Ok, I reported the issue here: GTK4 + macOS: GtkGLArea and window management (#6813) · Issues · GNOME / gtk · GitLab
I hope I did this properly.
Will keep digging.
I just confirmed that flickering and glitches are gone if I insert the GtkGLArea
in the main application window defined by gtk_application_window_new (GTK_APPLICATION(my_gtk4_app));
then no visual issues what so ever, but the stacking behavior is still there.
So if the program has only one GtkGLArea in the main application window then the OpenGL rendering should be fine, question is what do I do in my case with several GtkGLArea in separate windows ?
Here are two pieces of code that demonstrate the issues (Sonoma - 14.4.1 - MacBook Pro - M3 Max, Gtk 4.14.4 homebrew).
This codes are based on the gtk4-demo
GtkGLArea demo.
- Application with a single window, the GtkGLArea + controls are in the main application window: no flickering
Test code N°1: application with a single window
#include <math.h>
#include <gtk/gtk.h>
#include <epoxy/gl.h>
#define GLSL(src) "#version 330\n" #src
static GtkWidget *demo_window = NULL;
/* the GtkGLArea widget */
static GtkWidget *gl_area = NULL;
enum {
X_AXIS,
Y_AXIS,
Z_AXIS,
N_AXIS
};
/* Rotation angles on each axis */
static float rotation_angles[N_AXIS] = { 0.0 };
/* The object we are drawing */
static const GLfloat vertex_data[] = {
0.f, 0.5f, 0.f, 1.f,
0.5f, -0.366f, 0.f, 1.f,
-0.5f, -0.366f, 0.f, 1.f,
};
/* Initialize the GL buffers */
static void
init_buffers (GLuint *vao_out,
GLuint *buffer_out)
{
GLuint vao, buffer;
/* We only use one VAO, so we always keep it bound */
glGenVertexArrays (1, &vao);
glBindVertexArray (vao);
/* This is the buffer that holds the vertices */
glGenBuffers (1, &buffer);
glBindBuffer (GL_ARRAY_BUFFER, buffer);
glBufferData (GL_ARRAY_BUFFER, sizeof (vertex_data), vertex_data, GL_STATIC_DRAW);
glBindBuffer (GL_ARRAY_BUFFER, 0);
if (vao_out != NULL)
*vao_out = vao;
if (buffer_out != NULL)
*buffer_out = buffer;
}
/* Create and compile a shader */
static GLuint
create_shader (int type,
const char *src)
{
GLuint shader;
int status;
shader = glCreateShader (type);
glShaderSource (shader, 1, &src, NULL);
glCompileShader (shader);
glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
int log_len;
char *buffer;
glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &log_len);
buffer = g_malloc (log_len + 1);
glGetShaderInfoLog (shader, log_len, NULL, buffer);
g_warning ("Compile failure in %s shader:\n%s",
type == GL_VERTEX_SHADER ? "vertex" : "fragment",
buffer);
g_free (buffer);
glDeleteShader (shader);
return 0;
}
return shader;
}
/* Initialize the shaders and link them into a program */
static void
init_shaders (const char *vertex_path,
const char *fragment_path,
GLuint *program_out,
GLuint *mvp_out)
{
GLuint vertex, fragment;
GLuint program = 0;
GLuint mvp = 0;
int status;
vertex = create_shader (GL_VERTEX_SHADER, vertex_path);
if (vertex == 0)
{
*program_out = 0;
return;
}
fragment = create_shader (GL_FRAGMENT_SHADER, fragment_path);
if (fragment == 0)
{
glDeleteShader (vertex);
*program_out = 0;
return;
}
program = glCreateProgram ();
glAttachShader (program, vertex);
glAttachShader (program, fragment);
glLinkProgram (program);
