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mutter-performance-source/clutter/clutter-group.c
Robert Bragg b898f0e227 never presume queuing redraws on invisible actors is redundant
This replaces code like this:
  if (CLUTTER_ACTOR_IS_VISIBLE (self))
    clutter_actor_queue_redraw (self);
with:
  clutter_actor_queue_redraw (self);

clutter_actor_queue_redraw internally knows what can be optimized when
the actor is not visible, but it also knows that the queue_redraw signal
must always be sent in case a ClutterClone is cloning a hidden actor.
2010-02-12 14:05:00 +00:00

499 lines
14 KiB
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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
/**
* SECTION:clutter-group
* @short_description: A fixed layout container
*
* A #ClutterGroup is an Actor which contains multiple child actors positioned
* relative to the #ClutterGroup position. Other operations such as scaling,
* rotating and clipping of the group will apply to the child actors.
*
* A #ClutterGroup's size is defined by the size and position of its children;
* it will be the smallest non-negative size that covers the right and bottom
* edges of all of its children.
*
* Setting the size on a Group using #ClutterActor methods like
* clutter_actor_set_size() will override the natural size of the Group,
* however this will not affect the size of the children and they may still
* be painted outside of the allocation of the group. One way to constrain
* the visible area of a #ClutterGroup to a specified allocation is to
* explicitly set the size of the #ClutterGroup and then use the
* #ClutterActor:clip-to-allocation property.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <stdarg.h>
#include "clutter-group.h"
#include "clutter-container.h"
#include "clutter-fixed-layout.h"
#include "clutter-main.h"
#include "clutter-debug.h"
#include "clutter-enum-types.h"
#include "clutter-marshal.h"
#include "clutter-private.h"
#include "cogl/cogl.h"
#define CLUTTER_GROUP_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_GROUP, ClutterGroupPrivate))
struct _ClutterGroupPrivate
{
GList *children;
ClutterLayoutManager *layout;
};
enum
{
ADD,
REMOVE,
LAST_SIGNAL
};
static void clutter_container_iface_init (ClutterContainerIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterGroup, clutter_group, CLUTTER_TYPE_ACTOR,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
clutter_container_iface_init));
static gint
sort_by_depth (gconstpointer a,
gconstpointer b)
{
gfloat depth_a = clutter_actor_get_depth (CLUTTER_ACTOR(a));
gfloat depth_b = clutter_actor_get_depth (CLUTTER_ACTOR(b));
if (depth_a < depth_b)
return -1;
if (depth_a > depth_b)
return 1;
return 0;
}
static void
clutter_group_real_add (ClutterContainer *container,
ClutterActor *actor)
{
ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv;
g_object_ref (actor);
priv->children = g_list_append (priv->children, actor);
clutter_actor_set_parent (actor, CLUTTER_ACTOR (container));
/* queue a relayout, to get the correct positioning inside
* the ::actor-added signal handlers
*/
clutter_actor_queue_relayout (CLUTTER_ACTOR (container));
g_signal_emit_by_name (container, "actor-added", actor);
clutter_container_sort_depth_order (container);
g_object_unref (actor);
}
static void
clutter_group_real_remove (ClutterContainer *container,
ClutterActor *actor)
{
ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv;
g_object_ref (actor);
priv->children = g_list_remove (priv->children, actor);
clutter_actor_unparent (actor);
/* queue a relayout, to get the correct positioning inside
* the ::actor-removed signal handlers
*/
clutter_actor_queue_relayout (CLUTTER_ACTOR (container));
/* at this point, the actor passed to the "actor-removed" signal
* handlers is not parented anymore to the container but since we
* are holding a reference on it, it's still valid
*/
g_signal_emit_by_name (container, "actor-removed", actor);
clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
g_object_unref (actor);
}
static void
clutter_group_real_foreach (ClutterContainer *container,
ClutterCallback callback,
gpointer user_data)
{
ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv;
/* Using g_list_foreach instead of iterating the list manually
because it has better protection against the current node being
removed. This will happen for example if someone calls
clutter_container_foreach(container, clutter_actor_destroy) */
g_list_foreach (priv->children, (GFunc) callback, user_data);
}
static void
clutter_group_real_raise (ClutterContainer *container,
ClutterActor *actor,
ClutterActor *sibling)
{
ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv;
priv->children = g_list_remove (priv->children, actor);
/* Raise at the top */
if (!sibling)
{
GList *last_item;
last_item = g_list_last (priv->children);
if (last_item)
sibling = last_item->data;
priv->children = g_list_append (priv->children, actor);
}
else
{
gint index_ = g_list_index (priv->children, sibling) + 1;
priv->children = g_list_insert (priv->children, actor, index_);
}
/* set Z ordering a value below, this will then call sort
* as values are equal ordering shouldn't change but Z
* values will be correct.
