#include <glib/gi18n-lib.h>
#include <locale.h>
+#ifdef USE_GDKPIXBUF
+#include <gdk-pixbuf/gdk-pixbuf.h>
+#endif
+
#include "clutter-event.h"
#include "clutter-backend.h"
#include "clutter-main.h"
+#include "clutter-master-clock.h"
#include "clutter-feature.h"
#include "clutter-actor.h"
#include "clutter-stage.h"
static guint clutter_default_fps = 60;
-static PangoDirection clutter_text_direction = PANGO_DIRECTION_LTR;
+static PangoDirection clutter_text_direction = CLUTTER_TEXT_DIRECTION_LTR;
static guint clutter_main_loop_level = 0;
static GSList *main_loops = NULL;
guint clutter_debug_flags = 0; /* global clutter debug flag */
+const guint clutter_major_version = CLUTTER_MAJOR_VERSION;
+const guint clutter_minor_version = CLUTTER_MINOR_VERSION;
+const guint clutter_micro_version = CLUTTER_MICRO_VERSION;
+
#ifdef CLUTTER_ENABLE_DEBUG
static const GDebugKey clutter_debug_keys[] = {
{ "misc", CLUTTER_DEBUG_MISC },
{ "script", CLUTTER_DEBUG_SCRIPT },
{ "shader", CLUTTER_DEBUG_SHADER },
{ "multistage", CLUTTER_DEBUG_MULTISTAGE },
- { "animation", CLUTTER_DEBUG_ANIMATION }
+ { "animation", CLUTTER_DEBUG_ANIMATION },
+ { "layout", CLUTTER_DEBUG_LAYOUT },
+ { "nop-picking", CLUTTER_DEBUG_NOP_PICKING },
+ { "dump-pick-buffers", CLUTTER_DEBUG_DUMP_PICK_BUFFERS }
};
#endif /* CLUTTER_ENABLE_DEBUG */
void
_clutter_stage_maybe_relayout (ClutterActor *stage)
{
- ClutterUnit natural_width, natural_height;
+ gfloat natural_width, natural_height;
ClutterActorBox box = { 0, };
/* avoid reentrancy */
box.y2 = natural_height;
CLUTTER_NOTE (ACTOR, "Allocating (0, 0 - %d, %d) for the stage",
- CLUTTER_UNITS_TO_DEVICE (natural_width),
- CLUTTER_UNITS_TO_DEVICE (natural_height));
+ (int) natural_width,
+ (int) natural_height);
- clutter_actor_allocate (stage, &box, FALSE);
+ clutter_actor_allocate (stage, &box, CLUTTER_ALLOCATION_NONE);
CLUTTER_UNSET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_IN_RELAYOUT);
}
void
_clutter_stage_maybe_setup_viewport (ClutterStage *stage)
{
- if (CLUTTER_PRIVATE_FLAGS (stage) & CLUTTER_ACTOR_SYNC_MATRICES)
+ if ((CLUTTER_PRIVATE_FLAGS (stage) & CLUTTER_ACTOR_SYNC_MATRICES) &&
+ !(CLUTTER_PRIVATE_FLAGS (stage) & CLUTTER_STAGE_IN_RESIZE))
{
ClutterPerspective perspective;
- guint width, height;
+ gfloat width, height;
- clutter_actor_get_size (CLUTTER_ACTOR (stage), &width, &height);
- clutter_stage_get_perspectivex (stage, &perspective);
+ clutter_actor_get_preferred_size (CLUTTER_ACTOR (stage),
+ NULL, NULL,
+ &width, &height);
+ clutter_stage_get_perspective (stage, &perspective);
- CLUTTER_NOTE (PAINT, "Setting up the viewport");
+ CLUTTER_NOTE (PAINT,
+ "Setting up the viewport { w:%.2f, h:%.2f }",
+ width, height);
- cogl_setup_viewport (width, height,
- perspective.fovy,
- perspective.aspect,
- perspective.z_near,
- perspective.z_far);
+ _cogl_setup_viewport (width, height,
+ perspective.fovy,
+ perspective.aspect,
+ perspective.z_near,
+ perspective.z_far);
CLUTTER_UNSET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES);
}
}
-/**
- * clutter_redraw:
- *
- * Forces a redraw of the entire stage. Applications should never use this
- * function, but queue a redraw using clutter_actor_queue_redraw().
- */
void
-clutter_redraw (ClutterStage *stage)
+_clutter_do_redraw (ClutterStage *stage)
{
ClutterMainContext *ctx;
- static GTimer *timer = NULL;
- static guint timer_n_frames = 0;
-
- ctx = clutter_context_get_default ();
+ ClutterMasterClock *master_clock;
+ static GTimer *timer = NULL;
+ static guint timer_n_frames = 0;
- CLUTTER_TIMESTAMP (SCHEDULER, "Redraw start for stage:%p", stage);
- CLUTTER_NOTE (PAINT, " Redraw enter for stage:%p", stage);
- CLUTTER_NOTE (MULTISTAGE, "Redraw called for stage:%p", stage);
+ ctx = _clutter_context_get_default ();
+ master_clock = _clutter_master_clock_get_default ();
/* Before we can paint, we have to be sure we have the latest layout */
_clutter_stage_maybe_relayout (CLUTTER_ACTOR (stage));
/* Call through to the actual backend to do the painting down from
* the stage. It will likely need to swap buffers, vblank sync etc
- * which will be windowing system dependant.