glGetProgramiv (program, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
int log_len;
char *buffer;
glGetProgramiv (program, GL_INFO_LOG_LENGTH, &log_len);
buffer = g_malloc (log_len + 1);
glGetProgramInfoLog (program, log_len, NULL, buffer);
g_warning ("Linking failure:\n%s", buffer);
g_free (buffer);
glDeleteProgram (program);
program = 0;
goto out;
}
/* Get the location of the "mvp" uniform */
mvp = glGetUniformLocation (program, "mvp");
glDetachShader (program, vertex);
glDetachShader (program, fragment);
out:
glDeleteShader (vertex);
glDeleteShader (fragment);
if (program_out != NULL)
*program_out = program;
if (mvp_out != NULL)
*mvp_out = mvp;
}
static void
compute_mvp (float *res,
float phi,
float theta,
float psi)
{
float x = phi * (G_PI / 180.f);
float y = theta * (G_PI / 180.f);
float z = psi * (G_PI / 180.f);
float c1 = cosf (x), s1 = sinf (x);
float c2 = cosf (y), s2 = sinf (y);
float c3 = cosf (z), s3 = sinf (z);
float c3c2 = c3 * c2;
float s3c1 = s3 * c1;
float c3s2s1 = c3 * s2 * s1;
float s3s1 = s3 * s1;
float c3s2c1 = c3 * s2 * c1;
float s3c2 = s3 * c2;
float c3c1 = c3 * c1;
float s3s2s1 = s3 * s2 * s1;
float c3s1 = c3 * s1;
float s3s2c1 = s3 * s2 * c1;
float c2s1 = c2 * s1;
float c2c1 = c2 * c1;
/* initialize to the identity matrix */
res[0] = 1.f; res[4] = 0.f; res[8] = 0.f; res[12] = 0.f;
res[1] = 0.f; res[5] = 1.f; res[9] = 0.f; res[13] = 0.f;
res[2] = 0.f; res[6] = 0.f; res[10] = 1.f; res[14] = 0.f;
res[3] = 0.f; res[7] = 0.f; res[11] = 0.f; res[15] = 1.f;
/* apply all three rotations using the three matrices:
*
* ⎡ c3 s3 0 ⎤ ⎡ c2 0 -s2 ⎤ ⎡ 1 0 0 ⎤
* ⎢ -s3 c3 0 ⎥ ⎢ 0 1 0 ⎥ ⎢ 0 c1 s1 ⎥
* ⎣ 0 0 1 ⎦ ⎣ s2 0 c2 ⎦ ⎣ 0 -s1 c1 ⎦
*/
res[0] = c3c2; res[4] = s3c1 + c3s2s1; res[8] = s3s1 - c3s2c1; res[12] = 0.f;
res[1] = -s3c2; res[5] = c3c1 - s3s2s1; res[9] = c3s1 + s3s2c1; res[13] = 0.f;
res[2] = s2; res[6] = -c2s1; res[10] = c2c1; res[14] = 0.f;
res[3] = 0.f; res[7] = 0.f; res[11] = 0.f; res[15] = 1.f;
}
static GLuint position_buffer;
static GLuint program;
static GLuint mvp_location;
/* We need to set up our state when we realize the GtkGLArea widget */
static void
realize (GtkWidget *widget)
{
const char *vertex_path, *fragment_path;
GdkGLContext *context;
gtk_gl_area_make_current (GTK_GL_AREA (widget));
if (gtk_gl_area_get_error (GTK_GL_AREA (widget)) != NULL)
return;
context = gtk_gl_area_get_context (GTK_GL_AREA (widget));
const GLchar * vertex = GLSL(
uniform mat4 mvp;
in vec3 vert;
in vec4 vertColor;
out vec4 vert_color;
void main()
{
vert_color = vertColor;
gl_Position = mvp * vec4(vert, 1.0);
}
);
const GLchar * fragment = GLSL(
out vec4 outputColor;
void main() {
float lerpVal = gl_FragCoord.y / 500.0f;
outputColor = mix(vec4(1.0f, 0.85f, 0.35f, 1.0f), vec4(0.2f, 0.2f, 0.2f, 1.0f), lerpVal);
}
);
init_buffers (NULL, &position_buffer);
init_shaders (vertex, fragment, &program, &mvp_location);
}
/* We should tear down the state when unrealizing */
static void
unrealize (GtkWidget *widget)
{
gtk_gl_area_make_current (GTK_GL_AREA (widget));
if (gtk_gl_area_get_error (GTK_GL_AREA (widget)) != NULL)
return;
glDeleteBuffers (1, &position_buffer);
glDeleteProgram (program);
}
static void
draw_triangle (void)
{
float mvp[16];
