/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Authored By Matthew Allum * * Copyright (C) 2006 OpenedHand * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ /** * 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. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "clutter-backend.h" #include "clutter-stage.h" #include "clutter-main.h" #include "clutter-color.h" #include "clutter-util.h" #include "clutter-marshal.h" #include "clutter-enum-types.h" #include "clutter-private.h" #include "clutter-debug.h" #include "clutter-version.h" /* For flavour */ #include "cogl.h" G_DEFINE_ABSTRACT_TYPE (ClutterStage, clutter_stage, CLUTTER_TYPE_GROUP); #define CLUTTER_STAGE_GET_PRIVATE(obj) \ (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_STAGE, ClutterStagePrivate)) struct _ClutterStagePrivate { ClutterColor color; ClutterPerspective perspective; ClutterFog fog; guint is_fullscreen : 1; guint is_offscreen : 1; guint is_cursor_visible : 1; guint is_user_resizable : 1; guint use_fog : 1; gchar *title; ClutterActor *key_focused_actor; }; enum { PROP_0, PROP_COLOR, PROP_FULLSCREEN, PROP_OFFSCREEN, PROP_CURSOR_VISIBLE, PROP_PERSPECTIVE, PROP_TITLE, PROP_USER_RESIZE, PROP_USE_FOG }; enum { FULLSCREEN, UNFULLSCREEN, ACTIVATE, DEACTIVATE, LAST_SIGNAL }; static guint stage_signals[LAST_SIGNAL] = { 0, }; static void clutter_stage_paint (ClutterActor *self) { ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv; cogl_paint_init (&priv->color); if (priv->use_fog) { cogl_fog_set (&priv->color, priv->fog.density, priv->fog.z_near, priv->fog.z_far); } CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint (self); } static void clutter_stage_pick (ClutterActor *self, const ClutterColor *color) { /* Paint nothing, cogl_paint_init() effectively paints the stage * silhouette for us - see _clutter_do_pick(). * Chain up to the groups paint howerer so our children get picked * - clutter_group_pick */ CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint (self); } static void clutter_stage_set_property (GObject *object, guint prop_id, const GValue *value, GParamSpec *pspec) { ClutterStage *stage; ClutterStagePrivate *priv; ClutterActor *actor; stage = CLUTTER_STAGE (object); actor = CLUTTER_ACTOR (stage); priv = stage->priv; switch (prop_id) { case PROP_COLOR: clutter_stage_set_color (stage, g_value_get_boxed (value)); break; case PROP_OFFSCREEN: if (priv->is_offscreen == g_value_get_boolean (value)) return; if (CLUTTER_ACTOR_IS_REALIZED (actor)) { clutter_actor_unrealize (actor); priv->is_offscreen = g_value_get_boolean (value); clutter_actor_realize (actor); if (!CLUTTER_ACTOR_IS_REALIZED (actor)) priv->is_offscreen = ~g_value_get_boolean (value); } else priv->is_offscreen = g_value_get_boolean (value); break; case PROP_FULLSCREEN: if (g_value_get_boolean (value)) clutter_stage_fullscreen (stage); else clutter_stage_unfullscreen (stage); break; case PROP_CURSOR_VISIBLE: if (g_value_get_boolean (value)) clutter_stage_show_cursor (stage); else clutter_stage_hide_cursor (stage); break; case PROP_PERSPECTIVE: clutter_stage_set_perspectivex (stage, g_value_get_boxed (value)); break; case PROP_TITLE: clutter_stage_set_title (stage, g_value_get_string (value)); break; case PROP_USER_RESIZE: clutter_stage_set_user_resizable (stage, g_value_get_boolean (value)); break; case PROP_USE_FOG: clutter_stage_set_use_fog (stage, g_value_get_boolean (value)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void clutter_stage_get_property (GObject *object, guint prop_id, GValue *value, GParamSpec *pspec) { ClutterStage *stage; ClutterStagePrivate *priv; ClutterColor color; ClutterPerspective perspective; stage = CLUTTER_STAGE(object); priv = stage->priv; switch (prop_id) { case PROP_COLOR: clutter_stage_get_color (stage, &color); g_value_set_boxed (value, &color); break; case