+ * which will be windowing system dependent
*/
_clutter_backend_redraw (ctx->backend, stage);
}
}
- CLUTTER_NOTE (PAINT, " Redraw leave for stage:%p", stage);
CLUTTER_TIMESTAMP (SCHEDULER, "Redraw finish for stage:%p", stage);
}
/**
+ * clutter_redraw:
+ *
+ * Forces a redraw of the entire stage. Applications should never use this
+ * function, but queue a redraw using clutter_actor_queue_redraw().
+ *
+ * This function should only be used by libraries integrating Clutter from
+ * within another toolkit.
+ */
+void
+clutter_redraw (ClutterStage *stage)
+{
+ g_return_if_fail (CLUTTER_IS_STAGE (stage));
+
+ clutter_stage_ensure_redraw (stage);
+}
+
+/**
* clutter_set_motion_events_enabled:
* @enable: %TRUE to enable per-actor motion events
*
void
clutter_set_motion_events_enabled (gboolean enable)
{
- ClutterMainContext *context = clutter_context_get_default ();
+ ClutterMainContext *context = _clutter_context_get_default ();
context->motion_events_per_actor = enable;
}
gboolean
clutter_get_motion_events_enabled (void)
{
- ClutterMainContext *context = clutter_context_get_default ();
+ ClutterMainContext *context = _clutter_context_get_default ();
return context->motion_events_per_actor;
}
if (G_LIKELY (done))
return;
- ctx = clutter_context_get_default ();
+ ctx = _clutter_context_get_default ();
done = TRUE;
}
_clutter_id_to_color (guint id, ClutterColor *col)
{
ClutterMainContext *ctx;
- gint red, green, blue;
- ctx = clutter_context_get_default ();
+ gint red, green, blue;
+
+ ctx = _clutter_context_get_default ();
/* compute the numbers we'll store in the components */
red = (id >> (ctx->fb_g_mask_used+ctx->fb_b_mask_used))
col->green = green;
col->blue = blue;
col->alpha = 0xff;
+
+ /* XXX: We rotate the nibbles of the colors here so that there is a
+ * visible variation between colors of sequential actor identifiers;
+ * otherwise pick buffers dumped to an image will pretty much just look
+ * black.
+ */
+ if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_DUMP_PICK_BUFFERS))
+ {
+ col->red = (col->red << 4) | (col->red >> 4);
+ col->green = (col->green << 4) | (col->green >> 4);
+ col->blue = (col->blue << 4) | (col->blue >> 4);
+ }
}
guint
gint red, green, blue;
guint id;
- ctx = clutter_context_get_default ();
+ ctx = _clutter_context_get_default ();
/* reduce the pixel components to the number of bits actually used of the
* 8bits.
*/
- red = pixel[0] >> (8 - ctx->fb_r_mask);
- green = pixel[1] >> (8 - ctx->fb_g_mask);
- blue = pixel[2] >> (8 - ctx->fb_b_mask);
+ if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_DUMP_PICK_BUFFERS))
+ {
+ guchar tmp;
+
+ /* XXX: In _clutter_id_to_color we rotated the nibbles of the colors so
+ * that there is a visible variation between colors of sequential actor
+ * identifiers (otherwise pick buffers dumped to an image will pretty
+ * much just look black.) Here we reverse that rotation.
