static gboolean change_filter (gpointer actor) { ClutterTextureQuality old_quality; old_quality = clutter_texture_get_filter_quality (actor); switch (old_quality) { case CLUTTER_TEXTURE_QUALITY_LOW: clutter_texture_set_filter_quality (actor, CLUTTER_TEXTURE_QUALITY_MEDIUM); g_print ("Setting texture rendering quality to medium\n"); break; case CLUTTER_TEXTURE_QUALITY_MEDIUM: clutter_texture_set_filter_quality (actor, CLUTTER_TEXTURE_QUALITY_HIGH); g_print ("Setting texture rendering quality to high\n"); break; case CLUTTER_TEXTURE_QUALITY_HIGH: clutter_texture_set_filter_quality (actor, CLUTTER_TEXTURE_QUALITY_LOW); g_print ("Setting texture rendering quality to low\n"); break; } return TRUE; }
static void toggle_texture_quality (ClutterActor *actor) { if (CLUTTER_IS_CONTAINER (actor)) clutter_container_foreach (CLUTTER_CONTAINER (actor), (ClutterCallback) toggle_texture_quality, NULL); if (CLUTTER_IS_TEXTURE (actor)) { ClutterTextureQuality quality; quality = clutter_texture_get_filter_quality (CLUTTER_TEXTURE (actor)); if (quality == CLUTTER_TEXTURE_QUALITY_HIGH) quality = CLUTTER_TEXTURE_QUALITY_MEDIUM; else quality = CLUTTER_TEXTURE_QUALITY_HIGH; g_print ("switching to quality %s for %p\n", quality == CLUTTER_TEXTURE_QUALITY_HIGH ? "high" : "medium", actor); clutter_texture_set_filter_quality (CLUTTER_TEXTURE (actor), quality); } }
/** * shell_global_create_root_pixmap_actor: * @global: a #ShellGlobal * * Creates an actor showing the root window pixmap. * * Return value: (transfer none): a #ClutterActor with the root window pixmap. * The actor is floating, hence (transfer none). */ ClutterActor * shell_global_create_root_pixmap_actor (ShellGlobal *global) { GdkWindow *window; ClutterActor *stage; ClutterColor stage_color; /* The actor created is actually a ClutterClone of global->root_pixmap. */ if (global->root_pixmap == NULL) { global->root_pixmap = clutter_glx_texture_pixmap_new (); clutter_texture_set_repeat (CLUTTER_TEXTURE (global->root_pixmap), TRUE, TRUE); /* The low and medium quality filters give nearest-neighbor resizing. */ clutter_texture_set_filter_quality (CLUTTER_TEXTURE (global->root_pixmap), CLUTTER_TEXTURE_QUALITY_HIGH); /* Initialize to the stage color, since that's what will be seen * in the main view if there's no actual background window. */ stage = mutter_plugin_get_stage (global->plugin); clutter_stage_get_color (CLUTTER_STAGE (stage), &stage_color); clutter_texture_set_from_rgb_data (CLUTTER_TEXTURE (global->root_pixmap), /* ClutterColor has the same layout * as one pixel of RGB(A) data. */ (const guchar *)&stage_color, FALSE, /* w, h, rowstride, bpp, flags */ 1, 1, 3, 3, 0, NULL); /* We can only clone an actor within a stage, so we hide the source * texture then add it to the stage */ clutter_actor_hide (global->root_pixmap); clutter_container_add_actor (CLUTTER_CONTAINER (stage), global->root_pixmap); /* This really should never happen; but just in case... */ g_signal_connect (global->root_pixmap, "destroy", G_CALLBACK (root_pixmap_destroy), global); /* Metacity handles changes to some root window properties in its global * event filter, though not _XROOTPMAP_ID. For all root window property * changes, the global filter returns GDK_FILTER_CONTINUE, so our * window specific filter will be called after the global one. * * Because Metacity is already handling root window property updates, * we don't have to worry about adding the PropertyChange mask to the * root window to get PropertyNotify events. */ window = gdk_get_default_root_window (); gdk_window_add_filter (window, root_window_filter, global); update_root_window_pixmap (global); } return clutter_clone_new (global->root_pixmap); }
/** * shell_global_create_root_pixmap_actor: * @global: a #ShellGlobal * * Creates an actor showing the root window pixmap. * * Return value: (transfer none): a #ClutterActor with the root window pixmap. * The actor is floating, hence (transfer none). */ ClutterActor * shell_global_create_root_pixmap_actor (ShellGlobal *global) { GdkWindow *window; ClutterActor *stage; /* The actor created is actually a ClutterClone of global->root_pixmap. */ if (global->root_pixmap == NULL) { global->root_pixmap = clutter_glx_texture_pixmap_new (); /* The low and medium quality filters give nearest-neighbor resizing. */ clutter_texture_set_filter_quality (CLUTTER_TEXTURE (global->root_pixmap), CLUTTER_TEXTURE_QUALITY_HIGH); /* We can only clone an actor within a stage, so we hide the source * texture then add it to the stage */ clutter_actor_hide (global->root_pixmap); stage = mutter_plugin_get_stage (global->plugin); clutter_container_add_actor (CLUTTER_CONTAINER (stage), global->root_pixmap); g_signal_connect (global->root_pixmap, "paint", G_CALLBACK (root_pixmap_paint), NULL); /* This really should never