PROP_OFFSCREEN: g_value_set_boolean (value, priv->is_offscreen); break; case PROP_FULLSCREEN: g_value_set_boolean (value, priv->is_fullscreen); break; case PROP_CURSOR_VISIBLE: g_value_set_boolean (value, priv->is_cursor_visible); break; case PROP_PERSPECTIVE: clutter_stage_get_perspectivex (stage, &perspective); g_value_set_boxed (value, &perspective); break; case PROP_TITLE: g_value_set_string (value, priv->title); break; case PROP_USER_RESIZE: g_value_set_boolean (value, priv->is_user_resizable); break; case PROP_USE_FOG: g_value_set_boolean (value, priv->use_fog); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void clutter_stage_class_init (ClutterStageClass *klass) { GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass); gobject_class->set_property = clutter_stage_set_property; gobject_class->get_property = clutter_stage_get_property; actor_class->paint = clutter_stage_paint; actor_class->pick = clutter_stage_pick; /** * ClutterStage:fullscreen: * * Whether the stage should be fullscreen or not. */ g_object_class_install_property (gobject_class, PROP_FULLSCREEN, g_param_spec_boolean ("fullscreen", "Fullscreen", "Whether the main stage is fullscreen", FALSE, G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE)); /** * ClutterStage:offscreen: * * Whether the stage should be rendered in an offscreen buffer. */ g_object_class_install_property (gobject_class, PROP_OFFSCREEN, g_param_spec_boolean ("offscreen", "Offscreen", "Whether the main stage is renderer offscreen", FALSE, G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE)); /** * ClutterStage:cursor-visible: * * Whether the mouse pointer should be visible */ g_object_class_install_property (gobject_class, PROP_CURSOR_VISIBLE, g_param_spec_boolean ("cursor-visible", "Cursor Visible", "Whether the mouse pointer is visible on the main stage ", TRUE, G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE)); /** * ClutterStage:user-resizable: * * Whether the stage is able to be resized via user interaction. * * Since: 0.4 */ g_object_class_install_property (gobject_class, PROP_USER_RESIZE, g_param_spec_boolean ("user-resizable", "User Resizable", "Whether the stage is able to be resized via " "user interaction", FALSE, G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE)); /** * ClutterStage:color: * * The color of the main stage. */ g_object_class_install_property (gobject_class, PROP_COLOR, g_param_spec_boxed ("color", "Color", "The color of the main stage", CLUTTER_TYPE_COLOR, CLUTTER_PARAM_READWRITE)); /** * ClutterStage:title: * * The stages title - usually displayed in stage windows title decorations. * * Since: 0.4 */ g_object_class_install_property (gobject_class, PROP_TITLE, g_param_spec_string ("title", "Title", "Stage Title", NULL, CLUTTER_PARAM_READWRITE)); /** * ClutterStage:use-fog: * * Whether the stage should use a linear GL "fog" for creating the * depth-cueing effect to enhance the perception of depth by fading * actors farther from the viewpoing. * * Since: 0.6 */ g_object_class_install_property (gobject_class, PROP_USE_FOG, g_param_spec_boolean ("use-fog", "Use Fog", "Whether to enable depth cueing", FALSE, CLUTTER_PARAM_READWRITE)); /** * ClutterStage::fullscreen * @stage: the stage which was fullscreened * * The ::fullscreen signal is emitted when the stage is made fullscreen. * * Since: 0.6 */ stage_signals[FULLSCREEN] = g_signal_new ("fullscreen", G_TYPE_FROM_CLASS (gobject_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterStageClass, fullscreen), NULL, NULL, clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); /** * ClutterStage::unfullscreen * @stage: the stage which has left a fullscreen state. * * The ::unfullscreen signal is emitted when the stage leaves a fullscreen * state. * * Since: 0.6 */ stage_signals[UNFULLSCREEN] = g_signal_new ("unfullscreen", G_TYPE_FROM_CLASS (gobject_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterStageClass, unfullscreen), NULL, NULL, clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); /** * ClutterStage::activate * @stage: the stage which was activated * * The ::activate signal is emitted when the stage recieves key focus * from the underlying window system. * * Since: 0.6 */ stage_signals[ACTIVATE] = g_signal_new ("activate", G_TYPE_FROM_CLASS (gobject_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterStageClass, activate), NULL, NULL, clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); /** * ClutterStage::deactivate * @stage: the stage which was deactivated * * The ::activate signal is emitted when the stage loses key focus * from the underlying window system. * * Since: 0.6 */ stage_signals[DEACTIVATE] = g_signal_new ("deactivate", G_TYPE_FROM_CLASS (gobject_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterStageClass, deactivate), NULL, NULL, clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); g_type_class_add_private (gobject_class, sizeof (ClutterStagePrivate)); } static void clutter_stage_init (ClutterStage *self) { ClutterStagePrivate *priv; /* a stage is a top-level object */ CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IS_TOPLEVEL); self->priv = priv = CLUTTER_STAGE_GET_PRIVATE (self); priv->is_offscreen = FALSE; priv->is_fullscreen = FALSE; priv->is_user_resizable = FALSE; priv->is_cursor_visible = TRUE; priv->use_fog = FALSE; priv->color.red = 0xff; priv->color.green = 0xff; priv->color.blue = 0xff; priv->color.alpha = 0xff; priv->perspective.fovy = CFX_60; /* 60 Degrees */ priv->perspective.aspect = CFX_ONE; priv->perspective.z_near = CLUTTER_FLOAT_TO_FIXED (0.1); priv->perspective.z_far = CLUTTER_FLOAT_TO_FIXED (100.0); /* depth cueing */ priv->fog.density = CLUTTER_FLOAT_TO_FIXED (0.1); priv->fog.z_near = CLUTTER_FLOAT_TO_FIXED (1.0); priv->fog.z_far = CLUTTER_FLOAT_TO_FIXED (2.0); clutter_actor_set_size (CLUTTER_ACTOR (self), 640, 480); clutter_actor_set_reactive (CLUTTER_ACTOR (self), TRUE); clutter_stage_set_key_focus (self, NULL); } /** * clutter_stage_get_default: * * Returns the main stage. #ClutterStage is a singleton, so * the stage will be created the first time this function is * called (typically, inside clutter_init()); all the subsequent * calls to clutter_stage_get_default() will return the same * instance. * * Return value: the main #ClutterStage. You should never * destroy or unref the returned actor. */ ClutterActor * clutter_stage_get_default (void) { ClutterMainContext *context; context = clutter_context_get_default (); g_assert (context != NULL); return _clutter_backend_get_stage (context->backend); } /** * clutter_stage_set_color * @stage: A #ClutterStage * @color: A #ClutterColor * * Set the stage color. **/ void clutter_stage_set_color (ClutterStage *stage, const ClutterColor *color) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); g_return_if_fail (color != NULL); priv = stage->priv; priv->color.red = color->red; priv->color.green = color->green; priv->color.blue = color->blue; priv->color.alpha = color->alpha; if (CLUTTER_ACTOR_IS_VISIBLE (stage)) clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); g_object_notify (G_OBJECT (stage), "color"); } /** * clutter_stage_get_color * @stage: A #ClutterStage * @color: return location for a #ClutterColor * * Retrieves the stage color. */ void clutter_stage_get_color (ClutterStage *stage, ClutterColor *color) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); g_return_if_fail (color != NULL); priv = stage->priv; color->red = priv->color.red; color->green = priv->color.green; color->blue = priv->color.blue; color->alpha = priv->color.alpha; } /** * clutter_stage_set_perspectivex * @stage: A #ClutterStage * @perspective: A #ClutterPerspective * * Set the stage perspective. **/ void clutter_stage_set_perspectivex (ClutterStage *stage, ClutterPerspective *perspective) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); g_return_if_fail (perspective != NULL); priv = stage->priv; priv->perspective = *perspective; CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES); } /** * clutter_stage_get_perspectivex * @stage: A #ClutterStage * @perspective: return location for a #ClutterPerspective * * Retrieves the stage perspective. */ void clutter_stage_get_perspectivex (ClutterStage *stage, ClutterPerspective *perspective) { g_return_if_fail (CLUTTER_IS_STAGE (stage)); g_return_if_fail (perspective != NULL); *perspective = stage->priv->perspective; } /** * clutter_stage_set_perspective * @stage: A #ClutterStage * @fovy: FIXME * @aspect: FIXME * @z_near: FIXME * @z_far: FIXME * * Set the stage perspective. * * Since: 0.4 */ void clutter_stage_set_perspective (ClutterStage *stage, gfloat fovy, gfloat aspect, gfloat z_near, gfloat z_far) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; priv->perspective.fovy = CLUTTER_FLOAT_TO_FIXED(fovy); priv->perspective.aspect = CLUTTER_FLOAT_TO_FIXED(aspect); priv->perspective.z_near = CLUTTER_FLOAT_TO_FIXED(z_near); priv->perspective.z_far = CLUTTER_FLOAT_TO_FIXED(z_far); CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES); } /** * clutter_stage_get_perspective * @stage: A #ClutterStage * @fovy: FIXME * @aspect: FIXME * @z_near: FIXME * @z_far: FIXME * * Retrieves the stage perspective. */ void clutter_stage_get_perspective (ClutterStage *stage, gfloat *fovy, gfloat *aspect, gfloat *z_near, gfloat *z_far) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; if (fovy) *fovy = CLUTTER_FIXED_TO_FLOAT (priv->perspective.fovy); if (aspect) *aspect = CLUTTER_FIXED_TO_FLOAT (priv->perspective.aspect); if (z_near) *z_near = CLUTTER_FIXED_TO_FLOAT (priv->perspective.z_near); if (z_far) *z_far = CLUTTER_FIXED_TO_FLOAT (priv->perspective.z_far); } /** * clutter_stage_fullscreen: * @stage: a #ClutterStage * * Asks to place the stage window in the fullscreen state. Note that you * shouldn't assume the window is definitely full screen afterward, because * other entities (e.g. the user or window manager) could unfullscreen it * again, and not all window managers honor requests to fullscreen windows. */ void clutter_stage_fullscreen (ClutterStage *stage) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; if (!priv->is_fullscreen) { /* Only set if backend implements. * Also see clutter_stage_event() for setting priv->is_fullscreen * on state change event. */ if (CLUTTER_STAGE_GET_CLASS (stage)->set_fullscreen) CLUTTER_STAGE_GET_CLASS (stage)->set_fullscreen (stage, TRUE); } } /** * clutter_stage_unfullscreen: * @stage: a #ClutterStage * * Asks to toggle off the fullscreen state for the stage window. Note that * you shouldn't assume the window is definitely not full screen afterward, * because other entities (e.g. the user or window manager) could fullscreen * it again, and not all window managers honor requests to unfullscreen * windows. */ void clutter_stage_unfullscreen (ClutterStage *stage) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; if (priv->is_fullscreen) { /* Only set if backend implements */ if (CLUTTER_STAGE_GET_CLASS (stage)->set_fullscreen) CLUTTER_STAGE_GET_CLASS (stage)->set_fullscreen (stage, FALSE); } } /** * clutter_stage_set_user_resizable: * @stage: a #ClutterStage * @resizable: whether if the stage should be user resizable. * * Sets if the stage is able to be resized by user interaction (i.e via * window manager controls) * * Since: 0.4 */ void clutter_stage_set_user_resizable (ClutterStage *stage, gboolean resizable) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; if (clutter_feature_available (CLUTTER_FEATURE_STAGE_USER_RESIZE) && priv->is_user_resizable != resizable && CLUTTER_STAGE_GET_CLASS (stage)->set_user_resize) { priv->is_user_resizable = resizable; CLUTTER_STAGE_GET_CLASS (stage)->set_user_resize (stage, 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 is the stage is resizable by the user. * * Since: 0.4 */ gboolean clutter_stage_get_user_resizable (ClutterStage *stage) { g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE); return stage->priv->is_user_resizable; } /** * clutter_stage_show_cursor: * @stage: a #ClutterStage * * Shows the cursor on the stage window */ void clutter_stage_show_cursor (ClutterStage *stage) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; if (!priv->is_cursor_visible) { priv->is_cursor_visible = TRUE; if (CLUTTER_STAGE_GET_CLASS (stage)->set_cursor_visible) CLUTTER_STAGE_GET_CLASS (stage)->set_cursor_visible (stage, TRUE); g_object_notify (G_OBJECT (stage), "cursor-visible"); } } /** * clutter_stage_hide_cursor: * @stage: a #ClutterStage * * Makes the cursor invisible on the stage window * * Since: 0.4 */ void clutter_stage_hide_cursor (ClutterStage *stage) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; if (priv->is_cursor_visible) { priv->is_cursor_visible = FALSE; if (CLUTTER_STAGE_GET_CLASS (stage)->set_cursor_visible) CLUTTER_STAGE_GET_CLASS (stage)->set_cursor_visible (stage, FALSE); g_object_notify (G_OBJECT (stage), "cursor-visible"); } } /** * clutter_stage_snapshot * @stage: A #ClutterStage * @x: x coordinate of the first pixel that is read from stage * @y: y coordinate of the first pixel that is read from stage * @width: Width dimention of pixels to be read, or -1 for the * entire stage width * @height: Height dimention of pixels to be read, or -1 for the * entire stage height * * Gets a pixel based representation of the current rendered stage. * * Return value: pixel representation as a #GdkPixbuf **/ GdkPixbuf * clutter_stage_snapshot (ClutterStage *stage, gint x, gint y, gint width, gint height) { ClutterStageClass *klass; g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL); g_return_val_if_fail (x >= 0 && y >= 0, NULL); klass = CLUTTER_STAGE_GET_CLASS (stage); if (klass->draw_to_pixbuf) return klass->draw_to_pixbuf (stage, x, y, width, height); return NULL; } /** * clutter_stage_get_actor_at_pos: * @stage: a #ClutterStage * @x: X coordinate to check * @y: Y coordinate to check * * Checks the scene at the coordinates @x and @y and returns a pointer * to the #ClutterActor at those coordinates. * * Return value: the actor at the specified coordinates, if any */ ClutterActor * clutter_stage_get_actor_at_pos (ClutterStage *stage, gint x, gint y) { return _clutter_do_pick (stage, x, y, CLUTTER_PICK_ALL); } /** * clutter_stage_event: * @stage: a #ClutterStage * @event: a #ClutterEvent * * This function is used to emit an event on the main stage. * You should rarely need to use this function, except for * synthetising events. * * Return value: the return value from the signal emission * * Since: 0.4 */ gboolean clutter_stage_event (ClutterStage *stage, ClutterEvent *event) { ClutterStagePrivate *priv; g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE); g_return_val_if_fail (event != NULL, FALSE); priv = stage->priv; if (event->type == CLUTTER_DELETE) return TRUE; if (event->type != CLUTTER_STAGE_STATE) return FALSE; /* emit raw event */ if (clutter_actor_event (CLUTTER_ACTOR (stage), event, FALSE)) return TRUE; if (event->stage_state.changed_mask & CLUTTER_STAGE_STATE_FULLSCREEN) { if (event->stage_state.new_state & CLUTTER_STAGE_STATE_FULLSCREEN) { priv->is_fullscreen = TRUE; g_signal_emit (stage, stage_signals[FULLSCREEN], 0); g_object_notify (G_OBJECT (stage), "fullscreen"); } else { priv->is_fullscreen = FALSE; g_signal_emit (stage, stage_signals[UNFULLSCREEN], 0); g_object_notify (G_OBJECT (stage), "fullscreen"); } } if (event->stage_state.changed_mask & CLUTTER_STAGE_STATE_ACTIVATED) { if (event->stage_state.new_state & CLUTTER_STAGE_STATE_ACTIVATED) g_signal_emit (stage, stage_signals[ACTIVATE], 0); else g_signal_emit (stage, stage_signals[DEACTIVATE], 0); } return TRUE; } /** * clutter_stage_set_title * @stage: A #ClutterStage * @title: A utf8 string for the stage windows title. * * Sets the stage title. * * Since 0.4 **/ void clutter_stage_set_title (ClutterStage *stage, const gchar *title) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; g_free (priv->title); priv->title = g_strdup (title); if (CLUTTER_STAGE_GET_CLASS (stage)->set_title) CLUTTER_STAGE_GET_CLASS (stage)->set_title (stage, priv->title); g_object_notify (G_OBJECT (stage), "title"); } /** * clutter_stage_get_title * @stage: A #ClutterStage * * Gets the stage title. * * Return value: pointer to the title string for the stage. The * returned string is owned by the actor and should not * be modified or freed. * * Since: 0.4 **/ G_CONST_RETURN gchar * clutter_stage_get_title (ClutterStage *stage) { g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL); return stage->priv->title; } static void on_key_focused_weak_notify (gpointer data, GObject *where_the_object_was) { ClutterStagePrivate *priv; ClutterStage *stage = CLUTTER_STAGE (data); g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; priv->key_focused_actor = NULL; /* focused actor has dissapeared - fall back to stage * FIXME: need some kind of signal dance/block here. */ clutter_stage_set_key_focus (stage, NULL); } void clutter_stage_set_key_focus (ClutterStage *stage, ClutterActor *actor) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor)); priv = stage->priv; if (priv->key_focused_actor == actor) return; if (priv->key_focused_actor) { g_object_weak_unref (G_OBJECT (priv->key_focused_actor), on_key_focused_weak_notify, stage); g_signal_emit_by_name (priv->key_focused_actor, "focus-out"); priv->key_focused_actor = NULL; } else g_signal_emit_by_name (stage, "focus-out"); if (actor) { priv->key_focused_actor = actor; g_object_weak_ref (G_OBJECT (actor), on_key_focused_weak_notify, stage); g_signal_emit_by_name (priv->key_focused_actor, "focus-in"); } else g_signal_emit_by_name (stage, "focus-in"); } ClutterActor * clutter_stage_get_key_focus (ClutterStage *stage) { g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL); if (stage->priv->key_focused_actor) return stage->priv->key_focused_actor; return CLUTTER_ACTOR (stage); } /** * clutter_stage_get_use_fog: * @stage: the #ClutterStage * * Gets whether the depth cueing effect is enabled on @stage. * * Return value: %TRUE if the the depth cueing effect is enabled * * Since: 0.6 */ gboolean clutter_stage_get_use_fog (ClutterStage *stage) { g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE); return stage->priv->use_fog; } /** * clutter_stage_set_use_fog: * @stage: the #ClutterStage * @fog: %TRUE for enabling the depth cueing effect * * Sets whether the depth cueing effect on the stage should be enabled * or not. * * Depth cueing is a 3D effect that makes actors farther away from the * viewing point less opaque, by fading them with the stage color. * The parameters of the GL fog used can be changed using the * clutter_stage_set_fog() function. * * Since: 0.6 */ void clutter_stage_set_use_fog (ClutterStage *stage, gboolean fog) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; if (priv->use_fog != fog) { priv->use_fog = fog; CLUTTER_NOTE (MISC, "%s depth-cueing inside stage", priv->use_fog ? "enabling" : "disabling"); if (CLUTTER_ACTOR_IS_VISIBLE (stage)) clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); g_object_notify (G_OBJECT (stage), "use-fog"); } } /** * clutter_stage_get_fog: * @stage: a #ClutterStage * @density: return location for the intensity