+ */
+ tmp = ((pixel[0] << 4) | (pixel[0] >> 4));
+ red = tmp >> (8 - ctx->fb_r_mask);
+ tmp = ((pixel[1] << 4) | (pixel[1] >> 4));
+ green = tmp >> (8 - ctx->fb_g_mask);
+ tmp = ((pixel[2] << 4) | (pixel[2] >> 4));
+ blue = tmp >> (8 - ctx->fb_b_mask);
+ }
+ else
+ {
+ red = pixel[0] >> (8 - ctx->fb_r_mask);
+ green = pixel[1] >> (8 - ctx->fb_g_mask);
+ blue = pixel[2] >> (8 - ctx->fb_b_mask);
+ }
/* divide potentially by two if 'fuzzy' */
red = red >> (ctx->fb_r_mask - ctx->fb_r_mask_used);
return id;
}
+#ifdef USE_GDKPIXBUF
+static void
+pixbuf_free (guchar *pixels, gpointer data)
+{
+ g_free (pixels);
+}
+#endif
+
+static void
+read_pixels_to_file (char *filename_stem,
+ int x,
+ int y,
+ int width,
+ int height)
+{
+#ifdef USE_GDKPIXBUF
+ GLubyte *data;
+ GdkPixbuf *pixbuf;
+ static int read_count = 0;
+
+ data = g_malloc (4 * width * height);
+ cogl_read_pixels (x, y, width, height,
+ COGL_READ_PIXELS_COLOR_BUFFER,
+ COGL_PIXEL_FORMAT_RGBA_8888,
+ data);
+ pixbuf = gdk_pixbuf_new_from_data (data,
+ GDK_COLORSPACE_RGB,
+ TRUE, /* has alpha */
+ 8, /* bits per sample */
+ width, /* width */
+ height, /* height */
+ width * 4, /* rowstride */
+ pixbuf_free, /* callback to free data */
+ NULL); /* callback data */
+ if (pixbuf)
+ {
+ char *filename =
+ g_strdup_printf ("%s-%05d.png", filename_stem, read_count);
+ GError *error = NULL;
+ if (!gdk_pixbuf_save (pixbuf, filename, "png", &error, NULL))
+ {
+ g_warning ("Failed to save pick buffer to file %s: %s",
+ filename, error->message);
+ g_error_free (error);
+ }
+ g_free (filename);
+ g_object_unref (pixbuf);
+ read_count++;
+ }
+#else
+ static gboolean seen = FALSE;
+ if (!seen)
+ {
+ g_warning ("dumping buffers to an image isn't supported on platforms "
+ "without gdk pixbuf support\n");
+ seen = TRUE;
+ }
+#endif
+}
+
ClutterActor *
_clutter_do_pick (ClutterStage *stage,
gint x,
ClutterPickMode mode)
{
ClutterMainContext *context;
- guchar pixel[4];
- GLint viewport[4];
- CoglColor white;
+ guchar pixel[4] = { 0xff, 0xff, 0xff, 0xff };
+ CoglColor stage_pick_id;
guint32 id;
GLboolean dither_was_on;
- context = clutter_context_get_default ();
+ if (clutter_debug_flags & CLUTTER_DEBUG_NOP_PICKING)
+ return CLUTTER_ACTOR (stage);
+
+ context = _clutter_context_get_default ();
_clutter_backend_ensure_context (context->backend, stage);
/* needed for when a context switch happens */
_clutter_stage_maybe_setup_viewport (stage);
- cogl_color_set_from_4ub (&white, 255, 255, 255, 255);
+ if (G_LIKELY (!(clutter_debug_flags & CLUTTER_DEBUG_DUMP_PICK_BUFFERS)))
+ cogl_clip_push_window_rectangle (x, y, 1, 1);
+
cogl_disable_fog ();
- cogl_clear (&white);
+ cogl_color_set_from_4ub (&stage_pick_id, 255, 255, 255, 255);
+ cogl_clear (&stage_pick_id,
+ COGL_BUFFER_BIT_COLOR |
+ COGL_BUFFER_BIT_DEPTH);
/* Disable dithering (if any) when doing the painting in pick mode */
dither_was_on = glIsEnabled (GL_DITHER);
- glDisable (GL_DITHER);
+ if (dither_was_on)
+ glDisable (GL_DITHER);
/* Render the entire scence in pick mode - just single colored silhouette's
* are drawn offscreen (as we never swap buffers)
clutter_actor_paint (CLUTTER_ACTOR (stage));
context->pick_mode = CLUTTER_PICK_NONE;
- /* Calls should work under both GL and GLES, note GLES needs RGBA */
- glGetIntegerv(GL_VIEWPORT, viewport);
+ if (G_LIKELY (!(clutter_debug_flags & CLUTTER_DEBUG_DUMP_PICK_BUFFERS)))
+ cogl_clip_pop ();
- /* Below to be safe, particularly on GL ES. an EGL wait call or full
- * could be nicer.
- */
- glFinish();
+ /* Make sure Cogl flushes any batched geometry to the GPU driver */
+ cogl_flush ();
/* Read the color of the screen co-ords pixel */
- glReadPixels (x, viewport[3] - y -1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
+ cogl_read_pixels (x, y, 1, 1,
+ COGL_READ_PIXELS_COLOR_BUFFER,
+ COGL_PIXEL_FORMAT_RGBA_8888,
+ pixel);
+
+ if (G_UNLIKELY (clutter_debug_flags & CLUTTER_DEBUG_DUMP_PICK_BUFFERS))
+ {
+ read_pixels_to_file ("pick-buffer", 0, 0,
+ clutter_actor_get_width (CLUTTER_ACTOR (stage)),
+ clutter_actor_get_height (CLUTTER_ACTOR (stage)));
+ }
/* Restore whether GL_DITHER was enabled */
if (dither_was_on)
return clutter_get_actor_by_gid (id);
}
-static PangoDirection
+static ClutterTextDirection
clutter_get_text_direction (void)
{
PangoDirection dir = PANGO_DIRECTION_LTR;
if (direction && *direction != '\0')
{
if (strcmp (direction, "rtl") == 0)
- dir = PANGO_DIRECTION_RTL;
+ dir = CLUTTER_TEXT_DIRECTION_RTL;
else if (strcmp (direction, "ltr") == 0)
- dir = PANGO_DIRECTION_LTR;
+ dir = CLUTTER_TEXT_DIRECTION_LTR;
}
else
{
char *e = _("default:LTR");
if (strcmp (e, "default:RTL") == 0)
- dir = PANGO_DIRECTION_RTL;
+ dir = CLUTTER_TEXT_DIRECTION_RTL;
else if (strcmp (e, "default:LTR") == 0)
- dir = PANGO_DIRECTION_LTR;
+ dir = CLUTTER_TEXT_DIRECTION_LTR;
else
g_warning ("Whoever translated default:LTR did so wrongly.");
}
PangoFontDescription *font_desc;
const cairo_font_options_t *font_options;
const gchar *font_name;
+ PangoDirection pango_dir;
+ PangoLanguage *lang;
gdouble resolution;
/* update the text direction */
- pango_context_set_base_dir (context, clutter_text_direction);
+ if (clutter_text_direction == CLUTTER_TEXT_DIRECTION_RTL)
+ pango_dir = PANGO_DIRECTION_RTL;
+ else
+ pango_dir = PANGO_DIRECTION_LTR;
+
+ pango_context_set_base_dir (context, pango_dir);
/* get the configuration for the PangoContext from the backend */
font_name = clutter_backend_get_font_name (backend);
context = cogl_pango_font_map_create_context (self->font_map);
update_pango_context (self->backend, context);
+ pango_context_set_language (context, pango_language_get_default ());
return context;
}
* clutter_threads_add_frame_source_full:
* @priority: the priority of the frame source. Typically this will be in the
* range between #G_PRIORITY_DEFAULT and #G_PRIORITY_HIGH.
