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mutter-performance-source/clutter/clutter-master-clock.c
Owen W. Taylor 89a8fd7755 Remove stage update idle and do updates from the master clock
When a redraw is queued on a stage, simply set a flag; then in
the check/prepare functions of the master clock source, check
for stages that need redrawing.

This avoids the complexity of having multiple competing sources
at the same priority and makes the update ordering more reliable and
understandable.

http://bugzilla.openedhand.com/show_bug.cgi?id=1637

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-06-09 15:03:56 +01:00

347 lines
9.5 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By: Emmanuele Bassi <ebassi@linux.intel.com>
*
* Copyright (C) 2009 Intel Corporation.
*
* 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-master-clock
* @short_description: The master clock for all animations
*
* The #ClutterMasterClock class is responsible for advancing all
* #ClutterTimelines when a stage is being redrawn. The master clock
* makes sure that the scenegraph is always integrally updated before
* painting it.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-master-clock.h"
#include "clutter-debug.h"
#include "clutter-private.h"
#define CLUTTER_MASTER_CLOCK_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_MASTER_CLOCK, ClutterMasterClockClass))
#define CLUTTER_IS_MASTER_CLOCK_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_MASTER_CLOCK))
#define CLUTTER_MASTER_CLASS_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_MASTER_CLOCK, ClutterMasterClockClass))
typedef struct _ClutterClockSource ClutterClockSource;
typedef struct _ClutterMasterClockClass ClutterMasterClockClass;
struct _ClutterMasterClock
{
GObject parent_instance;
/* the list of timelines handled by the clock */
GSList *timelines;
/* the previous state of the clock, used to compute
* the delta
*/
GTimeVal prev_tick;
/* an idle source, used by the Master Clock to queue
* a redraw on the stage and drive the animations
*/
GSource *source;
};
struct _ClutterMasterClockClass
{
GObjectClass parent_class;
};
struct _ClutterClockSource
{
GSource source;
ClutterMasterClock *master_clock;
};
static gboolean clutter_clock_prepare (GSource *source,
gint *timeout);
static gboolean clutter_clock_check (GSource *source);
static gboolean clutter_clock_dispatch (GSource *source,
GSourceFunc callback,
gpointer user_data);
static ClutterMasterClock *default_clock = NULL;
static GSourceFuncs clock_funcs = {
clutter_clock_prepare,
clutter_clock_check,
clutter_clock_dispatch,
NULL
};
G_DEFINE_TYPE (ClutterMasterClock, clutter_master_clock, G_TYPE_OBJECT);
/*
* master_clock_is_running:
* @master_clock: a #ClutterMasterClock
*
* Checks if we should currently be advancing timelines or redrawing
* stages.
*
* Return value: %TRUE if the #ClutterMasterClock has at least
* one running timeline
*/
static gboolean
master_clock_is_running (ClutterMasterClock *master_clock)
{
ClutterStageManager *stage_manager = clutter_stage_manager_get_default ();
const GSList *stages, *l;
if (master_clock->timelines)
return TRUE;
stages = clutter_stage_manager_peek_stages (stage_manager);
for (l = stages; l; l = l->next)
if (_clutter_stage_needs_update (l->data))
return TRUE;
return FALSE;
}
/*
* clutter_clock_source_new:
* @master_clock: a #ClutterMasterClock for the source
*
* The #ClutterClockSource is an idle GSource that will queue a redraw
* if @master_clock has at least a running #ClutterTimeline. The redraw
* will cause @master_clock to advance all timelines, thus advancing all
* animations as well.
*
* Return value: the newly created #GSource
*/
static GSource *
clutter_clock_source_new (ClutterMasterClock *master_clock)
{
GSource *source = g_source_new (&clock_funcs, sizeof (ClutterClockSource));
ClutterClockSource *clock_source = (ClutterClockSource *) source;
clock_source->master_clock = master_clock;
return source;
}
static gboolean
clutter_clock_prepare (GSource *source,
gint *timeout)
{
ClutterClockSource *clock_source = (ClutterClockSource *) source;
ClutterMasterClock *master_clock = clock_source->master_clock;
gboolean retval;
/* just like an idle source, we are ready if nothing else is */
*timeout = -1;
retval = master_clock_is_running (master_clock);
return retval;
}
static gboolean
clutter_clock_check (GSource *source)
{
