Bug 1637 - Master clock improvements

Merge branch 'master-clock-updates'

* master-clock-updates: (22 commits)
  Change the paint forcing on the Text cache text
  [timelines] Improve marker hit check and don't fudge the delta
  Revert "[timeline] Don't clamp the elapsed time when a looping tl reaches the end"
  [tests] Don't add a newline to the end of g_test_message calls
  [test-timeline] Add a marker at the beginning of the timeline
  [timeline] Don't clamp the elapsed time when a looping tl reaches the end
  [master-clock] Throttle if no redraw was performed
  [docs] Update Clutter's API reference
  Force a paint instead of calling clutter_redraw()
  Fix clutter_redraw() to match the redraw cycle
  Run the repaint functions inside the redraw cycle
  Remove useless manual timeline ticking
  Move elapsed-time calculations into ClutterTimeline
  Limit the frame rate when not syncing to VBLANK
  Decrease the main-loop priority of the frame cycle
  Avoid motion-compression in test-picking test
  Compress events as part of the frame cycle
  Remove stage update idle and do updates from the master clock
  Call g_main_context_wakeup() when we start running timelines
  Remove unused msecs_delta member
  ...
This commit is contained in:
Emmanuele Bassi 2009-06-11 13:01:34 +01:00
commit 61c45da90a
18 changed files with 553 additions and 580 deletions

View File

@ -208,11 +208,6 @@ _clutter_do_redraw (ClutterStage *stage)
*/
_clutter_backend_redraw (ctx->backend, stage);
/* prepare for the next frame; if anything queues a redraw as the
* result of a timeline, this will end up redrawing the scene
*/
_clutter_master_clock_advance (master_clock);
/* Complete FPS info */
if (G_UNLIKELY (clutter_get_show_fps ()))
{
@ -241,18 +236,9 @@ _clutter_do_redraw (ClutterStage *stage)
void
clutter_redraw (ClutterStage *stage)
{
ClutterMasterClock *master_clock;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
/* we need to do this because the clutter_redraw() might be called by
* clutter-gtk, and this will not cause the master clock to advance nor
* the repaint functions to be run
*/
master_clock = _clutter_master_clock_get_default ();
_clutter_master_clock_advance (master_clock);
_clutter_run_repaint_functions ();
_clutter_do_redraw (stage);
clutter_stage_ensure_redraw (stage);
}
/**
@ -2009,6 +1995,29 @@ generate_enter_leave_events (ClutterEvent *event)
*/
void
clutter_do_event (ClutterEvent *event)
{
if (!event->any.stage)
return;
/* Instead of processing events when received, we queue them up to
* handle per-frame before animations, layout, and drawing.
*
* This gives us the chance to reliably compress motion events
* because we've "looked ahead" and know all motion events that
* will occur before drawing the frame.
*/
_clutter_stage_queue_event (event->any.stage, event);
}
/**
* _clutter_process_event
* @event: a #ClutterEvent.
*
* Does the actual work of processing an event that was queued earlier
* out of clutter_do_event().
*/
void
_clutter_process_event (ClutterEvent *event)
{
/* FIXME: This should probably be clutter_cook_event() - it would
* take a raw event from the backend and 'cook' it so its more tasty.
@ -2018,8 +2027,6 @@ clutter_do_event (ClutterEvent *event)
ClutterBackend *backend;
ClutterActor *stage;
ClutterInputDevice *device = NULL;
static gint32 motion_last_time = 0L;
gint32 local_motion_time;
context = clutter_context_get_default ();
backend = context->backend;
@ -2096,52 +2103,6 @@ clutter_do_event (ClutterEvent *event)
case CLUTTER_MOTION:
device = event->motion.device;
if (device)
local_motion_time = device->motion_last_time;
else
local_motion_time = motion_last_time;
/* avoid rate throttling for synthetic motion events or if
* the per-actor events are disabled
*/
if (!(event->any.flags & CLUTTER_EVENT_FLAG_SYNTHETIC) ||
!context->motion_events_per_actor)
{
gint32 frame_rate, delta;
/* avoid issuing too many motion events, which leads to many
* redraws in pick mode (performance penalty)
*/
frame_rate = clutter_get_motion_events_frequency ();
delta = 1000 / frame_rate;
CLUTTER_NOTE (EVENT,
"skip motion event: %s (last:%d, delta:%d, time:%d)",
(event->any.time < (local_motion_time + delta) ? "yes" : "no"),
local_motion_time,
delta,
event->any.time);
/* we need to guard against roll-overs and the
* case where the time is rolled backwards and
* the backend is not ensuring a monotonic clock
* for the events.
*
* see:
* http://bugzilla.openedhand.com/show_bug.cgi?id=1130
*/
if (event->any.time >= local_motion_time &&
event->any.time < (local_motion_time + delta))
break;
else
local_motion_time = event->any.time;
}
if (device)
device->motion_last_time = local_motion_time;
else
motion_last_time = local_motion_time;
/* Only stage gets motion events if clutter_set_motion_events is TRUE,
* and the event is not a synthetic event with source set.
*/
@ -2323,11 +2284,7 @@ clutter_base_init (void)
/**
* clutter_get_default_frame_rate:
*
* Retrieves the default frame rate used when creating #ClutterTimeline<!--
* -->s.
*
* This value is also used to compute the default frequency of motion
* events.
* Retrieves the default frame rate. See clutter_set_default_frame_rate().
*
* Return value: the default frame rate
*
@ -2347,8 +2304,10 @@ clutter_get_default_frame_rate (void)
* clutter_set_default_frame_rate:
* @frames_per_sec: the new default frame rate
*
* Sets the default frame rate to be used when creating #ClutterTimeline<!--
* -->s
* Sets the default frame rate. This frame rate will be used to limit
* the number of frames drawn if Clutter is not able to synchronize
* with the vertical refresh rate of the display. When synchronization
* is possible, this value is ignored.
*
* Since: 0.6
*/
@ -2626,61 +2585,6 @@ clutter_get_keyboard_grab (void)
return context->keyboard_grab_actor;
}
/**
* clutter_get_motion_events_frequency:
*
* Retrieves the number of motion events per second that are delivered
* to the stage.
*
* See clutter_set_motion_events_frequency().
*
* Return value: the number of motion events per second
*
* Since: 0.6
*/
guint
clutter_get_motion_events_frequency (void)
{
ClutterMainContext *context = clutter_context_get_default ();
if (G_LIKELY (context->motion_frequency == 0))
{
guint frequency;
frequency = clutter_default_fps / 4;
frequency = CLAMP (frequency, 20, 45);
return frequency;
}
else
return context->motion_frequency;
}
/**
* clutter_set_motion_events_frequency:
* @frequency: the number of motion events per second, or 0 for the
* default value
*
* Sets the motion events frequency. Setting this to a non-zero value
* will override the default setting, so it should be rarely used.
*
* Motion events are delivered from the default backend to the stage
* and are used to generate the enter/leave events pair. This might lead
* to a performance penalty due to the way the actors are identified.
* Using this function is possible to reduce the frequency of the motion
* events delivery to the stage.
*
* Since: 0.6
*/
void
clutter_set_motion_events_frequency (guint frequency)
{
ClutterMainContext *context = clutter_context_get_default ();
/* never allow the motion events to exceed the default frame rate */
context->motion_frequency = CLAMP (frequency, 1, clutter_default_fps);
}
/**
* clutter_clear_glyph_cache:
*

