mutter/doc/clutter-actor-invariants.txt
Neil Roberts a28440eafb clutter-texture: Remove confusing comments about realization
In 125bded81 some comments were introduced to ClutterTexture
complaining that it can have a Cogl texture before being
realized. Clutter always assumes that the single GL context is current
so there is no need to wait until the actor is realized before setting
a texture. This patch replaces the comments with clarification that
this should not be a problem.

The patch also changes the documentation about the realized state in
various places to clarify that it is acceptable to create any Cogl
resources before the actor is realized.

http://bugzilla.openedhand.com/show_bug.cgi?id=2075
2010-04-19 15:34:43 +01:00

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ClutterActor Invariants
===============================================================================
ClutterActor behaviour has invariants that will be kept with the same API and
ABI guarantees as the whole Clutter library.
This document refers to the 0.8 release of Clutter.
Sections:
i. Flags
a. Public ClutterActor Flags
b. Private ClutterActor Flags
c. Private Pick Modes
ii. Invariants
iii. State changes
iv. Responsibilities of a ClutterActor
a. Adding to a container
b. Removing from a container
c. Initial state
i. Flags
-------------------------------------------------------------------------------
This section describes the various flags and enumerations used by
ClutterActor.
a. Public ClutterActor Flags
CLUTTER_ACTOR_REALIZED
Means: the actor has GPU resources associated to its paint
cycle. Note however that an actor is allowed to allocate Cogl
resources before being realized because Clutter only ever uses
one rendering context which is always current. An actor is
free to create resources at any time.
Set by clutter_actor_realize(), unset by
clutter_actor_unrealize(). Generally set implicitly when the
actor becomes MAPPED (see below).
May only be set if one of the actor's ancestors is a toplevel.
May only be set if all of the actor's ancestors are realized.
Once realized an actor remains realized until removed from the
toplevel. Hide, reparent will not unrealize; but unparent or
destroy will unrealize since they remove the actor from the
toplevel.
CLUTTER_ACTOR_MAPPED
Means: the actor will be painted if the stage is mapped.
On non-toplevels, will be set if all of the following are
true, and unset otherwise:
* the actor's VISIBLE flag is set
* all of the actor's non-toplevel ancestors have the MAPPED
flag set
* the actor has a toplevel ancestor
* the toplevel ancestor's VISIBLE flag is set
* the toplevel ancestor's REALIZED flag is set
On toplevels, MAPPED is set asynchronously when the window
system notifies Clutter that the toplevel has been made
visible on the screen.
The MAPPED flag requires that an actor is REALIZED. When
Clutter sets the MAPPED flag, it forces realization; this is
the "normal" way for realization to occur, though explicit
realization with clutter_actor_realize() is permitted.
CLUTTER_ACTOR_VISIBLE
Means: the actor's "visible" property was set to true by
the application programmer.
Set by clutter_actor_show(), unset by clutter_actor_hide().
This is an application-controlled property, while MAPPED and
REALIZED are usually managed by Clutter (with the exception
that applications can "realize early" with
clutter_actor_realize()).
If VISIBLE is unset, the actor (and any children) must
be immediately unmapped, to maintain the invariants for
the MAPPED flag.
CLUTTER_ACTOR_REACTIVE
Set and unset by clutter_actor_set_reactive()
Means: the actor is now reactive to events.
Notes:
* If parents need to be reactive for child its up to the
parent implementation. In the case of ClutterGroup it
being marked unreactive does not mark all children unreactive.
* Clutter stage is always reactive.
b. Private ClutterActor flags
CLUTTER_ACTOR_IN_DESTRUCTION
Set internally by clutter_actor_destroy().
Used to avoid uneeded overhead when freeing GPU resources on unrealize
CLUTTER_ACTOR_IS_TOPLEVEL
Set internally by the initialization of ClutterStage
CLUTTER_ACTOR_IN_REPARENT
Set internally by clutter_actor_reparent(). This flag
optimizes the reparent process by avoiding the need
to pass through an unrealized state when the actor is
removed from the old parent.
CLUTTER_ACTOR_ABOUT_TO_UNPARENT
Set internally during part of clutter_actor_unparent().
Causes the actor to pretend it has no parent, then
update invariants; which effectively forces the actor
to unrealize. The purpose of this is to unrealize _before_ the
actor is removed from the stage, so unrealize implementations
can use clutter_actor_get_stage().
CLUTTER_ACTOR_SYNC_MATRICES
Set internally by ClutterStage implementations
Means: the size of the stage changed and the viewport must be
synchronized to the new size
CLUTTER_ACTOR_IN_PAINT:
Set internally by clutter_actor_paint()
CLUTTER_ACTOR_IN_RELAYOUT
Set internally by clutter_relayout()
c. Private Pick Modes
CLUTTER_PICK_NONE
No pick operation is performed during the paint
CLUTTER_PICK_REACTIVE
Only reactive actors will be picked
CLUTTER_PICK_ALL
All visible actors will be picked
ii. Invariants
-------------------------------------------------------------------------------
