5f1c8a17e4
* device-manager: (37 commits) x11: Re-enable XI1 extension keyboards x11: Always handle core device events before XI events docs: Documentation fixes for DeviceManager device-manager: Fix the signals definition docs: Add sections for InputDevice and DeviceManager docs: Add clutter_input_device_get_device_name() tests: Print out the device details on motion Always register core devices device: Remove unused is_default member win32: Experimental implementation of device support tests: Print the device name, as well as its Id x11: Fill out the :name property of the InputDevices device: Add the :name property to InputDevice x11: Store core devices on the X11 Backend singleton device: Unset the cursor actor when leaving the stage device: Add pointer actor getter x11: Discard the LeaveNotify for off-stage ButtonRelease device: Do not overwrite the stage for an InputDevice event: Off-stage button releases have a click count of 1 event: Scroll events do not have click count ...
506 lines
14 KiB
C
506 lines
14 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 "config.h"
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#endif
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#include "clutter-master-clock.h"
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#include "clutter-debug.h"
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#include "clutter-private.h"
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#include "clutter-profile.h"
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#define CLUTTER_MASTER_CLOCK_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_MASTER_CLOCK, ClutterMasterClockClass))
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#define CLUTTER_IS_MASTER_CLOCK_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_MASTER_CLOCK))
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#define CLUTTER_MASTER_CLASS_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_MASTER_CLOCK, ClutterMasterClockClass))
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typedef struct _ClutterClockSource ClutterClockSource;
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typedef struct _ClutterMasterClockClass ClutterMasterClockClass;
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struct _ClutterMasterClock
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{
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GObject parent_instance;
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/* the list of timelines handled by the clock */
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GSList *timelines;
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/* the current state of the clock
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*/
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GTimeVal cur_tick;
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/* the previous state of the clock, used to compute
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* the delta
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*/
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GTimeVal prev_tick;
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/* an idle source, used by the Master Clock to queue
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* a redraw on the stage and drive the animations
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*/
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GSource *source;
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guint updated_stages : 1;
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guint ensure_next_iteration : 1;
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};
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struct _ClutterMasterClockClass
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{
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GObjectClass parent_class;
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};
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struct _ClutterClockSource
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{
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GSource source;
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ClutterMasterClock *master_clock;
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};
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static gboolean clutter_clock_prepare (GSource *source,
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gint *timeout);
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static gboolean clutter_clock_check (GSource *source);
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static gboolean clutter_clock_dispatch (GSource *source,
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GSourceFunc callback,
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gpointer user_data);
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static ClutterMasterClock *default_clock = NULL;
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static GSourceFuncs clock_funcs = {
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clutter_clock_prepare,
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clutter_clock_check,
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clutter_clock_dispatch,
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NULL
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};
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G_DEFINE_TYPE (ClutterMasterClock, clutter_master_clock, G_TYPE_OBJECT);
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/*
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* master_clock_is_running:
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* @master_clock: a #ClutterMasterClock
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*
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* Checks if we should currently be advancing timelines or redrawing
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* stages.
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*
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* Return value: %TRUE if the #ClutterMasterClock has at least
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* one running timeline
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*/
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static gboolean
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master_clock_is_running (ClutterMasterClock *master_clock)
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{
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ClutterStageManager *stage_manager = clutter_stage_manager_get_default ();
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const GSList *stages, *l;
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if (master_clock->timelines)
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return TRUE;
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stages = clutter_stage_manager_peek_stages (stage_manager);
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for (l = stages; l; l = l->next)
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if (_clutter_stage_has_queued_events (l->data) ||
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_clutter_stage_needs_update (l->data))
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return TRUE;
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if (master_clock->ensure_next_iteration)
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{
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master_clock->ensure_next_iteration = FALSE;
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return TRUE;
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}
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return FALSE;
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}
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/*
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* master_clock_next_frame_delay:
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* @master_clock: a #ClutterMasterClock
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*
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* Computes the number of delay before we need to draw the next frame.
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*
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* Return value: -1 if there is no next frame pending, otherwise the
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* number of millseconds before the we need to draw the next frame
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*/
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static gint
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master_clock_next_frame_delay (ClutterMasterClock *master_clock)
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{
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GTimeVal now;
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GTimeVal next;
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if (!master_clock_is_running (master_clock))
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return -1;
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if (clutter_feature_available (CLUTTER_FEATURE_SYNC_TO_VBLANK) &&
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master_clock->updated_stages)
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{
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/* When we have sync-to-vblank, we count on that to throttle
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* our frame rate, and otherwise draw frames as fast as possible.
