ff5f960978
Now that getTime() has been added to the frame ticker interface we can implement frame dropping in a more straightforward way than adjusting the FRAME_RATE member variable to fool Tweener into doing the right thing. svn path=/trunk/; revision=156
209 lines
6.5 KiB
JavaScript
209 lines
6.5 KiB
JavaScript
/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
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const Clutter = imports.gi.Clutter;
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const Shell = imports.gi.Shell;
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const Signals = imports.signals;
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const Mainloop = imports.mainloop;
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const Tweener = imports.tweener.tweener;
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const Panel = imports.ui.panel;
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const Overlay = imports.ui.overlay;
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const RunDialog = imports.ui.runDialog;
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const WindowManager = imports.ui.windowManager;
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const DEFAULT_BACKGROUND_COLOR = new Clutter.Color();
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DEFAULT_BACKGROUND_COLOR.from_pixel(0x2266bbff);
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let panel = null;
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let overlay = null;
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let overlayActive = false;
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let runDialog = null;
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let wm = null;
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// The "FrameTicker" object is an object used to feed new frames to Tweener
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// so it can update values and redraw. The default frame ticker for
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// Tweener just uses a simple timeout at a fixed frame rate and has no idea
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// of "catching up" by dropping frames.
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//
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// We substitute it with custom frame ticker here that connects Tweener to
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// a Clutter.TimeLine. Now, Clutter.Timeline itself isn't a whole lot more
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// sophisticated than a simple timeout at a fixed frame rate, but at least
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// it knows how to drop frames. (See HippoAnimationManager for a more
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// sophisticated view of continous time updates; even better is to pay
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// attention to the vertical vblank and sync to that when possible.)
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//
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function ClutterFrameTicker() {
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this._init();
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}
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ClutterFrameTicker.prototype = {
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FRAME_RATE : 60,
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_init : function() {
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// We don't have a finite duration; tweener will tell us to stop
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// when we need to stop, so use 1000 seconds as "infinity"
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this._timeline = new Clutter.Timeline({ fps: this.FRAME_RATE,
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duration: 1000*1000 });
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this._currentTime = 0;
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this._frame = 0;
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let me = this;
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this._timeline.connect('new-frame',
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function(timeline, frame) {
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me._onNewFrame(frame);
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});
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},
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_onNewFrame : function(frame) {
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// Unfortunately the interface to to send a new frame to tweener
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// is a simple "next frame" and there is no provision for signaling
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// that frames have been skipped or just telling it the new time.
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// But what it actually does internally is just:
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//
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// _currentTime += 1000/_ticker.FRAME_RATE;
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//
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// So by dynamically adjusting the value of FRAME_RATE we can trick
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// it into dealing with dropped frames.
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// If there is a lot of setup to start the animation, then
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// first frame number we get from clutter might be a long ways
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// into the animation (or the animation might even be done).
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// That looks bad, so we always start one frame into the
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// animation then only do frame dropping from there.
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let delta;
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if (this._frame == 0)
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delta = 1;
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else
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delta = frame - this._frame;
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if (delta == 0) // protect against divide-by-0 if we get a frame twice
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delta = 1;
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// currentTime is in milliseconds
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this._currentTime += (1000 * delta) / this.FRAME_RATE;
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this._frame = frame;
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this.emit('prepare-frame');
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},
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getTime : function() {
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return this._currentTime;
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},
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start : function() {
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this._timeline.start();
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},
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stop : function() {
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this._timeline.stop();
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this._frame = 0;
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this._currentTime = 0;
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}
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};
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Signals.addSignalMethods(ClutterFrameTicker.prototype);
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function start() {
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let global = Shell.Global.get();
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global.grab_dbus_service();
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global.start_task_panel();
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Tweener.setFrameTicker(new ClutterFrameTicker());
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// The background color really only matters if there is no desktop
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// window (say, nautilus) running. We set it mostly so things look good
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// when we are running inside Xephyr.
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global.stage.color = DEFAULT_BACKGROUND_COLOR;
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// Mutter currently hardcodes putting "Yessir. The compositor is running""
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// in the overlay. Clear that out.
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let children = global.overlay_group.get_children();
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for (let i = 0; i < children.length; i++)
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children[i].destroy();
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// metacity-clutter currently uses the same prefs as plain metacity,
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// which probably means we'll be starting out with multiple workspaces;
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// remove any unused ones
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let windows = global.get_windows();
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let maxWorkspace = 0;
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for (let i = 0; i < windows.length; i++) {
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let win = windows[i];
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if (!win.get_meta_window().is_on_all_workspaces() &&
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win.get_workspace() > maxWorkspace) {
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maxWorkspace = win.get_workspace();
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}
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}
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let screen = global.screen;
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if (screen.n_workspaces > maxWorkspace) {
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for (let w = screen.n_workspaces - 1; w > maxWorkspace; w--) {
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let workspace = screen.get_workspace_by_index(w);
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screen.remove_workspace(workspace, 0);
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}
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}
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global.connect('panel-run-dialog', function(panel) {
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// Make sure not more than one run dialog is shown.
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if (!runDialog) {
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runDialog = new RunDialog.RunDialog();
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let end_handler = function() {
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runDialog.destroy();
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runDialog = null;
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};
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runDialog.connect('run', end_handler);
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runDialog.connect('cancel', end_handler);
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if (!runDialog.show())
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end_handler();
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}
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});
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panel = new Panel.Panel();
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global.set_stage_input_area(0, 0, global.screen_width, Panel.PANEL_HEIGHT);
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overlay = new Overlay.Overlay();
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wm = new WindowManager.WindowManager();
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let display = global.screen.get_display();
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display.connect('overlay-key', function(display) {
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if (overlay.visible) {
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hide_overlay();
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} else {
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show_overlay();
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}
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});
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}
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// Used to go into a mode where all keyboard and mouse input goes to
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// the stage. Returns true if we successfully grabbed the keyboard and
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// went modal, false otherwise
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function startModal() {
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let global = Shell.Global.get();
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if (!global.grab_keyboard())
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return false;
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global.set_stage_input_area(0, 0, global.screen_width, global.screen_height);
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return true;
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}
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function endModal() {
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let global = Shell.Global.get();
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global.ungrab_keyboard();
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global.set_stage_input_area(0, 0, global.screen_width, Panel.PANEL_HEIGHT);
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}
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function show_overlay() {
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if (startModal()) {
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overlayActive = true;
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overlay.show();
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}
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}
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function hide_overlay() {
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overlay.hide();
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overlayActive = false;
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endModal();
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}
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