View File

@ -66,20 +66,15 @@ GQuark clutter_init_error_quark (void);
/**
* CLUTTER_PRIORITY_REDRAW:
*
* Priority of the redraws.
* Priority of the redraws. This is chosen to be lower than the GTK+
* redraw and resize priorities, because in application with both
* GTK+ and Clutter it's more likely that the Clutter part will be
* continually animating (and thus able to starve GTK+) than
* vice-versa.
*
* Since: 0.8
*/
#define CLUTTER_PRIORITY_REDRAW (G_PRIORITY_HIGH_IDLE + 20)
/**
* CLUTTER_PRIORITY_TIMELINE:
*
* Priority of the timelines.
*
* Since: 0.8
*/
#define CLUTTER_PRIORITY_TIMELINE (G_PRIORITY_DEFAULT + 30)
#define CLUTTER_PRIORITY_REDRAW (G_PRIORITY_HIGH_IDLE + 50)
/* Initialisation */
void clutter_base_init (void);
@ -144,8 +139,6 @@ void clutter_threads_remove_repaint_func (guint handle_id
void clutter_set_motion_events_enabled (gboolean enable);
gboolean clutter_get_motion_events_enabled (void);
void clutter_set_motion_events_frequency (guint frequency);
guint clutter_get_motion_events_frequency (void);
void clutter_set_default_frame_rate (guint frames_per_sec);
guint clutter_get_default_frame_rate (void);

