] = 0;
clip_poly[2] = geom.width;
clip_poly[3] = 0;
clip_poly[4] = geom.width;
clip_poly[5] = geom.height;
clip_poly[6] = 0;
clip_poly[7] = geom.height;
}
CLUTTER_NOTE (CLIPPING, "Setting stage clip too: "
"x=%f, y=%f, width=%f, height=%f",
clip_poly[0], clip_poly[1],
clip_poly[2] - clip_poly[0],
clip_poly[5] - clip_poly[1]);
_cogl_util_get_eye_planes_for_screen_poly (clip_poly,
4,
priv->viewport,
&priv->projection,
&priv->inverse_projection,
priv->current_clip_planes);
paint volumes: another pass at the design This is a fairly extensive second pass at exposing paint volumes for actors. The API has changed to allow clutter_actor_get_paint_volume to fail since there are times - such as when an actor isn't a descendent of the stage - when the volume can't be determined. Another example is when something has connected to the "paint" signal of the actor and we simply have no way of knowing what might be drawn in that handler. The API has also be changed to return a const ClutterPaintVolume pointer (transfer none) so we can avoid having to dynamically allocate the volumes in the most common/performance critical code paths. Profiling was showing the slice allocation of volumes taking about 1% of an apps time, for some fairly basic tests. Most volumes can now simply be allocated on the stack; for clutter_actor_get_paint_volume we return a pointer to &priv->paint_volume and if we need a more dynamic allocation there is now a _clutter_stage_paint_volume_stack_allocate() mechanism which lets us allocate data which expires at the start of the next frame. The API has been extended to make it easier to implement get_paint_volume for containers by using clutter_actor_get_transformed_paint_volume and clutter_paint_volume_union. The first allows you to query the paint volume of a child but transformed into parent actor coordinates. The second lets you combine volumes together so you can union all the volumes for a container's children and report that as the container's own volume. The representation of paint volumes has been updated to consider that 2D actors are the most common. The effect apis, clutter-texture and clutter-group have been update accordingly.
2010-09-07 17:04:19 +00:00
_clutter_stage_paint_volume_stack_free_all (stage);
_clutter_stage_update_active_framebuffer (stage);
paint volumes: another pass at the design This is a fairly extensive second pass at exposing paint volumes for actors. The API has changed to allow clutter_actor_get_paint_volume to fail since there are times - such as when an actor isn't a descendent of the stage - when the volume can't be determined. Another example is when something has connected to the "paint" signal of the actor and we simply have no way of knowing what might be drawn in that handler. The API has also be changed to return a const ClutterPaintVolume pointer (transfer none) so we can avoid having to dynamically allocate the volumes in the most common/performance critical code paths. Profiling was showing the slice allocation of volumes taking about 1% of an apps time, for some fairly basic tests. Most volumes can now simply be allocated on the stack; for clutter_actor_get_paint_volume we return a pointer to &priv->paint_volume and if we need a more dynamic allocation there is now a _clutter_stage_paint_volume_stack_allocate() mechanism which lets us allocate data which expires at the start of the next frame. The API has been extended to make it easier to implement get_paint_volume for containers by using clutter_actor_get_transformed_paint_volume and clutter_paint_volume_union. The first allows you to query the paint volume of a child but transformed into parent actor coordinates. The second lets you combine volumes together so you can union all the volumes for a container's children and report that as the container's own volume. The representation of paint volumes has been updated to consider that 2D actors are the most common. The effect apis, clutter-texture and clutter-group have been update accordingly.
2010-09-07 17:04:19 +00:00
clutter_actor_paint (CLUTTER_ACTOR (stage));
}
static void
clutter_stage_paint (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
CoglBufferBit clear_flags;
ClutterColor bg_color;
CoglColor stage_color;
ClutterActorIter iter;
ClutterActor *child;
guint8 real_alpha;
2009-03-30 15:41:02 +00:00
CLUTTER_STATIC_TIMER (stage_clear_timer,
"Painting actors", /* parent */
"Stage clear",
"The time spent clearing the stage",
0 /* no application private data */);
CLUTTER_NOTE (PAINT, "Initializing stage paint");
/* composite the opacity to the stage color */
clutter_actor_get_background_color (self, &bg_color);
real_alpha = clutter_actor_get_opacity (self)
* bg_color.alpha
/ 255;
clear_flags = COGL_BUFFER_BIT_DEPTH;
if (!STAGE_NO_CLEAR_ON_PAINT (self))
clear_flags |= COGL_BUFFER_BIT_COLOR;
CLUTTER_TIMER_START (_clutter_uprof_context, stage_clear_timer);
/* we use the real alpha to clear the stage if :use-alpha is
* set; the effect depends entirely on the Clutter backend
*/
cogl_color_init_from_4ub (&stage_color,
bg_color.red,
bg_color.green,
bg_color.blue,
priv->use_alpha ? real_alpha : 255);
cogl_color_premultiply (&stage_color);
cogl_clear (&stage_color, clear_flags);
2009-03-30 15:41:02 +00:00
CLUTTER_TIMER_STOP (_clutter_uprof_context, stage_clear_timer);
clutter_actor_iter_init (&iter, self);
while (clutter_actor_iter_next (&iter, &child))
clutter_actor_paint (child);
}
static void
clutter_stage_pick (ClutterActor *self,
const ClutterColor *color)
{
ClutterActorIter iter;
2011-12-19 12:04:03 +00:00
ClutterActor *child;
/* Note: we don't chain up to our parent as we don't want any geometry
* emitted for the stage itself. The stage's pick id is effectively handled
* by the call to cogl_clear done in clutter-main.c:_clutter_do_pick_async()
*/
clutter_actor_iter_init (&iter, self);
while (clutter_actor_iter_next (&iter, &child))
clutter_actor_paint (child);
}
static gboolean
clutter_stage_get_paint_volume (ClutterActor *self,
ClutterPaintVolume *volume)
{
/* Returning False effectively means Clutter has to assume it covers
* everything... */
return FALSE;
}
static void
clutter_stage_realize (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
gboolean is_realized;
/* Make sure the viewport and projection matrix are valid for the
* first paint (which will likely occur before the ConfigureNotify
* is received)
*/
priv->dirty_viewport = TRUE;
priv->dirty_projection = TRUE;
g_assert (priv->impl != NULL);
is_realized = _clutter_stage_window_realize (priv->impl);
2008-05-12 Emmanuele Bassi <ebassi@openedhand.com> Rework the stage wrapper/implementation relation: remove duplicated code and all the bookkeeping from the backends into ClutterStage whenever possible, to reduce the amount of work a backend must do (and possibly get wrong). Thanks to Tommi Komulainen. * clutter/clutter-main.c: (clutter_init_with_args), (clutter_init): Realize the default stage after creation. The default stage is special, because we use it in the initialization sequence. This removes the burden from the backends and reduces the things a backend can get wrong. * clutter/clutter-stage.c: (clutter_stage_show): Make sure to realize the implementation if it hasn't been realized yet. (clutter_stage_realize): Set the REALIZED flag and call clutter_stage_ensure_current() if the implementation was successfully realized. (clutter_stage_unrealized): Call clutter_stage_ensure_current() on unrealize. * clutter/glx/clutter-backend-glx.c: (clutter_backend_glx_create_stage): Do not realize the stage anymore when creating it, and let the normal realization sequence take place. (clutter_backend_glx_ensure_context): Trap for X11 errors. * clutter/glx/clutter-stage-glx.c: (clutter_stage_glx_realize): Chain up to the X11 implementation so that we can set up the window state (title, cursor visibility) when we actually have a X window. Also, do not call clutter_stage_ensure_current(), and rely on the wrapper to do it for us. This means we can drop setting the REALIZED flag on the wrapper. (clutter_stage_glx_unrealize): Do not call clutter_stage_ensure_current() ourselves, and rely on the wrapper to do it for us. * clutter/x11/clutter-stage-x11.c: (set_wm_title), (set_cursor_visible): Move the WM title and cursor visibility code inside their own functions. (clutter_stage_x11_realize): Set the window title and whether the cursor is visible or not after realizing the stage. (clutter_stage_x11_set_cursor_visible), (clutter_stage_x11_set_title): Call set_wm_title() and set_cursor_visible(). (clutter_stage_x11_finalize): Free the title string. * clutter/x11/clutter-stage-x11.h: Save more of the stage state, so that we can set it even when the stage hasn't been realized yet. * clutter/eglnative/clutter-backend-egl.c: (clutter_backend_egl_create_stage): * clutter/eglnative/clutter-stage-egl.c: (clutter_stage_egl_unrealize), (clutter_stage_egl_realize): Update the eglnative backend. * clutter/eglx/clutter-backend-egl.c: (clutter_backend_egl_ensure_context), (clutter_backend_egl_create_stage): * clutter/eglx/clutter-stage-egl.c: (clutter_stage_egl_unrealize), (clutter_stage_egl_realize): Update the eglx backend. * clutter/sdl/clutter-backend-sdl.c: (clutter_backend_sdl_create_stage): * clutter/sdl/clutter-stage-sdl.c: (clutter_stage_sdl_realize): Update the sdl backend. * clutter/fruity/clutter-backend-fruity.c: (clutter_backend_fruity_create_stage): * clutter/sdl/clutter-stage-fruity.c: (clutter_stage_fruity_realize): Update the fruity backend. * tests/test-multistage.c (on_button_press): Bail out if clutter_stage_new() returns NULL. * HACKING.backends: Update backend writing documentation.
2008-05-12 15:26:37 +00:00
/* ensure that the stage is using the context if the
* realization sequence was successful
*/
if (is_realized)
{
ClutterBackend *backend = clutter_get_default_backend ();
/* We want to select the context without calling
clutter_backend_ensure_context so that it doesn't call any
Cogl functions. Otherwise it would create the Cogl context
before we get a chance to check whether the GL version is
valid */
_clutter_backend_ensure_context_internal (backend, CLUTTER_STAGE (self));
}
else
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
}
static void
clutter_stage_unrealize (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
/* and then unrealize the implementation */
g_assert (priv->impl != NULL);
_clutter_stage_window_unrealize (priv->impl);
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
2008-05-12 Emmanuele Bassi <ebassi@openedhand.com> Rework the stage wrapper/implementation relation: remove duplicated code and all the bookkeeping from the backends into ClutterStage whenever possible, to reduce the amount of work a backend must do (and possibly get wrong). Thanks to Tommi Komulainen. * clutter/clutter-main.c: (clutter_init_with_args), (clutter_init): Realize the default stage after creation. The default stage is special, because we use it in the initialization sequence. This removes the burden from the backends and reduces the things a backend can get wrong. * clutter/clutter-stage.c: (clutter_stage_show): Make sure to realize the implementation if it hasn't been realized yet. (clutter_stage_realize): Set the REALIZED flag and call clutter_stage_ensure_current() if the implementation was successfully realized. (clutter_stage_unrealized): Call clutter_stage_ensure_current() on unrealize. * clutter/glx/clutter-backend-glx.c: (clutter_backend_glx_create_stage): Do not realize the stage anymore when creating it, and let the normal realization sequence take place. (clutter_backend_glx_ensure_context): Trap for X11 errors. * clutter/glx/clutter-stage-glx.c: (clutter_stage_glx_realize): Chain up to the X11 implementation so that we can set up the window state (title, cursor visibility) when we actually have a X window. Also, do not call clutter_stage_ensure_current(), and rely on the wrapper to do it for us. This means we can drop setting the REALIZED flag on the wrapper. (clutter_stage_glx_unrealize): Do not call clutter_stage_ensure_current() ourselves, and rely on the wrapper to do it for us. * clutter/x11/clutter-stage-x11.c: (set_wm_title), (set_cursor_visible): Move the WM title and cursor visibility code inside their own functions. (clutter_stage_x11_realize): Set the window title and whether the cursor is visible or not after realizing the stage. (clutter_stage_x11_set_cursor_visible), (clutter_stage_x11_set_title): Call set_wm_title() and set_cursor_visible(). (clutter_stage_x11_finalize): Free the title string. * clutter/x11/clutter-stage-x11.h: Save more of the stage state, so that we can set it even when the stage hasn't been realized yet. * clutter/eglnative/clutter-backend-egl.c: (clutter_backend_egl_create_stage): * clutter/eglnative/clutter-stage-egl.c: (clutter_stage_egl_unrealize), (clutter_stage_egl_realize): Update the eglnative backend. * clutter/eglx/clutter-backend-egl.c: (clutter_backend_egl_ensure_context), (clutter_backend_egl_create_stage): * clutter/eglx/clutter-stage-egl.c: (clutter_stage_egl_unrealize), (clutter_stage_egl_realize): Update the eglx backend. * clutter/sdl/clutter-backend-sdl.c: (clutter_backend_sdl_create_stage): * clutter/sdl/clutter-stage-sdl.c: (clutter_stage_sdl_realize): Update the sdl backend. * clutter/fruity/clutter-backend-fruity.c: (clutter_backend_fruity_create_stage): * clutter/sdl/clutter-stage-fruity.c: (clutter_stage_fruity_realize): Update the fruity backend. * tests/test-multistage.c (on_button_press): Bail out if clutter_stage_new() returns NULL. * HACKING.backends: Update backend writing documentation.
2008-05-12 15:26:37 +00:00
clutter_stage_ensure_current (CLUTTER_STAGE (self));
}
static void
clutter_stage_show_all (ClutterActor *self)
{
ClutterActorIter iter;
ClutterActor *child;
/* we don't do a recursive show_all(), to maintain the old
* invariants from ClutterGroup
*/
clutter_actor_iter_init (&iter, self);
while (clutter_actor_iter_next (&iter, &child))
clutter_actor_show (child);
clutter_actor_show (self);
}
static void
clutter_stage_show (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->show (self);
/* Possibly do an allocation run so that the stage will have the
right size before we map it */
_clutter_stage_maybe_relayout (self);
g_assert (priv->impl != NULL);
_clutter_stage_window_show (priv->impl, TRUE);
}
static void
clutter_stage_hide_all (ClutterActor *self)
{
ClutterActorIter iter;
ClutterActor *child;
clutter_actor_hide (self);
/* we don't do a recursive hide_all(), to maintain the old invariants
* from ClutterGroup
*/
clutter_actor_iter_init (&iter, self);
while (clutter_actor_iter_next (&iter, &child))
clutter_actor_hide (child);
}
static void
clutter_stage_hide (ClutterActor *self)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
g_assert (priv->impl != NULL);
_clutter_stage_window_hide (priv->impl);
CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->hide (self);
}
static void
clutter_stage_emit_key_focus_event (ClutterStage *stage,
gboolean focus_in)
{
ClutterStagePrivate *priv = stage->priv;
if (priv->key_focused_actor == NULL)
return;
if (focus_in)
g_signal_emit_by_name (priv->key_focused_actor, "key-focus-in");
else
g_signal_emit_by_name (priv->key_focused_actor, "key-focus-out");
g_object_notify (G_OBJECT (stage), "key-focus");
}
static void
clutter_stage_real_activate (ClutterStage *stage)
{
clutter_stage_emit_key_focus_event (stage, TRUE);
}
static void
clutter_stage_real_deactivate (ClutterStage *stage)
{
clutter_stage_emit_key_focus_event (stage, FALSE);
}
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
static void
clutter_stage_real_fullscreen (ClutterStage *stage)
{
ClutterStagePrivate *priv = stage->priv;
cairo_rectangle_int_t geom;
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
ClutterActorBox box;
/* we need to force an allocation here because the size
* of the stage might have been changed by the backend
*
* this is a really bad solution to the issues caused by
* the fact that fullscreening the stage on the X11 backends
* is really an asynchronous operation
*/
_clutter_stage_window_get_geometry (priv->impl, &geom);
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
box.x1 = 0;
box.y1 = 0;
box.x2 = geom.width;
box.y2 = geom.height;
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
/* we need to blow the caching on the Stage size, given that
* we're about to force an allocation, because if anything
* ends up querying the size of the stage during the allocate()
* call, like constraints or signal handlers, we'll get into an
* inconsistent state: the stage will report the old cached size,
* but the allocation will be updated anyway.
*/
clutter_actor_set_size (CLUTTER_ACTOR (stage), -1.0, -1.0);
clutter_actor_allocate (CLUTTER_ACTOR (stage),
&box,
CLUTTER_ALLOCATION_NONE);
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
}
void
_clutter_stage_queue_event (ClutterStage *stage,
ClutterEvent *event)
{
ClutterStagePrivate *priv;
gboolean first_event;
ClutterInputDevice *device;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
first_event = priv->event_queue->length == 0;
g_queue_push_tail (priv->event_queue, clutter_event_copy (event));
if (first_event)
{
ClutterMasterClock *master_clock = _clutter_master_clock_get_default ();
_clutter_master_clock_start_running (master_clock);
_clutter_stage_schedule_update (stage);
}
/* if needed, update the state of the input device of the event.
* we do it here to avoid calling the same code from every backend
* event processing function
*/
device = clutter_event_get_device (event);
if (device != NULL)
{
ClutterModifierType event_state = clutter_event_get_state (event);
ClutterEventSequence *sequence = clutter_event_get_event_sequence (event);
guint32 event_time = clutter_event_get_time (event);
gfloat event_x, event_y;
clutter_event_get_coords (event, &event_x, &event_y);
_clutter_input_device_set_coords (device, sequence, event_x, event_y, stage);
_clutter_input_device_set_state (device, event_state);
_clutter_input_device_set_time (device, event_time);
}
}
gboolean
_clutter_stage_has_queued_events (ClutterStage *stage)
{
ClutterStagePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
priv = stage->priv;
return priv->event_queue->length > 0;
}
void
_clutter_stage_process_queued_events (ClutterStage *stage)
{
ClutterStagePrivate *priv;
GList *events, *l;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (priv->event_queue->length == 0)
return;
/* In case the stage gets destroyed during event processing */
g_object_ref (stage);
/* Steal events before starting processing to avoid reentrancy
* issues */
events = priv->event_queue->head;
priv->event_queue->head = NULL;
priv->event_queue->tail = NULL;
priv->event_queue->length = 0;
for (l = events; l != NULL; l = l->next)
{
ClutterEvent *event;
ClutterEvent *next_event;
ClutterInputDevice *device;
ClutterInputDevice *next_device;
gboolean check_device = FALSE;
event = l->data;
next_event = l->next ? l->next->data : NULL;
device = clutter_event_get_device (event);
if (next_event != NULL)
next_device = clutter_event_get_device (next_event);
else
next_device = NULL;
if (device != NULL && next_device != NULL)
check_device = TRUE;
/* Skip consecutive motion events coming from the same device */
if (priv->throttle_motion_events &&
next_event != NULL &&
event->type == CLUTTER_MOTION &&
(next_event->type == CLUTTER_MOTION ||
next_event->type == CLUTTER_LEAVE) &&
(!check_device || (device == next_device)))
{
CLUTTER_NOTE (EVENT,
"Omitting motion event at %d, %d",
(int) event->motion.x,
(int) event->motion.y);
goto next_event;
}
_clutter_process_event (event);
next_event:
clutter_event_free (event);
}
g_list_free (events);
g_object_unref (stage);
}
/**
* _clutter_stage_needs_update:
* @stage: A #ClutterStage
*
* Determines if _clutter_stage_do_update() needs to be called.
