/*
 * Clutter.
 *
 * An OpenGL based 'interactive canvas' library.
 *
 * Authored By Matthew Allum  <mallum@openedhand.com>
 *
 * Copyright (C) 2006 OpenedHand
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library. If not, see <http://www.gnu.org/licenses/>.
 */

/**
 * SECTION:clutter-stage
 * @short_description: Top level visual element to which actors are placed.
 *
 * #ClutterStage is a top level 'window' on which child actors are placed
 * and manipulated.
 *
 * Backends might provide support for multiple stages. The support for this
 * feature can be checked at run-time using the clutter_feature_available()
 * function and the %CLUTTER_FEATURE_STAGE_MULTIPLE flag. If the backend used
 * supports multiple stages, new #ClutterStage instances can be created
 * using clutter_stage_new(). These stages must be managed by the developer
 * using clutter_actor_destroy(), which will take care of destroying all the
 * actors contained inside them.
 *
 * #ClutterStage is a proxy actor, wrapping the backend-specific implementation
 * (a #StageWindow) of the windowing system. It is possible to subclass
 * #ClutterStage, as long as every overridden virtual function chains up to the
 * parent class corresponding function.
 */

#include "clutter-build-config.h"

#include <math.h>
#include <cairo.h>

#define CLUTTER_DISABLE_DEPRECATION_WARNINGS
#define CLUTTER_ENABLE_EXPERIMENTAL_API

#include "clutter-stage.h"
#include "deprecated/clutter-stage.h"
#include "deprecated/clutter-container.h"

#include "clutter-actor-private.h"
#include "clutter-backend-private.h"
#include "clutter-cairo.h"
#include "clutter-color.h"
#include "clutter-container.h"
#include "clutter-debug.h"
#include "clutter-device-manager-private.h"
#include "clutter-enum-types.h"
#include "clutter-event-private.h"
#include "clutter-id-pool.h"
#include "clutter-main.h"
#include "clutter-marshal.h"
#include "clutter-master-clock.h"
#include "clutter-mutter.h"
#include "clutter-paint-volume-private.h"
#include "clutter-private.h"
#include "clutter-stage-manager-private.h"
#include "clutter-stage-private.h"
#include "clutter-stage-view-private.h"
#include "clutter-private.h"

#include "cogl/cogl.h"
#include "cogl/cogl-trace.h"

/* <private>
 * ClutterStageHint:
 * @CLUTTER_STAGE_NONE: No hint set
 * @CLUTTER_STAGE_NO_CLEAR_ON_PAINT: When this hint is set, the stage
 *   should not clear the viewport; this flag is useful when painting
 *   fully opaque actors covering the whole visible area of the stage,
 *   i.e. when no blending with the stage color happens over the whole
 *   stage viewport
 *
 * A series of hints that enable or disable behaviours on the stage
 */
typedef enum /*< prefix=CLUTTER_STAGE >*/
{
  CLUTTER_STAGE_HINT_NONE = 0,

  CLUTTER_STAGE_NO_CLEAR_ON_PAINT = 1 << 0
} ClutterStageHint;

#define STAGE_NO_CLEAR_ON_PAINT(s)      ((((ClutterStage *) (s))->priv->stage_hints & CLUTTER_STAGE_NO_CLEAR_ON_PAINT) != 0)

struct _ClutterStageQueueRedrawEntry
{
  ClutterActor *actor;
  gboolean has_clip;
  ClutterPaintVolume clip;
};

typedef struct _PickRecord
{
  ClutterPoint vertex[4];
  ClutterActor *actor;
  int clip_stack_top;
} PickRecord;

typedef struct _PickClipRecord
{
  int prev;
  ClutterPoint vertex[4];
} PickClipRecord;

struct _ClutterStagePrivate
{
  /* the stage implementation */
  ClutterStageWindow *impl;

  ClutterPerspective perspective;
  CoglMatrix projection;
  CoglMatrix inverse_projection;
  CoglMatrix view;
  float viewport[4];

  ClutterFog fog;

  gchar *title;
  ClutterActor *key_focused_actor;

  GQueue *event_queue;

  ClutterStageHint stage_hints;

  GArray *paint_volume_stack;

  ClutterPlane current_clip_planes[4];

  GList *pending_queue_redraws;

  CoglFramebuffer *active_framebuffer;

  gint sync_delay;

  GTimer *fps_timer;
  gint32 timer_n_frames;

  GArray *pick_stack;
  GArray *pick_clip_stack;
  int pick_clip_stack_top;
  gboolean pick_stack_frozen;
  ClutterPickMode cached_pick_mode;

#ifdef CLUTTER_ENABLE_DEBUG
  gulong redraw_count;
#endif /* CLUTTER_ENABLE_DEBUG */

  ClutterStageState current_state;

  gpointer paint_data;
  GDestroyNotify paint_notify;

  cairo_rectangle_int_t view_clip;

  int update_freeze_count;

  guint relayout_pending       : 1;
  guint redraw_pending         : 1;
  guint is_cursor_visible      : 1;
  guint use_fog                : 1;
  guint throttle_motion_events : 1;
  guint use_alpha              : 1;
  guint min_size_changed       : 1;
  guint accept_focus           : 1;
  guint motion_events_enabled  : 1;
  guint has_custom_perspective : 1;
  guint stage_was_relayout     : 1;
};

enum
{
  PROP_0,

  PROP_COLOR,
  PROP_CURSOR_VISIBLE,
  PROP_PERSPECTIVE,
  PROP_TITLE,
  PROP_USE_FOG,
  PROP_FOG,
  PROP_USE_ALPHA,
  PROP_KEY_FOCUS,
  PROP_NO_CLEAR_HINT,
  PROP_ACCEPT_FOCUS,
  PROP_LAST
};

static GParamSpec *obj_props[PROP_LAST] = { NULL, };

enum
{
  ACTIVATE,
  DEACTIVATE,
  DELETE_EVENT,
  AFTER_PAINT,
  PAINT_VIEW,
  PRESENTED,

  LAST_SIGNAL
};

static guint stage_signals[LAST_SIGNAL] = { 0, };

static const ClutterColor default_stage_color = { 255, 255, 255, 255 };

static void clutter_stage_maybe_finish_queue_redraws (ClutterStage *stage);
static void free_queue_redraw_entry (ClutterStageQueueRedrawEntry *entry);
static void capture_view_into (ClutterStage          *stage,
                               gboolean               paint,
                               ClutterStageView      *view,
                               cairo_rectangle_int_t *rect,
                               uint8_t               *data,
                               int                    stride);
static void clutter_stage_update_view_perspective (ClutterStage *stage);

static void clutter_container_iface_init (ClutterContainerIface *iface);

G_DEFINE_TYPE_WITH_CODE (ClutterStage, clutter_stage, CLUTTER_TYPE_GROUP,
                         G_ADD_PRIVATE (ClutterStage)
                         G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
                                                clutter_container_iface_init))

static void
clutter_stage_real_add (ClutterContainer *container,
                        ClutterActor     *child)
{
  clutter_actor_add_child (CLUTTER_ACTOR (container), child);
}

static void
clutter_stage_real_remove (ClutterContainer *container,
                           ClutterActor     *child)
{
  clutter_actor_remove_child (CLUTTER_ACTOR (container), child);
}

static void
clutter_stage_real_foreach (ClutterContainer *container,
                            ClutterCallback   callback,
                            gpointer          user_data)
{
  ClutterActorIter iter;
  ClutterActor *child;

  clutter_actor_iter_init (&iter, CLUTTER_ACTOR (container));

  while (clutter_actor_iter_next (&iter, &child))
    callback (child, user_data);
}

static void
clutter_stage_real_raise (ClutterContainer *container,
                          ClutterActor     *child,
                          ClutterActor     *sibling)
{
  clutter_actor_set_child_above_sibling (CLUTTER_ACTOR (container),
                                         child,
                                         sibling);
}

static void
clutter_stage_real_lower (ClutterContainer *container,
                          ClutterActor     *child,
                          ClutterActor     *sibling)
{
  clutter_actor_set_child_below_sibling (CLUTTER_ACTOR (container),
                                         child,
                                         sibling);
}

static void
clutter_stage_real_sort_depth_order (ClutterContainer *container)
{
}

static void
clutter_container_iface_init (ClutterContainerIface *iface)
{
  iface->add = clutter_stage_real_add;
  iface->remove = clutter_stage_real_remove;
  iface->foreach = clutter_stage_real_foreach;
  iface->raise = clutter_stage_real_raise;
  iface->lower = clutter_stage_real_lower;
  iface->sort_depth_order = clutter_stage_real_sort_depth_order;
}

static void
clutter_stage_get_preferred_width (ClutterActor *self,
                                   gfloat        for_height,
                                   gfloat       *min_width_p,
                                   gfloat       *natural_width_p)
{
  ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
  cairo_rectangle_int_t geom;

  if (priv->impl == NULL)
    return;

  _clutter_stage_window_get_geometry (priv->impl, &geom);

  if (min_width_p)
    *min_width_p = geom.width;

  if (natural_width_p)
    *natural_width_p = geom.width;
}

static void
clutter_stage_get_preferred_height (ClutterActor *self,
                                    gfloat        for_width,
                                    gfloat       *min_height_p,
                                    gfloat       *natural_height_p)
{
  ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
  cairo_rectangle_int_t geom;

  if (priv->impl == NULL)
    return;

  _clutter_stage_window_get_geometry (priv->impl, &geom);

  if (min_height_p)
    *min_height_p = geom.height;

  if (natural_height_p)
    *natural_height_p = geom.height;
}

static void
add_pick_stack_weak_refs (ClutterStage *stage)
{
  ClutterStagePrivate *priv = stage->priv;
  int i;

  if (priv->pick_stack_frozen)
    return;

  for (i = 0; i < priv->pick_stack->len; i++)
    {
      PickRecord *rec = &g_array_index (priv->pick_stack, PickRecord, i);

      if (rec->actor)
        g_object_add_weak_pointer (G_OBJECT (rec->actor),
                                   (gpointer) &rec->actor);
    }

  priv->pick_stack_frozen = TRUE;
}

static void
remove_pick_stack_weak_refs (ClutterStage *stage)
{
  ClutterStagePrivate *priv = stage->priv;
  int i;

  if (!priv->pick_stack_frozen)
    return;

  for (i = 0; i < priv->pick_stack->len; i++)
    {
      PickRecord *rec = &g_array_index (priv->pick_stack, PickRecord, i);

      if (rec->actor)
        g_object_remove_weak_pointer (G_OBJECT (rec->actor),
                                      (gpointer) &rec->actor);
    }

  priv->pick_stack_frozen = FALSE;
}

static void
_clutter_stage_clear_pick_stack (ClutterStage *stage)
{
  ClutterStagePrivate *priv = stage->priv;

  remove_pick_stack_weak_refs (stage);
  g_array_set_size (priv->pick_stack, 0);
  g_array_set_size (priv->pick_clip_stack, 0);
  priv->pick_clip_stack_top = -1;
  priv->cached_pick_mode = CLUTTER_PICK_NONE;
}

void
clutter_stage_log_pick (ClutterStage       *stage,
                        const ClutterPoint *vertices,
                        ClutterActor       *actor)
{
  ClutterStagePrivate *priv;
  PickRecord rec;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));
  g_return_if_fail (actor != NULL);

  priv = stage->priv;

  g_assert (!priv->pick_stack_frozen);

  memcpy (rec.vertex, vertices, 4 * sizeof (ClutterPoint));
  rec.actor = actor;
  rec.clip_stack_top = priv->pick_clip_stack_top;

  g_array_append_val (priv->pick_stack, rec);
}

void
clutter_stage_push_pick_clip (ClutterStage       *stage,
                              const ClutterPoint *vertices)
{
  ClutterStagePrivate *priv;
  PickClipRecord clip;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));

  priv = stage->priv;

  g_assert (!priv->pick_stack_frozen);

  clip.prev = priv->pick_clip_stack_top;
  memcpy (clip.vertex, vertices, 4 * sizeof (ClutterPoint));

  g_array_append_val (priv->pick_clip_stack, clip);
  priv->pick_clip_stack_top = priv->pick_clip_stack->len - 1;
}

void
clutter_stage_pop_pick_clip (ClutterStage *stage)
{
  ClutterStagePrivate *priv;
  const PickClipRecord *top;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));

  priv = stage->priv;

  g_assert (!priv->pick_stack_frozen);
  g_assert (priv->pick_clip_stack_top >= 0);

  /* Individual elements of pick_clip_stack are not freed. This is so they
   * can be shared as part of a tree of different stacks used by different
   * actors in the pick_stack. The whole pick_clip_stack does however get
   * freed later in _clutter_stage_clear_pick_stack.
   */

  top = &g_array_index (priv->pick_clip_stack,
                        PickClipRecord,
                        priv->pick_clip_stack_top);

  priv->pick_clip_stack_top = top->prev;
}

static gboolean
is_quadrilateral_axis_aligned_rectangle (const ClutterPoint *vertices)
{
  int i;

  for (i = 0; i < 4; i++)
    {
      if (!G_APPROX_VALUE (vertices[i].x,
                           vertices[(i + 1) % 4].x,
                           FLT_EPSILON) &&
          !G_APPROX_VALUE (vertices[i].y,
                           vertices[(i + 1) % 4].y,
                           FLT_EPSILON))
        return FALSE;
    }
  return TRUE;
}

static gboolean
is_inside_axis_aligned_rectangle (const ClutterPoint *point,
                                  const ClutterPoint *vertices)
{
  float min_x = FLT_MAX;
  float max_x = -FLT_MAX;
  float min_y = FLT_MAX;
  float max_y = -FLT_MAX;
  int i;

  for (i = 0; i < 3; i++)
    {
      min_x = MIN (min_x, vertices[i].x);
      min_y = MIN (min_y, vertices[i].y);
      max_x = MAX (max_x, vertices[i].x);
      max_y = MAX (max_y, vertices[i].y);
    }

  return (point->x >= min_x &&
          point->y >= min_y &&
          point->x < max_x &&
          point->y < max_y);
}

static gboolean
is_inside_input_region (const ClutterPoint *point,
                        const ClutterPoint *vertices)
{

  if (is_quadrilateral_axis_aligned_rectangle (vertices))
    return is_inside_axis_aligned_rectangle (point, vertices);
  else
    return clutter_point_inside_quadrilateral (point, vertices);
}

static gboolean
pick_record_contains_pixel (ClutterStage     *stage,
                            const PickRecord *rec,
                            int               x,
                            int               y)
{
  const ClutterPoint point = CLUTTER_POINT_INIT (x, y);
  ClutterStagePrivate *priv;
  int clip_index;

  if (!is_inside_input_region (&point, rec->vertex))
      return FALSE;

  priv = stage->priv;
  clip_index = rec->clip_stack_top;
  while (clip_index >= 0)
    {
      const PickClipRecord *clip = &g_array_index (priv->pick_clip_stack,
                                                   PickClipRecord,
                                                   clip_index);

      if (!is_inside_input_region (&point, clip->vertex))
        return FALSE;

      clip_index = clip->prev;
    }

  return TRUE;
}

static inline void
queue_full_redraw (ClutterStage *stage)
{
  ClutterStageWindow *stage_window;

  if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
    return;

  clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));

  /* Just calling clutter_actor_queue_redraw will typically only
   * redraw the bounding box of the children parented on the stage but
   * in this case we really need to ensure that the full stage is
   * redrawn so we add a NULL redraw clip to the stage window. */
  stage_window = _clutter_stage_get_window (stage);
  if (stage_window == NULL)
    return;

  _clutter_stage_window_add_redraw_clip (stage_window, NULL);
}

static gboolean
stage_is_default (ClutterStage *stage)
{
  ClutterStageManager *stage_manager;
  ClutterStageWindow *impl;

  stage_manager = clutter_stage_manager_get_default ();
  if (stage != clutter_stage_manager_get_default_stage (stage_manager))
    return FALSE;

  impl = _clutter_stage_get_window (stage);
  if (impl != _clutter_stage_get_default_window ())
    return FALSE;

  return TRUE;
}

static void
clutter_stage_allocate (ClutterActor           *self,
                        const ClutterActorBox  *box,
                        ClutterAllocationFlags  flags)
{
  ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
  ClutterActorBox alloc = CLUTTER_ACTOR_BOX_INIT_ZERO;
  float old_width, old_height;
  float new_width, new_height;
  float width, height;
  cairo_rectangle_int_t window_size;

  if (priv->impl == NULL)
    return;

  /* our old allocation */
  clutter_actor_get_allocation_box (self, &alloc);
  clutter_actor_box_get_size (&alloc, &old_width, &old_height);

  /* the current allocation */
  clutter_actor_box_get_size (box, &width, &height);

  /* the current Stage implementation size */
  _clutter_stage_window_get_geometry (priv->impl, &window_size);

  /* if the stage is fixed size (for instance, it's using a EGL framebuffer)
   * then we simply ignore any allocation request and override the
   * allocation chain - because we cannot forcibly change the size of the
   * stage window.
   */
  if (!clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
    {
      CLUTTER_NOTE (LAYOUT,
                    "Following allocation to %.2fx%.2f (absolute origin %s)",
                    width, height,
                    (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED)
                      ? "changed"
                      : "not changed");

      clutter_actor_set_allocation (self, box,
                                    flags | CLUTTER_DELEGATE_LAYOUT);

