Improve repaint functions
It is sometimes useful to be able to have better control on when a repaint function is called. Currently, all repaint functions are called prior to the stages update phase of the frame processing. We can introduce flags to represent the point in the frame update process in which we wish Clutter called the repaint function. As a bonus, we can also add a flag that causes adding a repaint function to spin the master clock.
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@ -1094,6 +1094,25 @@ typedef enum {
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CLUTTER_ACTOR_ALIGN_END
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} ClutterActorAlign;
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/**
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* ClutterRepaintFlags:
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* @CLUTTER_REPAINT_FLAGS_PRE_PAINT: Run the repaint function prior to
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* painting the stages
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* @CLUTTER_REPAINT_FLAGS_POST_PAINT: Run the repaint function after
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* painting the stages
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* @CLUTTER_REPAINT_FLAGS_QUEUE_REDRAW_ON_ADD: Ensure that a new frame
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* is queued after adding the repaint function
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*
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* Flags to pass to clutter_threads_add_repaint_func_full().
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*
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* Since: 1.10
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*/
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typedef enum {
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CLUTTER_REPAINT_FLAGS_PRE_PAINT = 1 << 0,
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CLUTTER_REPAINT_FLAGS_POST_PAINT = 1 << 1,
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CLUTTER_REPAINT_FLAGS_QUEUE_REDRAW_ON_ADD = 1 << 2
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} ClutterRepaintFlags;
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G_END_DECLS
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#endif /* __CLUTTER_ENUMS_H__ */
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@ -19,9 +19,8 @@
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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/**
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* SECTION:clutter-main
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* @short_description: Various 'global' clutter functions.
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@ -3310,6 +3309,7 @@ clutter_get_font_map (void)
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typedef struct _ClutterRepaintFunction
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{
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guint id;
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ClutterRepaintFlags flags;
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GSourceFunc func;
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gpointer data;
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GDestroyNotify notify;
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@ -3368,21 +3368,32 @@ clutter_threads_remove_repaint_func (guint handle_id)
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* @notify: function to be called when removing the repaint
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* function, or %NULL
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*
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* Adds a function to be called whenever Clutter is repainting a Stage.
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* Adds a function to be called whenever Clutter is processing a new
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* frame.
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*
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* If the function returns %FALSE it is automatically removed from the
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* list of repaint functions and will not be called again.
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*
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* This function is guaranteed to be called from within the same thread
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* that called clutter_main(), and while the Clutter lock is being held.
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* that called clutter_main(), and while the Clutter lock is being held;
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* the function will be called within the main loop, so it is imperative
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* that it does not block, otherwise the frame time budget may be lost.
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*
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* A repaint function is useful to ensure that an update of the scenegraph
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* is performed before the scenegraph is repainted; for instance, uploading
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* a frame from a video into a #ClutterTexture.
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* a frame from a video into a #ClutterTexture. By default, a repaint
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* function added using this function will be invoked prior to the frame
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* being processed.
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*
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* Adding a repaint function does not automatically ensure that a new
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* frame will be queued.
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*
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* When the repaint function is removed (either because it returned %FALSE
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* or because clutter_threads_remove_repaint_func() has been called) the
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* @notify function will be called, if any is set.
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*
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* See also: clutter_threads_add_repaint_func_full()
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*
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* Return value: the ID (greater than 0) of the repaint function. You
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* can use the returned integer to remove the repaint function by
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* calling clutter_threads_remove_repaint_func().
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@ -3393,6 +3404,55 @@ guint
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clutter_threads_add_repaint_func (GSourceFunc func,
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gpointer data,
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GDestroyNotify notify)
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{
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return clutter_threads_add_repaint_func_full (CLUTTER_REPAINT_FLAGS_PRE_PAINT,
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func,
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data, notify);
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}
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/**
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* clutter_threads_add_repaint_func_full:
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* @flags: flags for the repaint function
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* @func: the function to be called within the paint cycle
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* @data: data to be passed to the function, or %NULL
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* @notify: function to be called when removing the repaint
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* function, or %NULL
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*
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* Adds a function to be called whenever Clutter is processing a new
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* frame.
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*
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* If the function returns %FALSE it is automatically removed from the
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* list of repaint functions and will not be called again.
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*
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* This function is guaranteed to be called from within the same thread
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* that called clutter_main(), and while the Clutter lock is being held;
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* the function will be called within the main loop, so it is imperative
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* that it does not block, otherwise the frame time budget may be lost.
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*
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* A repaint function is useful to ensure that an update of the scenegraph
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* is performed before the scenegraph is repainted; for instance, uploading
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* a frame from a video into a #ClutterTexture. The @flags passed to this
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* function will determine the section of the frame processing that will
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* result in @func being called.
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*
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* Adding a repaint function does not automatically ensure that a new
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* frame will be queued.
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*
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* When the repaint function is removed (either because it returned %FALSE
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* or because clutter_threads_remove_repaint_func() has been called) the
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* @notify function will be called, if any is set.
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*
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* Return value: the ID (greater than 0) of the repaint function. You
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* can use the returned integer to remove the repaint function by
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* calling clutter_threads_remove_repaint_func().