*
* Return value: %TRUE if the stage need layout or painting
*/
gboolean
_clutter_stage_needs_update (ClutterStage *stage)
{
ClutterStagePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
priv = stage->priv;
return priv->relayout_pending || priv->redraw_pending;
}
void
_clutter_stage_maybe_relayout (ClutterActor *actor)
{
ClutterStage *stage = CLUTTER_STAGE (actor);
ClutterStagePrivate *priv = stage->priv;
gfloat natural_width, natural_height;
ClutterActorBox box = { 0, };
CLUTTER_STATIC_TIMER (relayout_timer,
"Mainloop", /* no parent */
"Layouting",
"The time spent reallocating the stage",
0 /* no application private data */);
if (!priv->relayout_pending)
return;
/* avoid reentrancy */
if (!CLUTTER_ACTOR_IN_RELAYOUT (stage))
{
priv->relayout_pending = FALSE;
CLUTTER_TIMER_START (_clutter_uprof_context, relayout_timer);
CLUTTER_NOTE (ACTOR, "Recomputing layout");
CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_IN_RELAYOUT);
natural_width = natural_height = 0;
clutter_actor_get_preferred_size (CLUTTER_ACTOR (stage),
NULL, NULL,
&natural_width, &natural_height);
box.x1 = 0;
box.y1 = 0;
box.x2 = natural_width;
box.y2 = natural_height;
CLUTTER_NOTE (ACTOR, "Allocating (0, 0 - %d, %d) for the stage",
(int) natural_width,
(int) natural_height);
clutter_actor_allocate (CLUTTER_ACTOR (stage),
&box, CLUTTER_ALLOCATION_NONE);
CLUTTER_UNSET_PRIVATE_FLAGS (stage, CLUTTER_IN_RELAYOUT);
CLUTTER_TIMER_STOP (_clutter_uprof_context, relayout_timer);
}
}
static gboolean
_clutter_stage_get_pick_buffer_valid (ClutterStage *stage, ClutterPickMode mode)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
if (stage->priv->pick_buffer_mode != mode)
return FALSE;
return stage->priv->have_valid_pick_buffer;
}
static void
_clutter_stage_set_pick_buffer_valid (ClutterStage *stage,
gboolean valid,
ClutterPickMode mode)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
stage->priv->have_valid_pick_buffer = !!valid;
stage->priv->pick_buffer_mode = mode;
}
static void
clutter_stage_do_redraw (ClutterStage *stage)
{
ClutterBackend *backend = clutter_get_default_backend ();
ClutterActor *actor = CLUTTER_ACTOR (stage);
ClutterStagePrivate *priv = stage->priv;
CLUTTER_STATIC_COUNTER (redraw_counter,
"clutter_stage_do_redraw counter",
"Increments for each Stage redraw",
0 /* no application private data */);
CLUTTER_STATIC_TIMER (redraw_timer,
"Master Clock", /* parent */
"Redrawing",
"The time spent redrawing everything",
0 /* no application private data */);
if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
return;
if (priv->impl == NULL)
return;
CLUTTER_NOTE (PAINT, "Redraw started for stage '%s'[%p]",
_clutter_actor_get_debug_name (actor),
stage);
_clutter_stage_set_pick_buffer_valid (stage, FALSE, -1);
priv->picks_per_frame = 0;
_clutter_backend_ensure_context (backend, stage);
if (_clutter_context_get_show_fps ())
{
if (priv->fps_timer == NULL)
priv->fps_timer = g_timer_new ();
}
_clutter_stage_maybe_setup_viewport (stage);
CLUTTER_COUNTER_INC (_clutter_uprof_context, redraw_counter);
CLUTTER_TIMER_START (_clutter_uprof_context, redraw_timer);
_clutter_stage_window_redraw (priv->impl);
CLUTTER_TIMER_STOP (_clutter_uprof_context, redraw_timer);
if (_clutter_context_get_show_fps ())
{
priv->timer_n_frames += 1;
if (g_timer_elapsed (priv->fps_timer, NULL) >= 1.0)
{
g_print ("*** FPS for %s: %i ***\n",
_clutter_actor_get_debug_name (actor),
priv->timer_n_frames);
priv->timer_n_frames = 0;
g_timer_start (priv->fps_timer);
}
}
CLUTTER_NOTE (PAINT, "Redraw finished for stage '%s'[%p]",
_clutter_actor_get_debug_name (actor),
stage);
}
/**
* _clutter_stage_do_update:
* @stage: A #ClutterStage
*
* Handles per-frame layout and repaint for the stage.
*
* Return value: %TRUE if the stage was updated
*/
gboolean
_clutter_stage_do_update (ClutterStage *stage)
{
ClutterStagePrivate *priv = stage->priv;
/* if the stage is being destroyed, or if the destruction already
* happened and we don't have an StageWindow any more, then we
* should bail out
*/
if (CLUTTER_ACTOR_IN_DESTRUCTION (stage) || priv->impl == NULL)
return FALSE;
if (!CLUTTER_ACTOR_IS_REALIZED (stage))
return FALSE;
/* NB: We need to ensure we have an up to date layout *before* we
* check or clear the pending redraws flag since a relayout may
* queue a redraw.
*/
_clutter_stage_maybe_relayout (CLUTTER_ACTOR (stage));
if (!priv->redraw_pending)
return FALSE;
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
_clutter_stage_maybe_finish_queue_redraws (stage);
clutter_stage_do_redraw (stage);
/* reset the guard, so that new redraws are possible */
priv->redraw_pending = FALSE;
#ifdef CLUTTER_ENABLE_DEBUG
if (priv->redraw_count > 0)
{
CLUTTER_NOTE (SCHEDULER, "Queued %lu redraws during the last cycle",
priv->redraw_count);
priv->redraw_count = 0;
}
#endif /* CLUTTER_ENABLE_DEBUG */
return TRUE;
}
static void
clutter_stage_real_queue_relayout (ClutterActor *self)
{
ClutterStage *stage = CLUTTER_STAGE (self);
ClutterStagePrivate *priv = stage->priv;
ClutterActorClass *parent_class;
if (!priv->relayout_pending)
{
_clutter_stage_schedule_update (stage);
priv->relayout_pending = TRUE;
}
/* chain up */
parent_class = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class);
parent_class->queue_relayout (self);
}
static void
clutter_stage_real_queue_redraw (ClutterActor *actor,
ClutterActor *leaf)
{
ClutterStage *stage = CLUTTER_STAGE (actor);
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
ClutterStageWindow *stage_window;
ClutterPaintVolume *redraw_clip;
ClutterActorBox bounding_box;
ClutterActorBox intersection_box;
cairo_rectangle_int_t geom, stage_clip;
if (CLUTTER_ACTOR_IN_DESTRUCTION (actor))
return;
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
/* If the backend can't do anything with redraw clips (e.g. it already knows
* it needs to redraw everything anyway) then don't spend time transforming
* any clip volume into stage coordinates... */
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
stage_window = _clutter_stage_get_window (stage);
if (stage_window == NULL)
return;
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
if (_clutter_stage_window_ignoring_redraw_clips (stage_window))
{
_clutter_stage_window_add_redraw_clip (stage_window, NULL);
return;
}
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
/* Convert the clip volume into stage coordinates and then into an
* axis aligned stage coordinates bounding box...
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
*/
redraw_clip = _clutter_actor_get_queue_redraw_clip (leaf);
if (redraw_clip == NULL)
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
{
_clutter_stage_window_add_redraw_clip (stage_window, NULL);
return;
}
_clutter_paint_volume_get_stage_paint_box (redraw_clip,
stage,
&bounding_box);
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
_clutter_stage_window_get_geometry (stage_window, &geom);
intersection_box.x1 = MAX (bounding_box.x1, 0);
intersection_box.y1 = MAX (bounding_box.y1, 0);
intersection_box.x2 = MIN (bounding_box.x2, geom.width);
intersection_box.y2 = MIN (bounding_box.y2, geom.height);
/* There is no need to track degenerate/empty redraw clips */
if (intersection_box.x2 <= intersection_box.x1 ||
intersection_box.y2 <= intersection_box.y1)
return;
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
/* when converting to integer coordinates make sure we round the edges of the
* clip rectangle outwards... */
stage_clip.x = intersection_box.x1;
stage_clip.y = intersection_box.y1;
stage_clip.width = intersection_box.x2 - stage_clip.x;
stage_clip.height = intersection_box.y2 - stage_clip.y;
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
_clutter_stage_window_add_redraw_clip (stage_window, &stage_clip);
}
gboolean
_clutter_stage_has_full_redraw_queued (ClutterStage *stage)
{
ClutterStageWindow *stage_window = _clutter_stage_get_window (stage);
if (CLUTTER_ACTOR_IN_DESTRUCTION (stage) || stage_window == NULL)
return FALSE;
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
if (stage->priv->redraw_pending &&
!_clutter_stage_window_has_redraw_clips (stage_window))
return TRUE;
else
return FALSE;
}
/**
* clutter_stage_get_redraw_clip_bounds:
* @stage: A #ClutterStage
* @clip: (out caller-allocates): Return location for the clip bounds
*
* Gets the bounds of the current redraw for @stage in stage pixel
* coordinates. E.g., if only a single actor has queued a redraw then
* Clutter may redraw the stage with a clip so that it doesn't have to
* paint every pixel in the stage. This function would then return the
* bounds of that clip. An application can use this information to
* avoid some extra work if it knows that some regions of the stage
* aren't going to be painted. This should only be called while the
* stage is being painted. If there is no current redraw clip then
* this function will set @clip to the full extents of the stage.
*
*
*/
void
clutter_stage_get_redraw_clip_bounds (ClutterStage *stage,
cairo_rectangle_int_t *clip)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (clip != NULL);
priv = stage->priv;
if (!_clutter_stage_window_get_redraw_clip_bounds (priv->impl, clip))
{
/* Set clip to the full extents of the stage */
_clutter_stage_window_get_geometry (priv->impl, clip);
}
}
static void
read_pixels_to_file (char *filename_stem,
int x,
int y,
int width,
int height)
{
guint8 *data;
cairo_surface_t *surface;
static int read_count = 0;
char *filename = g_strdup_printf ("%s-%05d.png",
filename_stem,
read_count);
data = g_malloc (4 * width * height);
cogl_read_pixels (x, y, width, height,
COGL_READ_PIXELS_COLOR_BUFFER,
CLUTTER_CAIRO_FORMAT_ARGB32,
data);
surface = cairo_image_surface_create_for_data (data, CAIRO_FORMAT_RGB24,
width, height,
width * 4);
cairo_surface_write_to_png (surface, filename);
cairo_surface_destroy (surface);
g_free (data);
g_free (filename);
read_count++;
}
ClutterActor *
_clutter_stage_do_pick (ClutterStage *stage,
gint x,
gint y,
ClutterPickMode mode)
{
ClutterStagePrivate *priv;
ClutterMainContext *context;
guchar pixel[4] = { 0xff, 0xff, 0xff, 0xff };
CoglColor stage_pick_id;
gboolean dither_enabled_save;
CoglFramebuffer *fb;
ClutterActor *actor;
gboolean is_clipped;
gint read_x;
gint read_y;
CLUTTER_STATIC_COUNTER (do_pick_counter,
"_clutter_stage_do_pick counter",
"Increments for each full pick run",
0 /* no application private data */);
CLUTTER_STATIC_TIMER (pick_timer,
"Mainloop", /* parent */
"Picking",
"The time spent picking",
0 /* no application private data */);
CLUTTER_STATIC_TIMER (pick_clear,
"Picking", /* parent */
"Stage clear (pick)",
"The time spent clearing stage for picking",
0 /* no application private data */);
CLUTTER_STATIC_TIMER (pick_paint,
"Picking", /* parent */
"Painting actors (pick mode)",
"The time spent painting actors in pick mode",
0 /* no application private data */);
CLUTTER_STATIC_TIMER (pick_read,
"Picking", /* parent */
"Read Pixels",
"The time spent issuing a read pixels",
0 /* no application private data */);
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
priv = stage->priv;
if (G_UNLIKELY (clutter_pick_debug_flags & CLUTTER_DEBUG_NOP_PICKING))
return CLUTTER_ACTOR (stage);
#ifdef CLUTTER_ENABLE_PROFILE
if (clutter_profile_flags & CLUTTER_PROFILE_PICKING_ONLY)
_clutter_profile_resume ();
#endif /* CLUTTER_ENABLE_PROFILE */
CLUTTER_COUNTER_INC (_clutter_uprof_context, do_pick_counter);
CLUTTER_TIMER_START (_clutter_uprof_context, pick_timer);
context = _clutter_context_get_default ();
clutter_stage_ensure_current (stage);
/* It's possible that we currently have a static scene and have renderered a
* full, unclipped pick buffer. If so we can simply continue to read from
* this cached buffer until the scene next changes. */
if (_clutter_stage_get_pick_buffer_valid (stage, mode))
{
CLUTTER_TIMER_START (_clutter_uprof_context, pick_read);
cogl_read_pixels (x, y, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
pixel);
CLUTTER_TIMER_STOP (_clutter_uprof_context, pick_read);
CLUTTER_NOTE (PICK, "Reusing pick buffer from previous render to fetch "
"actor at %i,%i", x, y);
goto check_pixel;
}
priv->picks_per_frame++;
_clutter_backend_ensure_context (context->backend, stage);
/* needed for when a context switch happens */
_clutter_stage_maybe_setup_viewport (stage);
/* If we are seeing multiple picks per frame that means the scene is static
* so we promote to doing a non-scissored pick render so that all subsequent
* picks for the same static scene won't require additional renders */
if (priv->picks_per_frame < 2)
{
gint dirty_x;
gint dirty_y;
_clutter_stage_window_get_dirty_pixel (priv->impl, &dirty_x, &dirty_y);
if (G_LIKELY (!(clutter_pick_debug_flags & CLUTTER_DEBUG_DUMP_PICK_BUFFERS)))
cogl_clip_push_window_rectangle (dirty_x, dirty_y, 1, 1);
cogl_set_viewport (priv->viewport[0] - x + dirty_x,
priv->viewport[1] - y + dirty_y,
priv->viewport[2],
priv->viewport[3]);
read_x = dirty_x;
read_y = dirty_y;
is_clipped = TRUE;
}
else
{
read_x = x;
read_y = y;
is_clipped = FALSE;
}
CLUTTER_NOTE (PICK, "Performing %s pick at %i,%i",
is_clipped ? "clipped" : "full", x, y);
cogl_color_init_from_4ub (&stage_pick_id, 255, 255, 255, 255);
CLUTTER_TIMER_START (_clutter_uprof_context, pick_clear);
cogl_clear (&stage_pick_id,
COGL_BUFFER_BIT_COLOR |
COGL_BUFFER_BIT_DEPTH);
CLUTTER_TIMER_STOP (_clutter_uprof_context, pick_clear);
/* Disable dithering (if any) when doing the painting in pick mode */
fb = cogl_get_draw_framebuffer ();
dither_enabled_save = cogl_framebuffer_get_dither_enabled (fb);
cogl_framebuffer_set_dither_enabled (fb, FALSE);
/* Render the entire scence in pick mode - just single colored silhouette's
* are drawn offscreen (as we never swap buffers)
*/
CLUTTER_TIMER_START (_clutter_uprof_context, pick_paint);
context->pick_mode = mode;
_clutter_stage_do_paint (stage, NULL);
context->pick_mode = CLUTTER_PICK_NONE;
CLUTTER_TIMER_STOP (_clutter_uprof_context, pick_paint);
/* Read the color of the screen co-ords pixel. RGBA_8888_PRE is used
even though we don't care about the alpha component because under
GLES this is the only format that is guaranteed to work so Cogl
will end up having to do a conversion if any other format is
used. The format is requested as pre-multiplied because Cogl
assumes that all pixels in the framebuffer are premultiplied so
it avoids a conversion. */
CLUTTER_TIMER_START (_clutter_uprof_context, pick_read);
cogl_read_pixels (read_x, read_y, 1, 1,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
pixel);
CLUTTER_TIMER_STOP (_clutter_uprof_context, pick_read);
if (G_UNLIKELY (clutter_pick_debug_flags & CLUTTER_DEBUG_DUMP_PICK_BUFFERS))
{
char *file_name =
g_strconcat ("pick-buffer-",
_clutter_actor_get_debug_name (CLUTTER_ACTOR (stage)),
NULL);
read_pixels_to_file (file_name, 0, 0,
clutter_actor_get_width (CLUTTER_ACTOR (stage)),
clutter_actor_get_height (CLUTTER_ACTOR (stage)));
g_free (file_name);
}
/* Restore whether GL_DITHER was enabled */
cogl_framebuffer_set_dither_enabled (fb, dither_enabled_save);
if (is_clipped)
{
if (G_LIKELY (!(clutter_pick_debug_flags & CLUTTER_DEBUG_DUMP_PICK_BUFFERS)))
cogl_clip_pop ();
_clutter_stage_dirty_viewport (stage);
_clutter_stage_set_pick_buffer_valid (stage, FALSE, -1);
}
else
{
/* Notify the backend that we have trashed the contents of
* the back buffer... */
_clutter_stage_window_dirty_back_buffer (priv->impl);
_clutter_stage_set_pick_buffer_valid (stage, TRUE, mode);
}
check_pixel:
if (pixel[0] == 0xff && pixel[1] == 0xff && pixel[2] == 0xff)
{
actor = CLUTTER_ACTOR (stage);
}
else
{
guint32 id_ = _clutter_pixel_to_id (pixel);
actor = _clutter_get_actor_by_id (stage, id_);
}
CLUTTER_TIMER_STOP (_clutter_uprof_context, pick_timer);
#ifdef CLUTTER_ENABLE_PROFILE
if (clutter_profile_flags & CLUTTER_PROFILE_PICKING_ONLY)
_clutter_profile_suspend ();
#endif
return actor;
}
static gboolean
clutter_stage_real_delete_event (ClutterStage *stage,
ClutterEvent *event)
{
clutter_actor_destroy (CLUTTER_ACTOR (stage));
return TRUE;
}
static void
clutter_stage_real_apply_transform (ClutterActor *stage,
CoglMatrix *matrix)
{
ClutterStagePrivate *priv = CLUTTER_STAGE (stage)->priv;
/* FIXME: we probably shouldn't be explicitly reseting the matrix
* here... */
cogl_matrix_init_identity (matrix);
cogl_matrix_multiply (matrix, matrix, &priv->view);
}
Try to mop up the default stage mess The default stage was a neat concept when we started Clutter out, somewhere in the Jurassic era; a singleton instance that gets created at initialization time, and remains the same for the entire duration of the process. Worked well enough when Clutter was a small library meant to be used to write fullscreen media browsers, but since the introduction of multiple stages, and Clutter being used to create all sorts of applications, the default stage is just a vestigial remainder of that past, like an appendix; something that complicates the layout of the code and introduces weird behaviour, so that you notice its existence only when something goes wrong. Some platforms we do support, though, only have one framebuffer, so it makes sense for them to have only one stage. At this point, the only sane thing to do is to go through the same code paths on all platforms, and that code path is the stage instance creation and initialization — i.e. clutter_stage_new() (or g_object_new() with CLUTTER_TYPE_STAGE). For platforms that support multiple stages, nothing has changed: the stage created by clutter_stage_get_default() will be set as the default one; if nobody calls it, the default stage is never created, and it just lives on as a meaningless check. For platforms that only support one stage, clutter_stage_new() and clutter_stage_get_default() will behave exactly the same the first time they are called: both will create a stage, and set it as the default. Calling clutter_stage_new() a second time is treated as a programmer error, and will result in Clutter aborting. This is a behavioural change because the existing behaviour or creating a new ClutterStage instance with the same ClutterStageWindow private implementation is, simply put, utterly braindamaged and I should have *never* had written it, and I apologize for it. In my defence, I didn't know any better at the time. This is the first step towards the complete deprecation of clutter_stage_get_default() and clutter_stage_is_default(), which will come later.