      /* Ensure the window is sized correctly */
      if (priv->min_size_changed)
        {
          gfloat min_width, min_height;
          gboolean min_width_set, min_height_set;

          g_object_get (G_OBJECT (self),
                        "min-width", &min_width,
                        "min-width-set", &min_width_set,
                        "min-height", &min_height,
                        "min-height-set", &min_height_set,
                        NULL);

          if (!min_width_set)
            min_width = 1;
          if (!min_height_set)
            min_height = 1;

          if (width < min_width)
            width = min_width;
          if (height < min_height)
            height = min_height;

          priv->min_size_changed = FALSE;
        }

      if (window_size.width != CLUTTER_NEARBYINT (width) ||
          window_size.height != CLUTTER_NEARBYINT (height))
        {
          _clutter_stage_window_resize (priv->impl,
                                        CLUTTER_NEARBYINT (width),
                                        CLUTTER_NEARBYINT (height));
        }
    }
  else
    {
      ClutterActorBox override = { 0, };

      /* override the passed allocation */
      override.x1 = 0;
      override.y1 = 0;
      override.x2 = window_size.width;
      override.y2 = window_size.height;

      CLUTTER_NOTE (LAYOUT,
                    "Overriding original allocation of %.2fx%.2f "
                    "with %.2fx%.2f (absolute origin %s)",
                    width, height,
                    override.x2, override.y2,
                    (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED)
                      ? "changed"
                      : "not changed");

      /* and store the overridden allocation */
      clutter_actor_set_allocation (self, &override,
                                    flags | CLUTTER_DELEGATE_LAYOUT);
    }

  /* XXX: Until Cogl becomes fully responsible for backend windows
   * Clutter need to manually keep it informed of the current window
   * size. We do this after the allocation above so that the stage
   * window has a chance to update the window size based on the
   * allocation.
   */
  _clutter_stage_window_get_geometry (priv->impl, &window_size);

  cogl_onscreen_clutter_backend_set_size (window_size.width,
                                          window_size.height);

  /* reset the viewport if the allocation effectively changed */
  clutter_actor_get_allocation_box (self, &alloc);
  clutter_actor_box_get_size (&alloc, &new_width, &new_height);

  if (CLUTTER_NEARBYINT (old_width) != CLUTTER_NEARBYINT (new_width) ||
      CLUTTER_NEARBYINT (old_height) != CLUTTER_NEARBYINT (new_height))
    {
      int real_width = CLUTTER_NEARBYINT (new_width);
      int real_height = CLUTTER_NEARBYINT (new_height);

      _clutter_stage_set_viewport (CLUTTER_STAGE (self),
                                   0, 0,
                                   real_width,
                                   real_height);

      /* Note: we don't assume that set_viewport will queue a full redraw
       * since it may bail-out early if something preemptively set the
       * viewport before the stage was really allocated its new size.
       */
      queue_full_redraw (CLUTTER_STAGE (self));
    }
}

typedef struct _Vector4
{
  float x, y, z, w;
} Vector4;

static void
_cogl_util_get_eye_planes_for_screen_poly (float *polygon,
                                           int n_vertices,
                                           float *viewport,
                                           const CoglMatrix *projection,
                                           const CoglMatrix *inverse_project,
                                           ClutterPlane *planes)
{
  float Wc;
  Vector4 *tmp_poly;
  ClutterPlane *plane;
  int i;
  float b[3];
  float c[3];
  int count;

  tmp_poly = g_alloca (sizeof (Vector4) * n_vertices * 2);

#define DEPTH -50

  /* Determine W in clip-space (Wc) for a point (0, 0, DEPTH, 1)
   *
   * Note: the depth could be anything except 0.
   *
   * We will transform the polygon into clip coordinates using this
   * depth and then into eye coordinates. Our clip planes will be
   * defined by triangles that extend between points of the polygon at
   * DEPTH and corresponding points of the same polygon at DEPTH * 2.
   *
   * NB: Wc defines the position of the clip planes in clip
   * coordinates. Given a screen aligned cross section through the
   * frustum; coordinates range from [-Wc,Wc] left to right on the
   * x-axis and [Wc,-Wc] top to bottom on the y-axis.
   */
  Wc = DEPTH * projection->wz + projection->ww;

#define CLIP_X(X) ((((float)X - viewport[0]) * (2.0 / viewport[2])) - 1) * Wc
#define CLIP_Y(Y) ((((float)Y - viewport[1]) * (2.0 / viewport[3])) - 1) * -Wc

  for (i = 0; i < n_vertices; i++)
    {
      tmp_poly[i].x = CLIP_X (polygon[i * 2]);
      tmp_poly[i].y = CLIP_Y (polygon[i * 2 + 1]);
      tmp_poly[i].z = DEPTH;
      tmp_poly[i].w = Wc;
    }

  Wc = DEPTH * 2 * projection->wz + projection->ww;

  /* FIXME: technically we don't need to project all of the points
   * twice, it would be enough project every other point since
   * we can share points in this set to define the plane vectors. */
  for (i = 0; i < n_vertices; i++)
    {
      tmp_poly[n_vertices + i].x = CLIP_X (polygon[i * 2]);
      tmp_poly[n_vertices + i].y = CLIP_Y (polygon[i * 2 + 1]);
      tmp_poly[n_vertices + i].z = DEPTH * 2;
      tmp_poly[n_vertices + i].w = Wc;
    }

#undef CLIP_X
#undef CLIP_Y

  cogl_matrix_project_points (inverse_project,
                              4,
                              sizeof (Vector4),
                              tmp_poly,
                              sizeof (Vector4),
                              tmp_poly,
                              n_vertices * 2);

  /* XXX: It's quite ugly that we end up with these casts between
   * Vector4 types and CoglVector3s, it might be better if the
   * cogl_vector APIs just took pointers to floats.
   */

  count = n_vertices - 1;
  for (i = 0; i < count; i++)
    {
      plane = &planes[i];
      memcpy (plane->v0, tmp_poly + i, sizeof (float) * 3);
      memcpy (b, tmp_poly + n_vertices + i, sizeof (float) * 3);
      memcpy (c, tmp_poly + n_vertices + i + 1, sizeof (float) * 3);
      cogl_vector3_subtract (b, b, plane->v0);
      cogl_vector3_subtract (c, c, plane->v0);
      cogl_vector3_cross_product (plane->n, b, c);
      cogl_vector3_normalize (plane->n);
    }

  plane = &planes[n_vertices - 1];
  memcpy (plane->v0, tmp_poly + 0, sizeof (float) * 3);
  memcpy (b, tmp_poly + (2 * n_vertices - 1), sizeof (float) * 3);
  memcpy (c, tmp_poly + n_vertices, sizeof (float) * 3);
  cogl_vector3_subtract (b, b, plane->v0);
  cogl_vector3_subtract (c, c, plane->v0);
  cogl_vector3_cross_product (plane->n, b, c);
  cogl_vector3_normalize (plane->n);
}

static void
_clutter_stage_update_active_framebuffer (ClutterStage    *stage,
                                          CoglFramebuffer *framebuffer)
{
  ClutterStagePrivate *priv = stage->priv;

  /* We track the CoglFramebuffer that corresponds to the stage itself
   * so, for example, we can disable culling when rendering to an
   * offscreen framebuffer.
   */

  priv->active_framebuffer = framebuffer;
}

/* XXX: Instead of having a toplevel 2D clip region, it might be
 * better to have a clip volume within the view frustum. This could
 * allow us to avoid projecting actors into window coordinates to
 * be able to cull them.
 */
static void
clutter_stage_do_paint_view (ClutterStage                *stage,
                             ClutterStageView            *view,
                             const cairo_rectangle_int_t *clip)
{
  ClutterStagePrivate *priv = stage->priv;
  CoglFramebuffer *framebuffer = clutter_stage_view_get_framebuffer (view);
  cairo_rectangle_int_t view_layout;
  float clip_poly[8];
  float viewport[4];
  cairo_rectangle_int_t geom;

  /* Any mode of painting/picking invalidates the pick cache, unless we're
   * in the middle of building it. So we reset the cached flag but don't
   * completely clear the pick stack.
   */
  priv->cached_pick_mode = CLUTTER_PICK_NONE;

  _clutter_stage_window_get_geometry (priv->impl, &geom);

  viewport[0] = priv->viewport[0];
  viewport[1] = priv->viewport[1];
  viewport[2] = priv->viewport[2];
  viewport[3] = priv->viewport[3];

  if (!clip)
    {
      clutter_stage_view_get_layout (view, &view_layout);
      clip = &view_layout;
    }

  clip_poly[0] = MAX (clip->x, 0);
  clip_poly[1] = MAX (clip->y, 0);

  clip_poly[2] = MIN (clip->x + clip->width, geom.width);
  clip_poly[3] = clip_poly[1];

  clip_poly[4] = clip_poly[2];
  clip_poly[5] = MIN (clip->y + clip->height, geom.height);

  clip_poly[6] = clip_poly[0];
  clip_poly[7] = clip_poly[5];

  CLUTTER_NOTE (CLIPPING, "Setting stage clip too: "
                "x=%f, y=%f, width=%f, height=%f",
                clip_poly[0], clip_poly[1],
                clip_poly[2] - clip_poly[0],
                clip_poly[5] - clip_poly[1]);

  _cogl_util_get_eye_planes_for_screen_poly (clip_poly,
                                             4,
                                             viewport,
                                             &priv->projection,
                                             &priv->inverse_projection,
                                             priv->current_clip_planes);

  _clutter_stage_paint_volume_stack_free_all (stage);
  _clutter_stage_update_active_framebuffer (stage, framebuffer);
  clutter_actor_paint (CLUTTER_ACTOR (stage));
}

/* This provides a common point of entry for painting the scenegraph
 * for picking or painting...
 */
void
_clutter_stage_paint_view (ClutterStage                *stage,
                           ClutterStageView            *view,
                           const cairo_rectangle_int_t *clip)
{
  ClutterStagePrivate *priv = stage->priv;

  if (!priv->impl)
    return;

  COGL_TRACE_BEGIN_SCOPED (ClutterStagePaintView, "Paint (view)");

  priv->view_clip = *clip;

  if (g_signal_has_handler_pending (stage, stage_signals[PAINT_VIEW],
                                    0, TRUE))
    g_signal_emit (stage, stage_signals[PAINT_VIEW], 0, view);
  else
    CLUTTER_STAGE_GET_CLASS (stage)->paint_view (stage, view);

  priv->view_clip = (cairo_rectangle_int_t) { 0 };
}

void
_clutter_stage_emit_after_paint (ClutterStage *stage)
{
  g_signal_emit (stage, stage_signals[AFTER_PAINT], 0);
}

/* If we don't implement this here, we get the paint function
 * from the deprecated clutter-group class, which doesn't
 * respect the Z order as it uses our empty sort_depth_order.
 */
static void
clutter_stage_paint (ClutterActor *self)
{
  ClutterActorIter iter;
  ClutterActor *child;

  clutter_actor_iter_init (&iter, self);
  while (clutter_actor_iter_next (&iter, &child))
    clutter_actor_paint (child);
}

static void
clutter_stage_pick (ClutterActor       *self,
		    const ClutterColor *color)
{
  ClutterActorIter iter;
  ClutterActor *child;

  /* Note: we don't chain up to our parent as we don't want any geometry
   * emitted for the stage itself. The stage's pick id is effectively handled
   * by the call to cogl_clear done in clutter-main.c:_clutter_do_pick_async()
   */
  clutter_actor_iter_init (&iter, self);
  while (clutter_actor_iter_next (&iter, &child))
    clutter_actor_paint (child);
}

static gboolean
clutter_stage_get_paint_volume (ClutterActor *self,
                                ClutterPaintVolume *volume)
{
  /* Returning False effectively means Clutter has to assume it covers
   * everything... */
  return FALSE;
}

static void
clutter_stage_realize (ClutterActor *self)
{
  ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
  gboolean is_realized;

  g_assert (priv->impl != NULL);
  is_realized = _clutter_stage_window_realize (priv->impl);

  if (!is_realized)
    CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
}

static void
clutter_stage_unrealize (ClutterActor *self)
{
  ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;

  /* and then unrealize the implementation */
  g_assert (priv->impl != NULL);
  _clutter_stage_window_unrealize (priv->impl);

  CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
}

static void
clutter_stage_show_all (ClutterActor *self)
{
  ClutterActorIter iter;
  ClutterActor *child;

  /* we don't do a recursive show_all(), to maintain the old
   * invariants from ClutterGroup
   */
  clutter_actor_iter_init (&iter, self);
  while (clutter_actor_iter_next (&iter, &child))
    clutter_actor_show (child);

  clutter_actor_show (self);
}

static void
clutter_stage_show (ClutterActor *self)
{
  ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;

  CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->show (self);

  /* Possibly do an allocation run so that the stage will have the
     right size before we map it */
  _clutter_stage_maybe_relayout (self);

  g_assert (priv->impl != NULL);
  _clutter_stage_window_show (priv->impl, TRUE);
}

static void
clutter_stage_hide_all (ClutterActor *self)
{
  ClutterActorIter iter;
  ClutterActor *child;

  clutter_actor_hide (self);

  /* we don't do a recursive hide_all(), to maintain the old invariants
   * from ClutterGroup
   */
  clutter_actor_iter_init (&iter, self);
  while (clutter_actor_iter_next (&iter, &child))
    clutter_actor_hide (child);
}

static void
clutter_stage_hide (ClutterActor *self)
{
  ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;

  g_assert (priv->impl != NULL);
  _clutter_stage_window_hide (priv->impl);

  CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->hide (self);
}

static void
clutter_stage_emit_key_focus_event (ClutterStage *stage,
                                    gboolean      focus_in)
{
  ClutterStagePrivate *priv = stage->priv;

  if (priv->key_focused_actor == NULL)
    return;

  _clutter_actor_set_has_key_focus (CLUTTER_ACTOR (stage), focus_in);

  g_object_notify_by_pspec (G_OBJECT (stage), obj_props[PROP_KEY_FOCUS]);
}

static void
clutter_stage_real_activate (ClutterStage *stage)
{
  clutter_stage_emit_key_focus_event (stage, TRUE);
}

static void
clutter_stage_real_deactivate (ClutterStage *stage)
{
  clutter_stage_emit_key_focus_event (stage, FALSE);
}

void
_clutter_stage_queue_event (ClutterStage *stage,
                            ClutterEvent *event,
                            gboolean      copy_event)
{
  ClutterStagePrivate *priv;
  gboolean first_event;
  ClutterInputDevice *device;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));

  priv = stage->priv;

  first_event = priv->event_queue->length == 0;

  if (copy_event)
    event = clutter_event_copy (event);

  /* if needed, update the state of the input device of the event.
   * we do it here to avoid calling the same code from every backend
   * event processing function
   */
  device = clutter_event_get_device (event);
  if (device != NULL &&
      event->type != CLUTTER_PROXIMITY_IN &&
      event->type != CLUTTER_PROXIMITY_OUT)
    {
      ClutterModifierType event_state = clutter_event_get_state (event);
      ClutterEventSequence *sequence = clutter_event_get_event_sequence (event);
      guint32 event_time = clutter_event_get_time (event);
      gfloat event_x, event_y;

      clutter_event_get_coords (event, &event_x, &event_y);

      _clutter_input_device_set_coords (device, sequence, event_x, event_y, stage);
      _clutter_input_device_set_state (device, event_state);
      _clutter_input_device_set_time (device, event_time);
    }

  if (first_event)
    {
      gboolean compressible = event->type == CLUTTER_MOTION ||
                              event->type == CLUTTER_TOUCH_UPDATE;

      if (!compressible)
        {
          _clutter_process_event (event);
          clutter_event_free (event);
          return;
        }
    }

  g_queue_push_tail (priv->event_queue, event);

  if (first_event)
    {
      ClutterMasterClock *master_clock = _clutter_master_clock_get_default ();
      _clutter_master_clock_start_running (master_clock);
      _clutter_stage_schedule_update (stage);
    }
}

gboolean
_clutter_stage_has_queued_events (ClutterStage *stage)
{
  ClutterStagePrivate *priv;

  g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);

  priv = stage->priv;

  return priv->event_queue->length > 0;
}

void
_clutter_stage_process_queued_events (ClutterStage *stage)
{
  ClutterStagePrivate *priv;
  GList *events, *l;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));

  priv = stage->priv;

  if (priv->event_queue->length == 0)
    return;

  /* In case the stage gets destroyed during event processing */
  g_object_ref (stage);

  /* Steal events before starting processing to avoid reentrancy
   * issues */
  events = priv->event_queue->head;
  priv->event_queue->head =  NULL;
  priv->event_queue->tail = NULL;
  priv->event_queue->length = 0;

  for (l = events; l != NULL; l = l->next)
    {
      ClutterEvent *event;
      ClutterEvent *next_event;
      ClutterInputDevice *device;
      ClutterInputDevice *next_device;
      ClutterInputDeviceType device_type;
      gboolean check_device = FALSE;

      event = l->data;
      next_event = l->next ? l->next->data : NULL;

      device = clutter_event_get_device (event);

      if (next_event != NULL)
        next_device = clutter_event_get_device (next_event);
      else
        next_device = NULL;

      if (device != NULL && next_device != NULL)
        check_device = TRUE;

      device_type = clutter_input_device_get_device_type (device);

      /* Skip consecutive motion events coming from the same device,
       * except those of tablet tools, since users of these events
       * want no precision loss.
       */
      if (priv->throttle_motion_events && next_event != NULL &&
          device_type != CLUTTER_TABLET_DEVICE &&
          device_type != CLUTTER_PEN_DEVICE &&
          device_type != CLUTTER_ERASER_DEVICE)
        {
          if (event->type == CLUTTER_MOTION &&
              (next_event->type == CLUTTER_MOTION ||
               next_event->type == CLUTTER_LEAVE) &&
              (!check_device || (device == next_device)))
            {
              CLUTTER_NOTE (EVENT,
                            "Omitting motion event at %d, %d",
                            (int) event->motion.x,
                            (int) event->motion.y);

              if (next_event->type == CLUTTER_MOTION)
                {
                  ClutterDeviceManager *device_manager =
                    clutter_device_manager_get_default ();