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*/
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CLUTTER_NOTE (SCHEDULER, "vblank available and updated stages");
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return 0;
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}
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if (master_clock->prev_tick.tv_sec == 0)
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{
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/* If we weren't previously running, then draw the next frame
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* immediately
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*/
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CLUTTER_NOTE (SCHEDULER, "draw the first frame immediately");
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return 0;
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}
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/* Otherwise, wait at least 1/frame_rate seconds since we last
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* started a frame
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*/
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g_source_get_current_time (master_clock->source, &now);
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next = master_clock->prev_tick;
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g_time_val_add (&next, 1000000L / (gulong) clutter_get_default_frame_rate ());
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if (next.tv_sec < now.tv_sec ||
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(next.tv_sec == now.tv_sec && next.tv_usec <= now.tv_usec))
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{
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CLUTTER_NOTE (SCHEDULER, "Less than %lu microsecs",
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1000000L / (gulong) clutter_get_default_frame_rate ());
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return 0;
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}
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else
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{
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CLUTTER_NOTE (SCHEDULER, "Waiting %lu msecs",
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(next.tv_sec - now.tv_sec) * 1000 +
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(next.tv_usec - now.tv_usec) / 1000);
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return ((next.tv_sec - now.tv_sec) * 1000 +
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(next.tv_usec - now.tv_usec) / 1000);
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}
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}
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/*
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* clutter_clock_source_new:
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* @master_clock: a #ClutterMasterClock for the source
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*
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* The #ClutterClockSource is an idle GSource that will queue a redraw
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* if @master_clock has at least a running #ClutterTimeline. The redraw
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* will cause @master_clock to advance all timelines, thus advancing all
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* animations as well.
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*
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* Return value: the newly created #GSource
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*/
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static GSource *
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clutter_clock_source_new (ClutterMasterClock *master_clock)
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{
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GSource *source = g_source_new (&clock_funcs, sizeof (ClutterClockSource));
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ClutterClockSource *clock_source = (ClutterClockSource *) source;
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clock_source->master_clock = master_clock;
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return source;
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}
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static gboolean
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clutter_clock_prepare (GSource *source,
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gint *timeout)
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{
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ClutterClockSource *clock_source = (ClutterClockSource *) source;
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ClutterMasterClock *master_clock = clock_source->master_clock;
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int delay;
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clutter_threads_enter ();
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delay = master_clock_next_frame_delay (master_clock);
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clutter_threads_leave ();
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*timeout = delay;
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return delay == 0;
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}
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static gboolean
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clutter_clock_check (GSource *source)
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{
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ClutterClockSource *clock_source = (ClutterClockSource *) source;
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ClutterMasterClock *master_clock = clock_source->master_clock;
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int delay;
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clutter_threads_enter ();
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delay = master_clock_next_frame_delay (master_clock);
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clutter_threads_leave ();
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return delay == 0;
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}
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static gboolean
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clutter_clock_dispatch (GSource *source,
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GSourceFunc callback,
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gpointer user_data)
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{
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ClutterClockSource *clock_source = (ClutterClockSource *) source;
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ClutterMasterClock *master_clock = clock_source->master_clock;
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ClutterStageManager *stage_manager = clutter_stage_manager_get_default ();
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GSList *stages, *l;
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CLUTTER_STATIC_TIMER (master_dispatch_timer,
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"Mainloop",
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"Master Clock",
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"Master clock dispatch",
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0);
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CLUTTER_STATIC_TIMER (master_event_process,
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"Master Clock",
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"Event Processing",
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"The time spent processing events on all stages",
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0);
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CLUTTER_TIMER_START (_clutter_uprof_context, master_dispatch_timer);
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CLUTTER_NOTE (SCHEDULER, "Master clock [tick]");
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clutter_threads_enter ();
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/* Get the time to use for this frame.
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*/
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g_source_get_current_time (source, &master_clock->cur_tick);
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/* We need to protect ourselves against stages being destroyed during
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* event handling
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*/
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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->updated_stages = FALSE;
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/* Process queued events */
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for (l = stages; l != NULL; l = l->next)
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_clutter_stage_process_queued_events (l->data);
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CLUTTER_TIMER_STOP (_clutter_uprof_context, master_event_process);
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_clutter_master_clock_advance (master_clock);
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_clutter_run_repaint_functions ();
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/* Update any stage that needs redraw/relayout after the clock
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* is advanced.