View File

@ -53,21 +53,21 @@ struct _ClutterMasterClock
/* the list of timelines handled by the clock */
GSList *timelines;
/* the current state of the clock
*/
GTimeVal cur_tick;
/* the previous state of the clock, used to compute
* the delta
*/
GTimeVal prev_tick;
gulong msecs_delta;
/* an idle source, used by the Master Clock to queue
* a redraw on the stage and drive the animations
*/
GSource *source;
/* a guard, so that we dispatch the last redraw even
* after the last timeline has been completed
*/
guint last_advance : 1;
guint updated_stages : 1;
};
struct _ClutterMasterClockClass
@ -82,13 +82,6 @@ struct _ClutterClockSource
ClutterMasterClock *master_clock;
};
static void on_timeline_started (ClutterTimeline *timeline,
ClutterMasterClock *master_clock);
static void on_timeline_completed (ClutterTimeline *timeline,
ClutterMasterClock *master_clock);
static void on_timeline_paused (ClutterTimeline *timeline,
ClutterMasterClock *master_clock);
static gboolean clutter_clock_prepare (GSource *source,
gint *timeout);
static gboolean clutter_clock_check (GSource *source);
@ -108,42 +101,85 @@ static GSourceFuncs clock_funcs = {
G_DEFINE_TYPE (ClutterMasterClock, clutter_master_clock, G_TYPE_OBJECT);
/*
* has_running_timeline:
* master_clock_is_running:
* @master_clock: a #ClutterMasterClock
* @filter: a #ClutterTimeline or %NULL
*
* Checks if @master_clock has any running timeline; if @filter
* is not %NULL then the timeline will be filtered from the
* list of timelines held by @master_clock
* Checks if we should currently be advancing timelines or redrawing
* stages.
*
* Return value: %TRUE if the #ClutterMasterClock has at least
* one running timeline
*/
static gboolean
has_running_timeline (ClutterMasterClock *master_clock,
ClutterTimeline *filter)
master_clock_is_running (ClutterMasterClock *master_clock)
{
GSList *l;
ClutterStageManager *stage_manager = clutter_stage_manager_get_default ();
const GSList *stages, *l;
if (master_clock->last_advance)
if (master_clock->timelines)
return TRUE;
stages = clutter_stage_manager_peek_stages (stage_manager);
for (l = stages; l; l = l->next)
if (_clutter_stage_has_queued_events (l->data) ||
_clutter_stage_needs_update (l->data))
return TRUE;
if (master_clock->timelines == NULL)
return FALSE;
for (l = master_clock->timelines; l != NULL; l = l->next)
{
/* if we get a timeline then we should filter it
* from the list of timelines we want to check
*/
if (filter != NULL && filter == l->data)
continue;
if (clutter_timeline_is_playing (l->data))
return TRUE;
}
return FALSE;
/*
* master_clock_next_frame_delay:
* @master_clock: a #ClutterMasterClock
*
* Computes the number of delay before we need to draw the next frame.
*
* Return value: -1 if there is no next frame pending, otherwise the
* number of millseconds before the we need to draw the next frame
*/
static gint
master_clock_next_frame_delay (ClutterMasterClock *master_clock)
{
GTimeVal now;
GTimeVal next;
if (!master_clock_is_running (master_clock))
return -1;
if (clutter_feature_available (CLUTTER_FEATURE_SYNC_TO_VBLANK) &&
master_clock->updated_stages)
{
/* When we have sync-to-vblank, we count on that to throttle
* our frame rate, and otherwise draw frames as fast as possible.
*/
return 0;
}
if (master_clock->prev_tick.tv_sec == 0)
{
/* If we weren't previously running, then draw the next frame
* immediately
*/
return 0;
}
/* Otherwise, wait at least 1/frame_rate seconds since we last started a frame */
g_source_get_current_time (master_clock->source, &now);
next = master_clock->prev_tick;
g_time_val_add (&next, 1000000 / clutter_get_default_frame_rate ());
if (next.tv_sec < now.tv_sec ||
(next.tv_sec == now.tv_sec && next.tv_usec < now.tv_usec))
{
return 0;
}
else
{
return ((next.tv_sec - now.tv_sec) * 1000 +
(next.tv_usec - now.tv_usec) / 1000);
}
}
/*
@ -174,14 +210,13 @@ clutter_clock_prepare (GSource *source,
{
ClutterClockSource *clock_source = (ClutterClockSource *) source;
ClutterMasterClock *master_clock = clock_source->master_clock;
gboolean retval;
int delay;
/* just like an idle source, we are ready if nothing else is */
*timeout = -1;
delay = master_clock_next_frame_delay (master_clock);
retval = has_running_timeline (master_clock, NULL);
*timeout = delay;