                  _clutter_device_manager_compress_motion (device_manager,
                                                           next_event, event);
                }

              goto next_event;
            }
          else if (event->type == CLUTTER_TOUCH_UPDATE &&
                   next_event->type == CLUTTER_TOUCH_UPDATE &&
                   event->touch.sequence == next_event->touch.sequence &&
                   (!check_device || (device == next_device)))
            {
              CLUTTER_NOTE (EVENT,
                            "Omitting touch update event at %d, %d",
                            (int) event->touch.x,
                            (int) event->touch.y);
              goto next_event;
            }
        }

      _clutter_process_event (event);

    next_event:
      clutter_event_free (event);
    }

  g_list_free (events);

  g_object_unref (stage);
}

/**
 * _clutter_stage_needs_update:
 * @stage: A #ClutterStage
 *
 * Determines if _clutter_stage_do_update() needs to be called.
 *
 * Return value: %TRUE if the stage need layout or painting
 */
gboolean
_clutter_stage_needs_update (ClutterStage *stage)
{
  ClutterStagePrivate *priv;

  g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);

  priv = stage->priv;

  return priv->relayout_pending || priv->redraw_pending;
}

void
_clutter_stage_maybe_relayout (ClutterActor *actor)
{
  ClutterStage *stage = CLUTTER_STAGE (actor);
  ClutterStagePrivate *priv = stage->priv;
  gfloat natural_width, natural_height;
  ClutterActorBox box = { 0, };

  if (!priv->relayout_pending)
    return;

  /* avoid reentrancy */
  if (!CLUTTER_ACTOR_IN_RELAYOUT (stage))
    {
      priv->relayout_pending = FALSE;
      priv->stage_was_relayout = TRUE;

      CLUTTER_NOTE (ACTOR, "Recomputing layout");

      CLUTTER_SET_PRIVATE_FLAGS (stage, CLUTTER_IN_RELAYOUT);

      natural_width = natural_height = 0;
      clutter_actor_get_preferred_size (CLUTTER_ACTOR (stage),
                                        NULL, NULL,
                                        &natural_width, &natural_height);

      box.x1 = 0;
      box.y1 = 0;
      box.x2 = natural_width;
      box.y2 = natural_height;

      CLUTTER_NOTE (ACTOR, "Allocating (0, 0 - %d, %d) for the stage",
                    (int) natural_width,
                    (int) natural_height);

      clutter_actor_allocate (CLUTTER_ACTOR (stage),
                              &box, CLUTTER_ALLOCATION_NONE);

      CLUTTER_UNSET_PRIVATE_FLAGS (stage, CLUTTER_IN_RELAYOUT);
    }
}

static void
clutter_stage_do_redraw (ClutterStage *stage)
{
  ClutterActor *actor = CLUTTER_ACTOR (stage);
  ClutterStagePrivate *priv = stage->priv;

  if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
    return;

  if (priv->impl == NULL)
    return;

  CLUTTER_NOTE (PAINT, "Redraw started for stage '%s'[%p]",
                _clutter_actor_get_debug_name (actor),
                stage);

  if (_clutter_context_get_show_fps ())
    {
      if (priv->fps_timer == NULL)
        priv->fps_timer = g_timer_new ();
    }

  _clutter_stage_window_redraw (priv->impl);

  if (_clutter_context_get_show_fps ())
    {
      priv->timer_n_frames += 1;

      if (g_timer_elapsed (priv->fps_timer, NULL) >= 1.0)
        {
          g_print ("*** FPS for %s: %i ***\n",
                   _clutter_actor_get_debug_name (actor),
                   priv->timer_n_frames);

          priv->timer_n_frames = 0;
          g_timer_start (priv->fps_timer);
        }
    }

  CLUTTER_NOTE (PAINT, "Redraw finished for stage '%s'[%p]",
                _clutter_actor_get_debug_name (actor),
                stage);
}

static GSList *
_clutter_stage_check_updated_pointers (ClutterStage *stage)
{
  ClutterStagePrivate *priv = stage->priv;
  ClutterDeviceManager *device_manager;
  GSList *updating = NULL;
  const GSList *devices;
  cairo_rectangle_int_t clip;
  ClutterPoint point;
  gboolean has_clip;

  has_clip = _clutter_stage_window_get_redraw_clip_bounds (priv->impl, &clip);

  device_manager = clutter_device_manager_get_default ();
  devices = clutter_device_manager_peek_devices (device_manager);

  for (; devices != NULL; devices = devices->next)
    {
      ClutterInputDevice *dev = devices->data;

      if (clutter_input_device_get_device_mode (dev) !=
          CLUTTER_INPUT_MODE_MASTER)
        continue;

      switch (clutter_input_device_get_device_type (dev))
        {
        case CLUTTER_POINTER_DEVICE:
        case CLUTTER_TABLET_DEVICE:
        case CLUTTER_PEN_DEVICE:
        case CLUTTER_ERASER_DEVICE:
        case CLUTTER_CURSOR_DEVICE:
          if (!clutter_input_device_get_coords (dev, NULL, &point))
            continue;

          if (!has_clip ||
              (point.x >= clip.x && point.x < clip.x + clip.width &&
               point.y >= clip.y && point.y < clip.y + clip.height))
            updating = g_slist_prepend (updating, dev);
          break;
        default:
          /* Any other devices don't need checking, either because they
           * don't have x/y coordinates, or because they're implicitly
           * grabbed on an actor by default as it's the case of
           * touch(screens).
           */
          break;
        }
    }

  return updating;
}

/**
 * _clutter_stage_do_update:
 * @stage: A #ClutterStage
 *
 * Handles per-frame layout and repaint for the stage.
 *
 * Return value: %TRUE if the stage was updated
 */
gboolean
_clutter_stage_do_update (ClutterStage *stage)
{
  ClutterStagePrivate *priv = stage->priv;
  gboolean stage_was_relayout = priv->stage_was_relayout;
  GSList *pointers = NULL;

  priv->stage_was_relayout = FALSE;

  /* if the stage is being destroyed, or if the destruction already
   * happened and we don't have an StageWindow any more, then we
   * should bail out
   */
  if (CLUTTER_ACTOR_IN_DESTRUCTION (stage) || priv->impl == NULL)
    return FALSE;

  if (!CLUTTER_ACTOR_IS_REALIZED (stage))
    return FALSE;

  COGL_TRACE_BEGIN_SCOPED (ClutterStageDoUpdate, "Update");

  /* NB: We need to ensure we have an up to date layout *before* we
   * check or clear the pending redraws flag since a relayout may
   * queue a redraw.
   */
  COGL_TRACE_BEGIN (ClutterStageRelayout, "Layout");

  _clutter_stage_maybe_relayout (CLUTTER_ACTOR (stage));

  COGL_TRACE_END (ClutterStageRelayout);

  if (!priv->redraw_pending)
    return FALSE;

  if (stage_was_relayout)
    pointers = _clutter_stage_check_updated_pointers (stage);

  COGL_TRACE_BEGIN (ClutterStagePaint, "Paint");

  clutter_stage_maybe_finish_queue_redraws (stage);
  clutter_stage_do_redraw (stage);

  COGL_TRACE_END (ClutterStagePaint);

  /* reset the guard, so that new redraws are possible */
  priv->redraw_pending = FALSE;

#ifdef CLUTTER_ENABLE_DEBUG
  if (priv->redraw_count > 0)
    {
      CLUTTER_NOTE (SCHEDULER, "Queued %lu redraws during the last cycle",
                    priv->redraw_count);

      priv->redraw_count = 0;
    }
#endif /* CLUTTER_ENABLE_DEBUG */

  COGL_TRACE_BEGIN (ClutterStagePick, "Pick");

  while (pointers)
    {
      _clutter_input_device_update (pointers->data, NULL, TRUE);
      pointers = g_slist_delete_link (pointers, pointers);
    }

  COGL_TRACE_END (ClutterStagePick);

  return TRUE;
}

static void
clutter_stage_real_queue_relayout (ClutterActor *self)
{
  ClutterStage *stage = CLUTTER_STAGE (self);
  ClutterStagePrivate *priv = stage->priv;
  ClutterActorClass *parent_class;

  if (!priv->relayout_pending)
    {
      _clutter_stage_schedule_update (stage);
      priv->relayout_pending = TRUE;
    }

  /* chain up */
  parent_class = CLUTTER_ACTOR_CLASS (clutter_stage_parent_class);
  parent_class->queue_relayout (self);
}

static gboolean
clutter_stage_real_queue_redraw (ClutterActor       *actor,
                                 ClutterActor       *leaf,
                                 ClutterPaintVolume *redraw_clip)
{
  ClutterStage *stage = CLUTTER_STAGE (actor);
  ClutterStageWindow *stage_window;
  ClutterActorBox bounding_box;
  ClutterActorBox intersection_box;
  cairo_rectangle_int_t geom, stage_clip;

  if (CLUTTER_ACTOR_IN_DESTRUCTION (actor))
    return TRUE;

  /* If the backend can't do anything with redraw clips (e.g. it already knows
   * it needs to redraw everything anyway) then don't spend time transforming
   * any clip volume into stage coordinates... */
  stage_window = _clutter_stage_get_window (stage);
  if (stage_window == NULL)
    return TRUE;

  if (_clutter_stage_window_ignoring_redraw_clips (stage_window))
    return FALSE;

  if (redraw_clip == NULL)
    {
      _clutter_stage_window_add_redraw_clip (stage_window, NULL);
      return FALSE;
    }

  if (redraw_clip->is_empty)
    return TRUE;

  /* Convert the clip volume into stage coordinates and then into an
   * axis aligned stage coordinates bounding box... */
  _clutter_paint_volume_get_stage_paint_box (redraw_clip,
                                             stage,
                                             &bounding_box);

  _clutter_stage_window_get_geometry (stage_window, &geom);

  intersection_box.x1 = MAX (bounding_box.x1, 0);
  intersection_box.y1 = MAX (bounding_box.y1, 0);
  intersection_box.x2 = MIN (bounding_box.x2, geom.width);
  intersection_box.y2 = MIN (bounding_box.y2, geom.height);

  /* There is no need to track degenerate/empty redraw clips */
  if (intersection_box.x2 <= intersection_box.x1 ||
      intersection_box.y2 <= intersection_box.y1)
    return TRUE;

  /* when converting to integer coordinates make sure we round the edges of the
   * clip rectangle outwards... */
  stage_clip.x = intersection_box.x1;
  stage_clip.y = intersection_box.y1;
  stage_clip.width = intersection_box.x2 - stage_clip.x;
  stage_clip.height = intersection_box.y2 - stage_clip.y;

  _clutter_stage_window_add_redraw_clip (stage_window, &stage_clip);
  return FALSE;
}

gboolean
_clutter_stage_has_full_redraw_queued (ClutterStage *stage)
{
  ClutterStageWindow *stage_window = _clutter_stage_get_window (stage);

  if (CLUTTER_ACTOR_IN_DESTRUCTION (stage) || stage_window == NULL)
    return FALSE;

  if (stage->priv->redraw_pending &&
      !_clutter_stage_window_has_redraw_clips (stage_window))
    return TRUE;
  else
    return FALSE;
}

/**
 * clutter_stage_get_redraw_clip_bounds:
 * @stage: A #ClutterStage
 * @clip: (out caller-allocates): Return location for the clip bounds
 *
 * Gets the bounds of the current redraw for @stage in stage pixel
 * coordinates. E.g., if only a single actor has queued a redraw then
 * Clutter may redraw the stage with a clip so that it doesn't have to
 * paint every pixel in the stage. This function would then return the
 * bounds of that clip. An application can use this information to
 * avoid some extra work if it knows that some regions of the stage
 * aren't going to be painted. This should only be called while the
 * stage is being painted. If there is no current redraw clip then
 * this function will set @clip to the full extents of the stage.
 *
 * Since: 1.8
 */
void
clutter_stage_get_redraw_clip_bounds (ClutterStage          *stage,
                                      cairo_rectangle_int_t *clip)
{
  ClutterStagePrivate *priv;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));
  g_return_if_fail (clip != NULL);

  priv = stage->priv;

  if (!_clutter_stage_window_get_redraw_clip_bounds (priv->impl, clip))
    {
      /* Set clip to the full extents of the stage */
      _clutter_stage_window_get_geometry (priv->impl, clip);
    }
}

static ClutterActor *
_clutter_stage_do_pick_on_view (ClutterStage     *stage,
                                gint              x,
                                gint              y,
                                ClutterPickMode   mode,
                                ClutterStageView *view)
{
  ClutterMainContext *context = _clutter_context_get_default ();
  ClutterStagePrivate *priv = stage->priv;
  CoglFramebuffer *fb = clutter_stage_view_get_framebuffer (view);
  int i;

  g_assert (context->pick_mode == CLUTTER_PICK_NONE);

  if (mode != priv->cached_pick_mode)
    {
      _clutter_stage_clear_pick_stack (stage);

      cogl_push_framebuffer (fb);

      context->pick_mode = mode;
      clutter_stage_do_paint_view (stage, view, NULL);
      context->pick_mode = CLUTTER_PICK_NONE;
      priv->cached_pick_mode = mode;

      cogl_pop_framebuffer ();

      add_pick_stack_weak_refs (stage);
    }

  /* Search all "painted" pickable actors from front to back. A linear search
   * is required, and also performs fine since there is typically only
   * on the order of dozens of actors in the list (on screen) at a time.
   */
  for (i = priv->pick_stack->len - 1; i >= 0; i--)
    {
      const PickRecord *rec = &g_array_index (priv->pick_stack, PickRecord, i);

      if (rec->actor && pick_record_contains_pixel (stage, rec, x, y))
        return rec->actor;
    }

  return CLUTTER_ACTOR (stage);
}

/**
 * clutter_stage_get_view_at: (skip)
 */
ClutterStageView *
clutter_stage_get_view_at (ClutterStage *stage,
                           float         x,
                           float         y)
{
  ClutterStagePrivate *priv = stage->priv;
  GList *l;

  for (l = _clutter_stage_window_get_views (priv->impl); l; l = l->next)
    {
      ClutterStageView *view = l->data;
      cairo_rectangle_int_t view_layout;

      clutter_stage_view_get_layout (view, &view_layout);
      if (x >= view_layout.x &&
          x < view_layout.x + view_layout.width &&
          y >= view_layout.y &&
          y < view_layout.y + view_layout.height)
        return view;
    }

  return NULL;
}

ClutterActor *
_clutter_stage_do_pick (ClutterStage   *stage,
                        gint            x,
                        gint            y,
                        ClutterPickMode mode)
{
  ClutterActor *actor = CLUTTER_ACTOR (stage);
  ClutterStagePrivate *priv = stage->priv;
  float stage_width, stage_height;
  ClutterStageView *view = NULL;

  priv = stage->priv;

  if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
    return actor;

  if (G_UNLIKELY (clutter_pick_debug_flags & CLUTTER_DEBUG_NOP_PICKING))
    return actor;

  if (G_UNLIKELY (priv->impl == NULL))
    return actor;

  clutter_actor_get_size (CLUTTER_ACTOR (stage), &stage_width, &stage_height);
  if (x < 0 || x >= stage_width || y < 0 || y >= stage_height)
    return actor;

  view = clutter_stage_get_view_at (stage, x, y);
  if (view)
    return _clutter_stage_do_pick_on_view (stage, x, y, mode, view);

  return actor;
}

static gboolean
clutter_stage_real_delete_event (ClutterStage *stage,
                                 ClutterEvent *event)
{
  if (stage_is_default (stage))
    clutter_main_quit ();
  else
    clutter_actor_destroy (CLUTTER_ACTOR (stage));

  return CLUTTER_EVENT_STOP;
}

static void
clutter_stage_real_apply_transform (ClutterActor *stage,
                                    CoglMatrix   *matrix)
{
  ClutterStagePrivate *priv = CLUTTER_STAGE (stage)->priv;

  /* FIXME: we probably shouldn't be explicitly reseting the matrix
   * here... */
  cogl_matrix_init_identity (matrix);
  cogl_matrix_multiply (matrix, matrix, &priv->view);
}

static void
clutter_stage_constructed (GObject *gobject)
{
  ClutterStage *self = CLUTTER_STAGE (gobject);
  ClutterStageManager *stage_manager;

  stage_manager = clutter_stage_manager_get_default ();

  /* this will take care to sinking the floating reference */
  _clutter_stage_manager_add_stage (stage_manager, self);

  /* if this stage has been created on a backend that does not
   * support multiple stages then it becomes the default stage
   * as well; any other attempt at creating a ClutterStage will
   * fail.
   */
  if (!clutter_feature_available (CLUTTER_FEATURE_STAGE_MULTIPLE))
    {
      if (G_UNLIKELY (clutter_stage_manager_get_default_stage (stage_manager) != NULL))
        {
          g_error ("Unable to create another stage: the backend of "
                   "type '%s' does not support multiple stages. Use "
                   "clutter_stage_manager_get_default_stage() instead "
                   "to access the stage singleton.",
                   G_OBJECT_TYPE_NAME (clutter_get_default_backend ()));
        }

