Make the pick id pool per Stage

The id pool used for the actor's id should be a per-stage field. At some
point, we might have a Stage mapped to multiple framebuffers, or each
Stage mapped to a different framebuffer; also, on backend with low
color precision we don't want to exhaust the size of the available ids
with a global pool. Finally, it's yet another thing we can remove from
the global Clutter context.

Having the id pool allocated per-stage, and the pick id assigned on
Actor:mapped will make the whole pick-id more reliable and future proof.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2633

https://bugzilla.gnome.org/show_bug.cgi?id=647876
This commit is contained in:
Emmanuele Bassi 2011-04-11 14:11:39 +01:00
parent f6e6c803d9
commit 043f804452
6 changed files with 103 additions and 27 deletions

View File

@ -449,6 +449,8 @@ struct _ClutterActorPrivate
gchar *name; gchar *name;
guint32 id; /* Unique ID */ guint32 id; /* Unique ID */
gint32 pick_id;
gdouble scale_x; gdouble scale_x;
gdouble scale_y; gdouble scale_y;
AnchorCoord scale_center; AnchorCoord scale_center;
@ -1032,12 +1034,23 @@ clutter_actor_update_map_state (ClutterActor *self,
static void static void
clutter_actor_real_map (ClutterActor *self) clutter_actor_real_map (ClutterActor *self)
{ {
ClutterActorPrivate *priv = self->priv;
ClutterActor *stage;
GList *c; GList *c;
g_assert (!CLUTTER_ACTOR_IS_MAPPED (self)); g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
CLUTTER_NOTE (ACTOR, "Mapping actor '%s'",
_clutter_actor_get_debug_name (self));
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED); CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
stage = _clutter_actor_get_stage_internal (self);
priv->pick_id = _clutter_stage_acquire_pick_id (CLUTTER_STAGE (stage), self);
CLUTTER_NOTE (ACTOR, "Pick id '%d' for actor '%s'",
priv->pick_id,
_clutter_actor_get_debug_name (self));
/* notify on parent mapped before potentially mapping /* notify on parent mapped before potentially mapping
* children, so apps see a top-down notification. * children, so apps see a top-down notification.
*/ */
@ -1086,11 +1099,15 @@ clutter_actor_map (ClutterActor *self)
static void static void
clutter_actor_real_unmap (ClutterActor *self) clutter_actor_real_unmap (ClutterActor *self)
{ {
ClutterActorPrivate *priv = self->priv;
GList *c; GList *c;
g_assert (CLUTTER_ACTOR_IS_MAPPED (self)); g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
for (c = self->priv->children; c; c = c->next) CLUTTER_NOTE (ACTOR, "Unmapping actor '%s'",
_clutter_actor_get_debug_name (self));
for (c = priv->children; c; c = c->next)
{ {
ClutterActor *child = c->data; ClutterActor *child = c->data;
clutter_actor_unmap (child); clutter_actor_unmap (child);
@ -1101,8 +1118,8 @@ clutter_actor_real_unmap (ClutterActor *self)
/* clear the contents of the last paint volume, so that hiding + moving + /* clear the contents of the last paint volume, so that hiding + moving +
* showing will not result in the wrong area being repainted * showing will not result in the wrong area being repainted
*/ */
_clutter_paint_volume_init_static (&self->priv->last_paint_volume, NULL); _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL);
self->priv->last_paint_volume_valid = TRUE; priv->last_paint_volume_valid = TRUE;
/* notify on parent mapped after potentially unmapping /* notify on parent mapped after potentially unmapping
* children, so apps see a bottom-up notification. * children, so apps see a bottom-up notification.
@ -1112,14 +1129,19 @@ clutter_actor_real_unmap (ClutterActor *self)
/* relinquish keyboard focus if we were unmapped while owning it */ /* relinquish keyboard focus if we were unmapped while owning it */
if (!CLUTTER_ACTOR_IS_TOPLEVEL (self)) if (!CLUTTER_ACTOR_IS_TOPLEVEL (self))
{ {
ClutterActor *stage; ClutterStage *stage;
stage = _clutter_actor_get_stage_internal (self); stage = CLUTTER_STAGE (_clutter_actor_get_stage_internal (self));
if (stage != NULL)
_clutter_stage_release_pick_id (stage, priv->pick_id);
priv->pick_id = -1;
if (stage != NULL && if (stage != NULL &&
clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self) clutter_stage_get_key_focus (stage) == self)
{ {
clutter_stage_set_key_focus (CLUTTER_STAGE (stage), NULL); clutter_stage_set_key_focus (stage, NULL);
} }
} }
} }
@ -2653,7 +2675,10 @@ actor_has_shader_data (ClutterActor *self)
guint32 guint32
_clutter_actor_get_pick_id (ClutterActor *self) _clutter_actor_get_pick_id (ClutterActor *self)
{ {
return self->priv->id; if (self->priv->pick_id < 0)
return 0;
return self->priv->pick_id;
} }
/** /**
@ -5003,6 +5028,7 @@ clutter_actor_init (ClutterActor *self)
priv->has_clip = FALSE; priv->has_clip = FALSE;
priv->opacity = 0xff; priv->opacity = 0xff;
priv->id = _clutter_context_acquire_id (self); priv->id = _clutter_context_acquire_id (self);
priv->pick_id = -1;
priv->scale_x = 1.0; priv->scale_x = 1.0;
priv->scale_y = 1.0; priv->scale_y = 1.0;
priv->show_on_set_parent = TRUE; priv->show_on_set_parent = TRUE;