happen; but just in case... */ g_signal_connect (global->root_pixmap, "destroy", G_CALLBACK (root_pixmap_destroy), global); /* Metacity handles changes to some root window properties in its global * event filter, though not _XROOTPMAP_ID. For all root window property * changes, the global filter returns GDK_FILTER_CONTINUE, so our * window specific filter will be called after the global one. * * Because Metacity is already handling root window property updates, * we don't have to worry about adding the PropertyChange mask to the * root window to get PropertyNotify events. */ window = gdk_get_default_root_window (); gdk_window_add_filter (window, root_window_filter, global); update_root_window_pixmap (global); } return clutter_clone_new (global->root_pixmap); }
G_MODULE_EXPORT int test_pixmap_main (int argc, char **argv) { GOptionContext *context; Display *xdpy; int screen; ClutterActor *group = NULL, *label, *stage, *tex; Pixmap pixmap; const ClutterColor gry = { 0x99, 0x99, 0x99, 0xFF }; Window win_remote; guint w, h, d; GC gc; ClutterTimeline *timeline; ClutterAlpha *alpha; ClutterBehaviour *depth_behavior; int i; int row_height; #ifdef CLUTTER_WINDOWING_X11 clutter_set_windowing_backend (CLUTTER_WINDOWING_X11); #endif if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS) return 1; #ifdef CLUTTER_WINDOWING_X11 if (!clutter_check_windowing_backend (CLUTTER_WINDOWING_X11)) g_error ("test-pixmap requires the X11 Clutter backend."); #endif xdpy = clutter_x11_get_default_display (); XSynchronize (xdpy, True); context = g_option_context_new (" - test-pixmap options"); g_option_context_add_main_entries (context, g_options, NULL); g_option_context_parse (context, &argc, &argv, NULL); pixmap = create_pixmap (&w, &h, &d); screen = DefaultScreen(xdpy); win_remote = XCreateSimpleWindow (xdpy, DefaultRootWindow(xdpy), 0, 0, 200, 200, 0, WhitePixel(xdpy, screen), WhitePixel(xdpy, screen)); XMapWindow (xdpy, win_remote); stage = clutter_stage_new (); clutter_actor_set_position (stage, 0, 150); clutter_actor_set_background_color (stage, &gry); clutter_stage_set_title (CLUTTER_STAGE (stage), "X11 Texture from Pixmap"); g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL); timeline = clutter_timeline_new (5000); g_signal_connect (timeline, "completed", G_CALLBACK (timeline_completed), NULL); alpha = clutter_alpha_new_full (timeline, CLUTTER_LINEAR); depth_behavior = clutter_behaviour_depth_new (alpha, -2500, 400); if (!disable_x11) { group = clutter_group_new (); clutter_container_add_actor (CLUTTER_CONTAINER (stage), group); label = clutter_text_new_with_text ("fixed", "ClutterX11Texture (Window)"); clutter_container_add_actor (CLUTTER_CONTAINER (group), label); tex = clutter_x11_texture_pixmap_new_with_window (win_remote); clutter_container_add_actor (CLUTTER_CONTAINER (group), tex); clutter_actor_set_position (tex, 0, 20); clutter_x11_texture_pixmap_set_automatic (CLUTTER_X11_TEXTURE_PIXMAP (tex), TRUE); clutter_texture_set_filter_quality (CLUTTER_TEXTURE (tex), CLUTTER_TEXTURE_QUALITY_HIGH); clutter_actor_set_position (group, 0, 0); if (!disable_animation) clutter_behaviour_apply (depth_behavior, group); } if (group) row_height = clutter_actor_get_height (group); else row_height = 0; /* NB: We only draw on the window after being redirected, so we dont * have to worry about handling expose events... */ gc = XCreateGC (xdpy, win_remote, 0, NULL); XSetForeground (xdpy, gc, BlackPixel (xdpy, screen)); XSetLineAttributes(xdpy, gc, 5, LineSolid, CapButt, JoinMiter); for (i = 0; i < 10; i++) XDrawLine (xdpy, win_remote, gc, 0+i*20, 0, 10+i*20+i, 200); group = clutter_group_new (); clutter_container_add_actor (CLUTTER_CONTAINER (stage), group); label = clutter_text_new_with_text ("fixed", "ClutterX11Texture (Pixmap)"); clutter_container_add_actor (CLUTTER_CONTAINER (group), label); tex = clutter_x11_texture_pixmap_new_with_pixmap (pixmap); clutter_x11_texture_pixmap_set_automatic (CLUTTER_X11_TEXTURE_PIXMAP (tex), TRUE); clutter_container_add_actor (CLUTTER_CONTAINER (group), tex); clutter_actor_set_position (tex, 0, 20); clutter_texture_set_filter_quality (CLUTTER_TEXTURE (tex), CLUTTER_TEXTURE_QUALITY_HIGH); /* oddly, the actor's size is 0 until it is realized, even though pixmap-height is set */ clutter_actor_set_position (group, 0, row_height); if (!disable_animation) clutter_behaviour_apply (depth_behavior, group); g_signal_connect (stage, "key-release-event", G_CALLBACK (stage_key_release_cb), (gpointer)pixmap); g_signal_connect (stage, "button-press-event", G_CALLBACK (stage_button_press_cb), (gpointer)pixmap); clutter_actor_show (stage); if (!disable_animation) clutter_timeline_start (timeline); clutter_threads_add_timeout (1000, draw_arc, GUINT_TO_POINTER (pixmap)); clutter_main (); return EXIT_SUCCESS; }