      _clutter_stage_manager_set_default_stage (stage_manager, self);
    }

  G_OBJECT_CLASS (clutter_stage_parent_class)->constructed (gobject);
}

static void
clutter_stage_set_property (GObject      *object,
			    guint         prop_id,
			    const GValue *value,
			    GParamSpec   *pspec)
{
  ClutterStage *stage = CLUTTER_STAGE (object);

  switch (prop_id)
    {
    case PROP_COLOR:
      clutter_actor_set_background_color (CLUTTER_ACTOR (stage),
                                          clutter_value_get_color (value));
      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_perspective (stage, g_value_get_boxed (value));
      break;

    case PROP_TITLE:
      clutter_stage_set_title (stage, g_value_get_string (value));
      break;

    case PROP_USE_FOG:
      clutter_stage_set_use_fog (stage, g_value_get_boolean (value));
      break;

    case PROP_FOG:
      clutter_stage_set_fog (stage, g_value_get_boxed (value));
      break;

    case PROP_USE_ALPHA:
      clutter_stage_set_use_alpha (stage, g_value_get_boolean (value));
      break;

    case PROP_KEY_FOCUS:
      clutter_stage_set_key_focus (stage, g_value_get_object (value));
      break;

    case PROP_NO_CLEAR_HINT:
      clutter_stage_set_no_clear_hint (stage, g_value_get_boolean (value));
      break;

    case PROP_ACCEPT_FOCUS:
      clutter_stage_set_accept_focus (stage, g_value_get_boolean (value));
      break;

    default:
      G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
      break;
  }
}

static void
clutter_stage_get_property (GObject    *gobject,
			    guint       prop_id,
			    GValue     *value,
			    GParamSpec *pspec)
{
  ClutterStagePrivate *priv = CLUTTER_STAGE (gobject)->priv;

  switch (prop_id)
    {
    case PROP_COLOR:
      {
        ClutterColor bg_color;

        clutter_actor_get_background_color (CLUTTER_ACTOR (gobject),
                                            &bg_color);
        clutter_value_set_color (value, &bg_color);
      }
      break;

    case PROP_CURSOR_VISIBLE:
      g_value_set_boolean (value, priv->is_cursor_visible);
      break;

    case PROP_PERSPECTIVE:
      g_value_set_boxed (value, &priv->perspective);
      break;

    case PROP_TITLE:
      g_value_set_string (value, priv->title);
      break;

    case PROP_USE_FOG:
      g_value_set_boolean (value, priv->use_fog);
      break;

    case PROP_FOG:
      g_value_set_boxed (value, &priv->fog);
      break;

    case PROP_USE_ALPHA:
      g_value_set_boolean (value, priv->use_alpha);
      break;

    case PROP_KEY_FOCUS:
      g_value_set_object (value, priv->key_focused_actor);
      break;

    case PROP_NO_CLEAR_HINT:
      {
        gboolean hint =
          (priv->stage_hints & CLUTTER_STAGE_NO_CLEAR_ON_PAINT) != 0;

        g_value_set_boolean (value, hint);
      }
      break;

    case PROP_ACCEPT_FOCUS:
      g_value_set_boolean (value, priv->accept_focus);
      break;

    default:
      G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
      break;
    }
}

static void
clutter_stage_dispose (GObject *object)
{
  ClutterStage        *stage = CLUTTER_STAGE (object);
  ClutterStagePrivate *priv = stage->priv;
  ClutterStageManager *stage_manager;

  clutter_actor_hide (CLUTTER_ACTOR (object));

  _clutter_clear_events_queue_for_stage (stage);

  if (priv->impl != NULL)
    {
      CLUTTER_NOTE (BACKEND, "Disposing of the stage implementation");

      if (CLUTTER_ACTOR_IS_REALIZED (object))
        _clutter_stage_window_unrealize (priv->impl);

      g_object_unref (priv->impl);
      priv->impl = NULL;
    }

  clutter_actor_destroy_all_children (CLUTTER_ACTOR (object));

  g_list_free_full (priv->pending_queue_redraws,
                    (GDestroyNotify) free_queue_redraw_entry);
  priv->pending_queue_redraws = NULL;

  /* this will release the reference on the stage */
  stage_manager = clutter_stage_manager_get_default ();
  _clutter_stage_manager_remove_stage (stage_manager, stage);

  G_OBJECT_CLASS (clutter_stage_parent_class)->dispose (object);
}

static void
clutter_stage_finalize (GObject *object)
{
  ClutterStage *stage = CLUTTER_STAGE (object);
  ClutterStagePrivate *priv = stage->priv;

  g_queue_foreach (priv->event_queue, (GFunc) clutter_event_free, NULL);
  g_queue_free (priv->event_queue);

  g_free (priv->title);

  g_array_free (priv->paint_volume_stack, TRUE);

  _clutter_stage_clear_pick_stack (stage);
  g_array_free (priv->pick_clip_stack, TRUE);
  g_array_free (priv->pick_stack, TRUE);

  if (priv->fps_timer != NULL)
    g_timer_destroy (priv->fps_timer);

  if (priv->paint_notify != NULL)
    priv->paint_notify (priv->paint_data);

  G_OBJECT_CLASS (clutter_stage_parent_class)->finalize (object);
}

static void
clutter_stage_real_paint_view (ClutterStage     *stage,
                               ClutterStageView *view)
{
  ClutterStagePrivate *priv = stage->priv;
  const cairo_rectangle_int_t *clip = &priv->view_clip;

  clutter_stage_do_paint_view (stage, view, clip);
}

static void
clutter_stage_class_init (ClutterStageClass *klass)
{
  GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
  ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);

  gobject_class->constructed = clutter_stage_constructed;
  gobject_class->set_property = clutter_stage_set_property;
  gobject_class->get_property = clutter_stage_get_property;
  gobject_class->dispose = clutter_stage_dispose;
  gobject_class->finalize = clutter_stage_finalize;

  actor_class->allocate = clutter_stage_allocate;
  actor_class->get_preferred_width = clutter_stage_get_preferred_width;
  actor_class->get_preferred_height = clutter_stage_get_preferred_height;
  actor_class->paint = clutter_stage_paint;
  actor_class->pick = clutter_stage_pick;
  actor_class->get_paint_volume = clutter_stage_get_paint_volume;
  actor_class->realize = clutter_stage_realize;
  actor_class->unrealize = clutter_stage_unrealize;
  actor_class->show = clutter_stage_show;
  actor_class->show_all = clutter_stage_show_all;
  actor_class->hide = clutter_stage_hide;
  actor_class->hide_all = clutter_stage_hide_all;
  actor_class->queue_relayout = clutter_stage_real_queue_relayout;
  actor_class->queue_redraw = clutter_stage_real_queue_redraw;
  actor_class->apply_transform = clutter_stage_real_apply_transform;

  klass->paint_view = clutter_stage_real_paint_view;

  /**
   * ClutterStage:cursor-visible:
   *
   * Whether the mouse pointer should be visible
   */
  obj_props[PROP_CURSOR_VISIBLE] =
      g_param_spec_boolean ("cursor-visible",
                            P_("Cursor Visible"),
                            P_("Whether the mouse pointer is visible on the main stage"),
                            TRUE,
                            CLUTTER_PARAM_READWRITE);

  /**
   * ClutterStage:color:
   *
   * The background color of the main stage.
   *
   * Deprecated: 1.10: Use the #ClutterActor:background-color property of
   *   #ClutterActor instead.
   */
  obj_props[PROP_COLOR] =
      clutter_param_spec_color ("color",
                                P_("Color"),
                                P_("The color of the stage"),
                                &default_stage_color,
                                CLUTTER_PARAM_READWRITE |
                                G_PARAM_DEPRECATED);

  /**
   * ClutterStage:perspective:
   *
   * The parameters used for the perspective projection from 3D
   * coordinates to 2D
   *
   * Since: 0.8
   */
  obj_props[PROP_PERSPECTIVE] =
      g_param_spec_boxed ("perspective",
                          P_("Perspective"),
                          P_("Perspective projection parameters"),
                          CLUTTER_TYPE_PERSPECTIVE,
                          CLUTTER_PARAM_READWRITE);

  /**
   * ClutterStage:title:
   *
   * The stage's title - usually displayed in stage windows title decorations.
   *
   * Since: 0.4
   */
  obj_props[PROP_TITLE] =
      g_param_spec_string ("title",
                           P_("Title"),
                           P_("Stage Title"),
                           NULL,
                           CLUTTER_PARAM_READWRITE);

  /**
   * ClutterStage:use-fog:
   *
   * Whether the stage should use a linear GL "fog" in creating the
   * depth-cueing effect, to enhance the perception of depth by fading
   * actors farther from the viewpoint.
   *
   * Since: 0.6
   *
   * Deprecated: 1.10: This property does not do anything.
   */
  obj_props[PROP_USE_FOG] =
      g_param_spec_boolean ("use-fog",
                            P_("Use Fog"),
                            P_("Whether to enable depth cueing"),
                            FALSE,
                            CLUTTER_PARAM_READWRITE | G_PARAM_DEPRECATED);

  /**
   * ClutterStage:fog:
   *
   * The settings for the GL "fog", used only if #ClutterStage:use-fog
   * is set to %TRUE
   *
   * Since: 1.0
   *
   * Deprecated: 1.10: This property does not do anything.
   */
  obj_props[PROP_FOG] =
      g_param_spec_boxed ("fog",
                          P_("Fog"),
                          P_("Settings for the depth cueing"),
                          CLUTTER_TYPE_FOG,
                          CLUTTER_PARAM_READWRITE | G_PARAM_DEPRECATED);

  /**
   * ClutterStage:use-alpha:
   *
   * Whether the #ClutterStage should honour the alpha component of the
   * #ClutterStage:color property when painting. If Clutter is run under
   * a compositing manager this will result in the stage being blended
   * with the underlying window(s)
   *
   * Since: 1.2
   */
  obj_props[PROP_USE_ALPHA] =
      g_param_spec_boolean ("use-alpha",
                            P_("Use Alpha"),
                            P_("Whether to honour the alpha component of the stage color"),
                            FALSE,
                            CLUTTER_PARAM_READWRITE);

  /**
   * ClutterStage:key-focus:
   *
   * The #ClutterActor that will receive key events from the underlying
   * windowing system.
   *
   * If %NULL, the #ClutterStage will receive the events.
   *
   * Since: 1.2
   */
  obj_props[PROP_KEY_FOCUS] =
      g_param_spec_object ("key-focus",
                           P_("Key Focus"),
                           P_("The currently key focused actor"),
                           CLUTTER_TYPE_ACTOR,
                           CLUTTER_PARAM_READWRITE);

  /**
   * ClutterStage:no-clear-hint:
   *
   * Whether or not the #ClutterStage should clear its contents
   * before each paint cycle.
   *
   * See clutter_stage_set_no_clear_hint() for further information.
   *
   * Since: 1.4
   */
  obj_props[PROP_NO_CLEAR_HINT] =
      g_param_spec_boolean ("no-clear-hint",
                            P_("No Clear Hint"),
                            P_("Whether the stage should clear its contents"),
                            FALSE,
                            CLUTTER_PARAM_READWRITE);

  /**
   * ClutterStage:accept-focus:
   *
   * Whether the #ClutterStage should accept key focus when shown.
   *
   * Since: 1.6
   */
  obj_props[PROP_ACCEPT_FOCUS] =
      g_param_spec_boolean ("accept-focus",
                            P_("Accept Focus"),
                            P_("Whether the stage should accept focus on show"),
                            TRUE,
                            CLUTTER_PARAM_READWRITE);

  g_object_class_install_properties (gobject_class, PROP_LAST, obj_props);

  /**
   * ClutterStage::activate:
   * @stage: the stage which was activated
   *
   * The ::activate signal is emitted when the stage receives key focus
   * from the underlying window system.
   *
   * Since: 0.6
   */
  stage_signals[ACTIVATE] =
    g_signal_new (I_("activate"),
		  G_TYPE_FROM_CLASS (gobject_class),
		  G_SIGNAL_RUN_LAST,
		  G_STRUCT_OFFSET (ClutterStageClass, activate),
		  NULL, NULL, NULL,
		  G_TYPE_NONE, 0);
  /**
   * ClutterStage::deactivate:
   * @stage: the stage which was deactivated
   *
   * The ::deactivate signal is emitted when the stage loses key focus
   * from the underlying window system.
   *
   * Since: 0.6
   */
  stage_signals[DEACTIVATE] =
    g_signal_new (I_("deactivate"),
		  G_TYPE_FROM_CLASS (gobject_class),
		  G_SIGNAL_RUN_LAST,
		  G_STRUCT_OFFSET (ClutterStageClass, deactivate),
		  NULL, NULL, NULL,
		  G_TYPE_NONE, 0);

  /**
   * ClutterStage::delete-event:
   * @stage: the stage that received the event
   * @event: a #ClutterEvent of type %CLUTTER_DELETE
   *
   * The ::delete-event signal is emitted when the user closes a
   * #ClutterStage window using the window controls.
   *
   * Clutter by default will call clutter_main_quit() if @stage is
   * the default stage, and clutter_actor_destroy() for any other
   * stage.
   *
   * It is possible to override the default behaviour by connecting
   * a new handler and returning %TRUE there.
   *
   * This signal is emitted only on Clutter backends that
   * embed #ClutterStage in native windows. It is not emitted for
   * backends that use a static frame buffer.
   *
   * Since: 1.2
   */
  stage_signals[DELETE_EVENT] =
    g_signal_new (I_("delete-event"),
                  G_TYPE_FROM_CLASS (gobject_class),
                  G_SIGNAL_RUN_LAST,
                  G_STRUCT_OFFSET (ClutterStageClass, delete_event),
                  _clutter_boolean_handled_accumulator, NULL,
                  _clutter_marshal_BOOLEAN__BOXED,
                  G_TYPE_BOOLEAN, 1,
                  CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);

  /**
   * ClutterStage::after-paint:
   * @stage: the stage that received the event
   *
   * The ::after-paint signal is emitted after the stage is painted,
   * but before the results are displayed on the screen.
   *
   * Since: 1.20
   */
  stage_signals[AFTER_PAINT] =
    g_signal_new (I_("after-paint"),
                  G_TYPE_FROM_CLASS (gobject_class),
                  G_SIGNAL_RUN_LAST,
                  0, /* no corresponding vfunc */
                  NULL, NULL, NULL,
                  G_TYPE_NONE, 0);

  /**
   * ClutterStage::paint-view:
   * @stage: the stage that received the event
   * @view: a #ClutterStageView
   *
   * The ::paint-view signal is emitted before a #ClutterStageView is being
   * painted.
   *
   * The view is painted in the default handler. Hence, if you want to perform
   * some action after the view is painted, like reading the contents of the
   * framebuffer, use g_signal_connect_after() or pass %G_CONNECT_AFTER.
   */
  stage_signals[PAINT_VIEW] =
    g_signal_new (I_("paint-view"),
                  G_TYPE_FROM_CLASS (gobject_class),
                  G_SIGNAL_RUN_LAST,
                  G_STRUCT_OFFSET (ClutterStageClass, paint_view),
                  NULL, NULL, NULL,
                  G_TYPE_NONE, 1,
                  CLUTTER_TYPE_STAGE_VIEW);

  /**
   * ClutterStage::presented: (skip)
   * @stage: the stage that received the event
   * @frame_event: a #CoglFrameEvent
   * @frame_info: a #ClutterFrameInfo
   *
   * Signals that the #ClutterStage was presented on the screen to the user.
   */
  stage_signals[PRESENTED] =
    g_signal_new (I_("presented"),
                  G_TYPE_FROM_CLASS (gobject_class),
                  G_SIGNAL_RUN_LAST,
                  0, NULL, NULL,
                  _clutter_marshal_VOID__INT_POINTER,
                  G_TYPE_NONE, 2,
                  G_TYPE_INT, G_TYPE_POINTER);

  klass->activate = clutter_stage_real_activate;
  klass->deactivate = clutter_stage_real_deactivate;
  klass->delete_event = clutter_stage_real_delete_event;
}

static void
clutter_stage_notify_min_size (ClutterStage *self)
{
  self->priv->min_size_changed = TRUE;
}

static void
clutter_stage_init (ClutterStage *self)
{
  cairo_rectangle_int_t geom = { 0, };
  ClutterStagePrivate *priv;
  ClutterStageWindow *impl;
  ClutterBackend *backend;
  GError *error;

  /* a stage is a top-level object */
  CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IS_TOPLEVEL);

  self->priv = priv = clutter_stage_get_instance_private (self);

  CLUTTER_NOTE (BACKEND, "Creating stage from the default backend");
  backend = clutter_get_default_backend ();

  error = NULL;
  impl = _clutter_backend_create_stage (backend, self, &error);

  if (G_LIKELY (impl != NULL))
    {
      _clutter_stage_set_window (self, impl);
      _clutter_stage_window_get_geometry (priv->impl, &geom);
    }
  else
    {
      if (error != NULL)
        {
          g_critical ("Unable to create a new stage implementation: %s",
                      error->message);
          g_error_free (error);
        }
      else
        g_critical ("Unable to create a new stage implementation.");
    }

  priv->event_queue = g_queue_new ();

  priv->is_cursor_visible = TRUE;
  priv->use_fog = FALSE;
  priv->throttle_motion_events = TRUE;
  priv->min_size_changed = FALSE;
  priv->sync_delay = -1;
  priv->motion_events_enabled = TRUE;

  clutter_actor_set_background_color (CLUTTER_ACTOR (self),
                                      &default_stage_color);

  /* FIXME - remove for 2.0 */
  priv->fog.z_near = 1.0;
  priv->fog.z_far  = 2.0;

  priv->relayout_pending = TRUE;

  clutter_actor_set_reactive (CLUTTER_ACTOR (self), TRUE);
  clutter_stage_set_title (self, g_get_prgname ());
  clutter_stage_set_key_focus (self, NULL);

  g_signal_connect (self, "notify::min-width",
                    G_CALLBACK (clutter_stage_notify_min_size), NULL);
  g_signal_connect (self, "notify::min-height",
                    G_CALLBACK (clutter_stage_notify_min_size), NULL);

  _clutter_stage_set_viewport (self,
                               0, 0,
                               geom.width,
                               geom.height);

  priv->paint_volume_stack =
    g_array_new (FALSE, FALSE, sizeof (ClutterPaintVolume));

  priv->pick_stack = g_array_new (FALSE, FALSE, sizeof (PickRecord));
  priv->pick_clip_stack = g_array_new (FALSE, FALSE, sizeof (PickClipRecord));
  priv->pick_clip_stack_top = -1;
  priv->cached_pick_mode = CLUTTER_PICK_NONE;
}

