bf71cb2e3c
In cogl use cogl-config.h and in clutter use clutter-build-config.h. We can't use clutter-config.h in clutter because its already used and installed. https://bugzilla.gnome.org/show_bug.cgi?id=768976
139 lines
4.2 KiB
C
139 lines
4.2 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By: Emmanuele Bassi <ebassi@linux.intel.com>
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*
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* Copyright (C) 2009 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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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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* SECTION:clutter-master-clock
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* @short_description: The master clock for all animations
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*
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* The #ClutterMasterClock class is responsible for advancing all
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* #ClutterTimelines when a stage is being redrawn. The master clock
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* makes sure that the scenegraph is always integrally updated before
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* painting it.
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*/
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#ifdef HAVE_CONFIG_H
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#include "clutter-build-config.h"
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#endif
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#include "clutter-master-clock.h"
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#include "clutter-master-clock-default.h"
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#include "clutter-private.h"
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#define clutter_master_clock_get_type _clutter_master_clock_get_type
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typedef ClutterMasterClockIface ClutterMasterClockInterface;
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G_DEFINE_INTERFACE (ClutterMasterClock, clutter_master_clock, G_TYPE_OBJECT)
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static void
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clutter_master_clock_default_init (ClutterMasterClockInterface *iface)
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{
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}
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ClutterMasterClock *
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_clutter_master_clock_get_default (void)
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{
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ClutterMainContext *context = _clutter_context_get_default ();
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if (G_UNLIKELY (context->master_clock == NULL))
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context->master_clock = g_object_new (CLUTTER_TYPE_MASTER_CLOCK_DEFAULT, NULL);
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return context->master_clock;
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}
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/*
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* _clutter_master_clock_add_timeline:
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* @master_clock: a #ClutterMasterClock
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* @timeline: a #ClutterTimeline
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*
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* Adds @timeline to the list of playing timelines held by the master
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* clock.
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*/
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void
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_clutter_master_clock_add_timeline (ClutterMasterClock *master_clock,
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ClutterTimeline *timeline)
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{
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g_return_if_fail (CLUTTER_IS_MASTER_CLOCK (master_clock));
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CLUTTER_MASTER_CLOCK_GET_IFACE (master_clock)->add_timeline (master_clock,
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timeline);
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}
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/*
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* _clutter_master_clock_remove_timeline:
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* @master_clock: a #ClutterMasterClock
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* @timeline: a #ClutterTimeline
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*
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* Removes @timeline from the list of playing timelines held by the
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* master clock.
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*/
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void
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_clutter_master_clock_remove_timeline (ClutterMasterClock *master_clock,
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ClutterTimeline *timeline)
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{
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g_return_if_fail (CLUTTER_IS_MASTER_CLOCK (master_clock));
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CLUTTER_MASTER_CLOCK_GET_IFACE (master_clock)->remove_timeline (master_clock,
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timeline);
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}
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/*
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* _clutter_master_clock_start_running:
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* @master_clock: a #ClutterMasterClock
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*
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* Called when we have events or redraws to process; if the clock
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* is stopped, does the processing necessary to wake it up again.
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*/
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void
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_clutter_master_clock_start_running (ClutterMasterClock *master_clock)
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{
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g_return_if_fail (CLUTTER_IS_MASTER_CLOCK (master_clock));
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CLUTTER_MASTER_CLOCK_GET_IFACE (master_clock)->start_running (master_clock);
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}
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/**
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* _clutter_master_clock_ensure_next_iteration:
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* @master_clock: a #ClutterMasterClock
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*
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* Ensures that the master clock will run at least one iteration
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*/
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void
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_clutter_master_clock_ensure_next_iteration (ClutterMasterClock *master_clock)
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{
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g_return_if_fail (CLUTTER_IS_MASTER_CLOCK (master_clock));
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CLUTTER_MASTER_CLOCK_GET_IFACE (master_clock)->ensure_next_iteration (master_clock);
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}
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void
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_clutter_master_clock_set_paused (ClutterMasterClock *master_clock,
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gboolean paused)
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{
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g_return_if_fail (CLUTTER_IS_MASTER_CLOCK (master_clock));
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CLUTTER_MASTER_CLOCK_GET_IFACE (master_clock)->set_paused (master_clock,
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!!paused);
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}
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