gnome-shell/js/ui/tweener.js
Jasper St. Pierre 5bc8a0860a tweener: Remove the onAnimationStart/onAnimationComplete callbacks
Our gnome-shell tweener integration has had hooks to determine when
the tweens have started and completed... except that they had a bug
in them. When a tween completed, it queued an idle handler to run
the callback in. If no tweens were running when the idle was removing,
it reset the tween state that contained the idle handler ID. It also
returned false, meaning that the source would always get removed.

If the actor had a tween in-flight when the idle was fired, it wouldn't
clean up after itself. While this is also a simple bug fix, remove the
callback so we don't queue unnecessary, unused idles.

https://bugzilla.gnome.org/show_bug.cgi?id=711732
2013-11-09 11:44:44 -05:00

230 lines
7.6 KiB
JavaScript

// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
const Clutter = imports.gi.Clutter;
const GLib = imports.gi.GLib;
const Gtk = imports.gi.Gtk;
const Lang = imports.lang;
const Mainloop = imports.mainloop;
const Shell = imports.gi.Shell;
const St = imports.gi.St;
const Signals = imports.signals;
const Tweener = imports.tweener.tweener;
// This is a wrapper around imports.tweener.tweener that adds a bit of
// Clutter integration. If the tweening target is a Clutter.Actor, then
// the tweenings will automatically be removed if the actor is destroyed.
// ActionScript Tweener methods that imports.tweener.tweener doesn't
// currently implement: getTweens, getVersion, registerTransition,
// setTimeScale, updateTime.
// imports.tweener.tweener methods that we don't re-export:
// pauseAllTweens, removeAllTweens, resumeAllTweens. (It would be hard
// to clean up properly after removeAllTweens, and also, any code that
// calls any of these is almost certainly wrong anyway, because they
// affect the entire application.)
// Called from Main.start
function init() {
Tweener.setFrameTicker(new ClutterFrameTicker());
}
function addCaller(target, tweeningParameters) {
_wrapTweening(target, tweeningParameters);
Tweener.addCaller(target, tweeningParameters);
}
function addTween(target, tweeningParameters) {
_wrapTweening(target, tweeningParameters);
Tweener.addTween(target, tweeningParameters);
}
function _wrapTweening(target, tweeningParameters) {
let state = _getTweenState(target);
if (!state.destroyedId) {
if (target instanceof Clutter.Actor) {
state.actor = target;
state.destroyedId = target.connect('destroy', _actorDestroyed);
} else if (target.actor && target.actor instanceof Clutter.Actor) {
state.actor = target.actor;
state.destroyedId = target.actor.connect('destroy', function() { _actorDestroyed(target); });
}
}
if (!Gtk.Settings.get_default().gtk_enable_animations)
tweeningParameters['time'] = 0.000001;
_addHandler(target, tweeningParameters, 'onComplete', _tweenCompleted);
}
function _getTweenState(target) {
// If we were paranoid, we could keep a plist mapping targets to
// states... but we're not that paranoid.
if (!target.__ShellTweenerState)
target.__ShellTweenerState = {};
return target.__ShellTweenerState;
}
function _resetTweenState(target) {
let state = target.__ShellTweenerState;
if (state) {
if (state.destroyedId)
state.actor.disconnect(state.destroyedId);
}
target.__ShellTweenerState = {};
}
function _addHandler(target, params, name, handler) {
if (params[name]) {
let oldHandler = params[name];
let oldScope = params[name + 'Scope'];
let oldParams = params[name + 'Params'];
let eventScope = oldScope ? oldScope : target;
params[name] = function () {
oldHandler.apply(eventScope, oldParams);
handler(target);
};
} else
params[name] = function () { handler(target); };
}
function _actorDestroyed(target) {
_resetTweenState(target);
Tweener.removeTweens(target);
}
function _tweenCompleted(target) {
if (!isTweening(target))
