mutter/clutter/clutter-master-clock.c

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/*
* 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;
gulong msecs_delta;
/* an idle source, used by the Master Clock to queue
* a redraw on the stage and drive the animations
*/
GSource *source;
/* a guard, so that we dispatch the last redraw even
* after the last timeline has been completed
*/
guint last_advance : 1;
};
struct _ClutterMasterClockClass
{
GObjectClass parent_class;
};
struct _ClutterClockSource
{
GSource source;
ClutterMasterClock *master_clock;
};
static void on_timeline_started (ClutterTimeline *timeline,
ClutterMasterClock *master_clock);
static void on_timeline_completed (ClutterTimeline *timeline,
ClutterMasterClock *master_clock);
static void on_timeline_paused (ClutterTimeline *timeline,
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);
/*
* has_running_timeline:
* @master_clock: a #ClutterMasterClock
* @filter: a #ClutterTimeline or %NULL
*
* Checks if @master_clock has any running timeline; if @filter
* is not %NULL then the timeline will be filtered from the
* list of timelines held by @master_clock
*
* Return value: %TRUE if the #ClutterMasterClock has at least
* one running timeline
*/
static gboolean
has_running_timeline (ClutterMasterClock *master_clock,
ClutterTimeline *filter)
{
GSList *l;
if (master_clock->last_advance)
return TRUE;
if (master_clock->timelines == NULL)
return FALSE;
for (l = master_clock->timelines; l != NULL; l = l->next)
{
/* if we get a timeline then we should filter it
* from the list of timelines we want to check
*/
if (filter != NULL && filter == l->data)
continue;
if (clutter_timeline_is_playing (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 = has_running_timeline (master_clock, NULL);
return retval;
}
static gboolean
clutter_clock_check (GSource *source)
{
ClutterClockSource *clock_source = (ClutterClockSource *) source;
ClutterMasterClock *master_clock = clock_source->master_clock;
gboolean retval;
retval = has_running_timeline (master_clock, NULL);
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);
/* queue a redraw for each stage; this will advance each timeline
* held by the master clock of the amount of milliseconds elapsed
* since the last redraw
*/
for (l = stages; l != NULL; l = l->next)
clutter_actor_queue_redraw (l->data);
/* if this is the remainder of an advancement, needed for the last
* timeline to finish its run, then we need to reset the prev_tick
*/
if (master_clock->last_advance)
{
master_clock->prev_tick.tv_sec = 0;
master_clock->last_advance = FALSE;
}
return TRUE;
}
static void
timeline_weak_ref (gpointer data,
GObject *object_pointer)
{
ClutterMasterClock *master_clock = data;
master_clock->timelines =
g_slist_remove (master_clock->timelines, object_pointer);
if (master_clock->timelines == NULL)
master_clock->prev_tick.tv_sec = 0;
}
static void
clutter_master_clock_finalize (GObject *gobject)
{
ClutterMasterClock *master_clock = CLUTTER_MASTER_CLOCK (gobject);
GSList *l;
for (l = master_clock->timelines; l != NULL; l = l->next)
{
ClutterTimeline *timeline = l->data;
g_object_weak_unref (G_OBJECT (timeline),
timeline_weak_ref,
master_clock);
g_signal_handlers_disconnect_by_func (timeline,
G_CALLBACK (on_timeline_started),
master_clock);
g_signal_handlers_disconnect_by_func (timeline,
G_CALLBACK (on_timeline_completed),
master_clock);
g_signal_handlers_disconnect_by_func (timeline,
G_CALLBACK (on_timeline_paused),
master_clock);
}
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;
}
static void
on_timeline_started (ClutterTimeline *timeline,
ClutterMasterClock *master_clock)
{
/* we want to reset the prev_tick if this is the first
* timeline; since timeline is playing we need to filter
* it out, otherwise has_running_timeline() will return
* TRUE and prev_tick will not be unset
*/
if (!has_running_timeline (master_clock, timeline))
master_clock->prev_tick.tv_sec = 0;
}
static void
on_timeline_completed (ClutterTimeline *timeline,
ClutterMasterClock *master_clock)
{
/* if this is the last timeline we need to turn :last-advance
* on in order to queue the redraw of the scene for the last
* frame; otherwise the ClockSource will fail the prepare and
* check phases and the last frame will not be painted
*/
if (!has_running_timeline (master_clock, NULL))
master_clock->last_advance = TRUE;
}
static void
on_timeline_paused (ClutterTimeline *timeline,
ClutterMasterClock *master_clock)
{
/* see the comment in on_timeline_completed */
if (!has_running_timeline (master_clock, NULL))
master_clock->last_advance = TRUE;
}
/*
* _clutter_master_clock_add_timeline:
* @master_clock: a #ClutterMasterClock
* @timeline: a #ClutterTimeline
*
* Adds @timeline to the list of timelines held by the master
* clock. This function should be called during the instance
* creation phase of the timeline.
*/
void
_clutter_master_clock_add_timeline (ClutterMasterClock *master_clock,
ClutterTimeline *timeline)
{
gboolean is_first = FALSE;
if (g_slist_find (master_clock->timelines, timeline))
return;
is_first = (master_clock->timelines == NULL) ? TRUE : FALSE;
master_clock->timelines = g_slist_prepend (master_clock->timelines,
timeline);
g_object_weak_ref (G_OBJECT (timeline),
timeline_weak_ref,
master_clock);
g_signal_connect (timeline, "started",
G_CALLBACK (on_timeline_started),
master_clock);
g_signal_connect (timeline, "completed",
G_CALLBACK (on_timeline_completed),
master_clock);
g_signal_connect (timeline, "paused",
G_CALLBACK (on_timeline_paused),
master_clock);
}
/*
* _clutter_master_clock_remove_timeline:
* @master_clock: a #ClutterMasterClock
* @timeline: a #ClutterTimeline
*
* Removes @timeline from the list of timelines held by the
* master clock. This function should be called during the
* #ClutterTimeline finalization.
*/
void
_clutter_master_clock_remove_timeline (ClutterMasterClock *master_clock,
ClutterTimeline *timeline)
{
if (!g_slist_find (master_clock->timelines, timeline))
return;
master_clock->timelines = g_slist_remove (master_clock->timelines,
timeline);
g_object_weak_unref (G_OBJECT (timeline),
timeline_weak_ref,
master_clock);
g_signal_handlers_disconnect_by_func (timeline,
G_CALLBACK (on_timeline_started),
master_clock);
g_signal_handlers_disconnect_by_func (timeline,
G_CALLBACK (on_timeline_completed),
master_clock);
g_signal_handlers_disconnect_by_func (timeline,
G_CALLBACK (on_timeline_paused),
master_clock);
/* last timeline: unset the prev_tick so that we can start
* from scratch when we add a new timeline
*/
if (master_clock->timelines == NULL)
master_clock->prev_tick.tv_sec = 0;
}
/*
* _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->msecs_delta = msecs;
master_clock->prev_tick = cur_tick;
}