return retval;
return delay == 0;
}
static gboolean
@ -189,11 +224,11 @@ clutter_clock_check (GSource *source)
{
ClutterClockSource *clock_source = (ClutterClockSource *) source;
ClutterMasterClock *master_clock = clock_source->master_clock;
gboolean retval;
int delay;
retval = has_running_timeline (master_clock, NULL);
delay = master_clock_next_frame_delay (master_clock);
return retval;
return delay == 0;
}
static gboolean
@ -204,68 +239,48 @@ clutter_clock_dispatch (GSource *source,
ClutterClockSource *clock_source = (ClutterClockSource *) source;
ClutterMasterClock *master_clock = clock_source->master_clock;
ClutterStageManager *stage_manager = clutter_stage_manager_get_default ();
const GSList *stages, *l;
GSList *stages, *l;
CLUTTER_NOTE (SCHEDULER, "Master clock [tick]");
stages = clutter_stage_manager_peek_stages (stage_manager);
/* Get the time to use for this frame.
*/
g_source_get_current_time (source, &master_clock->cur_tick);
/* queue a redraw for each stage; this will advance each timeline
* held by the master clock of the amount of milliseconds elapsed
* since the last redraw
/* We need to protect ourselves against stages being destroyed during
* event handling
*/
stages = clutter_stage_manager_list_stages (stage_manager);
g_slist_foreach (stages, (GFunc)g_object_ref, NULL);
master_clock->updated_stages = FALSE;
/* Process queued events
*/
for (l = stages; l != NULL; l = l->next)
clutter_actor_queue_redraw (l->data);
_clutter_stage_process_queued_events (l->data);
/* if this is the remainder of an advancement, needed for the last
* timeline to finish its run, then we need to reset the prev_tick
_clutter_master_clock_advance (master_clock);
_clutter_run_repaint_functions ();
/* Update any stage that needs redraw/relayout after the clock
* is advanced.
*/
if (master_clock->last_advance)
{
master_clock->prev_tick.tv_sec = 0;
master_clock->last_advance = FALSE;
}
for (l = stages; l != NULL; l = l->next)
master_clock->updated_stages |= _clutter_stage_do_update (l->data);
g_slist_foreach (stages, (GFunc)g_object_unref, NULL);
g_slist_free (stages);
master_clock->prev_tick = master_clock->cur_tick;
return TRUE;
}
static void
timeline_weak_ref (gpointer data,
GObject *object_pointer)
{
ClutterMasterClock *master_clock = data;
master_clock->timelines =
g_slist_remove (master_clock->timelines, object_pointer);
if (master_clock->timelines == NULL)
master_clock->prev_tick.tv_sec = 0;
}
static void
clutter_master_clock_finalize (GObject *gobject)
{
ClutterMasterClock *master_clock = CLUTTER_MASTER_CLOCK (gobject);
GSList *l;
for (l = master_clock->timelines; l != NULL; l = l->next)
{
ClutterTimeline *timeline = l->data;
g_object_weak_unref (G_OBJECT (timeline),
timeline_weak_ref,
master_clock);
g_signal_handlers_disconnect_by_func (timeline,
G_CALLBACK (on_timeline_started),
master_clock);
g_signal_handlers_disconnect_by_func (timeline,
G_CALLBACK (on_timeline_completed),
master_clock);
g_signal_handlers_disconnect_by_func (timeline,
G_CALLBACK (on_timeline_paused),
master_clock);
}
g_slist_free (master_clock->timelines);
@ -288,6 +303,8 @@ clutter_master_clock_init (ClutterMasterClock *self)
source = clutter_clock_source_new (self);
self->source = source;
self->updated_stages = TRUE;
g_source_set_priority (source, CLUTTER_PRIORITY_REDRAW);
g_source_set_can_recurse (source, FALSE);
g_source_attach (source, NULL);
@ -313,77 +330,30 @@ _clutter_master_clock_get_default (void)
return default_clock;
}
static void
on_timeline_started (ClutterTimeline *timeline,
ClutterMasterClock *master_clock)
{
/* we want to reset the prev_tick if this is the first
* timeline; since timeline is playing we need to filter
* it out, otherwise has_running_timeline() will return
* TRUE and prev_tick will not be unset
*/
if (!has_running_timeline (master_clock, timeline))
master_clock->prev_tick.tv_sec = 0;
}
static void
on_timeline_completed (ClutterTimeline *timeline,
ClutterMasterClock *master_clock)
{
/* if this is the last timeline we need to turn :last-advance
* on in order to queue the redraw of the scene for the last
* frame; otherwise the ClockSource will fail the prepare and
* check phases and the last frame will not be painted
*/
if (!has_running_timeline (master_clock, NULL))