2011-11-09 14:04:05 +00:00
static void
clutter_stage_constructed (GObject *gobject)
{
ClutterStage *self = CLUTTER_STAGE (gobject);
ClutterStageManager *stage_manager;
stage_manager = clutter_stage_manager_get_default ();
/* this will take care to sinking the floating reference */
Try to mop up the default stage mess The default stage was a neat concept when we started Clutter out, somewhere in the Jurassic era; a singleton instance that gets created at initialization time, and remains the same for the entire duration of the process. Worked well enough when Clutter was a small library meant to be used to write fullscreen media browsers, but since the introduction of multiple stages, and Clutter being used to create all sorts of applications, the default stage is just a vestigial remainder of that past, like an appendix; something that complicates the layout of the code and introduces weird behaviour, so that you notice its existence only when something goes wrong. Some platforms we do support, though, only have one framebuffer, so it makes sense for them to have only one stage. At this point, the only sane thing to do is to go through the same code paths on all platforms, and that code path is the stage instance creation and initialization — i.e. clutter_stage_new() (or g_object_new() with CLUTTER_TYPE_STAGE). For platforms that support multiple stages, nothing has changed: the stage created by clutter_stage_get_default() will be set as the default one; if nobody calls it, the default stage is never created, and it just lives on as a meaningless check. For platforms that only support one stage, clutter_stage_new() and clutter_stage_get_default() will behave exactly the same the first time they are called: both will create a stage, and set it as the default. Calling clutter_stage_new() a second time is treated as a programmer error, and will result in Clutter aborting. This is a behavioural change because the existing behaviour or creating a new ClutterStage instance with the same ClutterStageWindow private implementation is, simply put, utterly braindamaged and I should have *never* had written it, and I apologize for it. In my defence, I didn't know any better at the time. This is the first step towards the complete deprecation of clutter_stage_get_default() and clutter_stage_is_default(), which will come later.
2011-11-09 14:04:05 +00:00
_clutter_stage_manager_add_stage (stage_manager, self);
/* if this stage has been created on a backend that does not
* support multiple stages then it becomes the default stage
* as well; any other attempt at creating a ClutterStage will
* fail.
*/
if (!clutter_feature_available (CLUTTER_FEATURE_STAGE_MULTIPLE))
{
if (G_UNLIKELY (clutter_stage_manager_get_default_stage (stage_manager) != NULL))
{
g_error ("Unable to create another stage: the backend of "
"type '%s' does not support multiple stages. Use "
"clutter_stage_manager_get_default_stage() instead "
"to access the stage singleton.",
Try to mop up the default stage mess The default stage was a neat concept when we started Clutter out, somewhere in the Jurassic era; a singleton instance that gets created at initialization time, and remains the same for the entire duration of the process. Worked well enough when Clutter was a small library meant to be used to write fullscreen media browsers, but since the introduction of multiple stages, and Clutter being used to create all sorts of applications, the default stage is just a vestigial remainder of that past, like an appendix; something that complicates the layout of the code and introduces weird behaviour, so that you notice its existence only when something goes wrong. Some platforms we do support, though, only have one framebuffer, so it makes sense for them to have only one stage. At this point, the only sane thing to do is to go through the same code paths on all platforms, and that code path is the stage instance creation and initialization — i.e. clutter_stage_new() (or g_object_new() with CLUTTER_TYPE_STAGE). For platforms that support multiple stages, nothing has changed: the stage created by clutter_stage_get_default() will be set as the default one; if nobody calls it, the default stage is never created, and it just lives on as a meaningless check. For platforms that only support one stage, clutter_stage_new() and clutter_stage_get_default() will behave exactly the same the first time they are called: both will create a stage, and set it as the default. Calling clutter_stage_new() a second time is treated as a programmer error, and will result in Clutter aborting. This is a behavioural change because the existing behaviour or creating a new ClutterStage instance with the same ClutterStageWindow private implementation is, simply put, utterly braindamaged and I should have *never* had written it, and I apologize for it. In my defence, I didn't know any better at the time. This is the first step towards the complete deprecation of clutter_stage_get_default() and clutter_stage_is_default(), which will come later.
2011-11-09 14:04:05 +00:00
G_OBJECT_TYPE_NAME (clutter_get_default_backend ()));
}
_clutter_stage_manager_set_default_stage (stage_manager, self);
}
G_OBJECT_CLASS (clutter_stage_parent_class)->constructed (gobject);
}
2006-05-29 08:59:36 +00:00
static void
clutter_stage_set_property (GObject *object,
2006-05-29 08:59:36 +00:00
guint prop_id,
const GValue *value,
2006-05-29 08:59:36 +00:00
GParamSpec *pspec)
{
ClutterStage *stage = CLUTTER_STAGE (object);
2006-05-29 08:59:36 +00:00
switch (prop_id)
2006-05-29 08:59:36 +00:00
{
2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
2006-06-05 13:38:31 +00:00
case PROP_COLOR:
clutter_actor_set_background_color (CLUTTER_ACTOR (stage),
clutter_value_get_color (value));
2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
2006-06-05 13:38:31 +00:00
break;
case PROP_OFFSCREEN:
if (g_value_get_boolean (value))
g_warning ("Offscreen stages are currently not supported\n");
break;
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
case PROP_CURSOR_VISIBLE:
if (g_value_get_boolean (value))
clutter_stage_show_cursor (stage);
else
clutter_stage_hide_cursor (stage);
2006-05-29 08:59:36 +00:00
break;
case PROP_PERSPECTIVE:
clutter_stage_set_perspective (stage, g_value_get_boxed (value));
break;
case PROP_TITLE:
clutter_stage_set_title (stage, g_value_get_string (value));
break;
case PROP_USER_RESIZABLE:
clutter_stage_set_user_resizable (stage, g_value_get_boolean (value));
break;
case PROP_USE_ALPHA:
clutter_stage_set_use_alpha (stage, g_value_get_boolean (value));
break;
case PROP_KEY_FOCUS:
clutter_stage_set_key_focus (stage, g_value_get_object (value));
break;
case PROP_NO_CLEAR_HINT:
clutter_stage_set_no_clear_hint (stage, g_value_get_boolean (value));
break;
case PROP_ACCEPT_FOCUS:
clutter_stage_set_accept_focus (stage, g_value_get_boolean (value));
break;
2006-05-29 08:59:36 +00:00
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_stage_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
2006-05-29 08:59:36 +00:00
{
ClutterStagePrivate *priv = CLUTTER_STAGE (gobject)->priv;
2006-05-29 08:59:36 +00:00
switch (prop_id)
2006-05-29 08:59:36 +00:00
{
2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
2006-06-05 13:38:31 +00:00
case PROP_COLOR:
{
ClutterColor bg_color;
clutter_actor_get_background_color (CLUTTER_ACTOR (gobject),
&bg_color);
clutter_value_set_color (value, &bg_color);
}
2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
2006-06-05 13:38:31 +00:00
break;
case PROP_OFFSCREEN:
g_value_set_boolean (value, FALSE);
break;
case PROP_FULLSCREEN_SET:
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
g_value_set_boolean (value, priv->is_fullscreen);
2006-05-29 08:59:36 +00:00
break;
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
case PROP_CURSOR_VISIBLE:
g_value_set_boolean (value, priv->is_cursor_visible);
2006-05-29 08:59:36 +00:00
break;
case PROP_PERSPECTIVE:
g_value_set_boxed (value, &priv->perspective);
break;
case PROP_TITLE:
g_value_set_string (value, priv->title);
break;
case PROP_USER_RESIZABLE:
g_value_set_boolean (value, priv->is_user_resizable);
break;
case PROP_USE_ALPHA:
g_value_set_boolean (value, priv->use_alpha);
break;
case PROP_KEY_FOCUS:
g_value_set_object (value, priv->key_focused_actor);
break;
case PROP_NO_CLEAR_HINT:
{
gboolean hint =
(priv->stage_hints & CLUTTER_STAGE_NO_CLEAR_ON_PAINT) != 0;
g_value_set_boolean (value, hint);
}
break;
case PROP_ACCEPT_FOCUS:
g_value_set_boolean (value, priv->accept_focus);
break;
2006-05-29 08:59:36 +00:00
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
2006-05-29 08:59:36 +00:00
break;
}
2006-05-29 08:59:36 +00:00
}
static void
clutter_stage_dispose (GObject *object)
{
ClutterStage *stage = CLUTTER_STAGE (object);
ClutterStagePrivate *priv = stage->priv;
ClutterStageManager *stage_manager;
Enforce invariants on mapped, realized, visibility states Bug 1138 - No trackable "mapped" state * Add a VISIBLE flag tracking application programmer's expected showing-state for the actor, allowing us to always ensure we keep what the app wants while tracking internal implementation state separately. * Make MAPPED reflect whether the actor will be painted; add notification on a ClutterActor::mapped property. Keep MAPPED state updated as the actor is shown, ancestors are shown, actor is reparented, etc. * Require a stage and realized parents to realize; this means at realization time the correct window system and GL resources are known. But unparented actors can no longer be realized. * Allow children to be unrealized even if parent is realized. Otherwise in effect either all actors or no actors are realized, i.e. it becomes a stage-global flag. * Allow clutter_actor_realize() to "fail" if not inside a toplevel * Rework clutter_actor_unrealize() so internally we have a flavor that does not mess with visibility flag * Add _clutter_actor_rerealize() to encapsulate a somewhat tricky operation we were doing in a couple of places * Do not realize/unrealize children in ClutterGroup, ClutterActor already does it * Do not realize impl by hand in clutter_stage_show(), since showing impl already does that * Do not unrealize in various dispose() methods, since ClutterActor dispose implementation already does it and chaining up is mandatory * ClutterTexture uses COGL while unrealizable (before it's added to a stage). Previously this breakage was affecting ClutterActor because we had to allow realize outside a stage. Move the breakage to ClutterTexture, by making ClutterTexture just use COGL while not realized. * Unrealize before we set parent to NULL in clutter_actor_unparent(). This means unrealize() implementations can get to the stage. Because actors need the stage in order to detach from stage. * Update clutter-actor-invariants.txt to reflect latest changes * Remove explicit hide/unrealize from ClutterActor::dispose since unparent already forces those Instead just assert that unparent() occurred and did the right thing. * Check whether parent implements unrealize before chaining up Needed because ClutterGroup no longer has to implement unrealize. * Perform unrealize in the default handler for the signal. This allows non-containers that have children to work properly, and allows containers to override how it's done. * Add map/unmap virtual methods and set MAPPED flag on self and children in there. This allows subclasses to hook map/unmap. These are not signals, because notify::mapped is better for anything it's legitimate for a non-subclass to do. Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-04-02 13:16:43 +00:00
clutter_actor_hide (CLUTTER_ACTOR (object));
_clutter_clear_events_queue_for_stage (stage);
if (priv->impl != NULL)
{
CLUTTER_NOTE (BACKEND, "Disposing of the stage implementation");
if (CLUTTER_ACTOR_IS_REALIZED (object))
_clutter_stage_window_unrealize (priv->impl);
g_object_unref (priv->impl);
priv->impl = NULL;
}
clutter_actor_remove_all_children (CLUTTER_ACTOR (object));
g_list_free_full (priv->pending_queue_redraws,
(GDestroyNotify) free_queue_redraw_entry);
priv->pending_queue_redraws = NULL;
/* this will release the reference on the stage */
stage_manager = clutter_stage_manager_get_default ();
_clutter_stage_manager_remove_stage (stage_manager, stage);
G_OBJECT_CLASS (clutter_stage_parent_class)->dispose (object);
}
static void
clutter_stage_finalize (GObject *object)
{
ClutterStage *stage = CLUTTER_STAGE (object);
ClutterStagePrivate *priv = stage->priv;
g_queue_foreach (priv->event_queue, (GFunc) clutter_event_free, NULL);
g_queue_free (priv->event_queue);
g_free (priv->title);
paint volumes: another pass at the design This is a fairly extensive second pass at exposing paint volumes for actors. The API has changed to allow clutter_actor_get_paint_volume to fail since there are times - such as when an actor isn't a descendent of the stage - when the volume can't be determined. Another example is when something has connected to the "paint" signal of the actor and we simply have no way of knowing what might be drawn in that handler. The API has also be changed to return a const ClutterPaintVolume pointer (transfer none) so we can avoid having to dynamically allocate the volumes in the most common/performance critical code paths. Profiling was showing the slice allocation of volumes taking about 1% of an apps time, for some fairly basic tests. Most volumes can now simply be allocated on the stack; for clutter_actor_get_paint_volume we return a pointer to &priv->paint_volume and if we need a more dynamic allocation there is now a _clutter_stage_paint_volume_stack_allocate() mechanism which lets us allocate data which expires at the start of the next frame. The API has been extended to make it easier to implement get_paint_volume for containers by using clutter_actor_get_transformed_paint_volume and clutter_paint_volume_union. The first allows you to query the paint volume of a child but transformed into parent actor coordinates. The second lets you combine volumes together so you can union all the volumes for a container's children and report that as the container's own volume. The representation of paint volumes has been updated to consider that 2D actors are the most common. The effect apis, clutter-texture and clutter-group have been update accordingly.
2010-09-07 17:04:19 +00:00
g_array_free (priv->paint_volume_stack, TRUE);
_clutter_id_pool_free (priv->pick_id_pool);
if (priv->fps_timer != NULL)
g_timer_destroy (priv->fps_timer);
G_OBJECT_CLASS (clutter_stage_parent_class)->finalize (object);
}
2006-05-29 08:59:36 +00:00
static void
clutter_stage_class_init (ClutterStageClass *klass)
{
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
GParamSpec *pspec;
2006-05-29 08:59:36 +00:00
Try to mop up the default stage mess The default stage was a neat concept when we started Clutter out, somewhere in the Jurassic era; a singleton instance that gets created at initialization time, and remains the same for the entire duration of the process. Worked well enough when Clutter was a small library meant to be used to write fullscreen media browsers, but since the introduction of multiple stages, and Clutter being used to create all sorts of applications, the default stage is just a vestigial remainder of that past, like an appendix; something that complicates the layout of the code and introduces weird behaviour, so that you notice its existence only when something goes wrong. Some platforms we do support, though, only have one framebuffer, so it makes sense for them to have only one stage. At this point, the only sane thing to do is to go through the same code paths on all platforms, and that code path is the stage instance creation and initialization — i.e. clutter_stage_new() (or g_object_new() with CLUTTER_TYPE_STAGE). For platforms that support multiple stages, nothing has changed: the stage created by clutter_stage_get_default() will be set as the default one; if nobody calls it, the default stage is never created, and it just lives on as a meaningless check. For platforms that only support one stage, clutter_stage_new() and clutter_stage_get_default() will behave exactly the same the first time they are called: both will create a stage, and set it as the default. Calling clutter_stage_new() a second time is treated as a programmer error, and will result in Clutter aborting. This is a behavioural change because the existing behaviour or creating a new ClutterStage instance with the same ClutterStageWindow private implementation is, simply put, utterly braindamaged and I should have *never* had written it, and I apologize for it. In my defence, I didn't know any better at the time. This is the first step towards the complete deprecation of clutter_stage_get_default() and clutter_stage_is_default(), which will come later.
2011-11-09 14:04:05 +00:00
gobject_class->constructed = clutter_stage_constructed;
2006-05-29 08:59:36 +00:00
gobject_class->set_property = clutter_stage_set_property;
gobject_class->get_property = clutter_stage_get_property;
gobject_class->dispose = clutter_stage_dispose;
gobject_class->finalize = clutter_stage_finalize;
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
actor_class->allocate = clutter_stage_allocate;
actor_class->get_preferred_width = clutter_stage_get_preferred_width;
actor_class->get_preferred_height = clutter_stage_get_preferred_height;
actor_class->paint = clutter_stage_paint;
actor_class->pick = clutter_stage_pick;
actor_class->get_paint_volume = clutter_stage_get_paint_volume;
actor_class->realize = clutter_stage_realize;
actor_class->unrealize = clutter_stage_unrealize;
actor_class->show = clutter_stage_show;
actor_class->show_all = clutter_stage_show_all;
actor_class->hide = clutter_stage_hide;
actor_class->hide_all = clutter_stage_hide_all;
actor_class->queue_relayout = clutter_stage_real_queue_relayout;
actor_class->queue_redraw = clutter_stage_real_queue_redraw;
actor_class->apply_transform = clutter_stage_real_apply_transform;
2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
2006-06-05 13:38:31 +00:00
/**
* ClutterStage:fullscreen:
2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
2006-06-05 13:38:31 +00:00
*
* Whether the stage should be fullscreen or not.
