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mutter-performance-source/clutter/clutter/clutter-main.c

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C

/*
* 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/>.
*/
#include "config.h"
#include <stdlib.h>
#include <glib/gi18n-lib.h>
#include "clutter/clutter-accessibility-private.h"
#include "clutter/clutter-actor-private.h"
#include "clutter/clutter-backend-private.h"
#include "clutter/clutter-context-private.h"
#include "clutter/clutter-debug.h"
#include "clutter/clutter-event-private.h"
#include "clutter/clutter-input-device-private.h"
#include "clutter/clutter-input-pointer-a11y-private.h"
#include "clutter/clutter-main.h"
#include "clutter/clutter-mutter.h"
#include "clutter/clutter-private.h"
#include "clutter/clutter-settings-private.h"
#include "clutter/clutter-stage.h"
#include "clutter/clutter-stage-private.h"
#include "clutter/clutter-backend-private.h"
#include "cogl/cogl.h"
#include "cogl-pango/cogl-pango.h"
typedef struct
{
GSourceFunc func;
gpointer data;
GDestroyNotify notify;
} ClutterThreadsDispatch;
G_DEFINE_QUARK (clutter_pipeline_capability, clutter_pipeline_capability)
/* main context */
static ClutterContext *ClutterCntx = NULL;
/* debug flags */
guint clutter_debug_flags = 0;
guint clutter_paint_debug_flags = 0;
guint clutter_pick_debug_flags = 0;
/* A constant added to heuristic max render time to account for variations
* in the estimates.
*/
int clutter_max_render_time_constant_us = 1000;
static gboolean
_clutter_threads_dispatch (gpointer data)
{
ClutterThreadsDispatch *dispatch = data;
gboolean ret = FALSE;
if (!g_source_is_destroyed (g_main_current_source ()))
ret = dispatch->func (dispatch->data);
return ret;
}
static void
_clutter_threads_dispatch_free (gpointer data)
{
ClutterThreadsDispatch *dispatch = data;
/* XXX - we cannot hold the thread lock here because the main loop
* might destroy a source while still in the dispatcher function; so
* knowing whether the lock is being held or not is not known a priori.
*
* see bug: http://bugzilla.gnome.org/show_bug.cgi?id=459555
*/
if (dispatch->notify)
dispatch->notify (dispatch->data);
g_free (dispatch);
}
/**
* clutter_threads_add_idle_full: (rename-to clutter_threads_add_idle)
* @priority: the priority of the timeout source. Typically this will be in the
* range between #G_PRIORITY_DEFAULT_IDLE and #G_PRIORITY_HIGH_IDLE
* @func: function to call
* @data: data to pass to the function
* @notify: function to call when the idle source is removed
*
* Adds a function to be called whenever there are no higher priority
* events pending. If the function returns %FALSE it is automatically
* removed from the list of event sources and will not be called again.
*
* This function can be considered a thread-safe variant of g_idle_add_full():
* it will call @function while holding the Clutter lock. It is logically
* equivalent to the following implementation:
*
* ```c
* static gboolean
* idle_safe_callback (gpointer data)
* {
* SafeClosure *closure = data;
* gboolean res = FALSE;
*
* // the callback does not need to acquire the Clutter
* / lock itself, as it is held by the this proxy handler
* //
* res = closure->callback (closure->data);
*
* return res;
* }
* static gulong
* add_safe_idle (GSourceFunc callback,
* gpointer data)
* {
* SafeClosure *closure = g_new0 (SafeClosure, 1);
*
* closure->callback = callback;
* closure->data = data;
*
* return g_idle_add_full (G_PRIORITY_DEFAULT_IDLE,
* idle_safe_callback,
* closure,
* g_free)
* }
* ```
*
* This function should be used by threaded applications to make sure
* that @func is emitted under the Clutter threads lock and invoked
* from the same thread that started the Clutter main loop. For instance,
* it can be used to update the UI using the results from a worker
* thread:
*
* ```c
* static gboolean
* update_ui (gpointer data)
* {
* SomeClosure *closure = data;
*
* // it is safe to call Clutter API from this function because
* / it is invoked from the same thread that started the main
* / loop and under the Clutter thread lock
* //
* clutter_label_set_text (CLUTTER_LABEL (closure->label),
* closure->text);
*
* g_object_unref (closure->label);
* g_free (closure);
*
* return FALSE;
* }
*
* // within another thread //
* closure = g_new0 (SomeClosure, 1);
* // always take a reference on GObject instances //
* closure->label = g_object_ref (my_application->label);
* closure->text = g_strdup (processed_text_to_update_the_label);
*
* clutter_threads_add_idle_full (G_PRIORITY_HIGH_IDLE,
* update_ui,
* closure,
* NULL);
* ```
*
* Return value: the ID (greater than 0) of the event source.