master_clock->last_advance = TRUE;
}
static void
on_timeline_paused (ClutterTimeline *timeline,
ClutterMasterClock *master_clock)
{
/* see the comment in on_timeline_completed */
if (!has_running_timeline (master_clock, NULL))
master_clock->last_advance = TRUE;
}
/*
* _clutter_master_clock_add_timeline:
* @master_clock: a #ClutterMasterClock
* @timeline: a #ClutterTimeline
*
* Adds @timeline to the list of timelines held by the master
* clock. This function should be called during the instance
* creation phase of the timeline.
* Adds @timeline to the list of playing timelines held by the master
* clock.
*/
void
_clutter_master_clock_add_timeline (ClutterMasterClock *master_clock,
ClutterTimeline *timeline)
{
gboolean is_first = FALSE;
gboolean is_first;
if (g_slist_find (master_clock->timelines, timeline))
return;
is_first = (master_clock->timelines == NULL) ? TRUE : FALSE;
is_first = master_clock->timelines == NULL;
master_clock->timelines = g_slist_prepend (master_clock->timelines,
timeline);
g_object_weak_ref (G_OBJECT (timeline),
timeline_weak_ref,
master_clock);
g_signal_connect (timeline, "started",
G_CALLBACK (on_timeline_started),
master_clock);
g_signal_connect (timeline, "completed",
G_CALLBACK (on_timeline_completed),
master_clock);
g_signal_connect (timeline, "paused",
G_CALLBACK (on_timeline_paused),
master_clock);
if (is_first)
_clutter_master_clock_start_running (master_clock);
}
/*
@ -391,39 +361,31 @@ _clutter_master_clock_add_timeline (ClutterMasterClock *master_clock,
* @master_clock: a #ClutterMasterClock
* @timeline: a #ClutterTimeline
*
* Removes @timeline from the list of timelines held by the
* master clock. This function should be called during the
* #ClutterTimeline finalization.
* Removes @timeline from the list of playing timelines held by the
* master clock.
*/
void
_clutter_master_clock_remove_timeline (ClutterMasterClock *master_clock,
ClutterTimeline *timeline)
{
if (!g_slist_find (master_clock->timelines, timeline))
return;
master_clock->timelines = g_slist_remove (master_clock->timelines,
timeline);
}
g_object_weak_unref (G_OBJECT (timeline),
timeline_weak_ref,
master_clock);
g_signal_handlers_disconnect_by_func (timeline,
G_CALLBACK (on_timeline_started),
master_clock);
g_signal_handlers_disconnect_by_func (timeline,
G_CALLBACK (on_timeline_completed),
master_clock);
g_signal_handlers_disconnect_by_func (timeline,
G_CALLBACK (on_timeline_paused),
master_clock);
/* last timeline: unset the prev_tick so that we can start
* from scratch when we add a new timeline
/*
* _clutter_master_clock_start_running:
* @master_clock: a #ClutterMasterClock
*
* Called when we have events or redraws to process; if the clock
* is stopped, does the processing necessary to wake it up again.
*/
if (master_clock->timelines == NULL)
master_clock->prev_tick.tv_sec = 0;
void
_clutter_master_clock_start_running (ClutterMasterClock *master_clock)
{
/* If called from a different thread, we need to wake up the
* main loop to start running the timelines
*/
g_main_context_wakeup (NULL);
}
/*
@ -437,41 +399,14 @@ _clutter_master_clock_remove_timeline (ClutterMasterClock *master_clock,
void
_clutter_master_clock_advance (ClutterMasterClock *master_clock)
{
GTimeVal cur_tick = { 0, };
gulong msecs;
GSList *l;
GSList *l, *next;
g_return_if_fail (CLUTTER_IS_MASTER_CLOCK (master_clock));
if (master_clock->timelines == NULL)
return;
g_get_current_time (&cur_tick);
if (master_clock->prev_tick.tv_sec == 0)
master_clock->prev_tick = cur_tick;
msecs = (cur_tick.tv_sec - master_clock->prev_tick.tv_sec) * 1000
+ (cur_tick.tv_usec - master_clock->prev_tick.tv_usec) / 1000;
if (msecs == 0)
return;
CLUTTER_NOTE (SCHEDULER, "Advancing %d timelines by %lu milliseconds",
g_slist_length (master_clock->timelines),
msecs);
for (l = master_clock->timelines; l != NULL; l = l->next)
for (l = master_clock->timelines; l != NULL; l = next)
{
ClutterTimeline *timeline = l->data;
next = l->next;
if (clutter_timeline_is_playing (timeline))
clutter_timeline_advance_delta (timeline, msecs);
clutter_timeline_do_tick (l->data, &master_clock->cur_tick);
}
/* store the previous state so that we can use
* it for the next advancement
*/
master_clock->msecs_delta = msecs;
master_clock->prev_tick = cur_tick;
}