dampening * @z_near: return location for the starting point of the depth cueing * @z_far: return location for the ending point of the depth cueing * * Retrieves the settings used by the GL fog to create the * depth cueing effect on the @stage. * * Since: 0.6 */ void clutter_stage_get_fog (ClutterStage *stage, gdouble *density, gdouble *z_near, gdouble *z_far) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; if (density) *density = CLUTTER_FIXED_TO_FLOAT (priv->fog.density); if (z_near) *z_near = CLUTTER_FIXED_TO_FLOAT (priv->fog.z_near); if (z_far) *z_far = CLUTTER_FIXED_TO_FLOAT (priv->fog.z_far); } /** * clutter_stage_set_fog: * @stage: the #ClutterStage * @density: density of the intensity dampening * @z_near: starting point of the depth cueing * @z_far: ending point of the depth cueing * * Sets the GL fog settings used to create the depth cueing effect * on the @stage. * * If the actors are all near the view point you will need a higher @density * and a smaller interval between @z_near and @z_far. On the other hand, if * actors are placed far away from the view point you will need a lower * @density but a bigger interval between @z_near and @z_far. * * Since: 0.6 */ void clutter_stage_set_fog (ClutterStage *stage, gdouble density, gdouble z_near, gdouble z_far) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); priv = stage->priv; priv->fog.density = CLUTTER_FLOAT_TO_FIXED (density); priv->fog.z_near = CLUTTER_FLOAT_TO_FIXED (z_near); priv->fog.z_far = CLUTTER_FLOAT_TO_FIXED (z_far); if (priv->use_fog && CLUTTER_ACTOR_IS_VISIBLE (stage)) clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); } /** * clutter_stage_set_fogx: * @stage: the #ClutterStage * @fog: a #ClutterFog structure * * Sets the depth cueing settings for the @stage. This is the fixed point * version of clutter_stage_set_fog(). * * Since: 0.6 */ void clutter_stage_set_fogx (ClutterStage *stage, ClutterFog *fog) { ClutterStagePrivate *priv; g_return_if_fail (CLUTTER_IS_STAGE (stage)); g_return_if_fail (fog != NULL); priv = stage->priv; priv->fog = *fog; if (priv->use_fog && CLUTTER_ACTOR_IS_VISIBLE (stage)) clutter_actor_queue_redraw (CLUTTER_ACTOR (stage)); } /** * clutter_stage_get_fogx: * @stage: the #ClutterStage * @fog: return location for a #ClutterFog structure * * Retrieves the current depth cueing settings from the stage. This is the * fixed point version of clutter_stage_get_fog(). * * Since: 0.6 */ void clutter_stage_get_fogx (ClutterStage *stage, ClutterFog *fog) { g_return_if_fail (CLUTTER_IS_STAGE (stage)); g_return_if_fail (fog != NULL); *fog = stage->priv->fog; } /*** Perspective boxed type ******/ static ClutterPerspective * clutter_perspective_copy (const ClutterPerspective *perspective) { ClutterPerspective *result; g_return_val_if_fail (perspective != NULL, NULL); result = g_slice_new (ClutterPerspective); *result = *perspective; return result; } static void clutter_perspective_free (ClutterPerspective *perspective) { if (G_LIKELY (perspective)) g_slice_free (ClutterPerspective, perspective); } GType clutter_perspective_get_type (void) { static GType our_type = 0; if (!our_type) our_type = g_boxed_type_register_static ("ClutterPerspective", (GBoxedCopyFunc) clutter_perspective_copy, (GBoxedFreeFunc) clutter_perspective_free); return our_type; } static ClutterFog * clutter_fog_copy (const ClutterFog *fog) { ClutterFog *copy; g_return_val_if_fail (fog != NULL, NULL); copy = g_slice_new0 (ClutterFog); *copy = *fog; return copy; } static void clutter_fog_free (ClutterFog *fog) { if (G_LIKELY (fog)) g_slice_free (ClutterFog, fog); } GType clutter_fog_get_type (void) { static GType our_type = 0; if (G_UNLIKELY (our_type == 0)) our_type = g_boxed_type_register_static ("ClutterFog", (GBoxedCopyFunc) clutter_fog_copy, (GBoxedFreeFunc) clutter_fog_free); return our_type; }