*/
guint
clutter_threads_add_idle_full (gint priority,
GSourceFunc func,
gpointer data,
GDestroyNotify notify)
{
ClutterThreadsDispatch *dispatch;
g_return_val_if_fail (func != NULL, 0);
dispatch = g_new0 (ClutterThreadsDispatch, 1);
dispatch->func = func;
dispatch->data = data;
dispatch->notify = notify;
return g_idle_add_full (priority,
_clutter_threads_dispatch, dispatch,
_clutter_threads_dispatch_free);
}
/**
* clutter_threads_add_idle: (skip)
* @func: function to call
* @data: data to pass to the function
*
* Simple wrapper around clutter_threads_add_idle_full() using the
* default priority.
*
* Return value: the ID (greater than 0) of the event source.
*/
guint
clutter_threads_add_idle (GSourceFunc func,
gpointer data)
{
g_return_val_if_fail (func != NULL, 0);
return clutter_threads_add_idle_full (G_PRIORITY_DEFAULT_IDLE,
func, data,
NULL);
}
/**
* clutter_threads_add_timeout_full: (rename-to clutter_threads_add_timeout)
* @priority: the priority of the timeout source. Typically this will be in the
* range between #G_PRIORITY_DEFAULT and #G_PRIORITY_HIGH.
* @interval: the time between calls to the function, in milliseconds
* @func: function to call
* @data: data to pass to the function
* @notify: function to call when the timeout source is removed
*
* Sets a function to be called at regular intervals holding the Clutter
* threads lock, with the given priority. The function is called repeatedly
* until it returns %FALSE, at which point the timeout is automatically
* removed and the function will not be called again. The @notify function
* is called when the timeout is removed.
*
* The first call to the function will be at the end of the first @interval.
*
* It is important to note that, due to how the Clutter main loop is
* implemented, the timing will not be accurate and it will not try to
* "keep up" with the interval.
*
* See also clutter_threads_add_idle_full().
*
* Return value: the ID (greater than 0) of the event source.
*/
guint
clutter_threads_add_timeout_full (gint priority,
guint interval,
GSourceFunc func,
gpointer data,
GDestroyNotify notify)
{
ClutterThreadsDispatch *dispatch;
g_return_val_if_fail (func != NULL, 0);
dispatch = g_new0 (ClutterThreadsDispatch, 1);
dispatch->func = func;
dispatch->data = data;
dispatch->notify = notify;
return g_timeout_add_full (priority,
interval,
_clutter_threads_dispatch, dispatch,
_clutter_threads_dispatch_free);
}
/**
* clutter_threads_add_timeout: (skip)
* @interval: the time between calls to the function, in milliseconds
* @func: function to call
* @data: data to pass to the function
*
* Simple wrapper around clutter_threads_add_timeout_full().
*
* Return value: the ID (greater than 0) of the event source.
*/
guint
clutter_threads_add_timeout (guint interval,
GSourceFunc func,
gpointer data)
{
g_return_val_if_fail (func != NULL, 0);
return clutter_threads_add_timeout_full (G_PRIORITY_DEFAULT,
interval,
func, data,
NULL);
}
ClutterContext *
_clutter_context_get_default (void)
{
g_assert (ClutterCntx);
return ClutterCntx;
}
ClutterContext *
clutter_create_context (ClutterBackendConstructor backend_constructor,
gpointer user_data,
GError **error)
{
if (ClutterCntx)
{
g_set_error (error, G_IO_ERROR, G_IO_ERROR_FAILED,
"Currently only creating one clutter context is supported");
return NULL;
}
ClutterCntx = clutter_context_new (backend_constructor, user_data,
error);
if (!ClutterCntx)
return NULL;
g_object_add_weak_pointer (G_OBJECT (ClutterCntx), (gpointer *) &ClutterCntx);
return ClutterCntx;
}
gboolean
_clutter_boolean_handled_accumulator (GSignalInvocationHint *ihint,
GValue *return_accu,
const GValue *handler_return,
gpointer dummy)
{
gboolean continue_emission;
gboolean signal_handled;
signal_handled = g_value_get_boolean (handler_return);
g_value_set_boolean (return_accu, signal_handled);
continue_emission = !signal_handled;
return continue_emission;
}
gboolean
_clutter_boolean_continue_accumulator (GSignalInvocationHint *ihint,
GValue *return_accu,
const GValue *handler_return,
gpointer dummy)
{
gboolean continue_emission;
continue_emission = g_value_get_boolean (handler_return);
g_value_set_boolean (return_accu, continue_emission);
return continue_emission;
}
/*
* Emits a pointer event after having prepared the event for delivery (setting
* source, generating enter/leave etc.).