View File

@ -42,6 +42,8 @@ void _clutter_master_clock_add_timeline (ClutterMasterClock *m
void _clutter_master_clock_remove_timeline (ClutterMasterClock *master_clock,
ClutterTimeline *timeline);
void _clutter_master_clock_advance (ClutterMasterClock *master_clock);
void _clutter_master_clock_start_running (ClutterMasterClock *master_clock);
G_END_DECLS

View File

@ -70,7 +70,6 @@ typedef enum {
struct _ClutterInputDevice
{
gint id;
gint32 motion_last_time;
ClutterActor *pointer_grab_actor;
ClutterActor *motion_last_actor;
@ -99,7 +98,6 @@ struct _ClutterMainContext
ClutterPickMode pick_mode; /* Indicates pick render mode */
guint motion_frequency; /* Motion events per second */
gint num_reactives; /* Num of reactive actors */
ClutterIDPool *id_pool; /* mapping between reused integer ids
@ -175,6 +173,13 @@ ClutterStageWindow *_clutter_stage_get_window (ClutterStage *sta
ClutterStageWindow *_clutter_stage_get_default_window (void);
void _clutter_stage_maybe_setup_viewport (ClutterStage *stage);
void _clutter_stage_maybe_relayout (ClutterActor *stage);
gboolean _clutter_stage_needs_update (ClutterStage *stage);
gboolean _clutter_stage_do_update (ClutterStage *stage);
void _clutter_stage_queue_event (ClutterStage *stage,
ClutterEvent *event);
gboolean _clutter_stage_has_queued_events (ClutterStage *stage);
void _clutter_stage_process_queued_events (ClutterStage *stage);
/* vfuncs implemented by backend */
GType _clutter_backend_impl_get_type (void);
@ -205,6 +210,9 @@ gfloat _clutter_backend_get_units_per_em (ClutterBackend *backend
void _clutter_feature_init (void);
/* Reinjecting queued events for processing */
void _clutter_process_event (ClutterEvent *event);
/* Picking code */
ClutterActor *_clutter_do_pick (ClutterStage *stage,
gint x,