*
* This property is set by calling clutter_stage_set_fullscreen()
* but since the actual implementation is delegated to the backend
* you should connect to the notify::fullscreen-set signal in order
* to get notification if the fullscreen state has been successfully
* achieved.
*
*
2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
2006-06-05 13:38:31 +00:00
*/
pspec = g_param_spec_boolean ("fullscreen-set",
P_("Fullscreen Set"),
P_("Whether the main stage is fullscreen"),
FALSE,
CLUTTER_PARAM_READABLE);
g_object_class_install_property (gobject_class,
PROP_FULLSCREEN_SET,
pspec);
/**
* ClutterStage:cursor-visible:
*
* Whether the mouse pointer should be visible
*/
pspec = g_param_spec_boolean ("cursor-visible",
P_("Cursor Visible"),
P_("Whether the mouse pointer is visible on the main stage"),
TRUE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class,
PROP_CURSOR_VISIBLE,
pspec);
/**
* ClutterStage:user-resizable:
*
* Whether the stage is resizable via user interaction.
*
*
*/
pspec = g_param_spec_boolean ("user-resizable",
P_("User Resizable"),
P_("Whether the stage is able to be resized via user interaction"),
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class,
PROP_USER_RESIZABLE,
pspec);
/**
* ClutterStage:perspective:
*
* The parameters used for the perspective projection from 3D
* coordinates to 2D
*
*
*/
pspec = g_param_spec_boxed ("perspective",
P_("Perspective"),
P_("Perspective projection parameters"),
CLUTTER_TYPE_PERSPECTIVE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class,
PROP_PERSPECTIVE,
pspec);
/**
* ClutterStage:title:
*
* The stage's title - usually displayed in stage windows title decorations.
*
*
*/
pspec = g_param_spec_string ("title",
P_("Title"),
P_("Stage Title"),
NULL,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_TITLE, pspec);
/**
* ClutterStage:use-alpha:
*
* Whether the #ClutterStage should honour the alpha component of the
* #ClutterStage:color property when painting. If Clutter is run under
* a compositing manager this will result in the stage being blended
* with the underlying window(s)
*
*
*/
pspec = g_param_spec_boolean ("use-alpha",
P_("Use Alpha"),
P_("Whether to honour the alpha component of the stage color"),
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_USE_ALPHA, pspec);
/**
* ClutterStage:key-focus:
*
* The #ClutterActor that will receive key events from the underlying
* windowing system.
*
* If %NULL, the #ClutterStage will receive the events.
*
*
*/
pspec = g_param_spec_object ("key-focus",
P_("Key Focus"),
P_("The currently key focused actor"),
CLUTTER_TYPE_ACTOR,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_KEY_FOCUS, pspec);
/**
* ClutterStage:no-clear-hint:
*
* Whether or not the #ClutterStage should clear its contents
* before each paint cycle.
*
* See clutter_stage_set_no_clear_hint() for further information.
*
*
*/
pspec = g_param_spec_boolean ("no-clear-hint",
P_("No Clear Hint"),
P_("Whether the stage should clear its contents"),
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_NO_CLEAR_HINT, pspec);
/**
* ClutterStage:accept-focus:
*
* Whether the #ClutterStage should accept key focus when shown.
*
*
*/
pspec = g_param_spec_boolean ("accept-focus",
P_("Accept Focus"),
P_("Whether the stage should accept focus on show"),
TRUE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_ACCEPT_FOCUS, pspec);
/**
* ClutterStage::fullscreen:
* @stage: the stage which was fullscreened
*
* The ::fullscreen signal is emitted when the stage is made fullscreen.
*
*
*/
stage_signals[FULLSCREEN] =
g_signal_new (I_("fullscreen"),
G_TYPE_FROM_CLASS (gobject_class),
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
G_SIGNAL_RUN_FIRST,
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.
*
*
*/
stage_signals[UNFULLSCREEN] =
g_signal_new (I_("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.
*
*
*/
stage_signals[ACTIVATE] =
g_signal_new (I_("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.
*
*
*/
stage_signals[DEACTIVATE] =
g_signal_new (I_("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);
/**
* ClutterStage::delete-event:
* @stage: the stage that received the event
* @event: a #ClutterEvent of type %CLUTTER_DELETE
*
* The ::delete-event signal is emitted when the user closes a
* #ClutterStage window using the window controls.
*
* Clutter by default will call clutter_main_quit() if @stage is
* the default stage, and clutter_actor_destroy() for any other
* stage.
*
* It is possible to override the default behaviour by connecting
* a new handler and returning %TRUE there.
*
* <note>This signal is emitted only on Clutter backends that
* embed #ClutterStage in native windows. It is not emitted for
* backends that use a static frame buffer.</note>
*
*
*/
stage_signals[DELETE_EVENT] =
g_signal_new (I_("delete-event"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStageClass, delete_event),
_clutter_boolean_handled_accumulator, NULL,
_clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
klass->fullscreen = clutter_stage_real_fullscreen;
klass->activate = clutter_stage_real_activate;
klass->deactivate = clutter_stage_real_deactivate;
klass->delete_event = clutter_stage_real_delete_event;
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
2006-06-05 13:38:31 +00:00
g_type_class_add_private (gobject_class, sizeof (ClutterStagePrivate));
2006-05-29 08:59:36 +00:00
}
static void
clutter_stage_notify_min_size (ClutterStage *self)
{
self->priv->min_size_changed = TRUE;
}
2006-05-29 08:59:36 +00:00
static void
clutter_stage_init (ClutterStage *self)
{
cairo_rectangle_int_t geom = { 0, };
2006-05-29 08:59:36 +00:00
ClutterStagePrivate *priv;
Try to mop up the default stage mess The default stage was a neat concept when we started Clutter out, somewhere in the Jurassic era; a singleton instance that gets created at initialization time, and remains the same for the entire duration of the process. Worked well enough when Clutter was a small library meant to be used to write fullscreen media browsers, but since the introduction of multiple stages, and Clutter being used to create all sorts of applications, the default stage is just a vestigial remainder of that past, like an appendix; something that complicates the layout of the code and introduces weird behaviour, so that you notice its existence only when something goes wrong. Some platforms we do support, though, only have one framebuffer, so it makes sense for them to have only one stage. At this point, the only sane thing to do is to go through the same code paths on all platforms, and that code path is the stage instance creation and initialization — i.e. clutter_stage_new() (or g_object_new() with CLUTTER_TYPE_STAGE). For platforms that support multiple stages, nothing has changed: the stage created by clutter_stage_get_default() will be set as the default one; if nobody calls it, the default stage is never created, and it just lives on as a meaningless check. For platforms that only support one stage, clutter_stage_new() and clutter_stage_get_default() will behave exactly the same the first time they are called: both will create a stage, and set it as the default. Calling clutter_stage_new() a second time is treated as a programmer error, and will result in Clutter aborting. This is a behavioural change because the existing behaviour or creating a new ClutterStage instance with the same ClutterStageWindow private implementation is, simply put, utterly braindamaged and I should have *never* had written it, and I apologize for it. In my defence, I didn't know any better at the time. This is the first step towards the complete deprecation of clutter_stage_get_default() and clutter_stage_is_default(), which will come later.
2011-11-09 14:04:05 +00:00
ClutterStageWindow *impl;
ClutterBackend *backend;
Try to mop up the default stage mess The default stage was a neat concept when we started Clutter out, somewhere in the Jurassic era; a singleton instance that gets created at initialization time, and remains the same for the entire duration of the process. Worked well enough when Clutter was a small library meant to be used to write fullscreen media browsers, but since the introduction of multiple stages, and Clutter being used to create all sorts of applications, the default stage is just a vestigial remainder of that past, like an appendix; something that complicates the layout of the code and introduces weird behaviour, so that you notice its existence only when something goes wrong. Some platforms we do support, though, only have one framebuffer, so it makes sense for them to have only one stage. At this point, the only sane thing to do is to go through the same code paths on all platforms, and that code path is the stage instance creation and initialization — i.e. clutter_stage_new() (or g_object_new() with CLUTTER_TYPE_STAGE). For platforms that support multiple stages, nothing has changed: the stage created by clutter_stage_get_default() will be set as the default one; if nobody calls it, the default stage is never created, and it just lives on as a meaningless check. For platforms that only support one stage, clutter_stage_new() and clutter_stage_get_default() will behave exactly the same the first time they are called: both will create a stage, and set it as the default. Calling clutter_stage_new() a second time is treated as a programmer error, and will result in Clutter aborting. This is a behavioural change because the existing behaviour or creating a new ClutterStage instance with the same ClutterStageWindow private implementation is, simply put, utterly braindamaged and I should have *never* had written it, and I apologize for it. In my defence, I didn't know any better at the time. This is the first step towards the complete deprecation of clutter_stage_get_default() and clutter_stage_is_default(), which will come later.
2011-11-09 14:04:05 +00:00
GError *error;
2006-07-06 Emmanuele Bassi <ebassi@openedhand.com> Big rework of the actor management semantics: now ClutterActor objects behave like GtkObjects - that is they have an initial "floating" reference that gets "sunk" when they are added to a ClutterGroup. This makes a group responsible of de-allocating each actor inside it, so you just have to destroy the group to get every child actor destroyed. Also, now you can do: clutter_group_add (group, clutter_video_texture_new ()); without having to care about reference counting and explicit unreffing. * clutter/clutter-private.h: Add private flags setter and getter macros. * clutter/clutter-actor.h: * clutter/clutter-actor.c: Clean up; inherit from GInitiallyUnowned; add a "visible" property; add the "destroy", "show" and "hide" signals to ClutterActorClass. (clutter_actor_show), (clutter_actor_hide): Refactor a bit; emit the "show" and "hide" signals. (clutter_actor_set_property), (clutter_actor_get_property), (clutter_actor_class_init): Implement the "visible" property; add signals. (clutter_actor_finalize): Do not leak the actor's name, if it is set. (clutter_actor_dispose): Emit the "destroy" signal here. (clutter_actor_init): Sink the initial floating flag if needed. (clutter_actor_destroy): Add a function to explicitely destroy a ClutterActor. (clutter_actor_set_parent), (clutter_actor_get_parent), (clutter_actor_unparent): Make set_parent require a valid parent; add unparent; check on get_parent; ref_sink the actor when setting its parent and unref it when unsetting it. Probably we'll need a function that does reparenting as unparent+set_parent in a single shot. * clutter/clutter-group.h: * clutter/clutter-group.c (clutter_group_dispose), (clutter_group_finalize), (clutter_group_add), (clutter_group_remove): Make the group destroy its children when disposing it; clean up, and use the newly-available clutter_actor_unparent(). * clutter/clutter-stage.h: * clutter/clutter-stage.c (clutter_stage_init): ClutterStage is a top-level actor; clean up. * clutter/clutter-video-texture.h: * clutter/clutter-video-texture.c: Clean up. * examples/super-oh.c: * examples/test.c: * examples/video-player.c: * examples/test-text.c: * examples/video-cube.c: Remove the g_object_unref() call, as the ClutterStage object is destroyed on clutter_main_quit().
2006-07-06 17:52:57 +00:00
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
2006-07-06 Emmanuele Bassi <ebassi@openedhand.com> Big rework of the actor management semantics: now ClutterActor objects behave like GtkObjects - that is they have an initial "floating" reference that gets "sunk" when they are added to a ClutterGroup. This makes a group responsible of de-allocating each actor inside it, so you just have to destroy the group to get every child actor destroyed. Also, now you can do: clutter_group_add (group, clutter_video_texture_new ()); without having to care about reference counting and explicit unreffing. * clutter/clutter-private.h: Add private flags setter and getter macros. * clutter/clutter-actor.h: * clutter/clutter-actor.c: Clean up; inherit from GInitiallyUnowned; add a "visible" property; add the "destroy", "show" and "hide" signals to ClutterActorClass. (clutter_actor_show), (clutter_actor_hide): Refactor a bit; emit the "show" and "hide" signals. (clutter_actor_set_property), (clutter_actor_get_property), (clutter_actor_class_init): Implement the "visible" property; add signals. (clutter_actor_finalize): Do not leak the actor's name, if it is set. (clutter_actor_dispose): Emit the "destroy" signal here. (clutter_actor_init): Sink the initial floating flag if needed. (clutter_actor_destroy): Add a function to explicitely destroy a ClutterActor. (clutter_actor_set_parent), (clutter_actor_get_parent), (clutter_actor_unparent): Make set_parent require a valid parent; add unparent; check on get_parent; ref_sink the actor when setting its parent and unref it when unsetting it. Probably we'll need a function that does reparenting as unparent+set_parent in a single shot. * clutter/clutter-group.h: * clutter/clutter-group.c (clutter_group_dispose), (clutter_group_finalize), (clutter_group_add), (clutter_group_remove): Make the group destroy its children when disposing it; clean up, and use the newly-available clutter_actor_unparent(). * clutter/clutter-stage.h: * clutter/clutter-stage.c (clutter_stage_init): ClutterStage is a top-level actor; clean up. * clutter/clutter-video-texture.h: * clutter/clutter-video-texture.c: Clean up. * examples/super-oh.c: * examples/test.c: * examples/video-player.c: * examples/test-text.c: * examples/video-cube.c: Remove the g_object_unref() call, as the ClutterStage object is destroyed on clutter_main_quit().
2006-07-06 17:52:57 +00:00
/* a stage is a top-level object */
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IS_TOPLEVEL);
2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
2006-06-05 13:38:31 +00:00
self->priv = priv = CLUTTER_STAGE_GET_PRIVATE (self);
2006-05-29 08:59:36 +00:00
CLUTTER_NOTE (BACKEND, "Creating stage from the default backend");
backend = clutter_get_default_backend ();
Try to mop up the default stage mess The default stage was a neat concept when we started Clutter out, somewhere in the Jurassic era; a singleton instance that gets created at initialization time, and remains the same for the entire duration of the process. Worked well enough when Clutter was a small library meant to be used to write fullscreen media browsers, but since the introduction of multiple stages, and Clutter being used to create all sorts of applications, the default stage is just a vestigial remainder of that past, like an appendix; something that complicates the layout of the code and introduces weird behaviour, so that you notice its existence only when something goes wrong. Some platforms we do support, though, only have one framebuffer, so it makes sense for them to have only one stage. At this point, the only sane thing to do is to go through the same code paths on all platforms, and that code path is the stage instance creation and initialization — i.e. clutter_stage_new() (or g_object_new() with CLUTTER_TYPE_STAGE). For platforms that support multiple stages, nothing has changed: the stage created by clutter_stage_get_default() will be set as the default one; if nobody calls it, the default stage is never created, and it just lives on as a meaningless check. For platforms that only support one stage, clutter_stage_new() and clutter_stage_get_default() will behave exactly the same the first time they are called: both will create a stage, and set it as the default. Calling clutter_stage_new() a second time is treated as a programmer error, and will result in Clutter aborting. This is a behavioural change because the existing behaviour or creating a new ClutterStage instance with the same ClutterStageWindow private implementation is, simply put, utterly braindamaged and I should have *never* had written it, and I apologize for it. In my defence, I didn't know any better at the time. This is the first step towards the complete deprecation of clutter_stage_get_default() and clutter_stage_is_default(), which will come later.
2011-11-09 14:04:05 +00:00
error = NULL;
impl = _clutter_backend_create_stage (backend, self, &error);
if (G_LIKELY (impl != NULL))
{
_clutter_stage_set_window (self, impl);
_clutter_stage_window_get_geometry (priv->impl, &geom);
}
else
Try to mop up the default stage mess The default stage was a neat concept when we started Clutter out, somewhere in the Jurassic era; a singleton instance that gets created at initialization time, and remains the same for the entire duration of the process. Worked well enough when Clutter was a small library meant to be used to write fullscreen media browsers, but since the introduction of multiple stages, and Clutter being used to create all sorts of applications, the default stage is just a vestigial remainder of that past, like an appendix; something that complicates the layout of the code and introduces weird behaviour, so that you notice its existence only when something goes wrong. Some platforms we do support, though, only have one framebuffer, so it makes sense for them to have only one stage. At this point, the only sane thing to do is to go through the same code paths on all platforms, and that code path is the stage instance creation and initialization — i.e. clutter_stage_new() (or g_object_new() with CLUTTER_TYPE_STAGE). For platforms that support multiple stages, nothing has changed: the stage created by clutter_stage_get_default() will be set as the default one; if nobody calls it, the default stage is never created, and it just lives on as a meaningless check. For platforms that only support one stage, clutter_stage_new() and clutter_stage_get_default() will behave exactly the same the first time they are called: both will create a stage, and set it as the default. Calling clutter_stage_new() a second time is treated as a programmer error, and will result in Clutter aborting. This is a behavioural change because the existing behaviour or creating a new ClutterStage instance with the same ClutterStageWindow private implementation is, simply put, utterly braindamaged and I should have *never* had written it, and I apologize for it. In my defence, I didn't know any better at the time. This is the first step towards the complete deprecation of clutter_stage_get_default() and clutter_stage_is_default(), which will come later.