*/
static inline void
emit_event (ClutterStage *stage,
ClutterEvent *event)
{
ClutterEventType event_type;
event_type = clutter_event_type (event);
if (event_type == CLUTTER_KEY_PRESS ||
event_type == CLUTTER_KEY_RELEASE)
clutter_accessibility_snoop_key_event (stage, (ClutterKeyEvent *) event);
clutter_stage_emit_event (stage, event);
}
static void
maybe_remove_device_for_event (ClutterStage *stage,
ClutterEvent *event,
gboolean emit_crossing)
{
ClutterInputDevice *device = clutter_event_get_device (event);
ClutterEventSequence *sequence = clutter_event_get_event_sequence (event);
graphene_point_t point;
uint32_t time;
if (clutter_event_type (event) == CLUTTER_DEVICE_REMOVED)
{
ClutterInputDeviceType device_type =
clutter_input_device_get_device_type (device);
if (device_type != CLUTTER_POINTER_DEVICE &&
device_type != CLUTTER_TABLET_DEVICE &&
device_type != CLUTTER_PEN_DEVICE &&
device_type != CLUTTER_ERASER_DEVICE &&
device_type != CLUTTER_CURSOR_DEVICE)
return;
}
clutter_event_get_coords (event, &point.x, &point.y);
time = clutter_event_get_time (event);
clutter_stage_update_device (stage,
device, sequence,
NULL,
point,
time,
NULL,
NULL,
TRUE);
clutter_stage_remove_device_entry (stage, device, sequence);
}
/**
* clutter_stage_handle_event:
* @stage: a #ClutterStage.
* @event: a #ClutterEvent.
*
* Processes an event.
*
* The @event must be a valid #ClutterEvent and have a #ClutterStage
* associated to it.
*
* This function is only useful when embedding Clutter inside another
* toolkit, and it should never be called by applications.
*/
void
clutter_stage_handle_event (ClutterStage *stage,
ClutterEvent *event)
{
ClutterContext *context;
ClutterActor *event_actor = NULL;
ClutterEventType event_type;
gboolean filtered;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
g_return_if_fail (event != NULL);
/* stages in destruction do not process events */
if (CLUTTER_ACTOR_IN_DESTRUCTION (stage))
return;
context = clutter_actor_get_context (CLUTTER_ACTOR (stage));
event_type = clutter_event_type (event);
switch (event_type)
{
case CLUTTER_ENTER:
case CLUTTER_MOTION:
case CLUTTER_BUTTON_PRESS:
case CLUTTER_TOUCH_BEGIN:
case CLUTTER_TOUCH_UPDATE:
case CLUTTER_TOUCHPAD_PINCH:
case CLUTTER_TOUCHPAD_SWIPE:
case CLUTTER_TOUCHPAD_HOLD:
case CLUTTER_PROXIMITY_IN:
case CLUTTER_SCROLL:
clutter_stage_update_device_for_event (stage, event);
break;
default:
break;
}
if (event_type != CLUTTER_DEVICE_ADDED &&
event_type != CLUTTER_DEVICE_REMOVED &&
event_type != CLUTTER_NOTHING &&
event_type != CLUTTER_EVENT_LAST)
{
event_actor = clutter_stage_get_event_actor (stage, event);
}
context->current_event = g_slist_prepend (context->current_event, event);
filtered = _clutter_event_process_filters (event, event_actor);
context->current_event =
g_slist_delete_link (context->current_event, context->current_event);
if (filtered)
{
if (event_type == CLUTTER_MOTION ||
event_type == CLUTTER_BUTTON_RELEASE ||
event_type == CLUTTER_TOUCH_UPDATE ||
event_type == CLUTTER_TOUCH_END ||
event_type == CLUTTER_TOUCH_CANCEL)
{
ClutterInputDevice *device = clutter_event_get_device (event);
ClutterEventSequence *sequence = clutter_event_get_event_sequence (event);
clutter_stage_maybe_lost_implicit_grab (stage, device, sequence);
}
}
else
{
_clutter_stage_queue_event (stage, event, TRUE);
}
if (event_type == CLUTTER_TOUCH_END ||