View File

@ -87,8 +87,9 @@ struct _ClutterStagePrivate
gchar *title;
ClutterActor *key_focused_actor;
guint update_idle; /* repaint idler id */
GQueue *event_queue;
guint redraw_pending : 1;
guint is_fullscreen : 1;
guint is_offscreen : 1;
guint is_cursor_visible : 1;
@ -390,29 +391,134 @@ clutter_stage_real_fullscreen (ClutterStage *stage)
CLUTTER_ALLOCATION_NONE);
}
static gboolean
redraw_update_idle (gpointer user_data)
void
_clutter_stage_queue_event (ClutterStage *stage,
ClutterEvent *event)
{
ClutterStage *stage = user_data;
ClutterStagePrivate *priv = stage->priv;
ClutterMasterClock *master_clock;
ClutterStagePrivate *priv;
gboolean first_event;
/* before we redraw we advance the master clock of one tick; this means
* that all the timelines that need advancing will be advanced by one
* frame. this will cause multiple redraw requests, so we do this before
* we ask for a relayout and before we do the actual redraw. this ensures
* that we paint the most updated scenegraph state and that all animations
* are in sync with the paint process.
*/
CLUTTER_NOTE (PAINT, "Avdancing master clock");
master_clock = _clutter_master_clock_get_default ();
_clutter_master_clock_advance (master_clock);
g_return_if_fail (CLUTTER_IS_STAGE (stage));
/* run the (eventual) repaint functions; since those might end up queuing
* a relayout or a redraw we need to execute them before maybe_relayout()
priv = stage->priv;
first_event = priv->event_queue->length == 0;
g_queue_push_tail (priv->event_queue,
clutter_event_copy (event));
if (first_event)
{
ClutterMasterClock *master_clock = _clutter_master_clock_get_default ();
_clutter_master_clock_start_running (master_clock);
}
}
gboolean
_clutter_stage_has_queued_events (ClutterStage *stage)
{
ClutterStagePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
priv = stage->priv;
return priv->event_queue->length > 0;
}
void
_clutter_stage_process_queued_events (ClutterStage *stage)
{
ClutterStagePrivate *priv;
GList *events, *l;;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
if (priv->event_queue->length == 0)
return;
/* In case the stage gets destroyed during event processing */
g_object_ref (stage);
/* Steal events before starting processing to avoid reentrancy
* issues */
events = priv->event_queue->head;
priv->event_queue->head = NULL;
priv->event_queue->tail = NULL;
priv->event_queue->length = 0;
for (l = events; l; l = l->next)
{
ClutterEvent *event;
ClutterEvent *next_event;
event = l->data;
next_event = l->next ? l->next->data : NULL;
/* Skip consecutive motion events */
if (next_event &&
event->type == CLUTTER_MOTION &&
(next_event->type == CLUTTER_MOTION ||
next_event->type == CLUTTER_LEAVE))
{
CLUTTER_NOTE (EVENT,
"Omitting motion event at %.2f, %.2f",
event->motion.x, event->motion.y);
goto next_event;
}
_clutter_process_event (event);
next_event:
clutter_event_free (event);
}
g_list_free (events);
g_object_unref (stage);
}
/**
* _clutter_stage_needs_update:
* @stage: A #ClutterStage
*
* Determines if _clutter_stage_do_update() needs to be called.
*
* Return value: %TRUE if the stage need layout or painting
*/
CLUTTER_NOTE (PAINT, "Repaint functions");
_clutter_run_repaint_functions ();
gboolean
_clutter_stage_needs_update (ClutterStage *stage)
{
ClutterStagePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
priv = stage->priv;
return priv->redraw_pending;
}
/**
* _clutter_stage_do_update:
* @stage: A #ClutterStage
*
* Handles per-frame layout and repaint for the stage.
*
* Return value: %TRUE if the stage was updated
*/
gboolean
_clutter_stage_do_update (ClutterStage *stage)
{
ClutterStagePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
priv = stage->priv;
if (!priv->redraw_pending)
return FALSE;
/* clutter_do_redraw() will also call maybe_relayout(), but since a relayout
* can queue a redraw, we want to do the relayout before we clear the
@ -422,12 +528,11 @@ redraw_update_idle (gpointer user_data)
*/
_clutter_stage_maybe_relayout (CLUTTER_ACTOR (stage));
/* redrawing will advance the master clock */
CLUTTER_NOTE (PAINT, "redrawing via idle for stage[%p]", stage);
_clutter_do_redraw (stage);
/* reset the guard, so that new redraws are possible */
priv->update_idle = 0;
priv->redraw_pending = FALSE;
if (CLUTTER_CONTEXT ()->redraw_count > 0)
{
@ -437,7 +542,7 @@ redraw_update_idle (gpointer user_data)
CLUTTER_CONTEXT ()->redraw_count = 0;
}
return FALSE;
return TRUE;
}
static void
@ -450,15 +555,14 @@ clutter_stage_real_queue_redraw (ClutterActor *actor,
CLUTTER_NOTE (PAINT, "Redraw request number %lu",
CLUTTER_CONTEXT ()->redraw_count + 1);
if (priv->update_idle == 0)
if (!priv->redraw_pending)
{
CLUTTER_NOTE (PAINT, "Adding idle source for stage: %p", stage);
ClutterMasterClock *master_clock;
priv->update_idle =
clutter_threads_add_idle_full (CLUTTER_PRIORITY_REDRAW,
redraw_update_idle,
stage,
NULL);
priv->redraw_pending = TRUE;
master_clock = _clutter_master_clock_get_default ();
_clutter_master_clock_start_running (master_clock);
}
else
CLUTTER_CONTEXT ()->redraw_count += 1;
@ -608,12 +712,6 @@ clutter_stage_dispose (GObject *object)
clutter_actor_hide (CLUTTER_ACTOR (object));
if (priv->update_idle)
{
g_source_remove (priv->update_idle);
priv->update_idle = 0;
}
_clutter_stage_manager_remove_stage (stage_manager, stage);
if (priv->impl)
@ -631,6 +729,10 @@ static void
clutter_stage_finalize (GObject *object)
{
ClutterStage *stage = CLUTTER_STAGE (object);
ClutterStagePrivate *priv = stage->priv;
g_queue_foreach (priv->event_queue, (GFunc)clutter_event_free, NULL);
g_queue_free (priv->event_queue);
g_free (stage->priv->title);
@ -904,6 +1006,8 @@ clutter_stage_init (ClutterStage *self)
/* make sure that the implementation is considered a top level */
CLUTTER_SET_PRIVATE_FLAGS (priv->impl, CLUTTER_ACTOR_IS_TOPLEVEL);
priv->event_queue = g_queue_new ();
priv->is_offscreen = FALSE;
priv->is_fullscreen = FALSE;
priv->is_user_resizable = FALSE;
@ -1272,8 +1376,8 @@ clutter_stage_read_pixels (ClutterStage *stage,
g_return_val_if_fail (x >= 0 && y >= 0, NULL);
/* Force a redraw of the stage before reading back pixels */
clutter_redraw (stage);
clutter_stage_ensure_current (stage);
clutter_actor_paint (CLUTTER_ACTOR (stage));
glGetIntegerv (GL_VIEWPORT, viewport);
stage_x = viewport[0];
@ -1862,6 +1966,33 @@ clutter_stage_ensure_viewport (ClutterStage *stage)
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
}
/**
* clutter_stage_ensure_redraw:
* @stage: a #ClutterStage
*
* Ensures that @stage is redrawn
*
* This function should not be called by applications: it is
* used when embedding a #ClutterStage into a toolkit with
* another windowing system, like GTK+.
*
* Since: 1.0
*/
void
clutter_stage_ensure_redraw (ClutterStage *stage)
{
ClutterMasterClock *master_clock;
ClutterStagePrivate *priv;
g_return_if_fail (CLUTTER_IS_STAGE (stage));
priv = stage->priv;
priv->redraw_pending = TRUE;
master_clock = _clutter_master_clock_get_default ();
_clutter_master_clock_start_running (master_clock);
}
/**
* clutter_stage_queue_redraw:
* @stage: the #ClutterStage