2011-11-09 14:04:05 +00:00
{
if (error != NULL)
{
g_critical ("Unable to create a new stage implementation: %s",
error->message);
g_error_free (error);
}
else
g_critical ("Unable to create a new stage implementation.");
}
priv->event_queue = g_queue_new ();
Try to mop up the default stage mess The default stage was a neat concept when we started Clutter out, somewhere in the Jurassic era; a singleton instance that gets created at initialization time, and remains the same for the entire duration of the process. Worked well enough when Clutter was a small library meant to be used to write fullscreen media browsers, but since the introduction of multiple stages, and Clutter being used to create all sorts of applications, the default stage is just a vestigial remainder of that past, like an appendix; something that complicates the layout of the code and introduces weird behaviour, so that you notice its existence only when something goes wrong. Some platforms we do support, though, only have one framebuffer, so it makes sense for them to have only one stage. At this point, the only sane thing to do is to go through the same code paths on all platforms, and that code path is the stage instance creation and initialization — i.e. clutter_stage_new() (or g_object_new() with CLUTTER_TYPE_STAGE). For platforms that support multiple stages, nothing has changed: the stage created by clutter_stage_get_default() will be set as the default one; if nobody calls it, the default stage is never created, and it just lives on as a meaningless check. For platforms that only support one stage, clutter_stage_new() and clutter_stage_get_default() will behave exactly the same the first time they are called: both will create a stage, and set it as the default. Calling clutter_stage_new() a second time is treated as a programmer error, and will result in Clutter aborting. This is a behavioural change because the existing behaviour or creating a new ClutterStage instance with the same ClutterStageWindow private implementation is, simply put, utterly braindamaged and I should have *never* had written it, and I apologize for it. In my defence, I didn't know any better at the time. This is the first step towards the complete deprecation of clutter_stage_get_default() and clutter_stage_is_default(), which will come later.
2011-11-09 14:04:05 +00:00
priv->is_fullscreen = FALSE;
priv->is_user_resizable = FALSE;
priv->is_cursor_visible = TRUE;
priv->throttle_motion_events = TRUE;
Try to mop up the default stage mess The default stage was a neat concept when we started Clutter out, somewhere in the Jurassic era; a singleton instance that gets created at initialization time, and remains the same for the entire duration of the process. Worked well enough when Clutter was a small library meant to be used to write fullscreen media browsers, but since the introduction of multiple stages, and Clutter being used to create all sorts of applications, the default stage is just a vestigial remainder of that past, like an appendix; something that complicates the layout of the code and introduces weird behaviour, so that you notice its existence only when something goes wrong. Some platforms we do support, though, only have one framebuffer, so it makes sense for them to have only one stage. At this point, the only sane thing to do is to go through the same code paths on all platforms, and that code path is the stage instance creation and initialization — i.e. clutter_stage_new() (or g_object_new() with CLUTTER_TYPE_STAGE). For platforms that support multiple stages, nothing has changed: the stage created by clutter_stage_get_default() will be set as the default one; if nobody calls it, the default stage is never created, and it just lives on as a meaningless check. For platforms that only support one stage, clutter_stage_new() and clutter_stage_get_default() will behave exactly the same the first time they are called: both will create a stage, and set it as the default. Calling clutter_stage_new() a second time is treated as a programmer error, and will result in Clutter aborting. This is a behavioural change because the existing behaviour or creating a new ClutterStage instance with the same ClutterStageWindow private implementation is, simply put, utterly braindamaged and I should have *never* had written it, and I apologize for it. In my defence, I didn't know any better at the time. This is the first step towards the complete deprecation of clutter_stage_get_default() and clutter_stage_is_default(), which will come later.
2011-11-09 14:04:05 +00:00
priv->min_size_changed = FALSE;
priv->sync_delay = -1;
/* XXX - we need to keep the invariant that calling
* clutter_set_motion_event_enabled() before the stage creation
* will cause motion event delivery to be disabled on any newly
* created stage. this can go away when we break API and remove
* deprecated functions.
*/
priv->motion_events_enabled = _clutter_context_get_motion_events_enabled ();
2006-05-29 08:59:36 +00:00
clutter_actor_set_background_color (CLUTTER_ACTOR (self),
&default_stage_color);
priv->perspective.fovy = 60.0; /* 60 Degrees */
priv->perspective.aspect = (float) geom.width / (float) geom.height;
priv->perspective.z_near = 0.1;
priv->perspective.z_far = 100.0;
cogl_matrix_init_identity (&priv->projection);
cogl_matrix_perspective (&priv->projection,
priv->perspective.fovy,
priv->perspective.aspect,
priv->perspective.z_near,
priv->perspective.z_far);
cogl_matrix_get_inverse (&priv->projection,
&priv->inverse_projection);
cogl_matrix_init_identity (&priv->view);
cogl_matrix_view_2d_in_perspective (&priv->view,
priv->perspective.fovy,
priv->perspective.aspect,
priv->perspective.z_near,
50, /* distance to 2d plane */
geom.width,
geom.height);
priv->relayout_pending = TRUE;
clutter_actor_set_reactive (CLUTTER_ACTOR (self), TRUE);
clutter_stage_set_title (self, g_get_prgname ());
clutter_stage_set_key_focus (self, NULL);
g_signal_connect (self, "notify::min-width",
G_CALLBACK (clutter_stage_notify_min_size), NULL);
g_signal_connect (self, "notify::min-height",
G_CALLBACK (clutter_stage_notify_min_size), NULL);
_clutter_stage_set_viewport (self, 0, 0, geom.width, geom.height);
_clutter_stage_set_pick_buffer_valid (self, FALSE, CLUTTER_PICK_ALL);
priv->picks_per_frame = 0;
paint volumes: another pass at the design This is a fairly extensive second pass at exposing paint volumes for actors. The API has changed to allow clutter_actor_get_paint_volume to fail since there are times - such as when an actor isn't a descendent of the stage - when the volume can't be determined. Another example is when something has connected to the "paint" signal of the actor and we simply have no way of knowing what might be drawn in that handler. The API has also be changed to return a const ClutterPaintVolume pointer (transfer none) so we can avoid having to dynamically allocate the volumes in the most common/performance critical code paths. Profiling was showing the slice allocation of volumes taking about 1% of an apps time, for some fairly basic tests. Most volumes can now simply be allocated on the stack; for clutter_actor_get_paint_volume we return a pointer to &priv->paint_volume and if we need a more dynamic allocation there is now a _clutter_stage_paint_volume_stack_allocate() mechanism which lets us allocate data which expires at the start of the next frame. The API has been extended to make it easier to implement get_paint_volume for containers by using clutter_actor_get_transformed_paint_volume and clutter_paint_volume_union. The first allows you to query the paint volume of a child but transformed into parent actor coordinates. The second lets you combine volumes together so you can union all the volumes for a container's children and report that as the container's own volume. The representation of paint volumes has been updated to consider that 2D actors are the most common. The effect apis, clutter-texture and clutter-group have been update accordingly.
2010-09-07 17:04:19 +00:00
priv->paint_volume_stack =
g_array_new (FALSE, FALSE, sizeof (ClutterPaintVolume));
priv->pick_id_pool = _clutter_id_pool_new (256);
2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
2006-06-05 13:38:31 +00:00
}
static void
clutter_stage_set_perspective_internal (ClutterStage *stage,
ClutterPerspective *perspective)
{
ClutterStagePrivate *priv = stage->priv;
if (priv->perspective.fovy == perspective->fovy &&
priv->perspective.aspect == perspective->aspect &&
priv->perspective.z_near == perspective->z_near &&
priv->perspective.z_far == perspective->z_far)
return;
priv->perspective = *perspective;
cogl_matrix_init_identity (&priv->projection);
cogl_matrix_perspective (&priv->projection,
priv->perspective.fovy,
priv->perspective.aspect,
priv->perspective.z_near,
priv->perspective.z_far);
cogl_matrix_get_inverse (&priv->projection,
&priv->inverse_projection);
priv->dirty_projection = TRUE;
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
}
/**
* clutter_stage_set_perspective:
* @stage: A #ClutterStage
* @perspective: A #ClutterPerspective
*
* Sets the stage perspective. Using this function is not recommended
* because it will disable Clutter's attempts to generate an
* appropriate perspective based on the size of the stage.
*/
void
clutter_stage_set_perspective (ClutterStage *stage,
ClutterPerspective *perspective)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (perspective != NULL);
g_return_if_fail (perspective->z_far - perspective->z_near != 0);
priv = stage->priv;
/* If the application ever calls this function then we'll stop
automatically updating the perspective when the stage changes
size */
priv->has_custom_perspective = TRUE;
clutter_stage_set_perspective_internal (stage, perspective);
}
/**
* clutter_stage_get_perspective:
* @stage: A #ClutterStage
* @perspective: (out caller-allocates) (allow-none): return location for a
* #ClutterPerspective
*
* Retrieves the stage perspective.
*/
void
clutter_stage_get_perspective (ClutterStage *stage,
ClutterPerspective *perspective)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (perspective != NULL);
*perspective = stage->priv->perspective;
}
/*
* clutter_stage_get_projection_matrix:
* @stage: A #ClutterStage
* @projection: return location for a #CoglMatrix representing the
* perspective projection applied to actors on the given
* @stage.
*
* Retrieves the @stage's projection matrix. This is derived from the
* current perspective set using clutter_stage_set_perspective().
*
*
*/
void
_clutter_stage_get_projection_matrix (ClutterStage *stage,
CoglMatrix *projection)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (projection != NULL);
*projection = stage->priv->projection;
}
/* This simply provides a simple mechanism for us to ensure that
* the projection matrix gets re-asserted before painting.
*
* This is used when switching between multiple stages */
void
_clutter_stage_dirty_projection (ClutterStage *stage)
{
stage->priv->dirty_projection = TRUE;
}
/*
* clutter_stage_set_viewport:
* @stage: A #ClutterStage
* @x: The X postition to render the stage at, in window coordinates
* @y: The Y position to render the stage at, in window coordinates
* @width: The width to render the stage at, in window coordinates
* @height: The height to render the stage at, in window coordinates
*
* Sets the stage viewport. The viewport defines a final scale and
* translation of your rendered stage and actors. This lets you render
* your stage into a subregion of the stage window or you could use it to
* pan a subregion of the stage if your stage window is smaller then
* the stage. (XXX: currently this isn't possible)
*
* Unlike a scale and translation done using the modelview matrix this
* is done after everything has had perspective projection applied, so
* for example if you were to pan across a subregion of the stage using
* the viewport then you would not see a change in perspective for the
* actors on the stage.
*
* Normally the stage viewport will automatically track the size of the
* stage window with no offset so the stage will fill your window. This
* behaviour can be changed with the "viewport-mimics-window" property
* which will automatically be set to FALSE if you use this API. If
* you want to revert to the original behaviour then you should set
* this property back to %TRUE using
* clutter_stage_set_viewport_mimics_window().
* (XXX: If we were to make this API public then we might want to do
* add that property.)
*
* Note: currently this interface only support integer precision
* offsets and sizes for viewports but the interface takes floats because
* OpenGL 4.0 has introduced floating point viewports which we might
* want to expose via this API eventually.
*
*
*/
void
_clutter_stage_set_viewport (ClutterStage *stage,
float x,
float y,
float width,
float height)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (x == priv->viewport[0] &&
y == priv->viewport[1] &&
width == priv->viewport[2] &&
height == priv->viewport[3])
return;
priv->viewport[0] = x;
priv->viewport[1] = y;
priv->viewport[2] = width;
priv->viewport[3] = height;
priv->dirty_viewport = TRUE;
queue_full_redraw (stage);
}
/* This simply provides a simple mechanism for us to ensure that
* the viewport gets re-asserted before next painting.
*
* This is used when switching between multiple stages */
void
_clutter_stage_dirty_viewport (ClutterStage *stage)
{
stage->priv->dirty_viewport = TRUE;
}
/*
* clutter_stage_get_viewport:
* @stage: A #ClutterStage
* @x: A location for the X position where the stage is rendered,
* in window coordinates.
* @y: A location for the Y position where the stage is rendered,
* in window coordinates.
* @width: A location for the width the stage is rendered at,
* in window coordinates.
* @height: A location for the height the stage is rendered at,
* in window coordinates.
*
* Returns the viewport offset and size set using
* clutter_stage_set_viewport() or if the "viewport-mimics-window" property
* is TRUE then @x and @y will be set to 0 and @width and @height will equal
* the width if the stage window.
*
*
*/
void
_clutter_stage_get_viewport (ClutterStage *stage,
float *x,
float *y,
float *width,
float *height)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
*x = priv->viewport[0];
*y = priv->viewport[1];
*width = priv->viewport[2];
*height = priv->viewport[3];
}
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
/**
* clutter_stage_set_fullscreen:
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
* @stage: a #ClutterStage
2009-06-09 13:47:36 +00:00
* @fullscreen: %TRUE to to set the stage fullscreen
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
*
* Asks to place the stage window in the fullscreen or unfullscreen
* states.
*
( 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.
*
* If you want to receive notification of the fullscreen state you
* should either use the #ClutterStage::fullscreen and
* #ClutterStage::unfullscreen signals, or use the notify signal
* for the #ClutterStage:fullscreen-set property
*
*
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
*/
void
clutter_stage_set_fullscreen (ClutterStage *stage,
gboolean fullscreen)
2006-05-29 08:59:36 +00:00
{
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (priv->is_fullscreen != fullscreen)
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
{
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, fullscreen);
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
}
/* If the backend did fullscreen the stage window then we need to resize
* the stage and update its viewport so we queue a relayout. Note: if the
* fullscreen request is handled asynchronously we can't rely on this
* queue_relayout to update the viewport, but for example the X backend
* will recieve a ConfigureNotify after a successful resize which is how
* we ensure the viewport is updated on X.
*/
clutter_actor_queue_relayout (CLUTTER_ACTOR (stage));
2006-05-29 08:59:36 +00:00
}
/**
* clutter_stage_get_fullscreen:
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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* @stage: a #ClutterStage
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*
* Retrieves whether the stage is full screen or not
*
* Return value: %TRUE if the stage is full screen
*
*
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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*/
gboolean
clutter_stage_get_fullscreen (ClutterStage *stage)
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{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
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return stage->priv->is_fullscreen;
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
}
2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
2006-06-05 13:38:31 +00:00
/**
* 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)
*
*
*/
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.
*
*
*/
gboolean
clutter_stage_get_user_resizable (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
return stage->priv->is_user_resizable;
}
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
/**
* clutter_stage_show_cursor:
* @stage: a #ClutterStage
*
* Shows the cursor on the stage window
*/
void
clutter_stage_show_cursor (ClutterStage *stage)
{
ClutterStagePrivate *priv;
2006-06-05 Emmanuele Bassi <ebassi@openedhand.com> * clutter-color.h: * clutter-color.c: Reimplement ClutterColor as a boxed type; add convenience API for color handling, like: add, subtract, shade, HSL color-space conversion, packing and unpacking. * clutter-private.h: Update ClutterMainContext, and export the main context pointer here. * clutter-rectangle.h: * clutter-rectangle.c: Update the color-related code; make clutter_rectangle_new() and empty constructor and provide clutter_rectangle_new_with_color(); provide color setter and getter API. * clutter-label.h: * clutter-label.c: Rename the "font" property to "font-name"; update the color-related code to the new ClutterColor object; rename clutter_label_new() to clutter_label_new_with_text(), and add setters and getters for the properties. * clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers generators. * clutter-stage.h: * clutter-stage.c: Rework the API: provide a default constructor for a singleton object, named clutter_stage_get_default(), which supercedes the clutter_stage() function in clutter-main; provide new events: button-press-event, button-release-event, key-press-event and key-release-event; update the color-related code; (clutter_stage_snapshot): Allow negative width and height when taking a snapshot (meaning: use full width/height). (clutter_stage_get_element_at_pos): Rename clutter_stage_pick(). * clutter-element.c (clutter_element_paint): Clean up the stage and color related code. * clutter-event.h: * clutter-event.c: Add generic ClutterAnyEvent type; add clutter_event_new(), clutter_event_copy() and clutter_event_free(); make ClutterEvent a boxed type. * clutter-main.h: * clutter-main.c: Remove clutter_stage(); add clutter_main_quit(), for cleanly quitting from clutter_main(); add multiple mainloops support; allocate the ClutterCntx instead of adding it to the stack; re-work the ClutterEvent dispatching. * clutter-group.c (clutter_group_add), (clutter_group_remove): Keep a reference on the element when added to a ClutterGroup. * examples/rects.py * examples/test.c: * examples/test-text.c: * examples/video-cube.c: * examples/super-oh.c: * examples/test-video.c: Update.
2006-06-05 13:38:31 +00:00
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
2006-05-29 08:59:36 +00:00
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
priv = stage->priv;
if (!priv->is_cursor_visible)
{
ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
ClutterStageWindowIface *iface;
2006-05-29 08:59:36 +00:00
iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
if (iface->set_cursor_visible)
{
priv->is_cursor_visible = TRUE;
2006-05-29 08:59:36 +00:00
iface->set_cursor_visible (impl, TRUE);
g_object_notify (G_OBJECT (stage), "cursor-visible");
}
}
2006-05-29 08:59:36 +00:00
}
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
/**
* clutter_stage_hide_cursor:
* @stage: a #ClutterStage
*
* Makes the cursor invisible on the stage window
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
*
*
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
*/
void
clutter_stage_hide_cursor (ClutterStage *stage)
{
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
ClutterStagePrivate *priv;
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
g_return_if_fail (CLUTTER_IS_STAGE (stage));
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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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 = FALSE;
iface->set_cursor_visible (impl, FALSE);
g_object_notify (G_OBJECT (stage), "cursor-visible");
}
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
}
}
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
/**
* clutter_stage_read_pixels:
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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* @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.
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
*
* The alpha data contained in the returned buffer is driver-dependent,
* and not guaranteed to hold any sensible value.
*
* Return value: (transfer full) (array): a pointer to newly allocated memory with the buffer
* or %NULL if the read failed. Use g_free() on the returned data
* to release the resources it has allocated.
*/
guchar *
clutter_stage_read_pixels (ClutterStage *stage,
gint x,
gint y,
gint width,
gint height)
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
{
ClutterActorBox box;
guchar *pixels;
2006-05-29 08:59:36 +00:00
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);
/* Force a redraw of the stage before reading back pixels */
clutter_stage_ensure_current (stage);
clutter_actor_paint (CLUTTER_ACTOR (stage));
clutter_actor_get_allocation_box (CLUTTER_ACTOR (stage), &box);
if (width < 0)
width = ceilf (box.x2 - box.x1);
if (height < 0)
height = ceilf (box.y2 - box.y1);
pixels = g_malloc (height * width * 4);
cogl_read_pixels (x, y, width, height,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
pixels);
return pixels;
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
}
2006-05-29 08:59:36 +00:00
/**
* clutter_stage_get_actor_at_pos:
* @stage: a #ClutterStage
* @pick_mode: how the scene graph should be painted
* @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.
*
* By using @pick_mode it is possible to control which actors will be
* painted and thus available.