/* Compute the model view projection matrix using the
* rotation angles specified through the GtkRange widgets
*/
compute_mvp (mvp,
rotation_angles[X_AXIS],
rotation_angles[Y_AXIS],
rotation_angles[Z_AXIS]);
/* Use our shaders */
glUseProgram (program);
/* Update the "mvp" matrix we use in the shader */
glUniformMatrix4fv (mvp_location, 1, GL_FALSE, &mvp[0]);
/* Use the vertices in our buffer */
glBindBuffer (GL_ARRAY_BUFFER, position_buffer);
glEnableVertexAttribArray (0);
glVertexAttribPointer (0, 4, GL_FLOAT, GL_FALSE, 0, 0);
/* Draw the three vertices as a triangle */
glDrawArrays (GL_TRIANGLES, 0, 3);
/* We finished using the buffers and program */
glDisableVertexAttribArray (0);
glBindBuffer (GL_ARRAY_BUFFER, 0);
glUseProgram (0);
}
static gboolean
render (GtkGLArea *area,
GdkGLContext *context)
{
if (gtk_gl_area_get_error (area) != NULL)
return FALSE;
/* Clear the viewport */
glClearColor (0.5, 0.5, 0.5, 1.0);
glClear (GL_COLOR_BUFFER_BIT);
/* Draw our object */
draw_triangle ();
/* Flush the contents of the pipeline */
glFlush ();
return TRUE;
}
static void
on_axis_value_change (GtkAdjustment *adjustment,
gpointer data)
{
int axis = GPOINTER_TO_INT (data);
g_assert (axis >= 0 && axis < N_AXIS);
/* Update the rotation angle */
rotation_angles[axis] = gtk_adjustment_get_value (adjustment);
/* Update the contents of the GL drawing area */
gtk_widget_queue_draw (gl_area);
}
static GtkWidget *
create_axis_slider (int axis)
{
GtkWidget *box, *label, *slider;
GtkAdjustment *adj;
const char *text;
box = gtk_box_new (GTK_ORIENTATION_HORIZONTAL, 0);
switch (axis)
{
case X_AXIS:
text = "X axis";
break;
case Y_AXIS:
text = "Y axis";
break;
case Z_AXIS:
text = "Z axis";
break;
default:
g_assert_not_reached ();
}
label = gtk_label_new (text);
gtk_box_append (GTK_BOX (box), label);
gtk_widget_set_visible (label, TRUE);
adj = gtk_adjustment_new (0.0, 0.0, 360.0, 1.0, 12.0, 0.0);
g_signal_connect (adj, "value-changed",
G_CALLBACK (on_axis_value_change),
GINT_TO_POINTER (axis));
slider = gtk_scale_new (GTK_ORIENTATION_HORIZONTAL, adj);
gtk_box_append (GTK_BOX (box), slider);
gtk_widget_set_hexpand (slider, TRUE);
gtk_widget_set_visible (slider, TRUE);
gtk_widget_set_visible (box, TRUE);
return box;
}
static void
close_window (GtkWidget *widget)
{
/* Reset the state */
demo_window = NULL;
gl_area = NULL;
rotation_angles[X_AXIS] = 0.0;
rotation_angles[Y_AXIS] = 0.0;
rotation_angles[Z_AXIS] = 0.0;
}
static GtkWidget *
create_glarea_widget ()
//gtkWidget *do_widget)
{
// GtkWidget *window;
GtkWidget *box, *button, *controls;
int i;
//window = gtk_window_new ();
//gtk_window_set_display (GTK_WINDOW (window), gtk_widget_get_display (do_widget));
//gtk_window_set_title (GTK_WINDOW (window), "OpenGL Area");
//gtk_window_set_default_size (GTK_WINDOW (window), 400, 600);
//g_signal_connect (window, "destroy", G_CALLBACK (close_window), NULL);
box = gtk_box_new (GTK_ORIENTATION_VERTICAL, FALSE);
gtk_widget_set_margin_start (box, 12);
gtk_widget_set_margin_end (box, 12);
gtk_widget_set_margin_top (box, 12);
gtk_widget_set_margin_bottom (box, 12);
gtk_box_set_spacing (GTK_BOX (box), 6);
gl_area = gtk_gl_area_new ();
gtk_widget_set_hexpand (gl_area, TRUE);