/**
 * clutter_stage_get_default:
 *
 * Retrieves a #ClutterStage singleton.
 *
 * This function is not as useful as it sounds, and will most likely
 * by deprecated in the future. Application code should only create
 * a #ClutterStage instance using clutter_stage_new(), and manage the
 * lifetime of the stage manually.
 *
 * The default stage singleton has a platform-specific behaviour: on
 * platforms without the %CLUTTER_FEATURE_STAGE_MULTIPLE feature flag
 * set, the first #ClutterStage instance will also be set to be the
 * default stage instance, and this function will always return a
 * pointer to it.
 *
 * On platforms with the %CLUTTER_FEATURE_STAGE_MULTIPLE feature flag
 * set, the default stage will be created by the first call to this
 * function, and every following call will return the same pointer to
 * it.
 *
 * Return value: (transfer none) (type Clutter.Stage): the main
 *   #ClutterStage. You should never destroy or unref the returned
 *   actor.
 *
 * Deprecated: 1.10: Use clutter_stage_new() instead.
 */
ClutterActor *
clutter_stage_get_default (void)
{
  ClutterStageManager *stage_manager = clutter_stage_manager_get_default ();
  ClutterStage *stage;

  stage = clutter_stage_manager_get_default_stage (stage_manager);
  if (G_UNLIKELY (stage == NULL))
    {
      /* This will take care of automatically adding the stage to the
       * stage manager and setting it as the default. Its floating
       * reference will be claimed by the stage manager.
       */
      stage = g_object_new (CLUTTER_TYPE_STAGE, NULL);
      _clutter_stage_manager_set_default_stage (stage_manager, stage);

      /* the default stage is realized by default */
      clutter_actor_realize (CLUTTER_ACTOR (stage));
    }

  return CLUTTER_ACTOR (stage);
}

/**
 * clutter_stage_set_color:
 * @stage: A #ClutterStage
 * @color: A #ClutterColor
 *
 * Sets the stage color.
 *
 * Deprecated: 1.10: Use clutter_actor_set_background_color() instead.
 */
void
clutter_stage_set_color (ClutterStage       *stage,
			 const ClutterColor *color)
{
  clutter_actor_set_background_color (CLUTTER_ACTOR (stage), color);

  g_object_notify_by_pspec (G_OBJECT (stage), obj_props[PROP_COLOR]);
}

/**
 * clutter_stage_get_color:
 * @stage: A #ClutterStage
 * @color: (out caller-allocates): return location for a #ClutterColor
 *
 * Retrieves the stage color.
 *
 * Deprecated: 1.10: Use clutter_actor_get_background_color() instead.
 */
void
clutter_stage_get_color (ClutterStage *stage,
			 ClutterColor *color)
{
  clutter_actor_get_background_color (CLUTTER_ACTOR (stage), color);
}

static void
clutter_stage_set_perspective_internal (ClutterStage       *stage,
                                        ClutterPerspective *perspective)
{
  ClutterStagePrivate *priv = stage->priv;

  if (priv->perspective.fovy == perspective->fovy &&
      priv->perspective.aspect == perspective->aspect &&
      priv->perspective.z_near == perspective->z_near &&
      priv->perspective.z_far == perspective->z_far)
    return;

  priv->perspective = *perspective;

  cogl_matrix_init_identity (&priv->projection);
  cogl_matrix_perspective (&priv->projection,
                           priv->perspective.fovy,
                           priv->perspective.aspect,
                           priv->perspective.z_near,
                           priv->perspective.z_far);
  cogl_matrix_get_inverse (&priv->projection,
                           &priv->inverse_projection);

  _clutter_stage_dirty_projection (stage);
  clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
}

/**
 * clutter_stage_set_perspective:
 * @stage: A #ClutterStage
 * @perspective: A #ClutterPerspective
 *
 * Sets the stage perspective. Using this function is not recommended
 * because it will disable Clutter's attempts to generate an
 * appropriate perspective based on the size of the stage.
 */
void
clutter_stage_set_perspective (ClutterStage       *stage,
                               ClutterPerspective *perspective)
{
  ClutterStagePrivate *priv;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));
  g_return_if_fail (perspective != NULL);
  g_return_if_fail (perspective->z_far - perspective->z_near != 0);

  priv = stage->priv;

  /* If the application ever calls this function then we'll stop
     automatically updating the perspective when the stage changes
     size */
  priv->has_custom_perspective = TRUE;

  clutter_stage_set_perspective_internal (stage, perspective);
  clutter_stage_update_view_perspective (stage);
}

/**
 * clutter_stage_get_perspective:
 * @stage: A #ClutterStage
 * @perspective: (out caller-allocates) (allow-none): return location for a
 *   #ClutterPerspective
 *
 * Retrieves the stage perspective.
 */
void
clutter_stage_get_perspective (ClutterStage       *stage,
                               ClutterPerspective *perspective)
{
  g_return_if_fail (CLUTTER_IS_STAGE (stage));
  g_return_if_fail (perspective != NULL);

  *perspective = stage->priv->perspective;
}

/*
 * clutter_stage_get_projection_matrix:
 * @stage: A #ClutterStage
 * @projection: return location for a #CoglMatrix representing the
 *              perspective projection applied to actors on the given
 *              @stage.
 *
 * Retrieves the @stage's projection matrix. This is derived from the
 * current perspective set using clutter_stage_set_perspective().
 *
 * Since: 1.6
 */
void
_clutter_stage_get_projection_matrix (ClutterStage *stage,
                                      CoglMatrix *projection)
{
  g_return_if_fail (CLUTTER_IS_STAGE (stage));
  g_return_if_fail (projection != NULL);

  *projection = stage->priv->projection;
}

/* This simply provides a simple mechanism for us to ensure that
 * the projection matrix gets re-asserted before painting.
 *
 * This is used when switching between multiple stages */
void
_clutter_stage_dirty_projection (ClutterStage *stage)
{
  ClutterStagePrivate *priv;
  GList *l;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));

  priv = stage->priv;

  for (l = _clutter_stage_window_get_views (priv->impl); l; l = l->next)
    {
      ClutterStageView *view = l->data;

      clutter_stage_view_set_dirty_projection (view, TRUE);
    }
}

/*
 * clutter_stage_set_viewport:
 * @stage: A #ClutterStage
 * @x: The X postition to render the stage at, in window coordinates
 * @y: The Y position to render the stage at, in window coordinates
 * @width: The width to render the stage at, in window coordinates
 * @height: The height to render the stage at, in window coordinates
 *
 * Sets the stage viewport. The viewport defines a final scale and
 * translation of your rendered stage and actors. This lets you render
 * your stage into a subregion of the stage window or you could use it to
 * pan a subregion of the stage if your stage window is smaller then
 * the stage. (XXX: currently this isn't possible)
 *
 * Unlike a scale and translation done using the modelview matrix this
 * is done after everything has had perspective projection applied, so
 * for example if you were to pan across a subregion of the stage using
 * the viewport then you would not see a change in perspective for the
 * actors on the stage.
 *
 * Normally the stage viewport will automatically track the size of the
 * stage window with no offset so the stage will fill your window. This
 * behaviour can be changed with the "viewport-mimics-window" property
 * which will automatically be set to FALSE if you use this API. If
 * you want to revert to the original behaviour then you should set
 * this property back to %TRUE using
 * clutter_stage_set_viewport_mimics_window().
 * (XXX: If we were to make this API public then we might want to do
 *  add that property.)
 *
 * Note: currently this interface only support integer precision
 * offsets and sizes for viewports but the interface takes floats because
 * OpenGL 4.0 has introduced floating point viewports which we might
 * want to expose via this API eventually.
 *
 * Since: 1.6
 */
void
_clutter_stage_set_viewport (ClutterStage *stage,
                             float         x,
                             float         y,
                             float         width,
                             float         height)
{
  ClutterStagePrivate *priv;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));

  priv = stage->priv;


  if (x == priv->viewport[0] &&
      y == priv->viewport[1] &&
      width == priv->viewport[2] &&
      height == priv->viewport[3])
    return;

  priv->viewport[0] = x;
  priv->viewport[1] = y;
  priv->viewport[2] = width;
  priv->viewport[3] = height;

  clutter_stage_update_view_perspective (stage);
  _clutter_stage_dirty_viewport (stage);

  queue_full_redraw (stage);
}

/* This simply provides a simple mechanism for us to ensure that
 * the viewport gets re-asserted before next painting.
 *
 * This is used when switching between multiple stages */
void
_clutter_stage_dirty_viewport (ClutterStage *stage)
{
  ClutterStagePrivate *priv;
  GList *l;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));

  priv = stage->priv;

  for (l = _clutter_stage_window_get_views (priv->impl); l; l = l->next)
    {
      ClutterStageView *view = l->data;

      clutter_stage_view_set_dirty_viewport (view, TRUE);
    }
}

/*
 * clutter_stage_get_viewport:
 * @stage: A #ClutterStage
 * @x: A location for the X position where the stage is rendered,
 *     in window coordinates.
 * @y: A location for the Y position where the stage is rendered,
 *     in window coordinates.
 * @width: A location for the width the stage is rendered at,
 *         in window coordinates.
 * @height: A location for the height the stage is rendered at,
 *          in window coordinates.
 *
 * Returns the viewport offset and size set using
 * clutter_stage_set_viewport() or if the "viewport-mimics-window" property
 * is TRUE then @x and @y will be set to 0 and @width and @height will equal
 * the width if the stage window.
 *
 * Since: 1.6
 */
void
_clutter_stage_get_viewport (ClutterStage *stage,
                             float        *x,
                             float        *y,
                             float        *width,
                             float        *height)
{
  ClutterStagePrivate *priv;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));

  priv = stage->priv;

  *x = priv->viewport[0];
  *y = priv->viewport[1];
  *width = priv->viewport[2];
  *height = priv->viewport[3];
}

/**
 * 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)
    {
      ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
      ClutterStageWindowInterface *iface;

      iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
      if (iface->set_cursor_visible)
        {
          priv->is_cursor_visible = TRUE;

          iface->set_cursor_visible (impl, TRUE);

          g_object_notify_by_pspec (G_OBJECT (stage),
                                    obj_props[PROP_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)
    {
      ClutterStageWindow *impl = CLUTTER_STAGE_WINDOW (priv->impl);
      ClutterStageWindowInterface *iface;

      iface = CLUTTER_STAGE_WINDOW_GET_IFACE (impl);
      if (iface->set_cursor_visible)
        {
          priv->is_cursor_visible = FALSE;

          iface->set_cursor_visible (impl, FALSE);

          g_object_notify_by_pspec (G_OBJECT (stage),
                                    obj_props[PROP_CURSOR_VISIBLE]);
        }
    }
}

/**
 * clutter_stage_read_pixels:
 * @stage: A #ClutterStage
 * @x: x coordinate of the first pixel that is read from stage
 * @y: y coordinate of the first pixel that is read from stage
 * @width: Width dimention of pixels to be read, or -1 for the
 *   entire stage width
 * @height: Height dimention of pixels to be read, or -1 for the
 *   entire stage height
 *
 * Makes a screenshot of the stage in RGBA 8bit data, returns a
 * linear buffer with @width * 4 as rowstride.
 *
 * The alpha data contained in the returned buffer is driver-dependent,
 * and not guaranteed to hold any sensible value.
 *
 * Return value: (transfer full) (array): a pointer to newly allocated memory with the buffer
 *   or %NULL if the read failed. Use g_free() on the returned data
 *   to release the resources it has allocated.
 */
guchar *
clutter_stage_read_pixels (ClutterStage *stage,
                           gint          x,
                           gint          y,
                           gint          width,
                           gint          height)
{
  ClutterStagePrivate *priv;
  ClutterActorBox box;
  GList *l;
  ClutterStageView *view;
  cairo_region_t *clip;
  cairo_rectangle_int_t clip_rect;
  CoglFramebuffer *framebuffer;
  float view_scale;
  float pixel_width;
  float pixel_height;
  uint8_t *pixels;

  COGL_TRACE_BEGIN_SCOPED (ClutterStageReadPixels, "Read Pixels");

  g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);

  priv = stage->priv;

  clutter_actor_get_allocation_box (CLUTTER_ACTOR (stage), &box);

  if (width < 0)
    width = ceilf (box.x2 - box.x1);

  if (height < 0)
    height = ceilf (box.y2 - box.y1);

  l = _clutter_stage_window_get_views (priv->impl);

  if (!l)
    return NULL;

  /* XXX: We only read the first view. Needs different API for multi view screen
   * capture. */
  view = l->data;

  clutter_stage_view_get_layout (view, &clip_rect);
  clip = cairo_region_create_rectangle (&clip_rect);
  cairo_region_intersect_rectangle (clip,
                                    &(cairo_rectangle_int_t) {
                                      .x = x,
                                      .y = y,
                                      .width = width,
                                      .height = height,
                                    });
  cairo_region_get_extents (clip, &clip_rect);
  cairo_region_destroy (clip);

  if (clip_rect.width == 0 || clip_rect.height == 0)
    return NULL;

  framebuffer = clutter_stage_view_get_framebuffer (view);
  cogl_push_framebuffer (framebuffer);
  clutter_stage_do_paint_view (stage, view, &clip_rect);

  view_scale = clutter_stage_view_get_scale (view);
  pixel_width = roundf (clip_rect.width * view_scale);
  pixel_height = roundf (clip_rect.height * view_scale);

  pixels = g_malloc0 (pixel_width * pixel_height * 4);
  cogl_framebuffer_read_pixels (framebuffer,
                                clip_rect.x * view_scale,
                                clip_rect.y * view_scale,
                                pixel_width, pixel_height,
                                COGL_PIXEL_FORMAT_RGBA_8888,
                                pixels);

  cogl_pop_framebuffer ();

  return pixels;
}

/**
 * clutter_stage_get_actor_at_pos:
 * @stage: a #ClutterStage
 * @pick_mode: how the scene graph should be painted
 * @x: X coordinate to check
 * @y: Y coordinate to check
 *
 * Checks the scene at the coordinates @x and @y and returns a pointer
 * to the #ClutterActor at those coordinates. The result is the actor which
 * would be at the specified location on the next redraw, and is not
 * necessarily that which was there on the previous redraw. This allows the
 * function to perform chronologically correctly after any queued changes to
 * the scene, and even if nothing has been drawn.
 *
 * By using @pick_mode it is possible to control which actors will be
 * painted and thus available.
 *
 * Return value: (transfer none): the actor at the specified coordinates,
 *   if any
 */
ClutterActor *
clutter_stage_get_actor_at_pos (ClutterStage    *stage,
                                ClutterPickMode  pick_mode,
                                gint             x,
                                gint             y)
{
  g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);

  return _clutter_stage_do_pick (stage, x, y, pick_mode);
}

/**
 * clutter_stage_event:
 * @stage: a #ClutterStage
 * @event: a #ClutterEvent
 *
 * This function is used to emit an event on the main stage.
 *
 * You should rarely need to use this function, except for
 * synthetised events.
 *
 * Return value: the return value from the signal emission
 *
 * Since: 0.4
 */
gboolean
clutter_stage_event (ClutterStage *stage,
                     ClutterEvent *event)
{
  g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
  g_return_val_if_fail (event != NULL, FALSE);

  if (event->type == CLUTTER_DELETE)
    {
      gboolean retval = FALSE;

      g_signal_emit_by_name (stage, "event", event, &retval);

      if (!retval)
        g_signal_emit_by_name (stage, "delete-event", event, &retval);

      return retval;
    }

  if (event->type != CLUTTER_STAGE_STATE)
    return FALSE;

  /* emit raw event */
  if (clutter_actor_event (CLUTTER_ACTOR (stage), event, FALSE))
    return TRUE;

  if (event->stage_state.changed_mask & CLUTTER_STAGE_STATE_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;
  ClutterStageWindow *impl;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));

  priv = stage->priv;

  g_free (priv->title);
  priv->title = g_strdup (title);

  impl = CLUTTER_STAGE_WINDOW (priv->impl);
  if (CLUTTER_STAGE_WINDOW_GET_IFACE(impl)->set_title != NULL)
    CLUTTER_STAGE_WINDOW_GET_IFACE (impl)->set_title (impl, priv->title);

  g_object_notify_by_pspec (G_OBJECT (stage), obj_props[PROP_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
 **/
const gchar *
clutter_stage_get_title (ClutterStage       *stage)
{
  g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);

  return stage->priv->title;
}

/**
 * clutter_stage_set_key_focus:
 * @stage: the #ClutterStage
 * @actor: (allow-none): the actor to set key focus to, or %NULL
 *
 * Sets the key focus on @actor. An actor with key focus will receive
 * all the key events. If @actor is %NULL, the stage will receive
 * focus.
 *
 * Since: 0.6
 */
void
clutter_stage_set_key_focus (ClutterStage *stage,
			     ClutterActor *actor)
{
  ClutterStagePrivate *priv;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));
  g_return_if_fail (actor == NULL || CLUTTER_IS_ACTOR (actor));

  priv = stage->priv;

  /* normalize the key focus. NULL == stage */
  if (actor == CLUTTER_ACTOR (stage))
    actor = NULL;

  /* avoid emitting signals and notifications if we're setting the same
   * actor as the key focus
   */
  if (priv->key_focused_actor == actor)
    return;

  if (priv->key_focused_actor != NULL)
    {
      ClutterActor *old_focused_actor;

      old_focused_actor = priv->key_focused_actor;

      /* set key_focused_actor to NULL before emitting the signal or someone
       * might hide the previously focused actor in the signal handler
       */
      priv->key_focused_actor = NULL;