*
* Return value: (transfer none): the actor at the specified coordinates,
* if any
*/
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
ClutterActor *
clutter_stage_get_actor_at_pos (ClutterStage *stage,
ClutterPickMode pick_mode,
gint x,
gint y)
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
{
return _clutter_stage_do_pick (stage, x, y, pick_mode);
2006-05-29 08:59:36 +00:00
}
/**
* 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
*
*
*/
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);
if (!retval)
g_signal_emit_by_name (stage, "delete-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-set");
}
else
{
priv->is_fullscreen = FALSE;
g_signal_emit (stage, stage_signals[UNFULLSCREEN], 0);
g_object_notify (G_OBJECT (stage), "fullscreen-set");
}
}
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.
*
*
**/
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.
*
*
**/
const 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_focus_destroy (ClutterActor *actor,
ClutterStage *stage)
{
/* unset the key focus */
clutter_stage_set_key_focus (stage, NULL);
}
/**
* clutter_stage_set_key_focus:
* @stage: the #ClutterStage
* @actor: (allow-none): 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.
*
*
*/
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;
/* normalize the key focus. NULL == stage */
if (actor == CLUTTER_ACTOR (stage))
actor = NULL;
/* avoid emitting signals and notifications if we're setting the same
* actor as the key focus
*/
if (priv->key_focused_actor == actor)
return;
if (priv->key_focused_actor != NULL)
{
ClutterActor *old_focused_actor;
old_focused_actor = priv->key_focused_actor;
/* set key_focused_actor to NULL before emitting the signal or someone
* might hide the previously focused actor in the signal handler and we'd
* get re-entrant call and get glib critical from g_object_weak_unref
*/
g_signal_handlers_disconnect_by_func (priv->key_focused_actor,
G_CALLBACK (on_key_focus_destroy),
stage);
priv->key_focused_actor = NULL;
g_signal_emit_by_name (old_focused_actor, "key-focus-out");
}
else
g_signal_emit_by_name (stage, "key-focus-out");
/* Note, if someone changes key focus in focus-out signal handler we'd be
* overriding the latter call below moving the focus where it was originally
* intended. The order of events would be:
* 1st focus-out, 2nd focus-out (on stage), 2nd focus-in, 1st focus-in
*/
if (actor != NULL)
{
priv->key_focused_actor = actor;
g_signal_connect (actor,
"destroy", G_CALLBACK (on_key_focus_destroy),
stage);
g_signal_emit_by_name (priv->key_focused_actor, "key-focus-in");
}
else
g_signal_emit_by_name (stage, "key-focus-in");
g_object_notify (G_OBJECT (stage), "key-focus");
}
/**
* clutter_stage_get_key_focus:
* @stage: the #ClutterStage
*
* Retrieves the actor that is currently under key focus.
*
* Return value: (transfer none): the actor with key focus, or the stage
*
*
*/
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);
}
/*** Perspective boxed type ******/
static gpointer
clutter_perspective_copy (gpointer data)
{
if (G_LIKELY (data))
return g_slice_dup (ClutterPerspective, data);
return NULL;
}
static void
clutter_perspective_free (gpointer data)
{
if (G_LIKELY (data))
g_slice_free (ClutterPerspective, data);
}
G_DEFINE_BOXED_TYPE (ClutterPerspective, clutter_perspective,
clutter_perspective_copy,
clutter_perspective_free);
/**
* 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_new().
*
* 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.
*
*
*/
ClutterActor *
clutter_stage_new (void)
{
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.
*
*
*/
void
clutter_stage_ensure_current (ClutterStage *stage)
{
ClutterBackend *backend;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
backend = clutter_get_default_backend ();
_clutter_backend_ensure_context (backend, stage);
}
/**
* clutter_stage_ensure_viewport:
* @stage: a #ClutterStage
*
* Ensures that the GL viewport is updated with the current
* stage window size.
*
* This function will queue a redraw of @stage.
*
* This function should not be called by applications; it is used
* when embedding a #ClutterStage into a toolkit with another
* windowing system, like GTK+.
*
*
*/
void
clutter_stage_ensure_viewport (ClutterStage *stage)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
_clutter_stage_dirty_viewport (stage);
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
}
clutter-stage: Allow a wider range of visible z values Since eef9078f the translation of the camera away from the z=zero plane was hardcoded at 50 which is approximately half way between the default z_near and z_far values. This ended up with quite a small distance in user-space coordinates to the far plane with the default stage size and this was causing test-texture-quality to clip the actor early. This patch makes it try to calculate a reasonable value for the position of the z=0 plane as well as a value for z_far so we maximize the space in between the z=0 plane and the near plane and we have a predictable amount of space behind the stage before hitting the far clipping plane, while considering the trade off of loosing depth precision by pushing the far plane too far back relative to the near plane. With the default fov of 60° it's not possible to use the stage size to define the gap in-front of the stage plane; only ~87% of the stage size is possible as an upper limit. We make 85% of the stage_height available assuming you have a fov of 60°. We consistently provide 10 times the stage height of space behind the stage regardless of the fov. It seems worth noting here that we went around in circles a few times over how to calculate the gaps since there are a number of trade offs to consider and they also affect the complexity of the solution. In the end we went for simplicity but commented the issues well enough hopefully so we can develop a more elaborate solution if we ever have a use-case. http://bugzilla.clutter-project.org/show_bug.cgi?id=2625
2011-06-06 16:40:57 +00:00
/* This calculates a distance into the view frustum to position the
* stage so there is a decent amount of space to position geometry
* between the stage and the near clipping plane.
*
* Some awkward issues with this problem are:
* - It's not possible to have a gap as large as the stage size with
* a fov > 53° which is basically always the case since the default
* fov is 60°.
* - This can be deduced if you consider that this requires a
* triangle as wide as it is deep to fit in the frustum in front
* of the z_near plane. That triangle will always have an angle
* of 53.13° at the point sitting on the z_near plane, but if the
* frustum has a wider fov angle the left/right clipping planes
* can never converge with the two corners of our triangle no
* matter what size the triangle has.
* - With a fov > 53° there is a trade off between maximizing the gap
* size relative to the stage size but not loosing depth precision.
* - Perhaps ideally we wouldn't just consider the fov on the y-axis
* that is usually used to define a perspective, we would consider
* the fov of the axis with the largest stage size so the gap would
* accommodate that size best.
*
* After going around in circles a few times with how to handle these
* issues, we decided in the end to go for the simplest solution to
* start with instead of an elaborate function that handles arbitrary
* fov angles that we currently have no use-case for.
*
* The solution assumes a fovy of 60° and for that case gives a gap
* that's 85% of the stage height. We can consider more elaborate
* functions if necessary later.
*
* One guide we had to steer the gap size we support is the
* interactive test, test-texture-quality which expects to animate an
* actor to +400 on the z axis with a stage size of 640x480. A gap
* that's 85% of the stage height gives a gap of 408 in that case.
*/
static float
calculate_z_translation (float z_near)
{
/* This solution uses fairly basic trigonometry, but is seems worth
* clarifying the particular geometry we are looking at in-case
* anyone wants to develop this further later. Not sure how well an
* ascii diagram is going to work :-)
*
* |--- stage_height ---|
* | stage line |
* ------------
* . (2) . | |
* C . . gap| |
* =0.5° . a . | |
* b(1). D . | |
* B.. near plane | |
* A= ------------- |
* 120° c | z_2d
* z_near |
* left | |
* clip 60°fovy | |
* plane ----------------------
* |
* |
* origin line
*
* The area of interest is the triangle labeled (1) at the top left
* marked with the ... line (a) from where the origin line crosses
* the near plane to the top left where the stage line cross the
* left clip plane.
*
* The sides of the triangle are a, b and c and the corresponding
* angles opposite those sides are A, B and C.
*
* The angle of C is what trades off the gap size we have relative
* to the stage size vs the depth precision we have.
*
* As mentioned above we arove at the angle for C is by working
* backwards from how much space we want for test-texture-quality.
* With a stage_height of 480 we want a gap > 400, ideally we also
* wanted a somewhat round number as a percentage of the height for
* documentation purposes. ~87% or a gap of ~416 is the limit
* because that's where we approach a C angle of 0° and effectively
* loose all depth precision.
*
* So for our test app with a stage_height of 480 if we aim for a
* gap of 408 (85% of 480) we can get the angle D as
* atan (stage_height/2/408) = 30.5°.
*
* That gives us the angle for B as 90° - 30.5° = 59.5°
*
* We can already determine that A has an angle of (fovy/2 + 90°) =
* 120°
*
* Therefore C = 180 - A - B = 0.5°
*
* The length of c = z_near * tan (30°)
*
* Now we can use the rule a/SinA = c/SinC to calculate the
* length of a. After some rearranging that gives us:
*
* a c
* ---------- = ----------
* sin (120°) sin (0.5°)
*
* c * sin (120°)
* a = --------------
* sin (0.5°)
*
* And with that we can determine z_2d = cos (D) * a =
* cos (30.5°) * a + z_near:
*
* c * sin (120°) * cos (30.5°)
* z_2d = --------------------------- + z_near
* sin (0.5°)
*/
#define _DEG_TO_RAD (G_PI / 180.0)
return z_near * tanf (30.0f * _DEG_TO_RAD) *
sinf (120.0f * _DEG_TO_RAD) * cosf (30.5f * _DEG_TO_RAD) /
sinf (0.5f * _DEG_TO_RAD) +
z_near;
#undef _DEG_TO_RAD
/* We expect the compiler should boil this down to z_near * CONSTANT */
}
void
_clutter_stage_maybe_setup_viewport (ClutterStage *stage)
{
ClutterStagePrivate *priv = stage->priv;
if (priv->dirty_viewport)
{
ClutterPerspective perspective;
clutter-stage: Allow a wider range of visible z values Since eef9078f the translation of the camera away from the z=zero plane was hardcoded at 50 which is approximately half way between the default z_near and z_far values. This ended up with quite a small distance in user-space coordinates to the far plane with the default stage size and this was causing test-texture-quality to clip the actor early. This patch makes it try to calculate a reasonable value for the position of the z=0 plane as well as a value for z_far so we maximize the space in between the z=0 plane and the near plane and we have a predictable amount of space behind the stage before hitting the far clipping plane, while considering the trade off of loosing depth precision by pushing the far plane too far back relative to the near plane. With the default fov of 60° it's not possible to use the stage size to define the gap in-front of the stage plane; only ~87% of the stage size is possible as an upper limit. We make 85% of the stage_height available assuming you have a fov of 60°. We consistently provide 10 times the stage height of space behind the stage regardless of the fov. It seems worth noting here that we went around in circles a few times over how to calculate the gaps since there are a number of trade offs to consider and they also affect the complexity of the solution. In the end we went for simplicity but commented the issues well enough hopefully so we can develop a more elaborate solution if we ever have a use-case. http://bugzilla.clutter-project.org/show_bug.cgi?id=2625
2011-06-06 16:40:57 +00:00
float z_2d;
CLUTTER_NOTE (PAINT,
"Setting up the viewport { w:%f, h:%f }",
priv->viewport[2], priv->viewport[3]);
cogl_set_viewport (priv->viewport[0],
priv->viewport[1],
priv->viewport[2],
priv->viewport[3]);
perspective = priv->perspective;
/* Ideally we want to regenerate the perspective matrix whenever
clutter-stage: Allow a wider range of visible z values Since eef9078f the translation of the camera away from the z=zero plane was hardcoded at 50 which is approximately half way between the default z_near and z_far values. This ended up with quite a small distance in user-space coordinates to the far plane with the default stage size and this was causing test-texture-quality to clip the actor early. This patch makes it try to calculate a reasonable value for the position of the z=0 plane as well as a value for z_far so we maximize the space in between the z=0 plane and the near plane and we have a predictable amount of space behind the stage before hitting the far clipping plane, while considering the trade off of loosing depth precision by pushing the far plane too far back relative to the near plane. With the default fov of 60° it's not possible to use the stage size to define the gap in-front of the stage plane; only ~87% of the stage size is possible as an upper limit. We make 85% of the stage_height available assuming you have a fov of 60°. We consistently provide 10 times the stage height of space behind the stage regardless of the fov. It seems worth noting here that we went around in circles a few times over how to calculate the gaps since there are a number of trade offs to consider and they also affect the complexity of the solution. In the end we went for simplicity but commented the issues well enough hopefully so we can develop a more elaborate solution if we ever have a use-case. http://bugzilla.clutter-project.org/show_bug.cgi?id=2625
2011-06-06 16:40:57 +00:00
* the size changes but if the user has provided a custom matrix
* then we don't want to override it */
if (!priv->has_custom_perspective)
{
perspective.aspect = priv->viewport[2] / priv->viewport[3];
clutter-stage: Allow a wider range of visible z values Since eef9078f the translation of the camera away from the z=zero plane was hardcoded at 50 which is approximately half way between the default z_near and z_far values. This ended up with quite a small distance in user-space coordinates to the far plane with the default stage size and this was causing test-texture-quality to clip the actor early. This patch makes it try to calculate a reasonable value for the position of the z=0 plane as well as a value for z_far so we maximize the space in between the z=0 plane and the near plane and we have a predictable amount of space behind the stage before hitting the far clipping plane, while considering the trade off of loosing depth precision by pushing the far plane too far back relative to the near plane. With the default fov of 60° it's not possible to use the stage size to define the gap in-front of the stage plane; only ~87% of the stage size is possible as an upper limit. We make 85% of the stage_height available assuming you have a fov of 60°. We consistently provide 10 times the stage height of space behind the stage regardless of the fov. It seems worth noting here that we went around in circles a few times over how to calculate the gaps since there are a number of trade offs to consider and they also affect the complexity of the solution. In the end we went for simplicity but commented the issues well enough hopefully so we can develop a more elaborate solution if we ever have a use-case. http://bugzilla.clutter-project.org/show_bug.cgi?id=2625
2011-06-06 16:40:57 +00:00
z_2d = calculate_z_translation (perspective.z_near);
#define _DEG_TO_RAD (G_PI / 180.0)
/* NB: z_2d is only enough room for 85% of the stage_height between
* the stage and the z_near plane. For behind the stage plane we
* want a more consistent gap of 10 times the stage_height before
* hitting the far plane so we calculate that relative to the final
* height of the stage plane at the z_2d_distance we got... */
perspective.z_far = z_2d +
tanf ((perspective.fovy / 2.0f) * _DEG_TO_RAD) * z_2d * 20.0f;
#undef _DEG_TO_RAD
clutter_stage_set_perspective_internal (stage, &perspective);
}
clutter-stage: Allow a wider range of visible z values Since eef9078f the translation of the camera away from the z=zero plane was hardcoded at 50 which is approximately half way between the default z_near and z_far values. This ended up with quite a small distance in user-space coordinates to the far plane with the default stage size and this was causing test-texture-quality to clip the actor early. This patch makes it try to calculate a reasonable value for the position of the z=0 plane as well as a value for z_far so we maximize the space in between the z=0 plane and the near plane and we have a predictable amount of space behind the stage before hitting the far clipping plane, while considering the trade off of loosing depth precision by pushing the far plane too far back relative to the near plane. With the default fov of 60° it's not possible to use the stage size to define the gap in-front of the stage plane; only ~87% of the stage size is possible as an upper limit. We make 85% of the stage_height available assuming you have a fov of 60°. We consistently provide 10 times the stage height of space behind the stage regardless of the fov. It seems worth noting here that we went around in circles a few times over how to calculate the gaps since there are a number of trade offs to consider and they also affect the complexity of the solution. In the end we went for simplicity but commented the issues well enough hopefully so we can develop a more elaborate solution if we ever have a use-case. http://bugzilla.clutter-project.org/show_bug.cgi?id=2625
2011-06-06 16:40:57 +00:00
else
z_2d = calculate_z_translation (perspective.z_near);
cogl_matrix_init_identity (&priv->view);
cogl_matrix_view_2d_in_perspective (&priv->view,
perspective.fovy,
perspective.aspect,
perspective.z_near,
clutter-stage: Allow a wider range of visible z values Since eef9078f the translation of the camera away from the z=zero plane was hardcoded at 50 which is approximately half way between the default z_near and z_far values. This ended up with quite a small distance in user-space coordinates to the far plane with the default stage size and this was causing test-texture-quality to clip the actor early. This patch makes it try to calculate a reasonable value for the position of the z=0 plane as well as a value for z_far so we maximize the space in between the z=0 plane and the near plane and we have a predictable amount of space behind the stage before hitting the far clipping plane, while considering the trade off of loosing depth precision by pushing the far plane too far back relative to the near plane. With the default fov of 60° it's not possible to use the stage size to define the gap in-front of the stage plane; only ~87% of the stage size is possible as an upper limit. We make 85% of the stage_height available assuming you have a fov of 60°. We consistently provide 10 times the stage height of space behind the stage regardless of the fov. It seems worth noting here that we went around in circles a few times over how to calculate the gaps since there are a number of trade offs to consider and they also affect the complexity of the solution. In the end we went for simplicity but commented the issues well enough hopefully so we can develop a more elaborate solution if we ever have a use-case. http://bugzilla.clutter-project.org/show_bug.cgi?id=2625
2011-06-06 16:40:57 +00:00
z_2d,
priv->viewport[2],
priv->viewport[3]);
priv->dirty_viewport = FALSE;
}
if (priv->dirty_projection)
{
cogl_set_projection_matrix (&priv->projection);
priv->dirty_projection = FALSE;
}
}
/**
* clutter_stage_ensure_redraw:
* @stage: a #ClutterStage
*
* Ensures that @stage is redrawn
*
* This function should not be called by applications: it is
* used when embedding a #ClutterStage into a toolkit with
* another windowing system, like GTK+.