gtk_widget_set_vexpand (gl_area, TRUE);
gtk_widget_set_size_request (gl_area, 100, 200);
gtk_box_append (GTK_BOX (box), gl_area);
/* We need to initialize and free GL resources, so we use
* the realize and unrealize signals on the widget
*/
g_signal_connect (gl_area, "realize", G_CALLBACK (realize), NULL);
g_signal_connect (gl_area, "unrealize", G_CALLBACK (unrealize), NULL);
/* The main "draw" call for GtkGLArea */
g_signal_connect (gl_area, "render", G_CALLBACK (render), NULL);
controls = gtk_box_new (GTK_ORIENTATION_VERTICAL, FALSE);
gtk_box_append (GTK_BOX (box), controls);
gtk_widget_set_hexpand (controls, TRUE);
for (i = 0; i < N_AXIS; i++)
gtk_box_append (GTK_BOX (controls), create_axis_slider (i));
//button = gtk_button_new_with_label ("Quit");
//gtk_widget_set_hexpand (button, TRUE);
//gtk_box_append (GTK_BOX (box), button);
//g_signal_connect_swapped (button, "clicked", G_CALLBACK (gtk_window_destroy), window);
return box;
}
void run_program (GApplication * app, gpointer data)
{
GtkWidget * window = gtk_application_window_new (GTK_APPLICATION(app));
gtk_window_set_title (GTK_WINDOW(window), "Test");
gtk_window_set_resizable (GTK_WINDOW(window), TRUE);
gtk_widget_set_size_request (window, 900, 450);
gtk_window_set_child (GTK_WINDOW (window), create_glarea_widget ());
gtk_widget_set_visible (window, TRUE);
}
int main (int argc, char *argv[])
{
gchar * name = g_strdup_printf ("test._%d.gtk", (int)clock());
#if GLIB_MINOR_VERSION < 74
GtkApplication * TestApp = gtk_application_new (name, G_APPLICATION_FLAGS_NONE);
#else
GtkApplication * TestApp = gtk_application_new (name, G_APPLICATION_DEFAULT_FLAGS);
#endif
g_free (name);
g_signal_connect (G_OBJECT(TestApp), "activate", G_CALLBACK(run_program), NULL);
int status = g_application_run (G_APPLICATION (TestApp), 0, NULL);
g_object_unref (TestApp);
return status;
}
- Test application with 2 windows, the controls for the GtkGLArea are in the main application window, while the GtkGLArea in a secondary window: the main application windows is flickering and display glitches
Test code N°2: application with 2 windows
#include <math.h>
#include <gtk/gtk.h>
#include <epoxy/gl.h>
#define GLSL(src) "#version 330\n" #src
static GtkWidget *demo_window = NULL;
/* the GtkGLArea widget */
static GtkWidget *gl_area = NULL;
enum {
X_AXIS,
Y_AXIS,
Z_AXIS,
N_AXIS
};
/* Rotation angles on each axis */
static float rotation_angles[N_AXIS] = { 0.0 };
/* The object we are drawing */
static const GLfloat vertex_data[] = {
0.f, 0.5f, 0.f, 1.f,
0.5f, -0.366f, 0.f, 1.f,
-0.5f, -0.366f, 0.f, 1.f,
};
/* Initialize the GL buffers */
static void
init_buffers (GLuint *vao_out,
GLuint *buffer_out)
{
GLuint vao, buffer;
/* We only use one VAO, so we always keep it bound */
glGenVertexArrays (1, &vao);
glBindVertexArray (vao);
/* This is the buffer that holds the vertices */
glGenBuffers (1, &buffer);
glBindBuffer (GL_ARRAY_BUFFER, buffer);
glBufferData (GL_ARRAY_BUFFER, sizeof (vertex_data), vertex_data, GL_STATIC_DRAW);
glBindBuffer (GL_ARRAY_BUFFER, 0);
if (vao_out != NULL)
*vao_out = vao;
if (buffer_out != NULL)
*buffer_out = buffer;
}
/* Create and compile a shader */
static GLuint
create_shader (int type,
const char *src)
{
GLuint shader;