_resetTweenState(target);
}
function getTweenCount(scope) {
return Tweener.getTweenCount(scope);
}
// imports.tweener.tweener doesn't provide this method (which exists
// in the ActionScript version) but it's easy to implement.
function isTweening(scope) {
return Tweener.getTweenCount(scope) != 0;
}
function removeTweens(scope) {
if (Tweener.removeTweens.apply(null, arguments)) {
// If we just removed the last active tween, clean up
if (Tweener.getTweenCount(scope) == 0)
_tweenCompleted(scope);
return true;
} else
return false;
}
function pauseTweens() {
return Tweener.pauseTweens.apply(null, arguments);
}
function resumeTweens() {
return Tweener.resumeTweens.apply(null, arguments);
}
function registerSpecialProperty(name, getFunction, setFunction,
parameters, preProcessFunction) {
Tweener.registerSpecialProperty(name, getFunction, setFunction,
parameters, preProcessFunction);
}
function registerSpecialPropertyModifier(name, modifyFunction, getFunction) {
Tweener.registerSpecialPropertyModifier(name, modifyFunction, getFunction);
}
function registerSpecialPropertySplitter(name, splitFunction, parameters) {
Tweener.registerSpecialPropertySplitter(name, splitFunction, parameters);
}
// The 'FrameTicker' object is an object used to feed new frames to
// Tweener so it can update values and redraw. The default frame
// ticker for Tweener just uses a simple timeout at a fixed frame rate
// and has no idea of "catching up" by dropping frames.
//
// We substitute it with custom frame ticker here that connects
// Tweener to a Clutter.TimeLine. Now, Clutter.Timeline itself isn't a
// whole lot more sophisticated than a simple timeout at a fixed frame
// rate, but at least it knows how to drop frames. (See
// HippoAnimationManager for a more sophisticated view of continous
// time updates; even better is to pay attention to the vertical
// vblank and sync to that when possible.)
//
const ClutterFrameTicker = new Lang.Class({
Name: 'ClutterFrameTicker',
FRAME_RATE : 60,
_init : function() {
// We don't have a finite duration; tweener will tell us to stop
// when we need to stop, so use 1000 seconds as "infinity", and
// set the timeline to loop. Doing this means we have to track
// time ourselves, since clutter timeline's time will cycle
// instead of strictly increase.
this._timeline = new Clutter.Timeline({ duration: 1000*1000 });
this._timeline.set_loop(true);
this._startTime = -1;
this._currentTime = -1;
this._timeline.connect('new-frame', Lang.bind(this,
function(timeline, frame) {
this._onNewFrame(frame);
}));
let perf_log = Shell.PerfLog.get_default();
perf_log.define_event("tweener.framePrepareStart",
"Start of a new animation frame",
"");
perf_log.define_event("tweener.framePrepareDone",
"Finished preparing frame",
"");
},
_onNewFrame : function(frame) {
// If there is a lot of setup to start the animation, then
// first frame number we get from clutter might be a long ways
// into the animation (or the animation might even be done).
// That looks bad, so we always start at the first frame of the
// animation then only do frame dropping from there.
if (this._startTime < 0)
this._startTime = GLib.get_monotonic_time() / 1000.0;
// currentTime is in milliseconds
let perf_log = Shell.PerfLog.get_default();
this._currentTime = GLib.get_monotonic_time() / 1000.0 - this._startTime;
perf_log.event("tweener.framePrepareStart");
this.emit('prepare-frame');
perf_log.event("tweener.framePrepareDone");
},
getTime : function() {
return this._currentTime;
},
start : function() {
if (St.get_slow_down_factor() > 0)
Tweener.setTimeScale(1 / St.get_slow_down_factor());
this._timeline.start();
global.begin_work();
},
stop : function() {
this._timeline.stop();
this._startTime = -1;
this._currentTime = -1;
global.end_work();
}
});
Signals.addSignalMethods(ClutterFrameTicker.prototype);