- * @interval: the time between calls to the function, in milliseconds
+ * @fps: the number of times per second to call the function
* @func: function to call
* @data: data to pass to the function
* @notify: function to call when the timeout source is removed
*/
guint
clutter_threads_add_frame_source_full (gint priority,
- guint interval,
+ guint fps,
GSourceFunc func,
gpointer data,
GDestroyNotify notify)
dispatch->notify = notify;
return clutter_frame_source_add_full (priority,
- interval,
+ fps,
clutter_threads_dispatch, dispatch,
clutter_threads_dispatch_free);
}
/**
* clutter_threads_add_frame_source:
- * @interval: the time between calls to the function, in milliseconds
+ * @fps: the number of times per second to call the function
* @func: function to call
* @data: data to pass to the function
*
* Since: 0.8
*/
guint
-clutter_threads_add_frame_source (guint interval,
+clutter_threads_add_frame_source (guint fps,
GSourceFunc func,
gpointer data)
{
g_return_val_if_fail (func != NULL, 0);
return clutter_threads_add_frame_source_full (G_PRIORITY_DEFAULT,
- interval,
+ fps,
func, data,
NULL);
}
#endif
}
+gboolean
+_clutter_context_is_initialized (void)
+{
+ if (ClutterCntx == NULL)
+ return FALSE;
+
+ return ClutterCntx->is_initialized;
+}
+
ClutterMainContext *
-clutter_context_get_default (void)
+_clutter_context_get_default (void)
{
- if (G_UNLIKELY(!ClutterCntx))
+ if (G_UNLIKELY (ClutterCntx == NULL))
{
ClutterMainContext *ctx;
ClutterCntx = ctx = g_new0 (ClutterMainContext, 1);
+
ctx->backend = g_object_new (_clutter_backend_impl_get_type (), NULL);
ctx->is_initialized = FALSE;
ctx->motion_events_per_actor = TRUE;
#ifdef CLUTTER_ENABLE_DEBUG
- ctx->timer = g_timer_new ();
+ ctx->timer = g_timer_new ();
g_timer_start (ctx->timer);
#endif
}
ClutterMainContext *ctx;
gdouble seconds;
- ctx = clutter_context_get_default ();
+ ctx = _clutter_context_get_default ();
/* FIXME: may need a custom timer for embedded setups */
seconds = g_timer_elapsed (ctx->timer, NULL);
gpointer user_data)
{
clutter_text_direction =
- (strcmp (value, "rtl") == 0) ? PANGO_DIRECTION_RTL
- : PANGO_DIRECTION_LTR;
+ (strcmp (value, "rtl") == 0) ? CLUTTER_TEXT_DIRECTION_RTL
+ : CLUTTER_TEXT_DIRECTION_LTR;
return TRUE;
}
/* Note, creates backend if not already existing, though parse args will
* have likely created it
*/
- ctx = clutter_context_get_default ();
+ ctx = _clutter_context_get_default ();
backend = ctx->backend;
if (!ctx->options_parsed)
/* Now we can safely assume we have a valid GL context and can
* start issueing cogl commands
*/
+ /* - will call to backend and cogl */
+ _clutter_feature_init ();
/*
* Resolution requires display to be open, so can only be queried after
clutter_text_direction = clutter_get_text_direction ();
-
/* Figure out framebuffer masks used for pick */
cogl_get_bitmasks (&ctx->fb_r_mask, &ctx->fb_g_mask, &ctx->fb_b_mask, NULL);
/* Initiate event collection */
_clutter_backend_init_events (ctx->backend);
- /* finally features - will call to backend and cogl */
- _clutter_feature_init ();
-
clutter_is_initialized = TRUE;
ctx->is_initialized = TRUE;
g_warning ("Locale not supported by C library.\n"
"Using the fallback 'C' locale.");
- clutter_context = clutter_context_get_default ();
+ clutter_context = _clutter_context_get_default ();
clutter_context->id_pool = clutter_id_pool_new (256);
if (clutter_is_initialized)
return TRUE;
- clutter_context = clutter_context_get_default ();
+ clutter_context = _clutter_context_get_default ();
backend = clutter_context->backend;
g_assert (CLUTTER_IS_BACKEND (backend));
clutter_base_init ();
- context = clutter_context_get_default ();
+ context = _clutter_context_get_default ();
group = g_option_group_new ("clutter",
_("Clutter Options"),
clutter_base_init ();
- context = clutter_context_get_default ();
+ context = _clutter_context_get_default ();
context->defer_display_setup = TRUE;