int status;
shader = glCreateShader (type);
glShaderSource (shader, 1, &src, NULL);
glCompileShader (shader);
glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
int log_len;
char *buffer;
glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &log_len);
buffer = g_malloc (log_len + 1);
glGetShaderInfoLog (shader, log_len, NULL, buffer);
g_warning ("Compile failure in %s shader:\n%s",
type == GL_VERTEX_SHADER ? "vertex" : "fragment",
buffer);
g_free (buffer);
glDeleteShader (shader);
return 0;
}
return shader;
}
/* Initialize the shaders and link them into a program */
static void
init_shaders (const char *vertex_path,
const char *fragment_path,
GLuint *program_out,
GLuint *mvp_out)
{
GLuint vertex, fragment;
GLuint program = 0;
GLuint mvp = 0;
int status;
vertex = create_shader (GL_VERTEX_SHADER, vertex_path);
if (vertex == 0)
{
*program_out = 0;
return;
}
fragment = create_shader (GL_FRAGMENT_SHADER, fragment_path);
if (fragment == 0)
{
glDeleteShader (vertex);
*program_out = 0;
return;
}
program = glCreateProgram ();
glAttachShader (program, vertex);
glAttachShader (program, fragment);
glLinkProgram (program);
glGetProgramiv (program, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
int log_len;
char *buffer;
glGetProgramiv (program, GL_INFO_LOG_LENGTH, &log_len);
buffer = g_malloc (log_len + 1);
glGetProgramInfoLog (program, log_len, NULL, buffer);
g_warning ("Linking failure:\n%s", buffer);
g_free (buffer);
glDeleteProgram (program);
program = 0;
goto out;
}
/* Get the location of the "mvp" uniform */
mvp = glGetUniformLocation (program, "mvp");
glDetachShader (program, vertex);
glDetachShader (program, fragment);
out:
glDeleteShader (vertex);
glDeleteShader (fragment);
if (program_out != NULL)
*program_out = program;
if (mvp_out != NULL)
*mvp_out = mvp;
}
static void
compute_mvp (float *res,
float phi,
float theta,
float psi)
{
float x = phi * (G_PI / 180.f);
float y = theta * (G_PI / 180.f);
float z = psi * (G_PI / 180.f);
float c1 = cosf (x), s1 = sinf (x);
float c2 = cosf (y), s2 = sinf (y);
float c3 = cosf (z), s3 = sinf (z);
float c3c2 = c3 * c2;
float s3c1 = s3 * c1;
float c3s2s1 = c3 * s2 * s1;
float s3s1 = s3 * s1;
float c3s2c1 = c3 * s2 * c1;
float s3c2 = s3 * c2;
float c3c1 = c3 * c1;
float s3s2s1 = s3 * s2 * s1;
float c3s1 = c3 * s1;
float s3s2c1 = s3 * s2 * c1;
float c2s1 = c2 * s1;
float c2c1 = c2 * c1;
/* initialize to the identity matrix */
res[0] = 1.f; res[4] = 0.f; res[8] = 0.f; res[12] = 0.f;
res[1] = 0.f; res[5] = 1.f; res[9] = 0.f; res[13] = 0.f;
res[2] = 0.f; res[6] = 0.f; res[10] = 1.f; res[14] = 0.f;
res[3] = 0.f; res[7] = 0.f; res[11] = 0.f; res[15] = 1.f;
/* apply all three rotations using the three matrices:
*
* ⎡ c3 s3 0 ⎤ ⎡ c2 0 -s2 ⎤ ⎡ 1 0 0 ⎤
* ⎢ -s3 c3 0 ⎥ ⎢ 0 1 0 ⎥ ⎢ 0 c1 s1 ⎥
* ⎣ 0 0 1 ⎦ ⎣ s2 0 c2 ⎦ ⎣ 0 -s1 c1 ⎦
*/
res[0] = c3c2; res[4] = s3c1 + c3s2s1; res[8] = s3s1 - c3s2c1; res[12] = 0.f;
res[1] = -s3c2; res[5] = c3c1 - s3s2s1; res[9] = c3s1 + s3s2c1; res[13] = 0.f;
res[2] = s2; res[6] = -c2s1; res[10] = c2c1; res[14] = 0.f;
res[3] = 0.f; res[7] = 0.f; res[11] = 0.f; res[15] = 1.f;
}
static GLuint position_buffer;
static GLuint program;
static GLuint mvp_location;