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*
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* Since: 1.10
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*/
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guint
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clutter_threads_add_repaint_func_full (ClutterRepaintFlags flags,
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GSourceFunc func,
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gpointer data,
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GDestroyNotify notify)
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{
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ClutterMainContext *context;
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ClutterRepaintFunction *repaint_func;
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@ -3406,6 +3466,9 @@ clutter_threads_add_repaint_func (GSourceFunc func,
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repaint_func = g_slice_new (ClutterRepaintFunction);
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repaint_func->id = context->last_repaint_id++;
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/* mask out QUEUE_REDRAW_ON_ADD, since we're going to consume it */
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repaint_func->flags = flags & ~CLUTTER_REPAINT_FLAGS_QUEUE_REDRAW_ON_ADD;
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repaint_func->func = func;
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repaint_func->data = data;
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repaint_func->notify = notify;
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@ -3415,20 +3478,27 @@ clutter_threads_add_repaint_func (GSourceFunc func,
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_clutter_context_unlock ();
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if ((flags & CLUTTER_REPAINT_FLAGS_QUEUE_REDRAW_ON_ADD) != 0)
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{
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ClutterMasterClock *master_clock = _clutter_master_clock_get_default ();
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_clutter_master_clock_ensure_next_iteration (master_clock);
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}
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return repaint_func->id;
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}
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/*
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* _clutter_run_repaint_functions:
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* @flags: only run the repaint functions matching the passed flags
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*
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* Executes the repaint functions added using the
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* clutter_threads_add_repaint_func() function.
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*
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* Must be called before calling _clutter_stage_do_paint() and
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* with the Clutter thread lock held.
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* Must be called with the Clutter thread lock held.
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*/
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void
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_clutter_run_repaint_functions (void)
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_clutter_run_repaint_functions (ClutterRepaintFlags flags)
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{
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ClutterMainContext *context = _clutter_context_get_default ();
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ClutterRepaintFunction *repaint_func;
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@ -3455,7 +3525,10 @@ _clutter_run_repaint_functions (void)
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g_list_free (l);
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res = repaint_func->func (repaint_func->data);
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if ((repaint_func->flags & flags) != 0)
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res = repaint_func->func (repaint_func->data);
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else
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res = TRUE;
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if (res)
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reinvoke_list = g_list_prepend (reinvoke_list, repaint_func);
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@ -122,6 +122,10 @@ guint clutter_threads_add_timeout_full (gint
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guint clutter_threads_add_repaint_func (GSourceFunc func,
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gpointer data,
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GDestroyNotify notify);
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guint clutter_threads_add_repaint_func_full (ClutterRepaintFlags flags,
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GSourceFunc func,
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gpointer data,
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GDestroyNotify notify);
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void clutter_threads_remove_repaint_func (guint handle_id);
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void clutter_grab_pointer (ClutterActor *actor);
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@ -359,10 +359,10 @@ clutter_clock_dispatch (GSource *source,
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stages = clutter_stage_manager_list_stages (stage_manager);
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g_slist_foreach (stages, (GFunc) g_object_ref, NULL);
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CLUTTER_TIMER_START (_clutter_uprof_context, master_event_process);
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master_clock->idle = FALSE;
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CLUTTER_TIMER_START (_clutter_uprof_context, master_event_process);
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/* Process queued events */
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for (l = stages; l != NULL; l = l->next)
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{
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@ -378,7 +378,7 @@ clutter_clock_dispatch (GSource *source,
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_clutter_master_clock_advance (master_clock);
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_clutter_run_repaint_functions ();
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_clutter_run_repaint_functions (CLUTTER_REPAINT_FLAGS_PRE_PAINT);
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/* Update any stage that needs redraw/relayout after the clock
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* is advanced.
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@ -398,6 +398,8 @@ clutter_clock_dispatch (GSource *source,
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stages_updated |= _clutter_stage_do_update (l->data);
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}
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_clutter_run_repaint_functions (CLUTTER_REPAINT_FLAGS_POST_PAINT);
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/* The master clock goes idle if no stages were updated and falls back
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* to polling for timeline progressions... */
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if (!stages_updated)
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@ -232,7 +232,7 @@ gboolean _clutter_boolean_handled_accumulator (GSignalInvocationHint *ihint,
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const GValue *handler_return,
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gpointer dummy);
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void _clutter_run_repaint_functions (void);
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void _clutter_run_repaint_functions (ClutterRepaintFlags flags);
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void _clutter_constraint_update_allocation (ClutterConstraint *constraint,
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ClutterActor *actor,
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@ -1247,6 +1247,7 @@ clutter_threads_add_frame_source_full
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clutter_threads_add_idle
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clutter_threads_add_idle_full
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clutter_threads_add_repaint_func
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clutter_threads_add_repaint_func_full
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clutter_threads_add_timeout
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clutter_threads_add_timeout_full
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clutter_threads_enter
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@ -1296,6 +1296,7 @@ clutter_threads_add_timeout_full
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clutter_threads_add_frame_source
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clutter_threads_add_frame_source_full
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clutter_threads_add_repaint_func
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clutter_threads_add_repaint_func_full
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clutter_threads_remove_repaint_func
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<SUBSECTION>
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