      _clutter_actor_set_has_key_focus (old_focused_actor, FALSE);
    }
  else
    _clutter_actor_set_has_key_focus (CLUTTER_ACTOR (stage), FALSE);

  /* Note, if someone changes key focus in focus-out signal handler we'd be
   * overriding the latter call below moving the focus where it was originally
   * intended. The order of events would be:
   *   1st focus-out, 2nd focus-out (on stage), 2nd focus-in, 1st focus-in
   */
  if (actor != NULL)
    {
      priv->key_focused_actor = actor;
      _clutter_actor_set_has_key_focus (actor, TRUE);
    }
  else
    _clutter_actor_set_has_key_focus (CLUTTER_ACTOR (stage), TRUE);

  g_object_notify_by_pspec (G_OBJECT (stage), obj_props[PROP_KEY_FOCUS]);
}

/**
 * clutter_stage_get_key_focus:
 * @stage: the #ClutterStage
 *
 * Retrieves the actor that is currently under key focus.
 *
 * Return value: (transfer none): the actor with key focus, or the stage
 *
 * Since: 0.6
 */
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 depth cueing effect is enabled
 *
 * Since: 0.6
 *
 * Deprecated: 1.10: This function will always return %FALSE
 */
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
 *
 * Deprecated: 1.10: Calling this function produces no visible effect
 */
void
clutter_stage_set_use_fog (ClutterStage *stage,
                           gboolean      fog)
{
}

/**
 * clutter_stage_set_fog:
 * @stage: the #ClutterStage
 * @fog: a #ClutterFog structure
 *
 * Sets the fog (also known as "depth cueing") settings for the @stage.
 *
 * A #ClutterStage will only use a linear fog progression, which
 * depends solely on the distance from the viewer. The cogl_set_fog()
 * function in COGL exposes more of the underlying implementation,
 * and allows changing the for progression function. It can be directly
 * used by disabling the #ClutterStage:use-fog property and connecting
 * a signal handler to the #ClutterActor::paint signal on the @stage,
 * like:
 *
 * |[
 *   clutter_stage_set_use_fog (stage, FALSE);
 *   g_signal_connect (stage, "paint", G_CALLBACK (on_stage_paint), NULL);
 * ]|
 *
 * The paint signal handler will call cogl_set_fog() with the
 * desired settings:
 *
 * |[
 *   static void
 *   on_stage_paint (ClutterActor *actor)
 *   {
 *     ClutterColor stage_color = { 0, };
 *     CoglColor fog_color = { 0, };
 *
 *     // set the fog color to the stage background color
 *     clutter_stage_get_color (CLUTTER_STAGE (actor), &stage_color);
 *     cogl_color_init_from_4ub (&fog_color,
 *                               stage_color.red,
 *                               stage_color.green,
 *                               stage_color.blue,
 *                               stage_color.alpha);
 *
 *     // enable fog //
 *     cogl_set_fog (&fog_color,
 *                   COGL_FOG_MODE_EXPONENTIAL, // mode
 *                   0.5,                       // density
 *                   5.0, 30.0);                // z_near and z_far
 *   }
 * ]|
 *
 * The fogging functions only work correctly when the visible actors use
 * unmultiplied alpha colors. By default Cogl will premultiply textures and
 * cogl_set_source_color() will premultiply colors, so unless you explicitly
 * load your textures requesting an unmultiplied internal format and use
 * cogl_material_set_color() you can only use fogging with fully opaque actors.
 * Support for premultiplied colors will improve in the future when we can
 * depend on fragment shaders.
 *
 * Since: 0.6
 *
 * Deprecated: 1.10: Fog settings are ignored.
 */
void
clutter_stage_set_fog (ClutterStage *stage,
                       ClutterFog   *fog)
{
}

/**
 * clutter_stage_get_fog:
 * @stage: the #ClutterStage
 * @fog: (out): return location for a #ClutterFog structure
 *
 * Retrieves the current depth cueing settings from the stage.
 *
 * Since: 0.6
 *
 * Deprecated: 1.10: This function will always return the default
 *   values of #ClutterFog
 */
void
clutter_stage_get_fog (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 gpointer
clutter_perspective_copy (gpointer data)
{
  if (G_LIKELY (data))
    return g_slice_dup (ClutterPerspective, data);

  return NULL;
}

static void
clutter_perspective_free (gpointer data)
{
  if (G_LIKELY (data))
    g_slice_free (ClutterPerspective, data);
}

G_DEFINE_BOXED_TYPE (ClutterPerspective, clutter_perspective,
                     clutter_perspective_copy,
                     clutter_perspective_free);

static gpointer
clutter_fog_copy (gpointer data)
{
  if (G_LIKELY (data))
    return g_slice_dup (ClutterFog, data);

  return NULL;
}

static void
clutter_fog_free (gpointer data)
{
  if (G_LIKELY (data))
    g_slice_free (ClutterFog, data);
}

G_DEFINE_BOXED_TYPE (ClutterFog, clutter_fog, clutter_fog_copy, clutter_fog_free);

/**
 * clutter_stage_new:
 *
 * Creates a new, non-default stage. A non-default stage is a new
 * top-level actor which can be used as another container. It works
 * exactly like the default stage, but while clutter_stage_get_default()
 * will always return the same instance, you will have to keep a pointer
 * to any #ClutterStage returned by clutter_stage_new().
 *
 * The ability to support multiple stages depends on the current
 * backend. Use clutter_feature_available() and
 * %CLUTTER_FEATURE_STAGE_MULTIPLE to check at runtime whether a
 * backend supports multiple stages.
 *
 * Return value: a new stage, or %NULL if the default backend does
 *   not support multiple stages. Use clutter_actor_destroy() to
 *   programmatically close the returned stage.
 *
 * Since: 0.8
 */
ClutterActor *
clutter_stage_new (void)
{
  return g_object_new (CLUTTER_TYPE_STAGE, NULL);
}

/**
 * clutter_stage_ensure_current:
 * @stage: the #ClutterStage
 *
 * This function essentially makes sure the right GL context is
 * current for the passed stage. It is not intended to
 * be used by applications.
 *
 * Since: 0.8
 * Deprecated: mutter: This function does not do anything.
 */
void
clutter_stage_ensure_current (ClutterStage *stage)
{
  g_return_if_fail (CLUTTER_IS_STAGE (stage));
}

/**
 * clutter_stage_ensure_viewport:
 * @stage: a #ClutterStage
 *
 * Ensures that the GL viewport is updated with the current
 * stage window size.
 *
 * This function will queue a redraw of @stage.
 *
 * This function should not be called by applications; it is used
 * when embedding a #ClutterStage into a toolkit with another
 * windowing system, like GTK+.
 *
 * Since: 1.0
 */
void
clutter_stage_ensure_viewport (ClutterStage *stage)
{
  g_return_if_fail (CLUTTER_IS_STAGE (stage));

  _clutter_stage_dirty_viewport (stage);

  clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
}

# define _DEG_TO_RAD(d)         ((d) * ((float) G_PI / 180.0f))

/* This calculates a distance into the view frustum to position the
 * stage so there is a decent amount of space to position geometry
 * between the stage and the near clipping plane.
 *
 * Some awkward issues with this problem are:
 * - It's not possible to have a gap as large as the stage size with
 *   a fov > 53° which is basically always the case since the default
 *   fov is 60°.
 *    - This can be deduced if you consider that this requires a
 *      triangle as wide as it is deep to fit in the frustum in front
 *      of the z_near plane. That triangle will always have an angle
 *      of 53.13° at the point sitting on the z_near plane, but if the
 *      frustum has a wider fov angle the left/right clipping planes
 *      can never converge with the two corners of our triangle no
 *      matter what size the triangle has.
 * - With a fov > 53° there is a trade off between maximizing the gap
 *   size relative to the stage size but not loosing depth precision.
 * - Perhaps ideally we wouldn't just consider the fov on the y-axis
 *   that is usually used to define a perspective, we would consider
 *   the fov of the axis with the largest stage size so the gap would
 *   accommodate that size best.
 *
 * After going around in circles a few times with how to handle these
 * issues, we decided in the end to go for the simplest solution to
 * start with instead of an elaborate function that handles arbitrary
 * fov angles that we currently have no use-case for.
 *
 * The solution assumes a fovy of 60° and for that case gives a gap
 * that's 85% of the stage height. We can consider more elaborate
 * functions if necessary later.
 *
 * One guide we had to steer the gap size we support is the
 * interactive test, test-texture-quality which expects to animate an
 * actor to +400 on the z axis with a stage size of 640x480. A gap
 * that's 85% of the stage height gives a gap of 408 in that case.
 */
static float
calculate_z_translation (float z_near)
{
  /* This solution uses fairly basic trigonometry, but is seems worth
   * clarifying the particular geometry we are looking at in-case
   * anyone wants to develop this further later. Not sure how well an
   * ascii diagram is going to work :-)
   *
   *    |--- stage_height ---|
   *    |     stage line     |
   *   ╲━━━━━━━━━━━━━━━━━━━━━╱------------
   *    ╲.  (2)   │        .╱       |   |
   *   C ╲ .      │      . ╱     gap|   |
   * =0.5°╲  . a  │    .  ╱         |   |
   *      b╲(1). D│  .   ╱          |   |
   *        ╲   B.│.    ╱near plane |   |
   *      A= ╲━━━━━━━━━╱-------------   |
   *     120° ╲ c │   ╱  |            z_2d
   *           ╲  │  ╱  z_near          |
   *       left ╲ │ ╱    |              |
   *       clip  60°fovy |              |
   *       plane  ╳----------------------
   *              |
   *              |
   *         origin line
   *
   * The area of interest is the triangle labeled (1) at the top left
   * marked with the ... line (a) from where the origin line crosses
   * the near plane to the top left where the stage line cross the
   * left clip plane.
   *
   * The sides of the triangle are a, b and c and the corresponding
   * angles opposite those sides are A, B and C.
   *
   * The angle of C is what trades off the gap size we have relative
   * to the stage size vs the depth precision we have.
   *
   * As mentioned above we arove at the angle for C is by working
   * backwards from how much space we want for test-texture-quality.
   * With a stage_height of 480 we want a gap > 400, ideally we also
   * wanted a somewhat round number as a percentage of the height for
   * documentation purposes. ~87% or a gap of ~416 is the limit
   * because that's where we approach a C angle of 0° and effectively
   * loose all depth precision.
   *
   * So for our test app with a stage_height of 480 if we aim for a
   * gap of 408 (85% of 480) we can get the angle D as
   * atan (stage_height/2/408) = 30.5°.
   *
   * That gives us the angle for B as 90° - 30.5° = 59.5°
   *
   * We can already determine that A has an angle of (fovy/2 + 90°) =
   * 120°
   *
   * Therefore C = 180 - A - B = 0.5°
   *
   * The length of c = z_near * tan (30°)
   *
   * Now we can use the rule a/SinA = c/SinC to calculate the
   * length of a. After some rearranging that gives us:
   *
   *      a              c
   *  ----------  =  ----------
   *  sin (120°)     sin (0.5°)
   *
   *      c * sin (120°)
   *  a = --------------
   *        sin (0.5°)
   *
   * And with that we can determine z_2d = cos (D) * a =
   * cos (30.5°) * a + z_near:
   *
   *         c * sin (120°) * cos (30.5°)
   *  z_2d = --------------------------- + z_near
   *                 sin (0.5°)
   */

   /* We expect the compiler should boil this down to z_near * CONSTANT
    * already, but just in case we use precomputed constants
    */
#if 0
# define A      tanf (_DEG_TO_RAD (30.f))
# define B      sinf (_DEG_TO_RAD (120.f))
# define C      cosf (_DEG_TO_RAD (30.5f))
# define D      sinf (_DEG_TO_RAD (.5f))
#else
# define A      0.57735025882720947265625f
# define B      0.866025388240814208984375f
# define C      0.86162912845611572265625f
# define D      0.00872653536498546600341796875f
#endif

  return z_near
       * A * B * C
       / D
       + z_near;
}

static void
clutter_stage_update_view_perspective (ClutterStage *stage)
{
  ClutterStagePrivate *priv = stage->priv;
  ClutterPerspective perspective;
  float z_2d;

  perspective = priv->perspective;

  /* Ideally we want to regenerate the perspective matrix whenever
   * the size changes but if the user has provided a custom matrix
   * then we don't want to override it */
  if (!priv->has_custom_perspective)
    {
      perspective.fovy = 60.0; /* 60 Degrees */
      perspective.z_near = 0.1;
      perspective.aspect = priv->viewport[2] / priv->viewport[3];
      z_2d = calculate_z_translation (perspective.z_near);

      /* NB: z_2d is only enough room for 85% of the stage_height between
       * the stage and the z_near plane. For behind the stage plane we
       * want a more consistent gap of 10 times the stage_height before
       * hitting the far plane so we calculate that relative to the final
       * height of the stage plane at the z_2d_distance we got... */
      perspective.z_far = z_2d +
        tanf (_DEG_TO_RAD (perspective.fovy / 2.0f)) * z_2d * 20.0f;

      clutter_stage_set_perspective_internal (stage, &perspective);
    }
  else
    {
      z_2d = calculate_z_translation (perspective.z_near);
    }

  cogl_matrix_init_identity (&priv->view);
  cogl_matrix_view_2d_in_perspective (&priv->view,
                                      perspective.fovy,
                                      perspective.aspect,
                                      perspective.z_near,
                                      z_2d,
                                      priv->viewport[2],
                                      priv->viewport[3]);
}

void
_clutter_stage_maybe_setup_viewport (ClutterStage     *stage,
                                     ClutterStageView *view)
{
  ClutterStagePrivate *priv = stage->priv;
  CoglFramebuffer *fb = clutter_stage_view_get_framebuffer (view);

  if (clutter_stage_view_is_dirty_viewport (view))
    {
      cairo_rectangle_int_t view_layout;
      float fb_scale;
      float viewport_offset_x;
      float viewport_offset_y;
      float viewport_x;
      float viewport_y;
      float viewport_width;
      float viewport_height;

      CLUTTER_NOTE (PAINT,
                    "Setting up the viewport { w:%f, h:%f }",
                    priv->viewport[2],
                    priv->viewport[3]);

      fb_scale = clutter_stage_view_get_scale (view);
      clutter_stage_view_get_layout (view, &view_layout);

      viewport_offset_x = view_layout.x * fb_scale;
      viewport_offset_y = view_layout.y * fb_scale;
      viewport_x = roundf (priv->viewport[0] * fb_scale - viewport_offset_x);
      viewport_y = roundf (priv->viewport[1] * fb_scale - viewport_offset_y);
      viewport_width = roundf (priv->viewport[2] * fb_scale);
      viewport_height = roundf (priv->viewport[3] * fb_scale);
      cogl_framebuffer_set_viewport (fb,
                                     viewport_x, viewport_y,
                                     viewport_width, viewport_height);

      clutter_stage_view_set_dirty_viewport (view, FALSE);
    }

  if (clutter_stage_view_is_dirty_projection (view))
    {
      cogl_framebuffer_set_projection_matrix (fb, &priv->projection);

      clutter_stage_view_set_dirty_projection (view, FALSE);
    }
}

#undef _DEG_TO_RAD

/**
 * clutter_stage_ensure_redraw:
 * @stage: a #ClutterStage
 *
 * Ensures that @stage is redrawn
 *
 * This function should not be called by applications: it is
 * used when embedding a #ClutterStage into a toolkit with
 * another windowing system, like GTK+.
 *
 * Since: 1.0
 */
void
clutter_stage_ensure_redraw (ClutterStage *stage)
{
  ClutterMasterClock *master_clock;
  ClutterStagePrivate *priv;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));

  priv = stage->priv;

  if (!priv->relayout_pending && !priv->redraw_pending)
    _clutter_stage_schedule_update (stage);

  priv->relayout_pending = TRUE;
  priv->redraw_pending = TRUE;

  master_clock = _clutter_master_clock_get_default ();
  _clutter_master_clock_start_running (master_clock);
}

/**
 * clutter_stage_is_redraw_queued: (skip)
 */
gboolean
clutter_stage_is_redraw_queued (ClutterStage *stage)
{
  ClutterStagePrivate *priv = stage->priv;

  return priv->redraw_pending;
}

/**
 * clutter_stage_queue_redraw:
 * @stage: the #ClutterStage
 *
 * Queues a redraw for the passed stage.
 *
 * Applications should call clutter_actor_queue_redraw() and not
 * this function.
 *
 * Since: 0.8
 *
 * Deprecated: 1.10: Use clutter_actor_queue_redraw() instead.
 */
void
clutter_stage_queue_redraw (ClutterStage *stage)
{
  g_return_if_fail (CLUTTER_IS_STAGE (stage));

  clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
}

/**
 * clutter_stage_is_default:
 * @stage: a #ClutterStage
 *
 * Checks if @stage is the default stage, or an instance created using
 * clutter_stage_new() but internally using the same implementation.
 *
 * Return value: %TRUE if the passed stage is the default one
 *
 * Since: 0.8
 *
 * Deprecated: 1.10: Track the stage pointer inside your application
 *   code, or use clutter_actor_get_stage() to retrieve the stage for
 *   a given actor.
 */
gboolean
clutter_stage_is_default (ClutterStage *stage)
{
  g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);

  return stage_is_default (stage);
}

void
_clutter_stage_set_window (ClutterStage       *stage,
                           ClutterStageWindow *stage_window)
{
  g_return_if_fail (CLUTTER_IS_STAGE (stage));
  g_return_if_fail (CLUTTER_IS_STAGE_WINDOW (stage_window));

  if (stage->priv->impl != NULL)
    g_object_unref (stage->priv->impl);

  stage->priv->impl = stage_window;
}

ClutterStageWindow *
_clutter_stage_get_window (ClutterStage *stage)
{
  g_return_val_if_fail (CLUTTER_IS_STAGE (stage), NULL);

  return CLUTTER_STAGE_WINDOW (stage->priv->impl);
}

ClutterStageWindow *
_clutter_stage_get_default_window (void)
{
  ClutterStageManager *manager = clutter_stage_manager_get_default ();
  ClutterStage *stage;

  stage = clutter_stage_manager_get_default_stage (manager);
  if (stage == NULL)
    return NULL;

  return _clutter_stage_get_window (stage);
}

/**
 * clutter_stage_set_throttle_motion_events:
 * @stage: a #ClutterStage
 * @throttle: %TRUE to throttle motion events
 *
 * Sets whether motion events received between redraws should
 * be throttled or not. If motion events are throttled, those
 * events received by the windowing system between redraws will
 * be compressed so that only the last event will be propagated
 * to the @stage and its actors.
 *
 * This function should only be used if you want to have all
 * the motion events delivered to your application code.
 *
 * Since: 1.0
 */
void
clutter_stage_set_throttle_motion_events (ClutterStage *stage,
                                          gboolean      throttle)
{
  ClutterStagePrivate *priv;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));

  priv = stage->priv;

  if (priv->throttle_motion_events != throttle)
    priv->throttle_motion_events = throttle;
}

