2008-06-06 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/clutter-texture.c: (clutter_texture_class_init): Do not unrealize on hide(), and do not realize() on show. By default, clutter_actor_show() will realize ourselves, and we don't want to unrealize when hidden to avoid paying the penalty of reading back the texture data from the video memory. * tests/test-actors.c: Show all textures again when pressing the 'r' key.
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ChangeLog
12
ChangeLog
@ -1,3 +1,15 @@
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2008-06-06 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/clutter-texture.c:
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(clutter_texture_class_init): Do not unrealize on hide(), and
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do not realize() on show. By default, clutter_actor_show() will
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realize ourselves, and we don't want to unrealize when hidden
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to avoid paying the penalty of reading back the texture data
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from the video memory.
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* tests/test-actors.c: Show all textures again when pressing
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the 'r' key.
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2008-06-06 Neil Roberts <neil@o-hand.com>
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* tests/test-shader.c: Use the special wrapper vars when building
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@ -270,32 +270,6 @@ clutter_texture_realize (ClutterActor *actor)
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CLUTTER_NOTE (TEXTURE, "Texture realized");
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}
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static void
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clutter_texture_show (ClutterActor *self)
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{
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ClutterActorClass *parent_class;
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/* chain up parent show */
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parent_class = CLUTTER_ACTOR_CLASS (clutter_texture_parent_class);
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if (parent_class->show)
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parent_class->show (self);
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clutter_actor_realize (self);
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}
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static void
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clutter_texture_hide (ClutterActor *self)
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{
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ClutterActorClass *parent_class;
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/* chain up parent hide */
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parent_class = CLUTTER_ACTOR_CLASS (clutter_texture_parent_class);
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if (parent_class->hide)
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parent_class->hide (self);
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clutter_actor_unrealize (self);
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}
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static void
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clutter_texture_paint (ClutterActor *self)
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{
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@ -535,8 +509,6 @@ clutter_texture_class_init (ClutterTextureClass *klass)
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actor_class->paint = clutter_texture_paint;
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actor_class->realize = clutter_texture_realize;
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actor_class->unrealize = clutter_texture_unrealize;
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actor_class->show = clutter_texture_show;
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actor_class->hide = clutter_texture_hide;
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actor_class->request_coords = clutter_texture_request_coords;
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gobject_class->dispose = clutter_texture_dispose;
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@ -40,10 +40,12 @@ get_radius (void)
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/* input handler */
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static gboolean
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input_cb (ClutterStage *stage,
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input_cb (ClutterActor *stage,
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ClutterEvent *event,
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gpointer data)
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{
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SuperOH *oh = data;
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if (event->type == CLUTTER_BUTTON_PRESS)
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{
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ClutterButtonEvent *button_event;
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@ -56,7 +58,7 @@ input_cb (ClutterStage *stage,
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g_print ("*** button press event (button:%d) ***\n",
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button_event->button);
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e = clutter_stage_get_actor_at_pos (stage, x, y);
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e = clutter_stage_get_actor_at_pos (CLUTTER_STAGE (stage), x, y);
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if (e && (CLUTTER_IS_TEXTURE (e) || CLUTTER_IS_CLONE_TEXTURE (e)))
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{
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@ -76,6 +78,15 @@ input_cb (ClutterStage *stage,
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clutter_main_quit ();
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return TRUE;
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}
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else if (clutter_key_event_symbol (kev) == CLUTTER_r)
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{
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gint i;
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for (i = 0; i < n_hands; i++)
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clutter_actor_show (oh->hand[i]);
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return TRUE;
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}
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}
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return FALSE;
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@ -88,7 +99,7 @@ frame_cb (ClutterTimeline *timeline,
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gint frame_num,
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gpointer data)
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{
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SuperOH *oh = (SuperOH *)data;
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SuperOH *oh = data;
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gint i;
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/* Rotate everything clockwise about stage center*/
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