event_type == CLUTTER_TOUCH_CANCEL ||
event_type == CLUTTER_DEVICE_REMOVED)
{
_clutter_stage_process_queued_events (stage);
maybe_remove_device_for_event (stage, event, TRUE);
}
}
static void
_clutter_process_event_details (ClutterActor *stage,
ClutterContext *context,
ClutterEvent *event)
{
switch (clutter_event_type (event))
{
case CLUTTER_NOTHING:
break;
case CLUTTER_KEY_PRESS:
case CLUTTER_KEY_RELEASE:
case CLUTTER_PAD_BUTTON_PRESS:
case CLUTTER_PAD_BUTTON_RELEASE:
case CLUTTER_PAD_STRIP:
case CLUTTER_PAD_RING:
case CLUTTER_IM_COMMIT:
case CLUTTER_IM_DELETE:
case CLUTTER_IM_PREEDIT:
case CLUTTER_ENTER:
case CLUTTER_LEAVE:
case CLUTTER_MOTION:
case CLUTTER_BUTTON_PRESS:
case CLUTTER_BUTTON_RELEASE:
case CLUTTER_SCROLL:
case CLUTTER_TOUCHPAD_PINCH:
case CLUTTER_TOUCHPAD_SWIPE:
case CLUTTER_TOUCHPAD_HOLD:
case CLUTTER_TOUCH_UPDATE:
case CLUTTER_TOUCH_BEGIN:
case CLUTTER_TOUCH_CANCEL:
case CLUTTER_TOUCH_END:
case CLUTTER_PROXIMITY_IN:
case CLUTTER_PROXIMITY_OUT:
emit_event (CLUTTER_STAGE (stage), event);
break;
case CLUTTER_DEVICE_REMOVED:
case CLUTTER_DEVICE_ADDED:
case CLUTTER_EVENT_LAST:
break;
}
}
/*
* clutter_stage_process_event
* @event: a #ClutterEvent.
*
* Does the actual work of processing an event that was queued earlier
* out of clutter_stage_handle_event().
*/
void
clutter_stage_process_event (ClutterStage *stage,
ClutterEvent *event)
{
ClutterContext *context;
ClutterSeat *seat;
COGL_TRACE_BEGIN_SCOPED (ProcessEvent, "Clutter::Stage::process_event()");
context = clutter_actor_get_context (CLUTTER_ACTOR (stage));
seat = clutter_backend_get_default_seat (context->backend);
/* push events on a stack, so that we don't need to
* add an event parameter to all signals that can be emitted within
* an event chain
*/
context->current_event = g_slist_prepend (context->current_event, event);
clutter_seat_handle_event_post (seat, event);
_clutter_process_event_details (CLUTTER_ACTOR (stage), context, event);
context->current_event = g_slist_delete_link (context->current_event, context->current_event);
}
typedef struct _ClutterRepaintFunction
{
guint id;
ClutterRepaintFlags flags;
GSourceFunc func;
gpointer data;
GDestroyNotify notify;
} ClutterRepaintFunction;
/**
* clutter_threads_remove_repaint_func:
* @handle_id: an unsigned integer greater than zero
*
* Removes the repaint function with @handle_id as its id
*/
void
clutter_threads_remove_repaint_func (guint handle_id)
{
ClutterRepaintFunction *repaint_func;
ClutterContext *context;
GList *l;
g_return_if_fail (handle_id > 0);
context = _clutter_context_get_default ();
l = context->repaint_funcs;
while (l != NULL)
{
repaint_func = l->data;
if (repaint_func->id == handle_id)
{
context->repaint_funcs =
g_list_remove_link (context->repaint_funcs, l);
g_list_free (l);
if (repaint_func->notify)
repaint_func->notify (repaint_func->data);
g_free (repaint_func);
break;
}
l = l->next;
}
}
/**
* clutter_threads_add_repaint_func:
* @func: the function to be called within the paint cycle
* @data: data to be passed to the function, or %NULL
* @notify: function to be called when removing the repaint
* function, or %NULL
*
* Adds a function to be called whenever Clutter is processing a new
* frame.
*
* If the function returns %FALSE it is automatically removed from the
* list of repaint functions and will not be called again.