View File

@ -304,13 +304,17 @@ clutter_get_motion_events_enabled (void)
} }
ClutterActor * ClutterActor *
_clutter_get_actor_by_id (guint32 actor_id) _clutter_get_actor_by_id (ClutterStage *stage,
guint32 actor_id)
{ {
ClutterMainContext *context = _clutter_context_get_default (); if (stage == NULL)
{
ClutterMainContext *context = _clutter_context_get_default ();
g_assert (context->id_pool != NULL); return _clutter_id_pool_lookup (context->id_pool, actor_id);
}
return _clutter_id_pool_lookup (context->id_pool, actor_id); return _clutter_stage_get_actor_by_pick_id (stage, actor_id);
} }
void void
@ -2302,7 +2306,7 @@ _clutter_process_event (ClutterEvent *event)
ClutterActor * ClutterActor *
clutter_get_actor_by_gid (guint32 id_) clutter_get_actor_by_gid (guint32 id_)
{ {
return _clutter_get_actor_by_id (id_); return _clutter_get_actor_by_id (NULL, id_);
} }
void void

View File

@ -194,10 +194,11 @@ G_CONST_RETURN gchar *_clutter_gettext (const gchar *str);
gboolean _clutter_feature_init (GError **error); gboolean _clutter_feature_init (GError **error);
/* Picking code */ /* Picking code */
guint _clutter_pixel_to_id (guchar pixel[4]); guint _clutter_pixel_to_id (guchar pixel[4]);
void _clutter_id_to_color (guint id, void _clutter_id_to_color (guint id,
ClutterColor *col); ClutterColor *col);
ClutterActor *_clutter_get_actor_by_id (guint32 actor_id); ClutterActor * _clutter_get_actor_by_id (ClutterStage *stage,
guint32 actor_id);
/* use this function as the accumulator if you have a signal with /* use this function as the accumulator if you have a signal with
* a G_TYPE_BOOLEAN return value; this will stop the emission as * a G_TYPE_BOOLEAN return value; this will stop the emission as

View File

@ -96,6 +96,13 @@ gboolean _clutter_stage_get_motion_events_enabled (ClutterStage *stage);
CoglFramebuffer *_clutter_stage_get_active_framebuffer (ClutterStage *stage); CoglFramebuffer *_clutter_stage_get_active_framebuffer (ClutterStage *stage);
gint32 _clutter_stage_acquire_pick_id (ClutterStage *stage,
ClutterActor *actor);
void _clutter_stage_release_pick_id (ClutterStage *stage,
gint32 pick_id);
ClutterActor * _clutter_stage_get_actor_by_pick_id (ClutterStage *stage,
gint32 pick_id);
G_END_DECLS G_END_DECLS
#endif /* __CLUTTER_STAGE_PRIVATE_H__ */ #endif /* __CLUTTER_STAGE_PRIVATE_H__ */