*
* FIXME: optimise
*/
if (sibling &&
clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
{
clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
}
clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
}
static void
clutter_group_real_lower (ClutterContainer *container,
ClutterActor *actor,
ClutterActor *sibling)
{
ClutterGroup *self = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = self->priv;
priv->children = g_list_remove (priv->children, actor);
/* Push to bottom */
if (!sibling)
{
GList *last_item;
last_item = g_list_first (priv->children);
if (last_item)
sibling = last_item->data;
priv->children = g_list_prepend (priv->children, actor);
}
else
{
gint index_ = g_list_index (priv->children, sibling);
priv->children = g_list_insert (priv->children, actor, index_);
}
/* See comment in group_raise for this */
if (sibling &&
clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
{
clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
}
clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
}
static void
clutter_group_real_sort_depth_order (ClutterContainer *container)
{
ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv;
priv->children = g_list_sort (priv->children, sort_by_depth);
clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
}
static void
clutter_container_iface_init (ClutterContainerIface *iface)
{
iface->add = clutter_group_real_add;
iface->remove = clutter_group_real_remove;
iface->foreach = clutter_group_real_foreach;
iface->raise = clutter_group_real_raise;
iface->lower = clutter_group_real_lower;
iface->sort_depth_order = clutter_group_real_sort_depth_order;
}
static void
clutter_group_real_paint (ClutterActor *actor)
{
ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv;
CLUTTER_NOTE (PAINT, "ClutterGroup paint enter '%s'",
clutter_actor_get_name (actor) ? clutter_actor_get_name (actor)
: "unknown");
g_list_foreach (priv->children, (GFunc) clutter_actor_paint, NULL);
CLUTTER_NOTE (PAINT, "ClutterGroup paint leave '%s'",
clutter_actor_get_name (actor) ? clutter_actor_get_name (actor)
: "unknown");
}
static void
clutter_group_real_pick (ClutterActor *actor,
const ClutterColor *pick)
{
ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv;
/* Chain up so we get a bounding box pained (if we are reactive) */
CLUTTER_ACTOR_CLASS (clutter_group_parent_class)->pick (actor, pick);
g_list_foreach (priv->children, (GFunc) clutter_actor_paint, NULL);
}
static void
clutter_group_real_get_preferred_width (ClutterActor *actor,
gfloat for_height,
gfloat *min_width,
gfloat *natural_width)
{
ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv;
clutter_layout_manager_get_preferred_width (priv->layout,
CLUTTER_CONTAINER (actor),
for_height,
min_width, natural_width);
}
static void
clutter_group_real_get_preferred_height (ClutterActor *actor,
gfloat for_width,
gfloat *min_height,
gfloat *natural_height)
{
ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv;
clutter_layout_manager_get_preferred_height (priv->layout,
CLUTTER_CONTAINER (actor),
for_width,
min_height, natural_height);
}
static void
clutter_group_real_allocate (ClutterActor *actor,
const ClutterActorBox *allocation,
ClutterAllocationFlags flags)
{
ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv;
ClutterActorClass *klass;
klass = CLUTTER_ACTOR_CLASS (clutter_group_parent_class);
klass->allocate (actor, allocation, flags);