group = clutter_get_option_group ();
/**
* clutter_init_with_args:
* @argc: (inout): a pointer to the number of command line arguments
- * @argv: (array length=argc) (inout): a pointer to the array of command line arguments
- * @parameter_string: a string which is displayed in the
+ * @argv: (array length=argc) (inout) (allow-none): a pointer to the array
+ * of command line arguments
+ * @parameter_string: (allow-none): a string which is displayed in the
* first line of <option>--help</option> output, after
* <literal><replaceable>programname</replaceable> [OPTION...]</literal>
- * @entries: a %NULL terminated array of #GOptionEntry<!-- -->s
+ * @entries: (allow-none): a %NULL terminated array of #GOptionEntry<!-- -->s
* describing the options of your program
- * @translation_domain: a translation domain to use for translating
- * the <option>--help</option> output for the options in @entries
- * with gettext(), or %NULL
- * @error: a return location for a #GError
+ * @translation_domain: (allow-none): a translation domain to use for
+ * translating the <option>--help</option> output for the options in
+ * @entries with gettext(), or %NULL
+ * @error: (allow-none): a return location for a #GError
*
* This function does the same work as clutter_init(). Additionally,
* it allows you to add your own command line options, and it
clutter_base_init ();
- ctx = clutter_context_get_default ();
+ ctx = _clutter_context_get_default ();
if (!ctx->defer_display_setup)
{
/**
* clutter_init:
* @argc: (inout): The number of arguments in @argv
- * @argv: (array length=argc) (inout): A pointer to an array of arguments.
+ * @argv: (array length=argc) (inout) (allow-none): A pointer to an array
+ * of arguments.
*
* It will initialise everything needed to operate with Clutter and
* parses some standard command line options. @argc and @argv are
clutter_base_init ();
- ctx = clutter_context_get_default ();
+ ctx = _clutter_context_get_default ();
if (!ctx->defer_display_setup)
{
guint double_click_time;
guint double_click_distance;
- backend = clutter_context_get_default ()->backend;
+ backend = _clutter_context_get_default ()->backend;
double_click_distance = clutter_backend_get_double_click_distance (backend);
double_click_time = clutter_backend_get_double_click_time (backend);
dev->motion_last_actor = NULL;
}
-static ClutterInputDevice * clutter_event_get_device (ClutterEvent *event);
-
-/* This function should perhaps be public and in clutter-event.c ?
- */
-static ClutterInputDevice *
-clutter_event_get_device (ClutterEvent *event)
-{
- g_return_val_if_fail (event != NULL, NULL);
-
- switch (event->type)
- {
- case CLUTTER_NOTHING:
- case CLUTTER_STAGE_STATE:
- case CLUTTER_DESTROY_NOTIFY:
- case CLUTTER_CLIENT_MESSAGE:
- case CLUTTER_DELETE:
- case CLUTTER_ENTER:
- case CLUTTER_LEAVE:
- return NULL;
- break;
- case CLUTTER_BUTTON_PRESS:
- case CLUTTER_BUTTON_RELEASE:
- return event->button.device;
- case CLUTTER_MOTION:
- return event->motion.device;
- case CLUTTER_SCROLL:
- return event->scroll.device;
- break;
- case CLUTTER_KEY_PRESS:
- case CLUTTER_KEY_RELEASE:
- break;
- }
- return NULL;
-}
-
static void
set_motion_last_actor (ClutterActor *motion_current_actor,
ClutterInputDevice *device)
{
if (motion_current_actor)
{
- gint x, y;
ClutterEvent cev;
+ gfloat x, y;
cev.crossing.device = device;
clutter_event_get_coords (event, &x, &y);
void
clutter_do_event (ClutterEvent *event)
{
+ if (!event->any.stage)
+ return;
+
+ /* Instead of processing events when received, we queue them up to
+ * handle per-frame before animations, layout, and drawing.
+ *
+ * This gives us the chance to reliably compress motion events
+ * because we've "looked ahead" and know all motion events that
+ * will occur before drawing the frame.
+ */
+ _clutter_stage_queue_event (event->any.stage, event);
+}
+
+/**
+ * _clutter_process_event
+ * @event: a #ClutterEvent.