*
*
*/
void
clutter_stage_ensure_redraw (ClutterStage *stage)
{
ClutterMasterClock *master_clock;
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (!priv->relayout_pending && !priv->redraw_pending)
_clutter_stage_schedule_update (stage);
priv->relayout_pending = TRUE;
priv->redraw_pending = TRUE;
master_clock = _clutter_master_clock_get_default ();
_clutter_master_clock_start_running (master_clock);
}
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));
Try to mop up the default stage mess The default stage was a neat concept when we started Clutter out, somewhere in the Jurassic era; a singleton instance that gets created at initialization time, and remains the same for the entire duration of the process. Worked well enough when Clutter was a small library meant to be used to write fullscreen media browsers, but since the introduction of multiple stages, and Clutter being used to create all sorts of applications, the default stage is just a vestigial remainder of that past, like an appendix; something that complicates the layout of the code and introduces weird behaviour, so that you notice its existence only when something goes wrong. Some platforms we do support, though, only have one framebuffer, so it makes sense for them to have only one stage. At this point, the only sane thing to do is to go through the same code paths on all platforms, and that code path is the stage instance creation and initialization — i.e. clutter_stage_new() (or g_object_new() with CLUTTER_TYPE_STAGE). For platforms that support multiple stages, nothing has changed: the stage created by clutter_stage_get_default() will be set as the default one; if nobody calls it, the default stage is never created, and it just lives on as a meaningless check. For platforms that only support one stage, clutter_stage_new() and clutter_stage_get_default() will behave exactly the same the first time they are called: both will create a stage, and set it as the default. Calling clutter_stage_new() a second time is treated as a programmer error, and will result in Clutter aborting. This is a behavioural change because the existing behaviour or creating a new ClutterStage instance with the same ClutterStageWindow private implementation is, simply put, utterly braindamaged and I should have *never* had written it, and I apologize for it. In my defence, I didn't know any better at the time. This is the first step towards the complete deprecation of clutter_stage_get_default() and clutter_stage_is_default(), which will come later.
2011-11-09 14:04:05 +00:00
if (stage->priv->impl != NULL)
g_object_unref (stage->priv->impl);
stage->priv->impl = 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)
{
ClutterStageManager *manager = clutter_stage_manager_get_default ();
ClutterStage *stage;
stage = clutter_stage_manager_get_default_stage (manager);
if (stage == NULL)
return NULL;
return _clutter_stage_get_window (stage);
}
/**
* clutter_stage_set_throttle_motion_events:
* @stage: a #ClutterStage
* @throttle: %TRUE to throttle motion events
*
* Sets whether motion events received between redraws should
* be throttled or not. If motion events are throttled, those
* events received by the windowing system between redraws will
* be compressed so that only the last event will be propagated
* to the @stage and its actors.
*
* This function should only be used if you want to have all
* the motion events delivered to your application code.
*
*
*/
void
clutter_stage_set_throttle_motion_events (ClutterStage *stage,
gboolean throttle)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (priv->throttle_motion_events != throttle)
priv->throttle_motion_events = throttle;
}
/**
* clutter_stage_get_throttle_motion_events:
* @stage: a #ClutterStage
*
* Retrieves the value set with clutter_stage_set_throttle_motion_events()
*
* Return value: %TRUE if the motion events are being throttled,
* and %FALSE otherwise
*
*
*/
gboolean
clutter_stage_get_throttle_motion_events (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
return stage->priv->throttle_motion_events;
}
/**
* clutter_stage_set_use_alpha:
* @stage: a #ClutterStage
* @use_alpha: whether the stage should honour the opacity or the
* alpha channel of the stage color
*
* Sets whether the @stage should honour the #ClutterActor:opacity and
* the alpha channel of the #ClutterStage:color
*
*
*/
void
clutter_stage_set_use_alpha (ClutterStage *stage,
gboolean use_alpha)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (priv->use_alpha != use_alpha)
{
priv->use_alpha = use_alpha;
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
g_object_notify (G_OBJECT (stage), "use-alpha");
}
}
/**
* clutter_stage_get_use_alpha:
* @stage: a #ClutterStage
*
* Retrieves the value set using clutter_stage_set_use_alpha()
*
* Return value: %TRUE if the stage should honour the opacity and the
* alpha channel of the stage color
*
*
*/
gboolean
clutter_stage_get_use_alpha (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
return stage->priv->use_alpha;
}
/**
* clutter_stage_set_minimum_size:
* @stage: a #ClutterStage
* @width: width, in pixels
* @height: height, in pixels
*
* Sets the minimum size for a stage window, if the default backend
* uses #ClutterStage inside a window
*
* This is a convenience function, and it is equivalent to setting the
* #ClutterActor:min-width and #ClutterActor:min-height on @stage
*
* If the current size of @stage is smaller than the minimum size, the
* @stage will be resized to the new @width and @height
*
* This function has no effect if @stage is fullscreen
*
*
*/
void
clutter_stage_set_minimum_size (ClutterStage *stage,
guint width,
guint height)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail ((width > 0) && (height > 0));
g_object_set (G_OBJECT (stage),
"min-width", (gfloat) width,
"min-height", (gfloat )height,
NULL);
}
/**
* clutter_stage_get_minimum_size:
* @stage: a #ClutterStage
* @width: (out): return location for the minimum width, in pixels,
* or %NULL
* @height: (out): return location for the minimum height, in pixels,
* or %NULL
*
* Retrieves the minimum size for a stage window as set using
* clutter_stage_set_minimum_size().
*
* The returned size may not correspond to the actual minimum size and
* it is specific to the #ClutterStage implementation inside the
* Clutter backend
*
*
*/
void
clutter_stage_get_minimum_size (ClutterStage *stage,
guint *width_p,
guint *height_p)
{
gfloat width, height;
gboolean width_set, height_set;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_object_get (G_OBJECT (stage),
"min-width", &width,
"min-width-set", &width_set,
"min-height", &height,
"min-height-set", &height_set,
NULL);
/* if not width or height have been set, then the Stage
* minimum size is defined to be 1x1
*/
if (!width_set)
width = 1;
if (!height_set)
height = 1;
if (width_p)
*width_p = (guint) width;
if (height_p)
*height_p = (guint) height;
}
void
_clutter_stage_schedule_update (ClutterStage *stage)
{
ClutterStageWindow *stage_window;
if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
return;
stage_window = _clutter_stage_get_window (stage);
if (stage_window == NULL)
return;
return _clutter_stage_window_schedule_update (stage_window,
stage->priv->sync_delay);
}
/* Returns the earliest time the stage is ready to update */
gint64
_clutter_stage_get_update_time (ClutterStage *stage)
{
ClutterStageWindow *stage_window;
if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
return 0;
stage_window = _clutter_stage_get_window (stage);
if (stage_window == NULL)
return 0;
return _clutter_stage_window_get_update_time (stage_window);
}
void
_clutter_stage_clear_update_time (ClutterStage *stage)
{
ClutterStageWindow *stage_window;
stage_window = _clutter_stage_get_window (stage);
if (stage_window)
_clutter_stage_window_clear_update_time (stage_window);
}
/**
* clutter_stage_set_no_clear_hint:
* @stage: a #ClutterStage
* @no_clear: %TRUE if the @stage should not clear itself on every
* repaint cycle
*
* Sets whether the @stage should clear itself at the beginning
* of each paint cycle or not.
*
* Clearing the #ClutterStage can be a costly operation, especially
* if the stage is always covered - for instance, in a full-screen
* video player or in a game with a background texture.
*
* <note><para>This setting is a hint; Clutter might discard this
* hint depending on its internal state.</para></note>
*
* <warning><para>If parts of the stage are visible and you disable
* clearing you might end up with visual artifacts while painting the
* contents of the stage.</para></warning>
*
*
*/
void
clutter_stage_set_no_clear_hint (ClutterStage *stage,
gboolean no_clear)
{
ClutterStagePrivate *priv;
ClutterStageHint new_hints;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
new_hints = priv->stage_hints;
if (no_clear)
new_hints |= CLUTTER_STAGE_NO_CLEAR_ON_PAINT;
else
new_hints &= ~CLUTTER_STAGE_NO_CLEAR_ON_PAINT;
if (priv->stage_hints == new_hints)
return;
priv->stage_hints = new_hints;
g_object_notify (G_OBJECT (stage), "no-clear-hint");
}
/**
* clutter_stage_get_no_clear_hint:
* @stage: a #ClutterStage
*
* Retrieves the hint set with clutter_stage_set_no_clear_hint()
*
* Return value: %TRUE if the stage should not clear itself on every paint
* cycle, and %FALSE otherwise
*
*
*/
gboolean
clutter_stage_get_no_clear_hint (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
return (stage->priv->stage_hints & CLUTTER_STAGE_NO_CLEAR_ON_PAINT) != 0;
}
paint volumes: another pass at the design This is a fairly extensive second pass at exposing paint volumes for actors. The API has changed to allow clutter_actor_get_paint_volume to fail since there are times - such as when an actor isn't a descendent of the stage - when the volume can't be determined. Another example is when something has connected to the "paint" signal of the actor and we simply have no way of knowing what might be drawn in that handler. The API has also be changed to return a const ClutterPaintVolume pointer (transfer none) so we can avoid having to dynamically allocate the volumes in the most common/performance critical code paths. Profiling was showing the slice allocation of volumes taking about 1% of an apps time, for some fairly basic tests. Most volumes can now simply be allocated on the stack; for clutter_actor_get_paint_volume we return a pointer to &priv->paint_volume and if we need a more dynamic allocation there is now a _clutter_stage_paint_volume_stack_allocate() mechanism which lets us allocate data which expires at the start of the next frame. The API has been extended to make it easier to implement get_paint_volume for containers by using clutter_actor_get_transformed_paint_volume and clutter_paint_volume_union. The first allows you to query the paint volume of a child but transformed into parent actor coordinates. The second lets you combine volumes together so you can union all the volumes for a container's children and report that as the container's own volume. The representation of paint volumes has been updated to consider that 2D actors are the most common. The effect apis, clutter-texture and clutter-group have been update accordingly.
2010-09-07 17:04:19 +00:00
ClutterPaintVolume *
_clutter_stage_paint_volume_stack_allocate (ClutterStage *stage)
{
GArray *paint_volume_stack = stage->priv->paint_volume_stack;
g_array_set_size (paint_volume_stack,
paint_volume_stack->len+1);
return &g_array_index (paint_volume_stack,
ClutterPaintVolume,
paint_volume_stack->len - 1);
}
void
_clutter_stage_paint_volume_stack_free_all (ClutterStage *stage)
{
GArray *paint_volume_stack = stage->priv->paint_volume_stack;
int i;
for (i = 0; i < paint_volume_stack->len; i++)
{
ClutterPaintVolume *pv =
&g_array_index (paint_volume_stack, ClutterPaintVolume, i);
clutter_paint_volume_free (pv);
}
g_array_set_size (paint_volume_stack, 0);
}
/* The is an out-of-band paramater available while painting that
* can be used to cull actors. */
const ClutterPlane *
_clutter_stage_get_clip (ClutterStage *stage)
{
return stage->priv->current_clip_planes;
}
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
/* When an actor queues a redraw we add it to a list on the stage that
* gets processed once all updates to the stage have been finished.
*
* This deferred approach to processing queue_redraw requests means
* that we can avoid redundant transformations of clip volumes if
* something later triggers a full stage redraw anyway. It also means
* we can be more sure that all the referenced actors will have valid
* allocations improving the chance that we can determine the actors
* paint volume so we can clip the redraw request even if the user
* didn't explicitly do so.
*/
ClutterStageQueueRedrawEntry *
_clutter_stage_queue_actor_redraw (ClutterStage *stage,
ClutterStageQueueRedrawEntry *entry,
ClutterActor *actor,
ClutterPaintVolume *clip)
{
ClutterStagePrivate *priv = stage->priv;
CLUTTER_NOTE (CLIPPING, "stage_queue_actor_redraw (actor=%s, clip=%p): ",
_clutter_actor_get_debug_name (actor), clip);
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
if (!priv->redraw_pending)
{
ClutterMasterClock *master_clock;
CLUTTER_NOTE (PAINT, "First redraw request");
_clutter_stage_schedule_update (stage);
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
priv->redraw_pending = TRUE;
master_clock = _clutter_master_clock_get_default ();
_clutter_master_clock_start_running (master_clock);
}
#ifdef CLUTTER_ENABLE_DEBUG
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
else
{
CLUTTER_NOTE (PAINT, "Redraw request number %lu",
priv->redraw_count + 1);
priv->redraw_count += 1;
}
#endif /* CLUTTER_ENABLE_DEBUG */
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
/* We have an optimization in _clutter_stage_do_pick to detect when
* the scene is static so we can cache a full, un-clipped pick
* buffer to avoid continuous pick renders.
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
*
* Currently the assumption is that actors queue a redraw when some
* state changes that affects painting *or* picking so we can use
* this point to invalidate any currently cached pick buffer.
*/
_clutter_stage_set_pick_buffer_valid (stage, FALSE, -1);
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
if (entry)
{
/* Ignore all requests to queue a redraw for an actor if a full
* (non-clipped) redraw of the actor has already been queued. */
if (!entry->has_clip)
{
CLUTTER_NOTE (CLIPPING, "Bail from stage_queue_actor_redraw (%s): "
"Unclipped redraw of actor already queued",
_clutter_actor_get_debug_name (actor));
return entry;
}
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
/* If queuing a clipped redraw and a clipped redraw has
* previously been queued for this actor then combine the latest
* clip together with the existing clip */
if (clip)
clutter_paint_volume_union (&entry->clip, clip);
else
{
clutter_paint_volume_free (&entry->clip);
entry->has_clip = FALSE;
}
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
return entry;
}
else
{
entry = g_slice_new (ClutterStageQueueRedrawEntry);
entry->actor = g_object_ref (actor);
if (clip)
{
entry->has_clip = TRUE;
_clutter_paint_volume_init_static (&entry->clip, actor);
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
_clutter_paint_volume_set_from_volume (&entry->clip, clip);
}
else
entry->has_clip = FALSE;
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
stage->priv->pending_queue_redraws =
g_list_prepend (stage->priv->pending_queue_redraws, entry);
return entry;
}
}
static void
free_queue_redraw_entry (ClutterStageQueueRedrawEntry *entry)
{
if (entry->actor)
g_object_unref (entry->actor);
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
if (entry->has_clip)
clutter_paint_volume_free (&entry->clip);
g_slice_free (ClutterStageQueueRedrawEntry, entry);
}
void
_clutter_stage_queue_redraw_entry_invalidate (ClutterStageQueueRedrawEntry *entry)
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
{
if (entry == NULL)
return;
if (entry->actor != NULL)
{
g_object_unref (entry->actor);
entry->actor = NULL;
}
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
if (entry->has_clip)
{
clutter_paint_volume_free (&entry->clip);
entry->has_clip = FALSE;
}
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
}
static void
_clutter_stage_maybe_finish_queue_redraws (ClutterStage *stage)
{
/* Note: we have to repeat until the pending_queue_redraws list is
* empty because actors are allowed to queue redraws in response to
* the queue-redraw signal. For example Clone actors or
* texture_new_from_actor actors will have to queue a redraw if
* their source queues a redraw.
*/
while (stage->priv->pending_queue_redraws)
{
GList *l;
/* XXX: we need to allow stage->priv->pending_queue_redraws to
* be updated while we process the current entries in the list
* so we steal the list pointer and then reset it to an empty
* list before processing... */
GList *stolen_list = stage->priv->pending_queue_redraws;
stage->priv->pending_queue_redraws = NULL;
for (l = stolen_list; l; l = l->next)
{
ClutterStageQueueRedrawEntry *entry = l->data;
ClutterPaintVolume *clip;
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
/* NB: Entries may be invalidated if the actor gets destroyed */
if (G_LIKELY (entry->actor != NULL))
{
clip = entry->has_clip ? &entry->clip : NULL;
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
_clutter_actor_finish_queue_redraw (entry->actor, clip);
}
actor: defer queue-redraw signaling Instead of immediately, recursively emitting the "queue-redraw" signal when clutter_actor_queue_redraw is called we now defer this process until all stage updates are complete. This allows us to aggregate repeated _queue_redraw requests for the same actor avoiding redundant paint volume transformations. By deferring we also increase the likelihood that the actor will have a valid paint volume since it will have an up to date allocation; this in turn means we will more often be able to automatically queue clipped redraws which can have a big impact on performance. Here's an outline of the actor queue redraw mechanism: The process starts in clutter_actor_queue_redraw or _clutter_actor_queue_redraw_with_clip. These functions queue an entry in a list associated with the stage which is a list of actors that queued a redraw while updating the timelines, performing layouting and processing other mainloop sources before the next paint starts. We aim to minimize the processing done at this point because there is a good chance other events will happen while updating the scenegraph that would invalidate any expensive work we might otherwise try to do here. For example we don't try and resolve the screen space bounding box of an actor at this stage so as to minimize how much of the screen redraw because it's possible something else will happen which will force a full redraw anyway. When all updates are complete and we come to paint the stage (see _clutter_stage_do_update) then we iterate this list and actually emit the "queue-redraw" signals for each of the listed actors which will bubble up to the stage for each actor and at that point we will transform the actors paint volume into screen coordinates to determine the clip region for what needs to be redrawn in the next paint. Note: actors are allowed to queue a redraw in reseponse to a queue-redraw signal so we repeat the processing of the list until it remains empty. An example of when this happens is for Clone actors or clutter_texture_new_from_actor actors which need to queue a redraw if their source queues a redraw.
2010-09-10 00:33:02 +00:00
free_queue_redraw_entry (entry);
}
g_list_free (stolen_list);
}
}
/**
* clutter_stage_set_accept_focus:
* @stage: a #ClutterStage
* @accept_focus: %TRUE to accept focus on show
*
* Sets whether the @stage should accept the key focus when shown.
*
* This function should be called before showing @stage using
* clutter_actor_show().
*
*
*/
void
clutter_stage_set_accept_focus (ClutterStage *stage,
gboolean accept_focus)
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
accept_focus = !!accept_focus;
priv = stage->priv;
if (priv->accept_focus != accept_focus)
{
_clutter_stage_window_set_accept_focus (priv->impl, accept_focus);
g_object_notify (G_OBJECT (stage), "accept-focus");
}
}
/**
* clutter_stage_get_accept_focus:
* @stage: a #ClutterStage
*
* Retrieves the value set with clutter_stage_set_accept_focus().
*
* Return value: %TRUE if the #ClutterStage should accept focus, and %FALSE
* otherwise
*
*
*/
gboolean
clutter_stage_get_accept_focus (ClutterStage *stage)
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), TRUE);
return stage->priv->accept_focus;
}
/**
* clutter_stage_set_motion_events_enabled:
* @stage: a #ClutterStage
* @enabled: %TRUE to enable the motion events delivery, and %FALSE
* otherwise
*
* Sets whether per-actor motion events (and relative crossing
* events) should be disabled or not.
*
* The default is %TRUE.
*
* If @enable is %FALSE the following events will not be delivered
* to the actors children of @stage.