*
* This function is guaranteed to be called from within the same thread
* that called clutter_main(), and while the Clutter lock is being held;
* the function will be called within the main loop, so it is imperative
* that it does not block, otherwise the frame time budget may be lost.
*
* A repaint function is useful to ensure that an update of the scenegraph
* is performed before the scenegraph is repainted. By default, a repaint
* function added using this function will be invoked prior to the frame
* being processed.
*
* Adding a repaint function does not automatically ensure that a new
* frame will be queued.
*
* When the repaint function is removed (either because it returned %FALSE
* or because clutter_threads_remove_repaint_func() has been called) the
* @notify function will be called, if any is set.
*
* See also: clutter_threads_add_repaint_func_full()
*
* Return value: the ID (greater than 0) of the repaint function. You
* can use the returned integer to remove the repaint function by
* calling clutter_threads_remove_repaint_func().
*/
guint
clutter_threads_add_repaint_func (GSourceFunc func,
gpointer data,
GDestroyNotify notify)
{
return clutter_threads_add_repaint_func_full (CLUTTER_REPAINT_FLAGS_PRE_PAINT,
func,
data, notify);
}
/**
* clutter_threads_add_repaint_func_full:
* @flags: flags for the repaint function
* @func: the function to be called within the paint cycle
* @data: data to be passed to the function, or %NULL
* @notify: function to be called when removing the repaint
* function, or %NULL
*
* Adds a function to be called whenever Clutter is processing a new
* frame.
*
* If the function returns %FALSE it is automatically removed from the
* list of repaint functions and will not be called again.
*
* This function is guaranteed to be called from within the same thread
* that called clutter_main(), and while the Clutter lock is being held;
* the function will be called within the main loop, so it is imperative
* that it does not block, otherwise the frame time budget may be lost.
*
* A repaint function is useful to ensure that an update of the scenegraph
* is performed before the scenegraph is repainted. The @flags passed to this
* function will determine the section of the frame processing that will
* result in @func being called.
*
* Adding a repaint function does not automatically ensure that a new
* frame will be queued.
*
* When the repaint function is removed (either because it returned %FALSE
* or because clutter_threads_remove_repaint_func() has been called) the
* @notify function will be called, if any is set.
*
* Return value: the ID (greater than 0) of the repaint function. You
* can use the returned integer to remove the repaint function by
* calling clutter_threads_remove_repaint_func().
*/
guint
clutter_threads_add_repaint_func_full (ClutterRepaintFlags flags,
GSourceFunc func,
gpointer data,
GDestroyNotify notify)
{
ClutterContext *context;
ClutterRepaintFunction *repaint_func;
g_return_val_if_fail (func != NULL, 0);
context = _clutter_context_get_default ();
repaint_func = g_new0 (ClutterRepaintFunction, 1);
repaint_func->id = context->last_repaint_id++;
repaint_func->flags = flags;
repaint_func->func = func;
repaint_func->data = data;
repaint_func->notify = notify;
context->repaint_funcs = g_list_prepend (context->repaint_funcs,
repaint_func);
return repaint_func->id;
}
/*
* _clutter_run_repaint_functions:
* @flags: only run the repaint functions matching the passed flags
*
* Executes the repaint functions added using the
* clutter_threads_add_repaint_func() function.
*
* Must be called with the Clutter thread lock held.
*/
void
_clutter_run_repaint_functions (ClutterRepaintFlags flags)
{
ClutterContext *context = _clutter_context_get_default ();
ClutterRepaintFunction *repaint_func;
GList *invoke_list, *reinvoke_list, *l;
if (context->repaint_funcs == NULL)
return;
/* steal the list */
invoke_list = context->repaint_funcs;
context->repaint_funcs = NULL;
reinvoke_list = NULL;
/* consume the whole list while we execute the functions */
while (invoke_list != NULL)
{
gboolean res = FALSE;
repaint_func = invoke_list->data;
l = invoke_list;
invoke_list = g_list_remove_link (invoke_list, invoke_list);
g_list_free (l);
if ((repaint_func->flags & flags) != 0)
res = repaint_func->func (repaint_func->data);
else
res = TRUE;
if (res)
reinvoke_list = g_list_prepend (reinvoke_list, repaint_func);
else
{
if (repaint_func->notify != NULL)
repaint_func->notify (repaint_func->data);
g_free (repaint_func);
}
}
if (context->repaint_funcs != NULL)
{
context->repaint_funcs = g_list_concat (context->repaint_funcs,
g_list_reverse (reinvoke_list));
}
else
context->repaint_funcs = g_list_reverse (reinvoke_list);
}
/**
* clutter_get_default_text_direction:
*
* Retrieves the default direction for the text. The text direction is
* determined by the locale and/or by the `CLUTTER_TEXT_DIRECTION`
* environment variable.