+ *
+ * Does the actual work of processing an event that was queued earlier
+ * out of clutter_do_event().
+ */
+void
+_clutter_process_event (ClutterEvent *event)
+{
/* FIXME: This should probably be clutter_cook_event() - it would
* take a raw event from the backend and 'cook' it so its more tasty.
*
ClutterBackend *backend;
ClutterActor *stage;
ClutterInputDevice *device = NULL;
- static gint32 motion_last_time = 0L;
- gint32 local_motion_time;
- context = clutter_context_get_default ();
+ context = _clutter_context_get_default ();
backend = context->backend;
stage = CLUTTER_ACTOR(event->any.stage);
case CLUTTER_MOTION:
device = event->motion.device;
- if (device)
- local_motion_time = device->motion_last_time;
- else
- local_motion_time = motion_last_time;
-
- /* avoid rate throttling for synthetic motion events or if
- * the per-actor events are disabled
- */
- if (!(event->any.flags & CLUTTER_EVENT_FLAG_SYNTHETIC) ||
- !context->motion_events_per_actor)
- {
- gint32 frame_rate, delta;
-
- /* avoid issuing too many motion events, which leads to many
- * redraws in pick mode (performance penalty)
- */
- frame_rate = clutter_get_motion_events_frequency ();
- delta = 1000 / frame_rate;
-
- CLUTTER_NOTE (EVENT,
- "skip motion event: %s (last:%d, delta:%d, time:%d)",
- (event->any.time < (local_motion_time + delta) ? "yes" : "no"),
- local_motion_time,
- delta,
- event->any.time);
-
- /* we need to guard against roll-overs and the
- * case where the time is rolled backwards and
- * the backend is not ensuring a monotonic clock
- * for the events.
- *
- * see:
- * http://bugzilla.openedhand.com/show_bug.cgi?id=1130
- */
- if (event->any.time >= local_motion_time &&
- event->any.time < (local_motion_time + delta))
- break;
- else
- local_motion_time = event->any.time;
- }
-
- if (device)
- device->motion_last_time = local_motion_time;
- else
- motion_last_time = local_motion_time;
-
/* Only stage gets motion events if clutter_set_motion_events is TRUE,
* and the event is not a synthetic event with source set.
*/
case CLUTTER_SCROLL:
{
ClutterActor *actor;
- gint x,y;
+ gfloat x, y;
clutter_event_get_coords (event, &x, &y);
if (event->type == CLUTTER_BUTTON_RELEASE)
{
CLUTTER_NOTE (EVENT,
- "Release off stage received at %i, %i",
+ "Release off stage received at %.2f, %.2f",
x, y);
event->button.source = stage;
/* FIXME: for an optimisation should check if there are
- * actually any reactive actors and avoid the pick all togeather
+ * actually any reactive actors and avoid the pick all together
* (signalling just the stage). Should be big help for gles.
*/
- CLUTTER_NOTE (EVENT, "Reactive event received at %i, %i - actor: %p",
- x, y, actor);
+ CLUTTER_NOTE (EVENT,
+ "Reactive event received at %.2f, %.2f - actor: %p",
+ x, y,
+ actor);
/* Create, enter/leave events if needed */
generate_enter_leave_events (event);
{
ClutterMainContext *context;
- context = clutter_context_get_default ();
+ context = _clutter_context_get_default ();
g_return_val_if_fail (context != NULL, NULL);
/**
* clutter_get_default_frame_rate:
*
- * Retrieves the default frame rate used when creating #ClutterTimeline<!--
- * -->s.
- *
- * This value is also used to compute the default frequency of motion
- * events.
+ * Retrieves the default frame rate. See clutter_set_default_frame_rate().
*
* Return value: the default frame rate
*
{
ClutterMainContext *context;
- context = clutter_context_get_default ();
+ context = _clutter_context_get_default ();
return context->frame_rate;
}
* clutter_set_default_frame_rate:
* @frames_per_sec: the new default frame rate
*
- * Sets the default frame rate to be used when creating #ClutterTimeline<!--
- * -->s
+ * Sets the default frame rate. This frame rate will be used to limit
+ * the number of frames drawn if Clutter is not able to synchronize
+ * with the vertical refresh rate of the display. When synchronization
+ * is possible, this value is ignored.
*
* Since: 0.6
*/
{
ClutterMainContext *context;
- context = clutter_context_get_default ();
+ context = _clutter_context_get_default ();
if (context->frame_rate != frames_per_sec)
context->frame_rate = frames_per_sec;
ClutterInputDevice *dev = (ClutterInputDevice *)data;
ClutterMainContext *context;
- context = clutter_context_get_default ();
+ context = _clutter_context_get_default ();
if (dev)
{
*
* Grabs pointer events, after the grab is done all pointer related events
* (press, motion, release, enter, leave and scroll) are delivered to this
- * actor directly. The source set in the event will be the actor that would
- * have received the event if the pointer grab was not in effect.
+ * actor directly without passing through both capture and bubble phases of
+ * the event delivery chain. The source set in the event will be the actor
+ * that would have received the event if the pointer grab was not in effect.