*
* <itemizedlist>
* <listitem><para>#ClutterActor::motion-event</para></listitem>
* <listitem><para>#ClutterActor::enter-event</para></listitem>
* <listitem><para>#ClutterActor::leave-event</para></listitem>
* </itemizedlist>
*
* The events will still be delivered to the #ClutterStage.
*
* The main side effect of this function is that disabling the motion
* events will disable picking to detect the #ClutterActor underneath
* the pointer for each motion event. This is useful, for instance,
* when dragging a #ClutterActor across the @stage: the actor underneath
* the pointer is not going to change, so it's meaningless to perform
* a pick.
*
*
*/
Store the motion event deliver flag in ClutterStage Once upon a time, the land of Clutter had a stage singleton. It was created automatically at initialization time and stayed around even after the main loop was terminated. The singleton was content in being all there was. There also was a global API to handle the configuration of the stage singleton that would affect the behaviour on other classes, signals and properties. Then, an evil wizard came along and locked the stage singleton in his black tower, and twisted it until it was possible to create new stages. These new stages were pesky, and didn't have the same semantics of the singleton: they didn't stay around when closed, or terminate the main loop on delete events. The evil wizard also started moving all the stage-related API from the global context into class-specific methods. Finally, the evil wizard cast a spell, and the stage singleton was demoted to creation on demand - and until somebody called the clutter_stage_get_default() function, the singleton remained in a limbo of NULL pointers and undefined memory areas. There was a last bit - literally - of information still held by the global API; a tiny, little flag that disabled per-actor motion events. The evil wizard added private accessors for it, and stored it inside the stage private structure, in preparation for a deprecation that would come in a future development cycle. The evil wizard looked down upon the land of Clutter from the height of his black tower; the lay of the land had been reshaped into a crucible of potential, and the last dregs of the original force of creation were either molted into new, useful shapes, or blasted away by the sheer fury of his will. All was good.
2011-02-18 17:19:04 +00:00
void
clutter_stage_set_motion_events_enabled (ClutterStage *stage,
gboolean enabled)
Store the motion event deliver flag in ClutterStage Once upon a time, the land of Clutter had a stage singleton. It was created automatically at initialization time and stayed around even after the main loop was terminated. The singleton was content in being all there was. There also was a global API to handle the configuration of the stage singleton that would affect the behaviour on other classes, signals and properties. Then, an evil wizard came along and locked the stage singleton in his black tower, and twisted it until it was possible to create new stages. These new stages were pesky, and didn't have the same semantics of the singleton: they didn't stay around when closed, or terminate the main loop on delete events. The evil wizard also started moving all the stage-related API from the global context into class-specific methods. Finally, the evil wizard cast a spell, and the stage singleton was demoted to creation on demand - and until somebody called the clutter_stage_get_default() function, the singleton remained in a limbo of NULL pointers and undefined memory areas. There was a last bit - literally - of information still held by the global API; a tiny, little flag that disabled per-actor motion events. The evil wizard added private accessors for it, and stored it inside the stage private structure, in preparation for a deprecation that would come in a future development cycle. The evil wizard looked down upon the land of Clutter from the height of his black tower; the lay of the land had been reshaped into a crucible of potential, and the last dregs of the original force of creation were either molted into new, useful shapes, or blasted away by the sheer fury of his will. All was good.
2011-02-18 17:19:04 +00:00
{
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
Store the motion event deliver flag in ClutterStage Once upon a time, the land of Clutter had a stage singleton. It was created automatically at initialization time and stayed around even after the main loop was terminated. The singleton was content in being all there was. There also was a global API to handle the configuration of the stage singleton that would affect the behaviour on other classes, signals and properties. Then, an evil wizard came along and locked the stage singleton in his black tower, and twisted it until it was possible to create new stages. These new stages were pesky, and didn't have the same semantics of the singleton: they didn't stay around when closed, or terminate the main loop on delete events. The evil wizard also started moving all the stage-related API from the global context into class-specific methods. Finally, the evil wizard cast a spell, and the stage singleton was demoted to creation on demand - and until somebody called the clutter_stage_get_default() function, the singleton remained in a limbo of NULL pointers and undefined memory areas. There was a last bit - literally - of information still held by the global API; a tiny, little flag that disabled per-actor motion events. The evil wizard added private accessors for it, and stored it inside the stage private structure, in preparation for a deprecation that would come in a future development cycle. The evil wizard looked down upon the land of Clutter from the height of his black tower; the lay of the land had been reshaped into a crucible of potential, and the last dregs of the original force of creation were either molted into new, useful shapes, or blasted away by the sheer fury of his will. All was good.
2011-02-18 17:19:04 +00:00
enabled = !!enabled;
if (priv->motion_events_enabled != enabled)
priv->motion_events_enabled = enabled;
Store the motion event deliver flag in ClutterStage Once upon a time, the land of Clutter had a stage singleton. It was created automatically at initialization time and stayed around even after the main loop was terminated. The singleton was content in being all there was. There also was a global API to handle the configuration of the stage singleton that would affect the behaviour on other classes, signals and properties. Then, an evil wizard came along and locked the stage singleton in his black tower, and twisted it until it was possible to create new stages. These new stages were pesky, and didn't have the same semantics of the singleton: they didn't stay around when closed, or terminate the main loop on delete events. The evil wizard also started moving all the stage-related API from the global context into class-specific methods. Finally, the evil wizard cast a spell, and the stage singleton was demoted to creation on demand - and until somebody called the clutter_stage_get_default() function, the singleton remained in a limbo of NULL pointers and undefined memory areas. There was a last bit - literally - of information still held by the global API; a tiny, little flag that disabled per-actor motion events. The evil wizard added private accessors for it, and stored it inside the stage private structure, in preparation for a deprecation that would come in a future development cycle. The evil wizard looked down upon the land of Clutter from the height of his black tower; the lay of the land had been reshaped into a crucible of potential, and the last dregs of the original force of creation were either molted into new, useful shapes, or blasted away by the sheer fury of his will. All was good.
2011-02-18 17:19:04 +00:00
}
/**
* clutter_stage_get_motion_events_enabled:
* @stage: a #ClutterStage
*
* Retrieves the value set using clutter_stage_set_motion_events_enabled().
*
* Return value: %TRUE if the per-actor motion event delivery is enabled
* and %FALSE otherwise
*
*
*/
Store the motion event deliver flag in ClutterStage Once upon a time, the land of Clutter had a stage singleton. It was created automatically at initialization time and stayed around even after the main loop was terminated. The singleton was content in being all there was. There also was a global API to handle the configuration of the stage singleton that would affect the behaviour on other classes, signals and properties. Then, an evil wizard came along and locked the stage singleton in his black tower, and twisted it until it was possible to create new stages. These new stages were pesky, and didn't have the same semantics of the singleton: they didn't stay around when closed, or terminate the main loop on delete events. The evil wizard also started moving all the stage-related API from the global context into class-specific methods. Finally, the evil wizard cast a spell, and the stage singleton was demoted to creation on demand - and until somebody called the clutter_stage_get_default() function, the singleton remained in a limbo of NULL pointers and undefined memory areas. There was a last bit - literally - of information still held by the global API; a tiny, little flag that disabled per-actor motion events. The evil wizard added private accessors for it, and stored it inside the stage private structure, in preparation for a deprecation that would come in a future development cycle. The evil wizard looked down upon the land of Clutter from the height of his black tower; the lay of the land had been reshaped into a crucible of potential, and the last dregs of the original force of creation were either molted into new, useful shapes, or blasted away by the sheer fury of his will. All was good.
2011-02-18 17:19:04 +00:00
gboolean
clutter_stage_get_motion_events_enabled (ClutterStage *stage)
Store the motion event deliver flag in ClutterStage Once upon a time, the land of Clutter had a stage singleton. It was created automatically at initialization time and stayed around even after the main loop was terminated. The singleton was content in being all there was. There also was a global API to handle the configuration of the stage singleton that would affect the behaviour on other classes, signals and properties. Then, an evil wizard came along and locked the stage singleton in his black tower, and twisted it until it was possible to create new stages. These new stages were pesky, and didn't have the same semantics of the singleton: they didn't stay around when closed, or terminate the main loop on delete events. The evil wizard also started moving all the stage-related API from the global context into class-specific methods. Finally, the evil wizard cast a spell, and the stage singleton was demoted to creation on demand - and until somebody called the clutter_stage_get_default() function, the singleton remained in a limbo of NULL pointers and undefined memory areas. There was a last bit - literally - of information still held by the global API; a tiny, little flag that disabled per-actor motion events. The evil wizard added private accessors for it, and stored it inside the stage private structure, in preparation for a deprecation that would come in a future development cycle. The evil wizard looked down upon the land of Clutter from the height of his black tower; the lay of the land had been reshaped into a crucible of potential, and the last dregs of the original force of creation were either molted into new, useful shapes, or blasted away by the sheer fury of his will. All was good.
2011-02-18 17:19:04 +00:00
{
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
Store the motion event deliver flag in ClutterStage Once upon a time, the land of Clutter had a stage singleton. It was created automatically at initialization time and stayed around even after the main loop was terminated. The singleton was content in being all there was. There also was a global API to handle the configuration of the stage singleton that would affect the behaviour on other classes, signals and properties. Then, an evil wizard came along and locked the stage singleton in his black tower, and twisted it until it was possible to create new stages. These new stages were pesky, and didn't have the same semantics of the singleton: they didn't stay around when closed, or terminate the main loop on delete events. The evil wizard also started moving all the stage-related API from the global context into class-specific methods. Finally, the evil wizard cast a spell, and the stage singleton was demoted to creation on demand - and until somebody called the clutter_stage_get_default() function, the singleton remained in a limbo of NULL pointers and undefined memory areas. There was a last bit - literally - of information still held by the global API; a tiny, little flag that disabled per-actor motion events. The evil wizard added private accessors for it, and stored it inside the stage private structure, in preparation for a deprecation that would come in a future development cycle. The evil wizard looked down upon the land of Clutter from the height of his black tower; the lay of the land had been reshaped into a crucible of potential, and the last dregs of the original force of creation were either molted into new, useful shapes, or blasted away by the sheer fury of his will. All was good.
2011-02-18 17:19:04 +00:00
return stage->priv->motion_events_enabled;
}
/* NB: The presumption shouldn't be that a stage can't be comprised
* of multiple internal framebuffers, so instead of simply naming
* this function _clutter_stage_get_framebuffer(), the "active"
* infix is intended to clarify that it gets the framebuffer that
* is currently in use/being painted.
*/
CoglFramebuffer *
_clutter_stage_get_active_framebuffer (ClutterStage *stage)
{
return stage->priv->active_framebuffer;
}
gint32
_clutter_stage_acquire_pick_id (ClutterStage *stage,
ClutterActor *actor)
{
ClutterStagePrivate *priv = stage->priv;
g_assert (priv->pick_id_pool != NULL);
return _clutter_id_pool_add (priv->pick_id_pool, actor);
}
void
_clutter_stage_release_pick_id (ClutterStage *stage,
gint32 pick_id)
{
ClutterStagePrivate *priv = stage->priv;
g_assert (priv->pick_id_pool != NULL);
_clutter_id_pool_remove (priv->pick_id_pool, pick_id);
}
ClutterActor *
_clutter_stage_get_actor_by_pick_id (ClutterStage *stage,
gint32 pick_id)
{
ClutterStagePrivate *priv = stage->priv;
g_assert (priv->pick_id_pool != NULL);
return _clutter_id_pool_lookup (priv->pick_id_pool, pick_id);
}
void
_clutter_stage_add_pointer_drag_actor (ClutterStage *stage,
ClutterInputDevice *device,
ClutterActor *actor)
{
GHashTable *drag_actors;
drag_actors = g_object_get_data (G_OBJECT (stage),
"__clutter_stage_pointer_drag_actors");
if (drag_actors == NULL)
{
drag_actors = g_hash_table_new (NULL, NULL);
g_object_set_data_full (G_OBJECT (stage),
"__clutter_stage_pointer_drag_actors",
drag_actors,
(GDestroyNotify) g_hash_table_destroy);
}
g_hash_table_replace (drag_actors, device, actor);
}
ClutterActor *
_clutter_stage_get_pointer_drag_actor (ClutterStage *stage,
ClutterInputDevice *device)
{
GHashTable *drag_actors;
drag_actors = g_object_get_data (G_OBJECT (stage),
"__clutter_stage_pointer_drag_actors");
if (drag_actors == NULL)
return NULL;
return g_hash_table_lookup (drag_actors, device);
}
void
_clutter_stage_remove_pointer_drag_actor (ClutterStage *stage,
ClutterInputDevice *device)
{
GHashTable *drag_actors;
drag_actors = g_object_get_data (G_OBJECT (stage),
"__clutter_stage_pointer_drag_actors");
if (drag_actors == NULL)
return;
g_hash_table_remove (drag_actors, device);
if (g_hash_table_size (drag_actors) == 0)
g_object_set_data (G_OBJECT (stage),
"__clutter_stage_pointer_drag_actors",
NULL);
}
void
_clutter_stage_add_touch_drag_actor (ClutterStage *stage,
ClutterEventSequence *sequence,
ClutterActor *actor)
{
GHashTable *drag_actors;
drag_actors = g_object_get_data (G_OBJECT (stage),
"__clutter_stage_touch_drag_actors");
if (drag_actors == NULL)
{
drag_actors = g_hash_table_new (NULL, NULL);
g_object_set_data_full (G_OBJECT (stage),
"__clutter_stage_touch_drag_actors",
drag_actors,
(GDestroyNotify) g_hash_table_destroy);
}
g_hash_table_replace (drag_actors, sequence, actor);
}
ClutterActor *
_clutter_stage_get_touch_drag_actor (ClutterStage *stage,
ClutterEventSequence *sequence)
{
GHashTable *drag_actors;
drag_actors = g_object_get_data (G_OBJECT (stage),
"__clutter_stage_touch_drag_actors");
if (drag_actors == NULL)
return NULL;
return g_hash_table_lookup (drag_actors, sequence);
}
void
_clutter_stage_remove_touch_drag_actor (ClutterStage *stage,
ClutterEventSequence *sequence)
{
GHashTable *drag_actors;
drag_actors = g_object_get_data (G_OBJECT (stage),
"__clutter_stage_touch_drag_actors");
if (drag_actors == NULL)
return;
g_hash_table_remove (drag_actors, sequence);
if (g_hash_table_size (drag_actors) == 0)
g_object_set_data (G_OBJECT (stage),
"__clutter_stage_touch_drag_actors",
NULL);
}
/*< private >
* _clutter_stage_get_state:
* @stage: a #ClutterStage
*
* Retrieves the current #ClutterStageState flags associated to the @stage.
*
* Return value: a bitwise OR of #ClutterStageState flags
*/
ClutterStageState
_clutter_stage_get_state (ClutterStage *stage)
{
return stage->priv->current_state;
}
/*< private >
* _clutter_stage_is_activated:
* @stage: a #ClutterStage
*
* Checks whether the @stage state includes %CLUTTER_STAGE_STATE_ACTIVATED.
*
* Return value: %TRUE if the @stage is active
*/
gboolean
_clutter_stage_is_activated (ClutterStage *stage)
{
return (stage->priv->current_state & CLUTTER_STAGE_STATE_ACTIVATED) != 0;
}
/*< private >
* _clutter_stage_is_fullscreen:
* @stage: a #ClutterStage
*
* Checks whether the @stage state includes %CLUTTER_STAGE_STATE_FULLSCREEN.
*
* Return value: %TRUE if the @stage is fullscreen
*/
gboolean
_clutter_stage_is_fullscreen (ClutterStage *stage)
{
return (stage->priv->current_state & CLUTTER_STAGE_STATE_FULLSCREEN) != 0;
}
/*< private >
* _clutter_stage_update_state:
* @stage: a #ClutterStage
* @unset_flags: flags to unset
* @set_flags: flags to set
*
* Updates the state of @stage, by unsetting the @unset_flags and setting
* the @set_flags.
*
* If the stage state has been changed, this function will queue a
* #ClutterEvent of type %CLUTTER_STAGE_STATE.
*
* Return value: %TRUE if the state was updated, and %FALSE otherwise
*/
gboolean
_clutter_stage_update_state (ClutterStage *stage,
ClutterStageState unset_flags,
ClutterStageState set_flags)
{
ClutterStageState new_state;
ClutterEvent *event;
new_state = stage->priv->current_state;
new_state |= set_flags;
new_state &= ~unset_flags;
if (new_state == stage->priv->current_state)
return FALSE;
event = clutter_event_new (CLUTTER_STAGE_STATE);
clutter_event_set_stage (event, stage);
event->stage_state.new_state = new_state;
event->stage_state.changed_mask = new_state ^ stage->priv->current_state;
stage->priv->current_state = new_state;
_clutter_event_push (event, FALSE);
return TRUE;
}
/**
* clutter_stage_set_sync_delay:
* @stage: a #ClutterStage
* @sync_delay: number of milliseconds after frame presentation to wait
* before painting the next frame. If less than zero, restores the
* default behavior where redraw is throttled to the refresh rate but
* not synchronized to it.
*
* This function enables an alternate behavior where Clutter draws at
* a fixed point in time after the frame presentation time (also known
* as the VBlank time). This is most useful when the application
* wants to show incoming data with predictable latency. (The primary
* example of this would be a window system compositor.) By synchronizing
* to provide new data before Clutter redraws, an external source of
* updates (in the compositor, an application) can get a reliable latency.
*
* The appropriate value of @sync_delay depends on the complexity of
* drawing the stage's scene graph - in general a value of between 0
* and 8 ms (up to one-half of a typical 60hz frame rate) is appropriate.
* using a larger value will reduce latency but risks skipping a frame if
* drawing the stage takes too long.
*
* Stability: unstable
*/
void
clutter_stage_set_sync_delay (ClutterStage *stage,
gint sync_delay)
{
g_return_if_fail (CLUTTER_IS_STAGE (stage));
stage->priv->sync_delay = sync_delay;
}
/**
* clutter_stage_skip_sync_delay:
* @stage: a #ClutterStage
*
* Causes the next frame for the stage to be drawn as quickly as
* possible, ignoring any delay that clutter_stage_set_sync_delay()
* would normally cause.
*
* Stability: unstable
*/
void
clutter_stage_skip_sync_delay (ClutterStage *stage)
{
ClutterStageWindow *stage_window;
stage_window = _clutter_stage_get_window (stage);
if (stage_window)
_clutter_stage_window_schedule_update (stage_window, -1);
}