*
* The default text direction can be overridden on a per-actor basis by using
* [method@Actor.set_text_direction].
*
* Return value: the default text direction
*/
ClutterTextDirection
clutter_get_default_text_direction (void)
{
return clutter_context_get_text_direction (ClutterCntx);
}
/*< private >
* clutter_clear_events_queue:
*
* Clears the events queue stored in the main context.
*/
void
_clutter_clear_events_queue (void)
{
ClutterContext *context = _clutter_context_get_default ();
ClutterEvent *event;
GAsyncQueue *events_queue;
if (!context->events_queue)
return;
g_async_queue_lock (context->events_queue);
while ((event = g_async_queue_try_pop_unlocked (context->events_queue)))
clutter_event_free (event);
events_queue = context->events_queue;
context->events_queue = NULL;
g_async_queue_unlock (events_queue);
g_async_queue_unref (events_queue);
}
/**
* clutter_add_debug_flags: (skip)
*
* Adds the debug flags passed to the list of debug flags.
*/
void
clutter_add_debug_flags (ClutterDebugFlag debug_flags,
ClutterDrawDebugFlag draw_flags,
ClutterPickDebugFlag pick_flags)
{
clutter_debug_flags |= debug_flags;
clutter_paint_debug_flags |= draw_flags;
clutter_pick_debug_flags |= pick_flags;
}
/**
* clutter_remove_debug_flags: (skip)
*
* Removes the debug flags passed from the list of debug flags.
*/
void
clutter_remove_debug_flags (ClutterDebugFlag debug_flags,
ClutterDrawDebugFlag draw_flags,
ClutterPickDebugFlag pick_flags)
{
clutter_debug_flags &= ~debug_flags;
clutter_paint_debug_flags &= ~draw_flags;
clutter_pick_debug_flags &= ~pick_flags;
}
void
clutter_debug_set_max_render_time_constant (int max_render_time_constant_us)
{
clutter_max_render_time_constant_us = max_render_time_constant_us;
}
void
clutter_get_debug_flags (ClutterDebugFlag *debug_flags,
ClutterDrawDebugFlag *draw_flags,
ClutterPickDebugFlag *pick_flags)
{
if (debug_flags)
*debug_flags = clutter_debug_flags;
if (draw_flags)
*draw_flags = clutter_paint_debug_flags;
if (pick_flags)
*pick_flags = clutter_pick_debug_flags;
}
void
_clutter_debug_messagev (const char *format,
va_list var_args)
{
static gint64 last_debug_stamp;
gchar *stamp, *fmt;
gint64 cur_time, debug_stamp;
cur_time = g_get_monotonic_time ();
/* if the last debug message happened less than a second ago, just
* show the increments instead of the full timestamp
*/
if (last_debug_stamp == 0 ||
cur_time - last_debug_stamp >= G_USEC_PER_SEC)
{
debug_stamp = cur_time;
last_debug_stamp = debug_stamp;
stamp = g_strdup_printf ("[%16" G_GINT64_FORMAT "]", debug_stamp);
}
else
{
debug_stamp = cur_time - last_debug_stamp;
stamp = g_strdup_printf ("[%+16" G_GINT64_FORMAT "]", debug_stamp);
}
fmt = g_strconcat (stamp, ":", format, NULL);
g_free (stamp);
g_logv (G_LOG_DOMAIN, G_LOG_LEVEL_MESSAGE, fmt, var_args);
g_free (fmt);
}
void
_clutter_debug_message (const char *format, ...)
{
va_list args;
va_start (args, format);
_clutter_debug_messagev (format, args);
va_end (args);
}
gboolean
_clutter_diagnostic_enabled (void)
{
static const char *clutter_enable_diagnostic = NULL;
if (G_UNLIKELY (clutter_enable_diagnostic == NULL))
{
clutter_enable_diagnostic = g_getenv ("CLUTTER_ENABLE_DIAGNOSTIC");
if (clutter_enable_diagnostic == NULL)
clutter_enable_diagnostic = "0";
}
return *clutter_enable_diagnostic != '0';
}