This section describes the various constraints and invariants on ClutterActor.
In the following
A => B means if A is true then B is true
A <=> B means A is true if and only if B is true
(equivalent to A => B && A <= B)
1) CLUTTER_ACTOR_IN_DESTRUCTION => !CLUTTER_ACTOR_IS_MAPPED (actor) &&
!CLUTTER_ACTOR_IS_REALIZED (actor)
clutter_actor_destroy() will cause an actor to be unparented,
which means the actor must be unmapped and unrealized as
well.
2) CLUTTER_ACTOR_IS_MAPPED (actor) => CLUTTER_ACTOR_IS_REALIZED (actor)
when an actor is mapped, it must first be realized.
This is the most common way an actor becomes realized.
3) if clutter_actor_set_parent (actor, parent):
((parent_is_not_toplevel && CLUTTER_ACTOR_IS_MAPPED (parent)) ||
(parent_is_toplevel && CLUTTER_ACTOR_IS_VISIBLE(parent))) &&
CLUTTER_ACTOR_IS_VISIBLE (actor)
=> CLUTTER_ACTOR_IS_MAPPED (actor)
calling clutter_actor_set_parent() on an actor and a mapped
parent will map the actor if it has been shown.
4) if clutter_actor_unparent (actor):
CLUTTER_ACTOR_IS_MAPPED (actor) <=> CLUTTER_ACTOR_IN_REPARENT
calling clutter_actor_unparent() on an actor will unmap and
unrealize the actor since it no longer has a toplevel.
calling clutter_actor_reparent() on an actor will leave the
actor mapped and realized (if it was before) until it has a
new parent, at which point the invariants implied by the new
parent's state are applied.
5) CLUTTER_ACTOR_IS_REALIZED(actor) => CLUTTER_ACTOR_IS_REALIZED(parent)
Actors may only be realized if their parent is realized.
However, they may be unrealized even though their parent
is realized.
This implies that an actor may not be realized unless
it has a parent, or is a toplevel.
Since only toplevels can realize without a parent, no actor
can be realized unless it either is a toplevel or has a
toplevel ancestor.
As long as they are unmapped, actors may be unrealized. This
will force all children of the actor to be unrealized, since
children may not be realized while parents are unrealized.
6) CLUTTER_ACTOR_IS_MAPPED(actor) <=>
( ( (CLUTTER_ACTOR_IS_VISIBLE(toplevel_parent) &&
CLUTTER_ACTOR_IS_REALIZED(toplevel_parent)) ||
CLUTTER_ACTOR_IS_MAPPED(non_toplevel_parent) ) ) &&
CLUTTER_ACTOR_IS_VISIBLE(actor)
Actors _must_ be mapped if and only if they are visible and
their parent is mapped, or they are visible and their
parent is a toplevel that's realized and visible.
This invariant enables us to track whether an actor will
be painted (whether it's MAPPED) without ever traversing
the actor graph.
iii. State changes
-------------------------------------------------------------------------------
clutter_actor_show:
1. sets VISIBLE
2. sets MAPPED if invariants are met; mapping in turn sets
REALIZED
clutter_actor_hide:
1. sets !VISIBLE
2. unsets MAPPED if actor was mapped previously
3. does not affect REALIZED
clutter_actor_destroy:
1. sets CLUTTER_ACTOR_IN_DESTRUCTION
2. unparents the actor, which in turn implies unmap and unrealize
clutter_actor_realize:
1. attempts to set REALIZED on all parents, failing if
invariants are not met, e.g. not in a toplevel yet
2. sets REALIZED on actor if parent was successfully realized
clutter_actor_unrealize:
1. sets !VISIBLE which forces !MAPPED
2. sets !REALIZED
3. !MAPPED and !REALIZED forces unmap and unrealize of all
children
clutter_actor_set_parent:
1. sets actor->parent
2. if actor->show_on_set_parent is TRUE calls clutter_actor_show
3. sets MAPPED if all prerequisites are now met for map
4. if !CLUTTER_ACTOR_IN_REPARENT emits ::parent-set with
old_parent set to NULL
clutter_actor_unparent:
1. unsets actor->parent
2. if !CLUTTER_ACTOR_IN_REPARENT, sets !MAPPED and !REALIZED
since the invariants for those flags are no longer met
3. if !CLUTTER_ACTOR_IN_REPARENT emits ::parent-set with
old_parent set to the previous parent
clutter_actor_reparent:
1. sets CLUTTER_ACTOR_IN_REPARENT
2. emits ::parent-set with old_parent set to the previous parent
equivalent to:
clutter_actor_unparent
clutter_actor_set_parent
3. updates state of the actor to match invariants
(may change MAPPED or REALIZED in either direction,
depending on state of the new parent)
iv. Responsibilities of a ClutterActor
-------------------------------------------------------------------------------
a. Adding to a container
When adding an actor to a container, the container must:
1. call clutter_actor_set_parent (actor, container)
2. call clutter_actor_queue_relayout (container) if
adding the actor changes the container's preferred
size
b. Removing from a container
When removing an actor from a container, the container must:
1. call clutter_actor_unparent (actor)
2. call clutter_actor_queue_relayout (container) if removing
the actor changes the container's preferred size
Notes:
* here a container actor is any actor that contains children actors; it
does not imply the implementation of the ClutterContainer interface.
* clutter_actor_unparent() will unmap and unrealize the actor except
in the special case when CLUTTER_ACTOR_IN_REPARENT is set.
* 'Composite' Clutter actors need to pass down any allocations to children.
c. Initial state
When creating an actor, the initial state is:
1. !CLUTTER_ACTOR_REALIZED
2. !CLUTTER_ACTOR_MAPPED
===============================================================================
$LastChangedDate$