if (priv->children == NULL)
return;
clutter_layout_manager_allocate (priv->layout,
CLUTTER_CONTAINER (actor),
allocation, flags);
}
static void
clutter_group_dispose (GObject *object)
{
ClutterGroup *self = CLUTTER_GROUP (object);
ClutterGroupPrivate *priv = self->priv;
if (priv->children)
{
g_list_foreach (priv->children, (GFunc) clutter_actor_destroy, NULL);
g_list_free (priv->children);
priv->children = NULL;
}
if (priv->layout)
{
g_object_unref (priv->layout);
priv->layout = NULL;
}
G_OBJECT_CLASS (clutter_group_parent_class)->dispose (object);
}
static void
clutter_group_real_show_all (ClutterActor *actor)
{
clutter_container_foreach (CLUTTER_CONTAINER (actor),
CLUTTER_CALLBACK (clutter_actor_show),
NULL);
clutter_actor_show (actor);
}
static void
clutter_group_real_hide_all (ClutterActor *actor)
{
clutter_actor_hide (actor);
clutter_container_foreach (CLUTTER_CONTAINER (actor),
CLUTTER_CALLBACK (clutter_actor_hide),
NULL);
}
static void
clutter_group_class_init (ClutterGroupClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
g_type_class_add_private (klass, sizeof (ClutterGroupPrivate));
actor_class->get_preferred_width = clutter_group_real_get_preferred_width;
actor_class->get_preferred_height = clutter_group_real_get_preferred_height;
actor_class->allocate = clutter_group_real_allocate;
actor_class->paint = clutter_group_real_paint;
actor_class->pick = clutter_group_real_pick;
actor_class->show_all = clutter_group_real_show_all;
actor_class->hide_all = clutter_group_real_hide_all;
gobject_class->dispose = clutter_group_dispose;
}
static void
clutter_group_init (ClutterGroup *self)
{
self->priv = CLUTTER_GROUP_GET_PRIVATE (self);
self->priv->layout = clutter_fixed_layout_new ();
g_object_ref_sink (self->priv->layout);
/* signal Clutter that we don't impose any layout on
* our children, so we can shave off some relayout
* operations
*/
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_NO_LAYOUT);
}
/**
* clutter_group_new:
*
* Create a new #ClutterGroup.
*
* Return value: the newly created #ClutterGroup actor
*/
ClutterActor *
clutter_group_new (void)
{
return g_object_new (CLUTTER_TYPE_GROUP, NULL);
}
/**
* clutter_group_remove_all:
* @group: A #ClutterGroup
*
* Removes all children actors from the #ClutterGroup.
*/
void
clutter_group_remove_all (ClutterGroup *group)
{
GList *children;
g_return_if_fail (CLUTTER_IS_GROUP (group));
children = group->priv->children;
while (children)
{
ClutterActor *child = children->data;
children = children->next;
clutter_container_remove_actor (CLUTTER_CONTAINER (group), child);
}
}
/**
* clutter_group_get_n_children:
* @self: A #ClutterGroup
*
* Gets the number of actors held in the group.
*
* Return value: The number of child actors held in the group.
*
* Since: 0.2
*/
gint
clutter_group_get_n_children (ClutterGroup *self)
{
g_return_val_if_fail (CLUTTER_IS_GROUP (self), 0);
return g_list_length (self->priv->children);
}
/**
* clutter_group_get_nth_child:
* @self: A #ClutterGroup
* @index_: the position of the requested actor.
*
* Gets a groups child held at @index_ in stack.
*
* Return value: (transfer none): A Clutter actor, or %NULL if
* @index_ is invalid.
*
* Since: 0.2
*/
ClutterActor *
clutter_group_get_nth_child (ClutterGroup *self,
gint index_)
{
g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL);
return g_list_nth_data (self->priv->children, index_);
}