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*/
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for (l = stages; l != NULL; l = l->next)
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master_clock->updated_stages |= _clutter_stage_do_update (l->data);
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g_slist_foreach (stages, (GFunc) g_object_unref, NULL);
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g_slist_free (stages);
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master_clock->prev_tick = master_clock->cur_tick;
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clutter_threads_leave ();
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CLUTTER_TIMER_STOP (_clutter_uprof_context, master_dispatch_timer);
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return TRUE;
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}
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static void
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clutter_master_clock_finalize (GObject *gobject)
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{
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ClutterMasterClock *master_clock = CLUTTER_MASTER_CLOCK (gobject);
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g_slist_free (master_clock->timelines);
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G_OBJECT_CLASS (clutter_master_clock_parent_class)->finalize (gobject);
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}
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static void
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clutter_master_clock_class_init (ClutterMasterClockClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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gobject_class->finalize = clutter_master_clock_finalize;
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}
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static void
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clutter_master_clock_init (ClutterMasterClock *self)
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{
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GSource *source;
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source = clutter_clock_source_new (self);
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self->source = source;
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self->updated_stages = TRUE;
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self->ensure_next_iteration = FALSE;
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g_source_set_priority (source, CLUTTER_PRIORITY_REDRAW);
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g_source_set_can_recurse (source, FALSE);
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g_source_attach (source, NULL);
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}
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/*
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* _clutter_master_clock_get_default:
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*
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* Retrieves the default master clock. If this function has never
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* been called before, the default master clock is created.
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*
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* Return value: the default master clock. The returned object is
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* owned by Clutter and should not be modified or freed
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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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if (G_LIKELY (default_clock != NULL))
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return default_clock;
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default_clock = g_object_new (CLUTTER_TYPE_MASTER_CLOCK, NULL);
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return default_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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gboolean is_first;
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if (g_slist_find (master_clock->timelines, timeline))
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return;
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is_first = master_clock->timelines == NULL;
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master_clock->timelines = g_slist_prepend (master_clock->timelines,
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timeline);
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if (is_first)
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_clutter_master_clock_start_running (master_clock);
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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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master_clock->timelines = g_slist_remove (master_clock->timelines,
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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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/* If called from a different thread, we need to wake up the
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* main loop to start running the timelines
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*/
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g_main_context_wakeup (NULL);
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}
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/*
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* _clutter_master_clock_advance:
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* @master_clock: a #ClutterMasterClock
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*
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* Advances all the timelines held by the master clock. This function
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* should be called before calling clutter_redraw() to make sure that
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* all the timelines are advanced and the scene is updated.
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*/
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void
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_clutter_master_clock_advance (ClutterMasterClock *master_clock)
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{
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GSList *timelines, *l;
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CLUTTER_STATIC_TIMER (master_timeline_advance,
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"Master Clock",
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"Timelines Advancement",
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"The time spent advancing all timelines",
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0);
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g_return_if_fail (CLUTTER_IS_MASTER_CLOCK (master_clock));
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CLUTTER_TIMER_START (_clutter_uprof_context, master_timeline_advance);
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/* we protect ourselves from timelines being removed during
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* the advancement by other timelines by copying the list of
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* timelines, taking a reference on them, iterating over the
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* copied list and then releasing the reference.
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*
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* we cannot simply take a reference on the timelines and still
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* use the list held by the master clock because the do_tick()
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* might result in the creation of a new timeline, which gets
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* added at the end of the list with no reference increase and
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* thus gets disposed at the end of the iteration.
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*
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* this implies that a newly added timeline will not be advanced
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* by this clock iteration, which is perfectly fine since we're
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* in its first cycle.
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*
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* we also cannot steal the master clock timelines list because
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* a timeline might be removed as the direct result of do_tick()
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* and remove_timeline() would not find the timeline, failing
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* and leaving a dangling pointer behind.
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*/
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timelines = g_slist_copy (master_clock->timelines);
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g_slist_foreach (timelines, (GFunc) g_object_ref, NULL);
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for (l = timelines; l != NULL; l = l->next)
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clutter_timeline_do_tick (l->data, &master_clock->cur_tick);
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g_slist_foreach (timelines, (GFunc) g_object_unref, NULL);
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g_slist_free (timelines);
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CLUTTER_TIMER_STOP (_clutter_uprof_context, master_timeline_advance);
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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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master_clock->ensure_next_iteration = TRUE;
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}
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