actor: Clarify and improve memory management of transitions

When adding a transition to a ClutterActor, the actor should hold a
reference on it, and release it only when we remove it. This makes
transitions just like other objects held by ClutterActor.
This commit is contained in:
Emmanuele Bassi 2012-03-20 11:17:53 +00:00
parent f339d8a4f3
commit 227c7b404d

View File

@ -3957,7 +3957,6 @@ clutter_actor_set_rotation_angle (ClutterActor *self,
transition = _clutter_actor_create_transition (self, pspec, transition = _clutter_actor_create_transition (self, pspec,
*cur_angle_p, *cur_angle_p,
angle); angle);
clutter_timeline_start (CLUTTER_TIMELINE (transition));
} }
else else
_clutter_actor_update_transition (self, pspec, angle); _clutter_actor_update_transition (self, pspec, angle);
@ -4040,7 +4039,6 @@ clutter_actor_animate_scale_factor (ClutterActor *self,
transition = _clutter_actor_create_transition (self, pspec, transition = _clutter_actor_create_transition (self, pspec,
old_factor, old_factor,
new_factor); new_factor);
clutter_timeline_start (CLUTTER_TIMELINE (transition));
} }
else else
_clutter_actor_update_transition (self, pspec, new_factor); _clutter_actor_update_transition (self, pspec, new_factor);
@ -9405,7 +9403,6 @@ clutter_actor_set_width (ClutterActor *self,
obj_props[PROP_WIDTH], obj_props[PROP_WIDTH],
old_width, old_width,
width); width);
clutter_timeline_start (CLUTTER_TIMELINE (transition));
} }
else else
_clutter_actor_update_transition (self, obj_props[PROP_WIDTH], width); _clutter_actor_update_transition (self, obj_props[PROP_WIDTH], width);
@ -9456,7 +9453,6 @@ clutter_actor_set_height (ClutterActor *self,
obj_props[PROP_HEIGHT], obj_props[PROP_HEIGHT],
old_height, old_height,
height); height);
clutter_timeline_start (CLUTTER_TIMELINE (transition));
} }
else else
_clutter_actor_update_transition (self, obj_props[PROP_HEIGHT], height); _clutter_actor_update_transition (self, obj_props[PROP_HEIGHT], height);
@ -9554,8 +9550,6 @@ clutter_actor_set_x (ClutterActor *self,
obj_props[PROP_X], obj_props[PROP_X],
linfo->fixed_x, linfo->fixed_x,
x); x);
clutter_timeline_start (CLUTTER_TIMELINE (transition));
} }
else else
_clutter_actor_update_transition (self, obj_props[PROP_X], x); _clutter_actor_update_transition (self, obj_props[PROP_X], x);
@ -9601,8 +9595,6 @@ clutter_actor_set_y (ClutterActor *self,
obj_props[PROP_Y], obj_props[PROP_Y],
linfo->fixed_y, linfo->fixed_y,
y); y);
clutter_timeline_start (CLUTTER_TIMELINE (transition));
} }
else else
_clutter_actor_update_transition (self, obj_props[PROP_Y], y); _clutter_actor_update_transition (self, obj_props[PROP_Y], y);
@ -9955,7 +9947,6 @@ clutter_actor_set_opacity (ClutterActor *self,
obj_props[PROP_OPACITY], obj_props[PROP_OPACITY],
priv->opacity, priv->opacity,
opacity); opacity);
clutter_timeline_start (CLUTTER_TIMELINE (transition));
} }
else else
_clutter_actor_update_transition (self, obj_props[PROP_OPACITY], opacity); _clutter_actor_update_transition (self, obj_props[PROP_OPACITY], opacity);
@ -10277,7 +10268,6 @@ clutter_actor_set_depth (ClutterActor *self,
transition = _clutter_actor_create_transition (self, obj_props[PROP_DEPTH], transition = _clutter_actor_create_transition (self, obj_props[PROP_DEPTH],
tinfo->depth, tinfo->depth,
depth); depth);
clutter_timeline_start (CLUTTER_TIMELINE (transition));
} }
else else
_clutter_actor_update_transition (self, obj_props[PROP_DEPTH], depth); _clutter_actor_update_transition (self, obj_props[PROP_DEPTH], depth);
@ -16542,7 +16532,6 @@ clutter_actor_set_background_color (ClutterActor *self,
transition = _clutter_actor_create_transition (self, bg_color_pspec, transition = _clutter_actor_create_transition (self, bg_color_pspec,
&priv->bg_color, &priv->bg_color,
color); color);
clutter_timeline_start (CLUTTER_TIMELINE (transition));
} }
else else