/**
 * clutter_stage_get_throttle_motion_events:
 * @stage: a #ClutterStage
 *
 * Retrieves the value set with clutter_stage_set_throttle_motion_events()
 *
 * Return value: %TRUE if the motion events are being throttled,
 *   and %FALSE otherwise
 *
 * Since: 1.0
 */
gboolean
clutter_stage_get_throttle_motion_events (ClutterStage *stage)
{
  g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);

  return stage->priv->throttle_motion_events;
}

/**
 * clutter_stage_set_use_alpha:
 * @stage: a #ClutterStage
 * @use_alpha: whether the stage should honour the opacity or the
 *   alpha channel of the stage color
 *
 * Sets whether the @stage should honour the #ClutterActor:opacity and
 * the alpha channel of the #ClutterStage:color
 *
 * Since: 1.2
 */
void
clutter_stage_set_use_alpha (ClutterStage *stage,
                             gboolean      use_alpha)
{
  ClutterStagePrivate *priv;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));

  priv = stage->priv;

  if (priv->use_alpha != use_alpha)
    {
      priv->use_alpha = use_alpha;

      clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));

      g_object_notify_by_pspec (G_OBJECT (stage), obj_props[PROP_USE_ALPHA]);
    }
}

/**
 * clutter_stage_get_use_alpha:
 * @stage: a #ClutterStage
 *
 * Retrieves the value set using clutter_stage_set_use_alpha()
 *
 * Return value: %TRUE if the stage should honour the opacity and the
 *   alpha channel of the stage color
 *
 * Since: 1.2
 */
gboolean
clutter_stage_get_use_alpha (ClutterStage *stage)
{
  g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);

  return stage->priv->use_alpha;
}

/**
 * clutter_stage_set_minimum_size:
 * @stage: a #ClutterStage
 * @width: width, in pixels
 * @height: height, in pixels
 *
 * Sets the minimum size for a stage window, if the default backend
 * uses #ClutterStage inside a window
 *
 * This is a convenience function, and it is equivalent to setting the
 * #ClutterActor:min-width and #ClutterActor:min-height on @stage
 *
 * If the current size of @stage is smaller than the minimum size, the
 * @stage will be resized to the new @width and @height
 *
 * Since: 1.2
 */
void
clutter_stage_set_minimum_size (ClutterStage *stage,
                                guint         width,
                                guint         height)
{
  g_return_if_fail (CLUTTER_IS_STAGE (stage));
  g_return_if_fail ((width > 0) && (height > 0));

  g_object_set (G_OBJECT (stage),
                "min-width", (gfloat) width,
                "min-height", (gfloat )height,
                NULL);
}

/**
 * clutter_stage_get_minimum_size:
 * @stage: a #ClutterStage
 * @width: (out): return location for the minimum width, in pixels,
 *   or %NULL
 * @height: (out): return location for the minimum height, in pixels,
 *   or %NULL
 *
 * Retrieves the minimum size for a stage window as set using
 * clutter_stage_set_minimum_size().
 *
 * The returned size may not correspond to the actual minimum size and
 * it is specific to the #ClutterStage implementation inside the
 * Clutter backend
 *
 * Since: 1.2
 */
void
clutter_stage_get_minimum_size (ClutterStage *stage,
                                guint        *width_p,
                                guint        *height_p)
{
  gfloat width, height;
  gboolean width_set, height_set;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));

  g_object_get (G_OBJECT (stage),
                "min-width", &width,
                "min-width-set", &width_set,
                "min-height", &height,
                "min-height-set", &height_set,
                NULL);

  /* if not width or height have been set, then the Stage
   * minimum size is defined to be 1x1
   */
  if (!width_set)
    width = 1;

  if (!height_set)
    height = 1;

  if (width_p)
    *width_p = (guint) width;

  if (height_p)
    *height_p = (guint) height;
}

/**
 * _clutter_stage_schedule_update:
 * @window: a #ClutterStage actor
 *
 * Schedules a redraw of the #ClutterStage at the next optimal timestamp.
 */
void
_clutter_stage_schedule_update (ClutterStage *stage)
{
  ClutterStageWindow *stage_window;

  if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
    return;

  stage_window = _clutter_stage_get_window (stage);
  if (stage_window == NULL)
    return;

  return _clutter_stage_window_schedule_update (stage_window,
                                                stage->priv->sync_delay);
}

/**
 * _clutter_stage_get_update_time:
 * @stage: a #ClutterStage actor
 *
 * Returns the earliest time in which the stage is ready to update. The update
 * time is set when _clutter_stage_schedule_update() is called. This can then
 * be used by e.g. the #ClutterMasterClock to know when the stage needs to be
 * redrawn.
 *
 * Returns: -1 if no redraw is needed; 0 if the backend doesn't know, or the
 * timestamp (in microseconds) otherwise.
 */
gint64
_clutter_stage_get_update_time (ClutterStage *stage)
{
  ClutterStageWindow *stage_window;

  if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
    return 0;

  stage_window = _clutter_stage_get_window (stage);
  if (stage_window == NULL)
    return 0;

  return _clutter_stage_window_get_update_time (stage_window);
}

/**
 * _clutter_stage_clear_update_time:
 * @stage: a #ClutterStage actor
 *
 * Resets the update time. Call this after a redraw, so that the update time
 * can again be updated.
 */
void
_clutter_stage_clear_update_time (ClutterStage *stage)
{
  ClutterStageWindow *stage_window;

  stage_window = _clutter_stage_get_window (stage);
  if (stage_window)
    _clutter_stage_window_clear_update_time (stage_window);
}

/**
 * clutter_stage_set_no_clear_hint:
 * @stage: a #ClutterStage
 * @no_clear: %TRUE if the @stage should not clear itself on every
 *   repaint cycle
 *
 * Sets whether the @stage should clear itself at the beginning
 * of each paint cycle or not.
 *
 * Clearing the #ClutterStage can be a costly operation, especially
 * if the stage is always covered - for instance, in a full-screen
 * video player or in a game with a background texture.
 *
 * This setting is a hint; Clutter might discard this hint
 * depending on its internal state.
 *
 * If parts of the stage are visible and you disable clearing you
 * might end up with visual artifacts while painting the contents of
 * the stage.
 *
 * Since: 1.4
 */
void
clutter_stage_set_no_clear_hint (ClutterStage *stage,
                                 gboolean      no_clear)
{
  ClutterStagePrivate *priv;
  ClutterStageHint new_hints;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));

  priv = stage->priv;
  new_hints = priv->stage_hints;

  if (no_clear)
    new_hints |= CLUTTER_STAGE_NO_CLEAR_ON_PAINT;
  else
    new_hints &= ~CLUTTER_STAGE_NO_CLEAR_ON_PAINT;

  if (priv->stage_hints == new_hints)
    return;

  priv->stage_hints = new_hints;

  g_object_notify_by_pspec (G_OBJECT (stage), obj_props[PROP_NO_CLEAR_HINT]);
}

/**
 * clutter_stage_get_no_clear_hint:
 * @stage: a #ClutterStage
 *
 * Retrieves the hint set with clutter_stage_set_no_clear_hint()
 *
 * Return value: %TRUE if the stage should not clear itself on every paint
 *   cycle, and %FALSE otherwise
 *
 * Since: 1.4
 */
gboolean
clutter_stage_get_no_clear_hint (ClutterStage *stage)
{
  g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);

  return (stage->priv->stage_hints & CLUTTER_STAGE_NO_CLEAR_ON_PAINT) != 0;
}

ClutterPaintVolume *
_clutter_stage_paint_volume_stack_allocate (ClutterStage *stage)
{
  GArray *paint_volume_stack = stage->priv->paint_volume_stack;

  g_array_set_size (paint_volume_stack,
                    paint_volume_stack->len+1);

  return &g_array_index (paint_volume_stack,
                         ClutterPaintVolume,
                         paint_volume_stack->len - 1);
}

void
_clutter_stage_paint_volume_stack_free_all (ClutterStage *stage)
{
  GArray *paint_volume_stack = stage->priv->paint_volume_stack;
  int i;

  for (i = 0; i < paint_volume_stack->len; i++)
    {
      ClutterPaintVolume *pv =
        &g_array_index (paint_volume_stack, ClutterPaintVolume, i);
      clutter_paint_volume_free (pv);
    }

  g_array_set_size (paint_volume_stack, 0);
}

/* The is an out-of-band paramater available while painting that
 * can be used to cull actors. */
const ClutterPlane *
_clutter_stage_get_clip (ClutterStage *stage)
{
  return stage->priv->current_clip_planes;
}

/* When an actor queues a redraw we add it to a list on the stage that
 * gets processed once all updates to the stage have been finished.
 *
 * This deferred approach to processing queue_redraw requests means
 * that we can avoid redundant transformations of clip volumes if
 * something later triggers a full stage redraw anyway. It also means
 * we can be more sure that all the referenced actors will have valid
 * allocations improving the chance that we can determine the actors
 * paint volume so we can clip the redraw request even if the user
 * didn't explicitly do so.
 */
ClutterStageQueueRedrawEntry *
_clutter_stage_queue_actor_redraw (ClutterStage                 *stage,
                                   ClutterStageQueueRedrawEntry *entry,
                                   ClutterActor                 *actor,
                                   const ClutterPaintVolume     *clip)
{
  ClutterStagePrivate *priv = stage->priv;

  CLUTTER_NOTE (CLIPPING, "stage_queue_actor_redraw (actor=%s, clip=%p): ",
                _clutter_actor_get_debug_name (actor), clip);

  /* Queuing a redraw or clip change invalidates the pick cache, unless we're
   * in the middle of building it. So we reset the cached flag but don't
   * completely clear the pick stack...
   */
  priv->cached_pick_mode = CLUTTER_PICK_NONE;

  if (!priv->redraw_pending)
    {
      ClutterMasterClock *master_clock;

      CLUTTER_NOTE (PAINT, "First redraw request");

      _clutter_stage_schedule_update (stage);
      priv->redraw_pending = TRUE;

      master_clock = _clutter_master_clock_get_default ();
      _clutter_master_clock_start_running (master_clock);
    }
#ifdef CLUTTER_ENABLE_DEBUG
  else
    {
      CLUTTER_NOTE (PAINT, "Redraw request number %lu",
                    priv->redraw_count + 1);

      priv->redraw_count += 1;
    }
#endif /* CLUTTER_ENABLE_DEBUG */

  if (entry)
    {
      /* Ignore all requests to queue a redraw for an actor if a full
       * (non-clipped) redraw of the actor has already been queued. */
      if (!entry->has_clip)
        {
          CLUTTER_NOTE (CLIPPING, "Bail from stage_queue_actor_redraw (%s): "
                        "Unclipped redraw of actor already queued",
                        _clutter_actor_get_debug_name (actor));
          return entry;
        }

      /* If queuing a clipped redraw and a clipped redraw has
       * previously been queued for this actor then combine the latest
       * clip together with the existing clip */
      if (clip)
        clutter_paint_volume_union (&entry->clip, clip);
      else
        {
          clutter_paint_volume_free (&entry->clip);
          entry->has_clip = FALSE;
        }
      return entry;
    }
  else
    {
      entry = g_slice_new (ClutterStageQueueRedrawEntry);
      entry->actor = g_object_ref (actor);

      if (clip)
        {
          entry->has_clip = TRUE;
          _clutter_paint_volume_init_static (&entry->clip, actor);
          _clutter_paint_volume_set_from_volume (&entry->clip, clip);
        }
      else
        entry->has_clip = FALSE;

      stage->priv->pending_queue_redraws =
        g_list_prepend (stage->priv->pending_queue_redraws, entry);

      return entry;
    }
}

static void
free_queue_redraw_entry (ClutterStageQueueRedrawEntry *entry)
{
  if (entry->actor)
    g_object_unref (entry->actor);
  if (entry->has_clip)
    clutter_paint_volume_free (&entry->clip);
  g_slice_free (ClutterStageQueueRedrawEntry, entry);
}

void
_clutter_stage_queue_redraw_entry_invalidate (ClutterStageQueueRedrawEntry *entry)
{
  if (entry == NULL)
    return;

  if (entry->actor != NULL)
    {
      g_object_unref (entry->actor);
      entry->actor = NULL;
    }

  if (entry->has_clip)
    {
      clutter_paint_volume_free (&entry->clip);
      entry->has_clip = FALSE;
    }
}

static void
clutter_stage_maybe_finish_queue_redraws (ClutterStage *stage)
{
  /* Note: we have to repeat until the pending_queue_redraws list is
   * empty because actors are allowed to queue redraws in response to
   * the queue-redraw signal. For example Clone actors or
   * texture_new_from_actor actors will have to queue a redraw if
   * their source queues a redraw.
   */
  while (stage->priv->pending_queue_redraws)
    {
      GList *l;
      /* XXX: we need to allow stage->priv->pending_queue_redraws to
       * be updated while we process the current entries in the list
       * so we steal the list pointer and then reset it to an empty
       * list before processing... */
      GList *stolen_list = stage->priv->pending_queue_redraws;
      stage->priv->pending_queue_redraws = NULL;

      for (l = stolen_list; l; l = l->next)
        {
          ClutterStageQueueRedrawEntry *entry = l->data;
          ClutterPaintVolume *clip;

          /* NB: Entries may be invalidated if the actor gets destroyed */
          if (G_LIKELY (entry->actor != NULL))
	    {
	      clip = entry->has_clip ? &entry->clip : NULL;

	      _clutter_actor_finish_queue_redraw (entry->actor, clip);
	    }

          free_queue_redraw_entry (entry);
        }
      g_list_free (stolen_list);
    }
}

/**
 * clutter_stage_set_accept_focus:
 * @stage: a #ClutterStage
 * @accept_focus: %TRUE to accept focus on show
 *
 * Sets whether the @stage should accept the key focus when shown.
 *
 * This function should be called before showing @stage using
 * clutter_actor_show().
 *
 * Since: 1.6
 */
void
clutter_stage_set_accept_focus (ClutterStage *stage,
                                gboolean      accept_focus)
{
  ClutterStagePrivate *priv;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));

  accept_focus = !!accept_focus;

  priv = stage->priv;

  if (priv->accept_focus != accept_focus)
    {
      _clutter_stage_window_set_accept_focus (priv->impl, accept_focus);
      g_object_notify_by_pspec (G_OBJECT (stage), obj_props[PROP_ACCEPT_FOCUS]);
    }
}

/**
 * clutter_stage_get_accept_focus:
 * @stage: a #ClutterStage
 *
 * Retrieves the value set with clutter_stage_set_accept_focus().
 *
 * Return value: %TRUE if the #ClutterStage should accept focus, and %FALSE
 *   otherwise
 *
 * Since: 1.6
 */
gboolean
clutter_stage_get_accept_focus (ClutterStage *stage)
{
  g_return_val_if_fail (CLUTTER_IS_STAGE (stage), TRUE);

  return stage->priv->accept_focus;
}

/**
 * clutter_stage_set_motion_events_enabled:
 * @stage: a #ClutterStage
 * @enabled: %TRUE to enable the motion events delivery, and %FALSE
 *   otherwise
 *
 * Sets whether per-actor motion events (and relative crossing
 * events) should be disabled or not.
 *
 * The default is %TRUE.
 *
 * If @enable is %FALSE the following signals will not be emitted
 * by the actors children of @stage:
 *
 *  - #ClutterActor::motion-event
 *  - #ClutterActor::enter-event
 *  - #ClutterActor::leave-event
 *
 * The events will still be delivered to the #ClutterStage.
 *
 * The main side effect of this function is that disabling the motion
 * events will disable picking to detect the #ClutterActor underneath
 * the pointer for each motion event. This is useful, for instance,
 * when dragging a #ClutterActor across the @stage: the actor underneath
 * the pointer is not going to change, so it's meaningless to perform
 * a pick.
 *
 * Since: 1.8
 */
void
clutter_stage_set_motion_events_enabled (ClutterStage *stage,
                                         gboolean      enabled)
{
  ClutterStagePrivate *priv;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));

  priv = stage->priv;

  enabled = !!enabled;

  if (priv->motion_events_enabled != enabled)
    priv->motion_events_enabled = enabled;
}