View File

@ -66,6 +66,7 @@
#include "clutter-device-manager-private.h" #include "clutter-device-manager-private.h"
#include "clutter-enum-types.h" #include "clutter-enum-types.h"
#include "clutter-event-private.h" #include "clutter-event-private.h"
#include "clutter-id-pool.h"
#include "clutter-main.h" #include "clutter-main.h"
#include "clutter-marshal.h" #include "clutter-marshal.h"
#include "clutter-master-clock.h" #include "clutter-master-clock.h"
@ -155,6 +156,8 @@ struct _ClutterStagePrivate
GTimer *fps_timer; GTimer *fps_timer;
gint32 timer_n_frames; gint32 timer_n_frames;
ClutterIDPool *pick_id_pool;
#ifdef CLUTTER_ENABLE_DEBUG #ifdef CLUTTER_ENABLE_DEBUG
gulong redraw_count; gulong redraw_count;
#endif /* CLUTTER_ENABLE_DEBUG */ #endif /* CLUTTER_ENABLE_DEBUG */
@ -1284,7 +1287,7 @@ _clutter_stage_do_pick (ClutterStage *stage,
} }
id_ = _clutter_pixel_to_id (pixel); id_ = _clutter_pixel_to_id (pixel);
actor = _clutter_get_actor_by_id (id_); actor = _clutter_get_actor_by_id (stage, id_);
goto result; goto result;
} }
@ -1376,7 +1379,7 @@ _clutter_stage_do_pick (ClutterStage *stage,
} }
id_ = _clutter_pixel_to_id (pixel); id_ = _clutter_pixel_to_id (pixel);
actor = _clutter_get_actor_by_id (id_); actor = _clutter_get_actor_by_id (stage, id_);
result: result:
@ -1598,6 +1601,8 @@ clutter_stage_finalize (GObject *object)
g_hash_table_destroy (priv->devices); g_hash_table_destroy (priv->devices);
_clutter_id_pool_free (priv->pick_id_pool);
if (priv->fps_timer != NULL) if (priv->fps_timer != NULL)
g_timer_destroy (priv->fps_timer); g_timer_destroy (priv->fps_timer);
@ -2034,6 +2039,8 @@ clutter_stage_init (ClutterStage *self)
g_array_new (FALSE, FALSE, sizeof (ClutterPaintVolume)); g_array_new (FALSE, FALSE, sizeof (ClutterPaintVolume));
priv->devices = g_hash_table_new (NULL, NULL); priv->devices = g_hash_table_new (NULL, NULL);
priv->pick_id_pool = _clutter_id_pool_new (256);
} }
/** /**
@ -3827,3 +3834,36 @@ _clutter_stage_get_active_framebuffer (ClutterStage *stage)
{ {
return stage->priv->active_framebuffer; return stage->priv->active_framebuffer;
} }
gint32
_clutter_stage_acquire_pick_id (ClutterStage *stage,
ClutterActor *actor)
{
ClutterStagePrivate *priv = stage->priv;
g_assert (priv->pick_id_pool != NULL);
return _clutter_id_pool_add (priv->pick_id_pool, actor);
}
void
_clutter_stage_release_pick_id (ClutterStage *stage,
gint32 pick_id)
{
ClutterStagePrivate *priv = stage->priv;
g_assert (priv->pick_id_pool != NULL);
_clutter_id_pool_remove (priv->pick_id_pool, pick_id);
}
ClutterActor *
_clutter_stage_get_actor_by_pick_id (ClutterStage *stage,
gint32 pick_id)
{
ClutterStagePrivate *priv = stage->priv;
g_assert (priv->pick_id_pool != NULL);
return _clutter_id_pool_lookup (priv->pick_id_pool, pick_id);
}

View File

@ -13,7 +13,7 @@ struct _State
{ {
ClutterActor *stage; ClutterActor *stage;
int y, x; int y, x;
guint32 gids[ACTORS_X * ACTORS_Y]; ClutterActor *actors[ACTORS_X * ACTORS_Y];
guint actor_width, actor_height; guint actor_width, actor_height;
gboolean pass; gboolean pass;
}; };
@ -74,7 +74,6 @@ on_timeout (State *state)
for (x = 0; x < ACTORS_X; x++) for (x = 0; x < ACTORS_X; x++)
{ {
gboolean pass = FALSE; gboolean pass = FALSE;
guint32 gid;
ClutterActor *actor ClutterActor *actor
= clutter_stage_get_actor_at_pos (CLUTTER_STAGE (state->stage), = clutter_stage_get_actor_at_pos (CLUTTER_STAGE (state->stage),
CLUTTER_PICK_ALL, CLUTTER_PICK_ALL,
@ -84,8 +83,8 @@ on_timeout (State *state)
+ state->actor_height / 2); + state->actor_height / 2);
if (g_test_verbose ()) if (g_test_verbose ())
g_print ("% 3i,% 3i / % 4i -> ", g_print ("% 3i,% 3i / %p -> ",
x, y, (int) state->gids[y * ACTORS_X + x]); x, y, state->actors[y * ACTORS_X + x]);
if (actor == NULL) if (actor == NULL)
{ {
@ -104,15 +103,14 @@ on_timeout (State *state)
} }
else else
{ {
gid = clutter_actor_get_gid (actor); if (actor == state->actors[y * ACTORS_X + x]
if (gid == state->gids[y * ACTORS_X + x]
&& (test_num != 2 && (test_num != 2
|| x < 2 || x >= ACTORS_X - 2 || x < 2 || x >= ACTORS_X - 2
|| y < 2 || y >= ACTORS_Y - 2)) || y < 2 || y >= ACTORS_Y - 2))
pass = TRUE; pass = TRUE;
if (g_test_verbose ()) if (g_test_verbose ())
g_print ("% 10i: %s\n", gid, pass ? "pass" : "FAIL"); g_print ("%p: %s\n", actor, pass ? "pass" : "FAIL");
} }
if (!pass) if (!pass)
@ -152,7 +150,7 @@ actor_picking (void)
clutter_container_add (CLUTTER_CONTAINER (state.stage), rect, NULL); clutter_container_add (CLUTTER_CONTAINER (state.stage), rect, NULL);
state.gids[y * ACTORS_X + x] = clutter_actor_get_gid (rect); state.actors[y * ACTORS_X + x] = rect;
} }
clutter_actor_show (state.stage); clutter_actor_show (state.stage);