_clutter_actor_update_transition (self, bg_color_pspec, color); _clutter_actor_update_transition (self, bg_color_pspec, color);
@ -16962,7 +16951,12 @@ transition_closure_free (gpointer data)
{ {
TransitionClosure *clos = data; TransitionClosure *clos = data;
if (clutter_timeline_is_playing (CLUTTER_TIMELINE (clos->transition)))
clutter_timeline_stop (CLUTTER_TIMELINE (clos->transition));
g_signal_handler_disconnect (clos->transition, clos->completed_id); g_signal_handler_disconnect (clos->transition, clos->completed_id);
g_object_unref (clos->transition);
g_free (clos->name); g_free (clos->name);
g_slice_free (TransitionClosure, clos); g_slice_free (TransitionClosure, clos);
@ -16979,7 +16973,17 @@ on_transition_completed (ClutterTransition *transition,
info = _clutter_actor_get_animation_info (actor); info = _clutter_actor_get_animation_info (actor);
/* this will take care of cleaning clos for us */ /* this will take care of cleaning clos for us */
if (clutter_transition_get_remove_on_complete (transition))
{
/* we take a reference here because removing the closure
* will release the reference on the transition, and we
* want the transition to survive the signal emission;
* the master clock will release the laste reference at
* the end of the frame processing.
*/
g_object_ref (transition);
g_hash_table_remove (info->transitions, clos->name); g_hash_table_remove (info->transitions, clos->name);
}
/* if it's the last transition then we clean up */ /* if it's the last transition then we clean up */
if (g_hash_table_size (info->transitions) == 0) if (g_hash_table_size (info->transitions) == 0)
@ -17127,7 +17131,11 @@ _clutter_actor_create_transition (ClutterActor *actor,
clutter_transition_set_interval (res, interval); clutter_transition_set_interval (res, interval);
clutter_transition_set_remove_on_complete (res, TRUE); clutter_transition_set_remove_on_complete (res, TRUE);
/* this will start the transition as well */
clutter_actor_add_transition (actor, pspec->name, res); clutter_actor_add_transition (actor, pspec->name, res);
/* the actor now owns the transition */
g_object_unref (res);
} }
else else
res = clos->transition; res = clos->transition;
@ -17156,6 +17164,10 @@ out:
* associated to the actor's current easing state; it is possible to modify * associated to the actor's current easing state; it is possible to modify
* these values after calling clutter_actor_add_transition(). * these values after calling clutter_actor_add_transition().
* *
* The @transition will be started once added.
*
* This function will take a reference on the @transition.
*
* This function is usually called implicitly when modifying an animatable * This function is usually called implicitly when modifying an animatable
* property. * property.
* *
@ -17207,13 +17219,14 @@ clutter_actor_add_transition (ClutterActor *self,
clos = g_slice_new (TransitionClosure); clos = g_slice_new (TransitionClosure);
clos->actor = self; clos->actor = self;
clos->transition = transition; clos->transition = g_object_ref (transition);
clos->name = g_strdup (name); clos->name = g_strdup (name);
clos->completed_id = g_signal_connect (timeline, "completed", clos->completed_id = g_signal_connect (timeline, "completed",
G_CALLBACK (on_transition_completed), G_CALLBACK (on_transition_completed),
clos); clos);
g_hash_table_insert (info->transitions, clos->name, clos); g_hash_table_insert (info->transitions, clos->name, clos);
clutter_timeline_start (timeline);
} }
/** /**
@ -17224,6 +17237,11 @@ clutter_actor_add_transition (ClutterActor *self,
* Removes the transition stored inside a #ClutterActor using @name * Removes the transition stored inside a #ClutterActor using @name
* identifier. * identifier.
* *
* If the transition is currently in progress, it will be stopped.
*
* This function releases the reference acquired when the transition
* was added to the #ClutterActor.
*
* Since: 1.10 * Since: 1.10
*/ */
void void