+ *
+ * <note><para>Grabs completely override the entire event delivery chain
+ * done by Clutter. Pointer grabs should only be used as a last resource;
+ * using the #ClutterActor::captured-event signal should always be the
+ * preferred way to intercept event delivery to reactive actors.</para></note>
*
* If you wish to grab all the pointer events for a specific input device,
* you should use clutter_grab_pointer_for_device().
g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor));
- context = clutter_context_get_default ();
+ context = _clutter_context_get_default ();
if (context->pointer_grab_actor == actor)
return;
clutter_get_pointer_grab (void)
{
ClutterMainContext *context;
- context = clutter_context_get_default ();
+ context = _clutter_context_get_default ();
return context->pointer_grab_actor;
}
{
ClutterMainContext *context;
- context = clutter_context_get_default ();
+ context = _clutter_context_get_default ();
context->keyboard_grab_actor = NULL;
clutter_ungrab_keyboard ();
* clutter_grab_keyboard:
* @actor: a #ClutterActor
*
- * Grabs keyboard events, after the grab is done keyboard events ("key-press-event"
- * and "key-release-event") are delivered to this actor directly. The source
- * set in the event will be the actor that would have received the event if the
- * keyboard grab was not in effect.
+ * Grabs keyboard events, after the grab is done keyboard
+ * events (#ClutterActor::key-press-event and #ClutterActor::key-release-event)
+ * are delivered to this actor directly. The source set in the event will be
+ * the actor that would have received the event if the keyboard grab was not
+ * in effect.
+ *
+ * Like pointer grabs, keyboard grabs should only be used as a last
+ * resource.
+ *
+ * See also clutter_stage_set_key_focus() and clutter_actor_grab_key_focus()
+ * to perform a "soft" key grab and assign key focus to a specific actor.
*
* Since: 0.6
*/
g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor));
- context = clutter_context_get_default ();
+ context = _clutter_context_get_default ();
if (context->keyboard_grab_actor == actor)
return;
clutter_get_keyboard_grab (void)
{
ClutterMainContext *context;
- context = clutter_context_get_default ();
- return context->keyboard_grab_actor;
-}
+ context = _clutter_context_get_default ();
-/**
- * clutter_get_motion_events_frequency:
- *
- * Retrieves the number of motion events per second that are delivered
- * to the stage.
- *
- * See clutter_set_motion_events_frequency().
- *
- * Return value: the number of motion events per second
- *
- * Since: 0.6
- */
-guint
-clutter_get_motion_events_frequency (void)
-{
- ClutterMainContext *context = clutter_context_get_default ();
-
- if (G_LIKELY (context->motion_frequency == 0))
- {
- guint frequency;
-
- frequency = clutter_default_fps / 4;
- frequency = CLAMP (frequency, 20, 45);
-
- return frequency;
- }
- else
- return context->motion_frequency;
-}
-
-/**
- * clutter_set_motion_events_frequency:
- * @frequency: the number of motion events per second, or 0 for the
- * default value
- *
- * Sets the motion events frequency. Setting this to a non-zero value
- * will override the default setting, so it should be rarely used.
- *
- * Motion events are delivered from the default backend to the stage
- * and are used to generate the enter/leave events pair. This might lead
- * to a performance penalty due to the way the actors are identified.
- * Using this function is possible to reduce the frequency of the motion
- * events delivery to the stage.
- *
- * Since: 0.6
- */
-void
-clutter_set_motion_events_frequency (guint frequency)
-{
- ClutterMainContext *context = clutter_context_get_default ();
-
- /* never allow the motion events to exceed the default frame rate */
- context->motion_frequency = CLAMP (frequency, 1, clutter_default_fps);
+ return context->keyboard_grab_actor;
}
/**
ClutterInputDevice *device = NULL;
ClutterMainContext *context;
- context = clutter_context_get_default ();
+ context = _clutter_context_get_default ();
for (item = context->input_devices;
item != NULL;
return NULL;
}
+
+typedef struct _ClutterRepaintFunction
+{
+ guint id;
+ GSourceFunc func;
+ gpointer data;
+ GDestroyNotify notify;
+} ClutterRepaintFunction;
+
+/**
+ * clutter_threads_remove_repaint_func:
+ * @handle_id: an unsigned integer greater than zero
+ *
+ * Removes the repaint function with @handle_id as its id
+ *
+ * Since: 1.0
+ */
+void
+clutter_threads_remove_repaint_func (guint handle_id)
+{
+ ClutterRepaintFunction *repaint_func;
+ ClutterMainContext *context;
+ GList *l;
+
+ g_return_if_fail (handle_id > 0);
+
+ context = CLUTTER_CONTEXT ();
+ l = context->repaint_funcs;
+ while (l != NULL)
+ {
+ repaint_func = l->data;
+
+ if (repaint_func->id == handle_id)
+ {
+ context->repaint_funcs =
+ g_list_remove_link (context->repaint_funcs, l);
+
+ g_list_free (l);
+
+ if (repaint_func->notify)
+ repaint_func->notify (repaint_func->data);
+
+ g_slice_free (ClutterRepaintFunction, repaint_func);
+
+ return;
+ }
+
+ l = l->next;
+ }
+}
+
+/**
+ * clutter_threads_add_repaint_func:
+ * @func: the function to be called within the paint cycle
+ * @data: data to be passed to the function, or %NULL
+ * @notify: function to be called when removing the repaint
+ * function, or %NULL
+ *
+ * Adds a function to be called whenever Clutter is repainting a Stage.