ClutterClockSource *clock_source = (ClutterClockSource *) source;
ClutterMasterClock *master_clock = clock_source->master_clock;
gboolean retval;
retval = master_clock_is_running (master_clock);
return retval;
}
static gboolean
clutter_clock_dispatch (GSource *source,
GSourceFunc callback,
gpointer user_data)
{
ClutterClockSource *clock_source = (ClutterClockSource *) source;
ClutterMasterClock *master_clock = clock_source->master_clock;
ClutterStageManager *stage_manager = clutter_stage_manager_get_default ();
const GSList *stages, *l;
CLUTTER_NOTE (SCHEDULER, "Master clock [tick]");
stages = clutter_stage_manager_peek_stages (stage_manager);
_clutter_master_clock_advance (master_clock);
/* Update any stage that needs redraw/relayout after the clock
* is advanced.
*/
for (l = stages; l != NULL; l = l->next)
_clutter_stage_do_update (l->data);
return TRUE;
}
static void
clutter_master_clock_finalize (GObject *gobject)
{
ClutterMasterClock *master_clock = CLUTTER_MASTER_CLOCK (gobject);
g_slist_free (master_clock->timelines);
G_OBJECT_CLASS (clutter_master_clock_parent_class)->finalize (gobject);
}
static void
clutter_master_clock_class_init (ClutterMasterClockClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
gobject_class->finalize = clutter_master_clock_finalize;
}
static void
clutter_master_clock_init (ClutterMasterClock *self)
{
GSource *source;
source = clutter_clock_source_new (self);
self->source = source;
g_source_set_priority (source, CLUTTER_PRIORITY_REDRAW);
g_source_set_can_recurse (source, FALSE);
g_source_attach (source, NULL);
}
/*
* _clutter_master_clock_get_default:
*
* Retrieves the default master clock. If this function has never
* been called before, the default master clock is created.
*
* Return value: the default master clock. The returned object is
* owned by Clutter and should not be modified or freed
*/
ClutterMasterClock *
_clutter_master_clock_get_default (void)
{
if (G_LIKELY (default_clock != NULL))
return default_clock;
default_clock = g_object_new (CLUTTER_TYPE_MASTER_CLOCK, NULL);
return default_clock;
}
/*
* _clutter_master_clock_add_timeline:
* @master_clock: a #ClutterMasterClock
* @timeline: a #ClutterTimeline
*
* Adds @timeline to the list of playing timelines held by the master
* clock.
*/
void
_clutter_master_clock_add_timeline (ClutterMasterClock *master_clock,
ClutterTimeline *timeline)
{
gboolean is_first;
if (g_slist_find (master_clock->timelines, timeline))
return;
is_first = master_clock->timelines == NULL;
master_clock->timelines = g_slist_prepend (master_clock->timelines,
timeline);
if (is_first)
{
/* Start timing from scratch */
master_clock->prev_tick.tv_sec = 0;
/* If called from a different thread, we need to wake up the
* main loop to start running the timelines
*/
g_main_context_wakeup (NULL);
}
}
/*
* _clutter_master_clock_remove_timeline:
* @master_clock: a #ClutterMasterClock
* @timeline: a #ClutterTimeline
*
* Removes @timeline from the list of playing timelines held by the
* master clock.
*/
void
_clutter_master_clock_remove_timeline (ClutterMasterClock *master_clock,
ClutterTimeline *timeline)
{
master_clock->timelines = g_slist_remove (master_clock->timelines,
timeline);
}
/*
* _clutter_master_clock_advance:
* @master_clock: a #ClutterMasterClock
*
* Advances all the timelines held by the master clock. This function
* should be called before calling clutter_redraw() to make sure that
* all the timelines are advanced and the scene is updated.
*/
void
_clutter_master_clock_advance (ClutterMasterClock *master_clock)
{
GTimeVal cur_tick = { 0, };
gulong msecs;
GSList *l;
g_return_if_fail (CLUTTER_IS_MASTER_CLOCK (master_clock));
if (master_clock->timelines == NULL)
return;
g_get_current_time (&cur_tick);
if (master_clock->prev_tick.tv_sec == 0)
master_clock->prev_tick = cur_tick;
msecs = (cur_tick.tv_sec - master_clock->prev_tick.tv_sec) * 1000
+ (cur_tick.tv_usec - master_clock->prev_tick.tv_usec) / 1000;
if (msecs == 0)
return;
CLUTTER_NOTE (SCHEDULER, "Advancing %d timelines by %lu milliseconds",
g_slist_length (master_clock->timelines),
msecs);
for (l = master_clock->timelines; l != NULL; l = l->next)
{
ClutterTimeline *timeline = l->data;
if (clutter_timeline_is_playing (timeline))
clutter_timeline_advance_delta (timeline, msecs);
}
/* store the previous state so that we can use
* it for the next advancement
*/
master_clock->prev_tick = cur_tick;
}