/* We need to set up our state when we realize the GtkGLArea widget */
static void
realize (GtkWidget *widget)
{
gtk_gl_area_make_current (GTK_GL_AREA (widget));
if (gtk_gl_area_get_error (GTK_GL_AREA (widget)) != NULL)
return;
const GLchar * vertex = GLSL(
uniform mat4 mvp;
in vec3 vert;
in vec4 vertColor;
out vec4 vert_color;
void main()
{
vert_color = vertColor;
gl_Position = mvp * vec4(vert, 1.0);
}
);
const GLchar * fragment = GLSL(
out vec4 outputColor;
void main() {
float lerpVal = gl_FragCoord.y / 500.0f;
outputColor = mix(vec4(1.0f, 0.85f, 0.35f, 1.0f), vec4(0.2f, 0.2f, 0.2f, 1.0f), lerpVal);
}
);
init_buffers (NULL, &position_buffer);
init_shaders (vertex, fragment, &program, &mvp_location);
}
/* We should tear down the state when unrealizing */
static void
unrealize (GtkWidget *widget)
{
gtk_gl_area_make_current (GTK_GL_AREA (widget));
if (gtk_gl_area_get_error (GTK_GL_AREA (widget)) != NULL)
return;
glDeleteBuffers (1, &position_buffer);
glDeleteProgram (program);
}
static void
draw_triangle (void)
{
float mvp[16];
/* Compute the model view projection matrix using the
* rotation angles specified through the GtkRange widgets
*/
compute_mvp (mvp,
rotation_angles[X_AXIS],
rotation_angles[Y_AXIS],
rotation_angles[Z_AXIS]);
/* Use our shaders */
glUseProgram (program);
/* Update the "mvp" matrix we use in the shader */
glUniformMatrix4fv (mvp_location, 1, GL_FALSE, &mvp[0]);
/* Use the vertices in our buffer */
glBindBuffer (GL_ARRAY_BUFFER, position_buffer);
glEnableVertexAttribArray (0);
glVertexAttribPointer (0, 4, GL_FLOAT, GL_FALSE, 0, 0);
/* Draw the three vertices as a triangle */
glDrawArrays (GL_TRIANGLES, 0, 3);
/* We finished using the buffers and program */
glDisableVertexAttribArray (0);
glBindBuffer (GL_ARRAY_BUFFER, 0);
glUseProgram (0);
}
static gboolean
render (GtkGLArea *area,
GdkGLContext *context)
{
if (gtk_gl_area_get_error (area) != NULL)
return FALSE;
/* Clear the viewport */
glClearColor (0.5, 0.5, 0.5, 1.0);
glClear (GL_COLOR_BUFFER_BIT);
/* Draw our object */
draw_triangle ();
/* Flush the contents of the pipeline */
glFlush ();
return TRUE;
}
static void
on_axis_value_change (GtkAdjustment *adjustment,
gpointer data)
{
int axis = GPOINTER_TO_INT (data);
g_assert (axis >= 0 && axis < N_AXIS);
/* Update the rotation angle */
rotation_angles[axis] = gtk_adjustment_get_value (adjustment);
/* Update the contents of the GL drawing area */
gtk_widget_queue_draw (gl_area);
}
static GtkWidget *
create_axis_slider (int axis)
{
GtkWidget *box, *label, *slider;
GtkAdjustment *adj;
const char *text;
box = gtk_box_new (GTK_ORIENTATION_HORIZONTAL, 0);
switch (axis)
{
case X_AXIS:
text = "X axis";
break;
case Y_AXIS:
text = "Y axis";
break;
case Z_AXIS:
text = "Z axis";
break;
default:
g_assert_not_reached ();
}
label = gtk_label_new (text);
gtk_box_append (GTK_BOX (box), label);
gtk_widget_set_visible (label, TRUE);
adj = gtk_adjustment_new (0.0, 0.0, 360.0, 1.0, 12.0, 0.0);
g_signal_connect (adj, "value-changed",
G_CALLBACK (on_axis_value_change),
GINT_TO_POINTER (axis));
slider = gtk_scale_new (GTK_ORIENTATION_HORIZONTAL, adj);
gtk_box_append (GTK_BOX (box), slider);
gtk_widget_set_hexpand (slider, TRUE);
gtk_widget_set_visible (slider, TRUE);