+ * If the function returns %FALSE it is automatically removed from the
+ * list of repaint functions and will not be called again.
+ *
+ * This function is guaranteed to be called from within the same thread
+ * that called clutter_main(), and while the Clutter lock is being held.
+ *
+ * A repaint function is useful to ensure that an update of the scenegraph
+ * is performed before the scenegraph is repainted; for instance, uploading
+ * a frame from a video into a #ClutterTexture.
+ *
+ * When the repaint function is removed (either because it returned %FALSE
+ * or because clutter_threads_remove_repaint_func() has been called) the
+ * @notify function will be called, if any is set.
+ *
+ * Return value: the ID (greater than 0) of the repaint function. You
+ * can use the returned integer to remove the repaint function by
+ * calling clutter_threads_remove_repaint_func().
+ *
+ * Since: 1.0
+ */
+guint
+clutter_threads_add_repaint_func (GSourceFunc func,
+ gpointer data,
+ GDestroyNotify notify)
+{
+ static guint repaint_id = 1;
+ ClutterMainContext *context;
+ ClutterRepaintFunction *repaint_func;
+
+ g_return_val_if_fail (func != NULL, 0);
+
+ context = CLUTTER_CONTEXT ();
+
+ /* XXX lock the context */
+
+ repaint_func = g_slice_new (ClutterRepaintFunction);
+
+ repaint_func->id = repaint_id++;
+ repaint_func->func = func;
+ repaint_func->data = data;
+ repaint_func->notify = notify;
+
+ context->repaint_funcs = g_list_prepend (context->repaint_funcs,
+ repaint_func);
+
+ /* XXX unlock the context */
+
+ return repaint_func->id;
+}
+
+/*
+ * _clutter_run_repaint_functions:
+ *
+ * Executes the repaint functions added using the
+ * clutter_threads_add_repaint_func() function.
+ *
+ * Must be called before calling clutter_redraw() and
+ * with the Clutter thread lock held.
+ */
+void
+_clutter_run_repaint_functions (void)
+{
+ ClutterMainContext *context = CLUTTER_CONTEXT ();
+ ClutterRepaintFunction *repaint_func;
+ GList *reinvoke_list, *l;
+
+ if (context->repaint_funcs == NULL)
+ return;
+
+ reinvoke_list = NULL;
+
+ /* consume the whole list while we execute the functions */
+ while (context->repaint_funcs)
+ {
+ gboolean res = FALSE;
+
+ repaint_func = context->repaint_funcs->data;
+
+ l = context->repaint_funcs;
+ context->repaint_funcs =
+ g_list_remove_link (context->repaint_funcs, context->repaint_funcs);
+
+ g_list_free (l);
+
+ res = repaint_func->func (repaint_func->data);
+
+ if (res)
+ reinvoke_list = g_list_prepend (reinvoke_list, repaint_func);
+ else
+ {
+ if (repaint_func->notify)
+ repaint_func->notify (repaint_func->data);
+
+ g_slice_free (ClutterRepaintFunction, repaint_func);
+ }
+ }
+
+ if (reinvoke_list)
+ context->repaint_funcs = reinvoke_list;
+}
+
+/**
+ * clutter_check_version:
+ * @major: major version, like 1 in 1.2.3
+ * @minor: minor version, like 2 in 1.2.3
+ * @micro: micro version, like 3 in 1.2.3
+ *
+ * Run-time version check, to check the version the Clutter library
+ * that an application is currently linked against
+ *
+ * This is the run-time equivalent of the compile-time %CLUTTER_CHECK_VERSION
+ * pre-processor macro
+ *
+ * Return value: %TRUE if the version of the Clutter library is
+ * greater than (@major, @minor, @micro), and %FALSE otherwise
+ *
+ * Since: 1.2
+ */
+gboolean
+clutter_check_version (guint major,
+ guint minor,
+ guint micro)
+{
+ return (clutter_major_version > major ||
+ (clutter_major_version == major &&
+ clutter_minor_version > minor) ||
+ (clutter_major_version == major &&
+ clutter_minor_version == minor &&
+ clutter_micro_version >= micro));
+}
+
+void
+clutter_set_default_text_direction (ClutterTextDirection text_dir)
+{
+ if (text_dir == CLUTTER_TEXT_DIRECTION_DEFAULT)
+ text_dir = clutter_get_text_direction ();
+
+ if (text_dir != clutter_text_direction)
+ clutter_text_direction = text_dir;
+
+ /* FIXME - queue a relayout on all stages */
+}
+
+ClutterTextDirection
+clutter_get_default_text_direction (void)
+{
+ return clutter_text_direction;
+}