/**
 * clutter_stage_get_motion_events_enabled:
 * @stage: a #ClutterStage
 *
 * Retrieves the value set using clutter_stage_set_motion_events_enabled().
 *
 * Return value: %TRUE if the per-actor motion event delivery is enabled
 *   and %FALSE otherwise
 *
 * Since: 1.8
 */
gboolean
clutter_stage_get_motion_events_enabled (ClutterStage *stage)
{
  g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);

  return stage->priv->motion_events_enabled;
}

/* NB: The presumption shouldn't be that a stage can't be comprised
 * of multiple internal framebuffers, so instead of simply naming
 * this function _clutter_stage_get_framebuffer(), the "active"
 * infix is intended to clarify that it gets the framebuffer that
 * is currently in use/being painted.
 */
CoglFramebuffer *
_clutter_stage_get_active_framebuffer (ClutterStage *stage)
{
  return stage->priv->active_framebuffer;
}

void
_clutter_stage_add_pointer_drag_actor (ClutterStage       *stage,
                                       ClutterInputDevice *device,
                                       ClutterActor       *actor)
{
  GHashTable *drag_actors;

  drag_actors = g_object_get_data (G_OBJECT (stage),
                                   "__clutter_stage_pointer_drag_actors");
  if (drag_actors == NULL)
    {
      drag_actors = g_hash_table_new (NULL, NULL);
      g_object_set_data_full (G_OBJECT (stage),
                              "__clutter_stage_pointer_drag_actors",
                              drag_actors,
                              (GDestroyNotify) g_hash_table_destroy);
    }

  g_hash_table_replace (drag_actors, device, actor);
}

ClutterActor *
_clutter_stage_get_pointer_drag_actor (ClutterStage       *stage,
                                       ClutterInputDevice *device)
{
  GHashTable *drag_actors;

  drag_actors = g_object_get_data (G_OBJECT (stage),
                                   "__clutter_stage_pointer_drag_actors");
  if (drag_actors == NULL)
    return NULL;

  return g_hash_table_lookup (drag_actors, device);
}

void
_clutter_stage_remove_pointer_drag_actor (ClutterStage       *stage,
                                          ClutterInputDevice *device)
{
  GHashTable *drag_actors;

  drag_actors = g_object_get_data (G_OBJECT (stage),
                                   "__clutter_stage_pointer_drag_actors");
  if (drag_actors == NULL)
    return;

  g_hash_table_remove (drag_actors, device);

  if (g_hash_table_size (drag_actors) == 0)
    g_object_set_data (G_OBJECT (stage),
                       "__clutter_stage_pointer_drag_actors",
                       NULL);
}

void
_clutter_stage_add_touch_drag_actor (ClutterStage         *stage,
                                     ClutterEventSequence *sequence,
                                     ClutterActor         *actor)
{
  GHashTable *drag_actors;

  drag_actors = g_object_get_data (G_OBJECT (stage),
                                   "__clutter_stage_touch_drag_actors");
  if (drag_actors == NULL)
    {
      drag_actors = g_hash_table_new (NULL, NULL);
      g_object_set_data_full (G_OBJECT (stage),
                              "__clutter_stage_touch_drag_actors",
                              drag_actors,
                              (GDestroyNotify) g_hash_table_destroy);
    }

  g_hash_table_replace (drag_actors, sequence, actor);
}

ClutterActor *
_clutter_stage_get_touch_drag_actor (ClutterStage         *stage,
                                     ClutterEventSequence *sequence)
{
  GHashTable *drag_actors;

  drag_actors = g_object_get_data (G_OBJECT (stage),
                                   "__clutter_stage_touch_drag_actors");
  if (drag_actors == NULL)
    return NULL;

  return g_hash_table_lookup (drag_actors, sequence);
}

void
_clutter_stage_remove_touch_drag_actor (ClutterStage         *stage,
                                        ClutterEventSequence *sequence)
{
  GHashTable *drag_actors;

  drag_actors = g_object_get_data (G_OBJECT (stage),
                                   "__clutter_stage_touch_drag_actors");
  if (drag_actors == NULL)
    return;

  g_hash_table_remove (drag_actors, sequence);

  if (g_hash_table_size (drag_actors) == 0)
    g_object_set_data (G_OBJECT (stage),
                       "__clutter_stage_touch_drag_actors",
                       NULL);
}

/*< private >
 * _clutter_stage_get_state:
 * @stage: a #ClutterStage
 *
 * Retrieves the current #ClutterStageState flags associated to the @stage.
 *
 * Return value: a bitwise OR of #ClutterStageState flags
 */
ClutterStageState
_clutter_stage_get_state (ClutterStage *stage)
{
  return stage->priv->current_state;
}

/*< private >
 * _clutter_stage_is_activated:
 * @stage: a #ClutterStage
 *
 * Checks whether the @stage state includes %CLUTTER_STAGE_STATE_ACTIVATED.
 *
 * Return value: %TRUE if the @stage is active
 */
gboolean
_clutter_stage_is_activated (ClutterStage *stage)
{
  return (stage->priv->current_state & CLUTTER_STAGE_STATE_ACTIVATED) != 0;
}

/*< private >
 * _clutter_stage_update_state:
 * @stage: a #ClutterStage
 * @unset_flags: flags to unset
 * @set_flags: flags to set
 *
 * Updates the state of @stage, by unsetting the @unset_flags and setting
 * the @set_flags.
 *
 * If the stage state has been changed, this function will queue a
 * #ClutterEvent of type %CLUTTER_STAGE_STATE.
 *
 * Return value: %TRUE if the state was updated, and %FALSE otherwise
 */
gboolean
_clutter_stage_update_state (ClutterStage      *stage,
                             ClutterStageState  unset_flags,
                             ClutterStageState  set_flags)
{
  ClutterStageState new_state;
  ClutterEvent event;

  new_state = stage->priv->current_state;
  new_state |= set_flags;
  new_state &= ~unset_flags;

  if (new_state == stage->priv->current_state)
    return FALSE;

  memset (&event, 0, sizeof (event));
  event.type = CLUTTER_STAGE_STATE;
  clutter_event_set_stage (&event, stage);

  event.stage_state.new_state = new_state;
  event.stage_state.changed_mask = new_state ^ stage->priv->current_state;

  stage->priv->current_state = new_state;

  clutter_stage_event (stage, &event);

  return TRUE;
}

/**
 * clutter_stage_set_sync_delay:
 * @stage: a #ClutterStage
 * @sync_delay: number of milliseconds after frame presentation to wait
 *   before painting the next frame. If less than zero, restores the
 *   default behavior where redraw is throttled to the refresh rate but
 *   not synchronized to it.
 *
 * This function enables an alternate behavior where Clutter draws at
 * a fixed point in time after the frame presentation time (also known
 * as the VBlank time). This is most useful when the application
 * wants to show incoming data with predictable latency. (The primary
 * example of this would be a window system compositor.) By synchronizing
 * to provide new data before Clutter redraws, an external source of
 * updates (in the compositor, an application) can get a reliable latency.
 *
 * The appropriate value of @sync_delay depends on the complexity of
 * drawing the stage's scene graph - in general a value of between 0
 * and 8 ms (up to one-half of a typical 60hz frame rate) is appropriate.
 * using a larger value will reduce latency but risks skipping a frame if
 * drawing the stage takes too long.
 *
 * Since: 1.14
 * Stability: unstable
 */
void
clutter_stage_set_sync_delay (ClutterStage *stage,
                              gint          sync_delay)
{
  g_return_if_fail (CLUTTER_IS_STAGE (stage));

  stage->priv->sync_delay = sync_delay;
}

/**
 * clutter_stage_skip_sync_delay:
 * @stage: a #ClutterStage
 *
 * Causes the next frame for the stage to be drawn as quickly as
 * possible, ignoring any delay that clutter_stage_set_sync_delay()
 * would normally cause.
 *
 * Since: 1.14
 * Stability: unstable
 */
void
clutter_stage_skip_sync_delay (ClutterStage *stage)
{
  ClutterStageWindow *stage_window;

  stage_window = _clutter_stage_get_window (stage);
  if (stage_window)
    _clutter_stage_window_schedule_update (stage_window, -1);
}

int64_t
clutter_stage_get_frame_counter (ClutterStage          *stage)
{
  ClutterStageWindow *stage_window;

  stage_window = _clutter_stage_get_window (stage);
  return _clutter_stage_window_get_frame_counter (stage_window);
}

void
_clutter_stage_presented (ClutterStage     *stage,
                          CoglFrameEvent    frame_event,
                          ClutterFrameInfo *frame_info)
{
  g_signal_emit (stage, stage_signals[PRESENTED], 0,
                 (int) frame_event, frame_info);
}

static void
capture_view (ClutterStage          *stage,
              gboolean               paint,
              ClutterStageView      *view,
              ClutterCapture        *capture)
{
  cairo_surface_t *image;
  uint8_t *data;
  int stride;
  cairo_rectangle_int_t *rect;
  float view_scale;
  float texture_width;
  float texture_height;

  rect = &capture->rect;

  view_scale = clutter_stage_view_get_scale (view);
  texture_width = roundf (rect->width * view_scale);
  texture_height = roundf (rect->height * view_scale);
  image = cairo_image_surface_create (CAIRO_FORMAT_ARGB32,
                                      texture_width, texture_height);
  cairo_surface_set_device_scale (image, view_scale, view_scale);


  data = cairo_image_surface_get_data (image);
  stride = cairo_image_surface_get_stride (image);

  capture_view_into (stage, paint, view, rect, data, stride);
  capture->image = image;

  cairo_surface_mark_dirty (capture->image);
}

gboolean
clutter_stage_capture (ClutterStage          *stage,
                       gboolean               paint,
                       cairo_rectangle_int_t *rect,
                       ClutterCapture       **out_captures,
                       int                   *out_n_captures)
{
  ClutterStagePrivate *priv = stage->priv;
  GList *views = _clutter_stage_window_get_views (priv->impl);
  GList *l;
  ClutterCapture *captures;
  int n_captures;

  g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);

  captures = g_new0 (ClutterCapture, g_list_length (views));
  n_captures = 0;

  for (l = views; l; l = l->next)
    {
      ClutterStageView *view = l->data;
      ClutterCapture *capture;
      cairo_rectangle_int_t view_layout;
      cairo_region_t *region;

      clutter_stage_view_get_layout (view, &view_layout);
      region = cairo_region_create_rectangle (&view_layout);
      cairo_region_intersect_rectangle (region, rect);

      capture = &captures[n_captures];
      cairo_region_get_extents (region, &capture->rect);
      cairo_region_destroy (region);

      if (capture->rect.width == 0 || capture->rect.height == 0)
        continue;

      capture_view (stage, paint, view, capture);

      n_captures++;
    }

  if (n_captures == 0)
    g_clear_pointer (&captures, g_free);

  *out_captures = captures;
  *out_n_captures = n_captures;

  return n_captures > 0;
}

gboolean
clutter_stage_get_capture_final_size (ClutterStage          *stage,
                                      cairo_rectangle_int_t *rect,
                                      int                   *out_width,
                                      int                   *out_height,
                                      float                 *out_scale)
{
  float max_scale;

  g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);

  if (rect)
    {
      ClutterRect capture_rect;

      _clutter_util_rect_from_rectangle (rect, &capture_rect);
      if (!_clutter_stage_get_max_view_scale_factor_for_rect (stage,
                                                              &capture_rect,
                                                              &max_scale))
        return FALSE;

      if (out_width)
        *out_width = (gint) roundf (rect->width * max_scale);

      if (out_height)
        *out_height = (gint) roundf (rect->height * max_scale);
    }
  else
    {
      ClutterActorBox alloc;
      float stage_width, stage_height;

      clutter_actor_get_allocation_box (CLUTTER_ACTOR (stage), &alloc);
      clutter_actor_box_get_size (&alloc, &stage_width, &stage_height);
      if (!_clutter_actor_get_real_resource_scale (CLUTTER_ACTOR (stage),
                                                   &max_scale))
        return FALSE;

      if (out_width)
        *out_width = (gint) roundf (stage_width * max_scale);

      if (out_height)
        *out_height = (gint) roundf (stage_height * max_scale);
    }

  if (out_scale)
    *out_scale = max_scale;

  return TRUE;
}

static void
capture_view_into (ClutterStage          *stage,
                   gboolean               paint,
                   ClutterStageView      *view,
                   cairo_rectangle_int_t *rect,
                   uint8_t               *data,
                   int                    stride)
{
  CoglFramebuffer *framebuffer;
  ClutterBackend *backend;
  CoglContext *context;
  CoglBitmap *bitmap;
  cairo_rectangle_int_t view_layout;
  float view_scale;
  float texture_width;
  float texture_height;

  g_return_if_fail (CLUTTER_IS_STAGE (stage));

  framebuffer = clutter_stage_view_get_framebuffer (view);

  if (paint)
    {
      cogl_push_framebuffer (framebuffer);
      _clutter_stage_maybe_setup_viewport (stage, view);
      clutter_stage_do_paint_view (stage, view, rect);
    }

  view_scale = clutter_stage_view_get_scale (view);
  texture_width = roundf (rect->width * view_scale);
  texture_height = roundf (rect->height * view_scale);

  backend = clutter_get_default_backend ();
  context = clutter_backend_get_cogl_context (backend);
  bitmap = cogl_bitmap_new_for_data (context,
                                     texture_width, texture_height,
                                     CLUTTER_CAIRO_FORMAT_ARGB32,
                                     stride,
                                     data);

  clutter_stage_view_get_layout (view, &view_layout);

  cogl_framebuffer_read_pixels_into_bitmap (framebuffer,
                                            roundf ((rect->x - view_layout.x) * view_scale),
                                            roundf ((rect->y - view_layout.y) * view_scale),
                                            COGL_READ_PIXELS_COLOR_BUFFER,
                                            bitmap);

  if (paint)
    cogl_pop_framebuffer ();

  cogl_object_unref (bitmap);
}

static ClutterStageView *
get_view_at_rect (ClutterStage          *stage,
                  cairo_rectangle_int_t *rect)
{
  ClutterStagePrivate *priv = stage->priv;
  GList *views = _clutter_stage_window_get_views (priv->impl);
  GList *l;

  for (l = views; l; l = l->next)
    {
      ClutterStageView *view = l->data;
      cairo_rectangle_int_t view_layout;
      cairo_region_t *region;
      cairo_rectangle_int_t view_capture_rect;

      clutter_stage_view_get_layout (view, &view_layout);
      region = cairo_region_create_rectangle (&view_layout);
      cairo_region_intersect_rectangle (region, rect);
      cairo_region_get_extents (region, &view_capture_rect);
      cairo_region_destroy (region);

      if (view_capture_rect.width == 0 || view_capture_rect.height == 0)
        continue;

      g_assert (view_capture_rect.width == rect->width &&
                view_capture_rect.height == rect->height);
      return view;
    }

  return NULL;
}

void
clutter_stage_capture_into (ClutterStage          *stage,
                            gboolean               paint,
                            cairo_rectangle_int_t *rect,
                            uint8_t               *data)
{
  ClutterStageView *view;
  int bpp = 4;

  view = get_view_at_rect (stage, rect);
  capture_view_into (stage, paint, view, rect, data, rect->width * bpp);
}

/**
 * clutter_stage_freeze_updates:
 *
 * Freezing updates makes Clutter stop processing events,
 * redrawing, and advancing timelines, by pausing the master clock. This is
 * necessary when implementing a display server, to ensure that Clutter doesn't
 * keep trying to page flip when DRM master has been dropped, e.g. when VT
 * switched away.
 *
 * The master clock starts out running, so if you are VT switched away on
 * startup, you need to call this immediately.
 *
 * To thaw updates, use clutter_stage_thaw_updates().
 */
void
clutter_stage_freeze_updates (ClutterStage *stage)
{
  ClutterStagePrivate *priv = stage->priv;

  priv->update_freeze_count++;
  if (priv->update_freeze_count == 1)
    {
      ClutterMasterClock *master_clock;

      master_clock = _clutter_master_clock_get_default ();
      _clutter_master_clock_set_paused (master_clock, TRUE);
    }
}

/**
 * clutter_stage_thaw_updates:
 *
 * Resumes a master clock that has previously been frozen with
 * clutter_stage_freeze_updates(), and start pumping the master clock
 * again at the next iteration. Note that if you're switching back to your
 * own VT, you should probably also queue a stage redraw with
 * clutter_stage_ensure_redraw().
 */
void
clutter_stage_thaw_updates (ClutterStage *stage)
{
  ClutterStagePrivate *priv = stage->priv;

  g_assert (priv->update_freeze_count > 0);

  priv->update_freeze_count--;
  if (priv->update_freeze_count == 0)
    {
      ClutterMasterClock *master_clock;

      master_clock = _clutter_master_clock_get_default ();
      _clutter_master_clock_set_paused (master_clock, FALSE);
    }
}

GList *
_clutter_stage_peek_stage_views (ClutterStage *stage)
{
  ClutterStagePrivate *priv = stage->priv;

  return _clutter_stage_window_get_views (priv->impl);
}

void
clutter_stage_update_resource_scales (ClutterStage *stage)
{
  _clutter_actor_queue_update_resource_scale_recursive (CLUTTER_ACTOR (stage));
}

gboolean
_clutter_stage_get_max_view_scale_factor_for_rect (ClutterStage *stage,
                                                   ClutterRect  *rect,
                                                   float        *view_scale)
{
  ClutterStagePrivate *priv = stage->priv;
  float scale = 0.0f;
  GList *l;

  for (l = _clutter_stage_window_get_views (priv->impl); l; l = l->next)
    {
      ClutterStageView *view = l->data;
      cairo_rectangle_int_t view_layout;
      ClutterRect view_rect;

      clutter_stage_view_get_layout (view, &view_layout);
      _clutter_util_rect_from_rectangle (&view_layout, &view_rect);

      if (clutter_rect_intersection (&view_rect, rect, NULL))
        scale = MAX (clutter_stage_view_get_scale (view), scale);
    }

  if (scale == 0.0)
    return FALSE;

  *view_scale = scale;
  return TRUE;
}