gtk_widget_set_visible (box, TRUE);
return box;
}
static void
close_window (GtkWidget *widget)
{
/* Reset the state */
demo_window = NULL;
gl_area = NULL;
rotation_angles[X_AXIS] = 0.0;
rotation_angles[Y_AXIS] = 0.0;
rotation_angles[Z_AXIS] = 0.0;
}
static GtkWidget *
create_glarea_widget (GtkWidget * win)
{
GtkWidget *window;
GtkWidget *box;
window = gtk_window_new ();
gtk_window_set_display (GTK_WINDOW (window), gtk_widget_get_display (win));
gtk_window_set_title (GTK_WINDOW (window), "OpenGL Area");
gtk_window_set_default_size (GTK_WINDOW (window), 400, 600);
g_signal_connect (window, "destroy", G_CALLBACK (close_window), NULL);
box = gtk_box_new (GTK_ORIENTATION_VERTICAL, FALSE);
gtk_window_set_child (GTK_WINDOW (window), box);
gtk_widget_set_margin_start (box, 12);
gtk_widget_set_margin_end (box, 12);
gtk_widget_set_margin_top (box, 12);
gtk_widget_set_margin_bottom (box, 12);
gtk_box_set_spacing (GTK_BOX (box), 6);
gl_area = gtk_gl_area_new ();
gtk_widget_set_hexpand (gl_area, TRUE);
gtk_widget_set_vexpand (gl_area, TRUE);
gtk_widget_set_size_request (gl_area, 100, 200);
gtk_box_append (GTK_BOX (box), gl_area);
/* We need to initialize and free GL resources, so we use
* the realize and unrealize signals on the widget
*/
g_signal_connect (gl_area, "realize", G_CALLBACK (realize), NULL);
g_signal_connect (gl_area, "unrealize", G_CALLBACK (unrealize), NULL);
/* The main "draw" call for GtkGLArea */
g_signal_connect (gl_area, "render", G_CALLBACK (render), NULL);
return window;
}
void run_program (GApplication * app, gpointer data)
{
GtkWidget * window = gtk_application_window_new (GTK_APPLICATION(app));
gtk_window_set_title (GTK_WINDOW(window), "Test");
gtk_window_set_resizable (GTK_WINDOW(window), TRUE);
gtk_widget_set_size_request (window, 900, 450);
gtk_widget_set_visible (window, TRUE);
GtkWidget * box = gtk_box_new (GTK_ORIENTATION_VERTICAL, FALSE);
gtk_window_set_child (GTK_WINDOW (window), box);
gtk_widget_set_margin_start (box, 12);
gtk_widget_set_margin_end (box, 12);
gtk_widget_set_margin_top (box, 12);
gtk_widget_set_margin_bottom (box, 12);
gtk_box_set_spacing (GTK_BOX (box), 6);
GtkWidget * button, * controls;
controls = gtk_box_new (GTK_ORIENTATION_VERTICAL, FALSE);
gtk_box_append (GTK_BOX (box), controls);
gtk_widget_set_hexpand (controls, TRUE);
int i;
for (i = 0; i < N_AXIS; i++)
gtk_box_append (GTK_BOX (controls), create_axis_slider (i));
button = gtk_button_new_with_label ("Quit");
gtk_widget_set_hexpand (button, TRUE);
gtk_box_append (GTK_BOX (box), button);
g_signal_connect_swapped (button, "clicked", G_CALLBACK (gtk_window_destroy), window);
GtkWidget * area = create_glarea_widget (window);
gtk_widget_set_visible (area, TRUE);
}
int main (int argc, char *argv[])
{
gchar * name = g_strdup_printf ("test._%d.gtk", (int)clock());
#if GLIB_MINOR_VERSION < 74
GtkApplication * TestApp = gtk_application_new (name, G_APPLICATION_FLAGS_NONE);
#else
GtkApplication * TestApp = gtk_application_new (name, G_APPLICATION_DEFAULT_FLAGS);
#endif
g_free (name);
g_signal_connect (G_OBJECT(TestApp), "activate", G_CALLBACK(run_program), NULL);
int status = g_application_run (G_APPLICATION (TestApp), 0, NULL);
g_object_unref (TestApp);
return status;
}