View File

@ -243,6 +243,7 @@ void clutter_stage_ensure_current (ClutterStage *stage);
void clutter_stage_queue_redraw (ClutterStage *stage);
gboolean clutter_stage_is_default (ClutterStage *stage);
void clutter_stage_ensure_viewport (ClutterStage *stage);
void clutter_stage_ensure_redraw (ClutterStage *stage);
/* Commodity macro */
#define clutter_stage_add(stage,actor) G_STMT_START { \

View File

@ -62,8 +62,13 @@ struct _ClutterTimelinePrivate
GHashTable *markers_by_name;
/* Time we last advanced the elapsed time and showed a frame */
GTimeVal last_frame_time;
guint loop : 1;
guint is_playing : 1;
/* If we've just started playing and haven't yet gotten a tick from the master clock */
guint waiting_first_tick : 1;
};
typedef struct {
@ -204,8 +209,11 @@ clutter_timeline_finalize (GObject *object)
if (priv->markers_by_name)
g_hash_table_destroy (priv->markers_by_name);
if (priv->is_playing)
{
master_clock = _clutter_master_clock_get_default ();
_clutter_master_clock_remove_timeline (master_clock, self);
}
G_OBJECT_CLASS (clutter_timeline_parent_class)->finalize (object);
}
@ -412,7 +420,6 @@ static void
clutter_timeline_init (ClutterTimeline *self)
{
ClutterTimelinePrivate *priv;
ClutterMasterClock *master_clock;
self->priv = priv =
G_TYPE_INSTANCE_GET_PRIVATE (self, CLUTTER_TYPE_TIMELINE,
@ -421,33 +428,95 @@ clutter_timeline_init (ClutterTimeline *self)
priv->duration = 0;
priv->delay = 0;
priv->elapsed_time = 0;
}
master_clock = _clutter_master_clock_get_default ();
_clutter_master_clock_add_timeline (master_clock, self);
struct CheckIfMarkerHitClosure
{
ClutterTimeline *timeline;
ClutterTimelineDirection direction;
gint new_time;
gint duration;
gint delta;
};
static gboolean
have_passed_time (const struct CheckIfMarkerHitClosure *data,
gint msecs)
{
/* Ignore markers that are outside the duration of the timeline */
if (msecs < 0 || msecs > data->duration)
return FALSE;
if (data->direction == CLUTTER_TIMELINE_FORWARD)
{
/* We need to special case when a marker is added at the
beginning of the timeline */
if (msecs == 0 &&
data->delta > 0 &&
data->new_time - data->delta <= 0)
return TRUE;
/* Otherwise it's just a simple test if the time is in range of
the previous time and the new time */
return (msecs > data->new_time - data->delta
&& msecs <= data->new_time);
}
else
{
/* We need to special case when a marker is added at the
end of the timeline */
if (msecs == data->duration &&
data->delta > 0 &&
data->new_time + data->delta >= data->duration)
return TRUE;
/* Otherwise it's just a simple test if the time is in range of
the previous time and the new time */
return (msecs >= data->new_time
&& msecs < data->new_time + data->delta);
}
}
static void
check_if_marker_hit (const gchar *name,
TimelineMarker *marker,
ClutterTimeline *timeline)
struct CheckIfMarkerHitClosure *data)
{
ClutterTimelinePrivate *priv = timeline->priv;
if (priv->direction == CLUTTER_TIMELINE_FORWARD
? (marker->msecs > priv->elapsed_time - priv->msecs_delta
&& marker->msecs <= priv->elapsed_time)
: (marker->msecs >= priv->elapsed_time
&& marker->msecs < priv->elapsed_time + priv->msecs_delta))
if (have_passed_time (data, marker->msecs))
{
CLUTTER_NOTE (SCHEDULER, "Marker '%s' reached", name);
g_signal_emit (timeline, timeline_signals[MARKER_REACHED],
g_signal_emit (data->timeline, timeline_signals[MARKER_REACHED],
marker->quark,
name,
marker->msecs);
}
}
static void
check_markers (ClutterTimeline *timeline,
gint delta)
{
ClutterTimelinePrivate *priv = timeline->priv;
struct CheckIfMarkerHitClosure data;
/* shortcircuit here if we don't have any marker installed */
if (priv->markers_by_name == NULL)
return;
/* store the details of the timeline so that changing them in a
marker signal handler won't affect which markers are hit */
data.timeline = timeline;
data.direction = priv->direction;
data.new_time = priv->elapsed_time;
data.duration = priv->duration;
data.delta = delta;
g_hash_table_foreach (priv->markers_by_name,
(GHFunc) check_if_marker_hit,
&data);
}
static void
emit_frame_signal (ClutterTimeline *timeline)
{
@ -455,14 +524,6 @@ emit_frame_signal (ClutterTimeline *timeline)
g_signal_emit (timeline, timeline_signals[NEW_FRAME], 0,
priv->elapsed_time);
/* shortcircuit here if we don't have any marker installed */
if (priv->markers_by_name == NULL)
return;
g_hash_table_foreach (priv->markers_by_name,
(GHFunc) check_if_marker_hit,
timeline);
}
static gboolean
@ -475,8 +536,33 @@ is_complete (ClutterTimeline *timeline)
: priv->elapsed_time <= 0);
}
static void
set_is_playing (ClutterTimeline *timeline,
gboolean is_playing)
{
ClutterTimelinePrivate *priv = timeline->priv;
ClutterMasterClock *master_clock;
is_playing = is_playing != FALSE;
if (is_playing == priv->is_playing)
return;
priv->is_playing = is_playing;
master_clock = _clutter_master_clock_get_default ();
if (priv->is_playing)
{
_clutter_master_clock_add_timeline (master_clock, timeline);
priv->waiting_first_tick = TRUE;
}
else
{
_clutter_master_clock_remove_timeline (master_clock, timeline);
}
}
static gboolean
clutter_timeline_advance_internal (ClutterTimeline *timeline)
clutter_timeline_do_frame (ClutterTimeline *timeline)
{
ClutterTimelinePrivate *priv;
@ -499,6 +585,7 @@ clutter_timeline_advance_internal (ClutterTimeline *timeline)
{
/* Emit the signal */
emit_frame_signal (timeline);
check_markers (timeline, priv->msecs_delta);
/* Signal pauses timeline ? */
if (!priv->is_playing)
@ -514,21 +601,22 @@ clutter_timeline_advance_internal (ClutterTimeline *timeline)
{
/* Handle loop or stop */
ClutterTimelineDirection saved_direction = priv->direction;
gint elapsed_time_delta = priv->msecs_delta;
guint overflow_msecs = priv->elapsed_time;
gint end_msecs;
/* Update the current elapsed time in case the signal handlers
* want to take a peek. If we clamp elapsed time, then we need
* to correpondingly reduce msecs_delta to reflect the correct
* to correpondingly reduce elapsed_time_delta to reflect the correct
* range of times */
if (priv->direction == CLUTTER_TIMELINE_FORWARD)
{
priv->msecs_delta -= (priv->elapsed_time - priv->duration);
elapsed_time_delta -= (priv->elapsed_time - priv->duration);
priv->elapsed_time = priv->duration;
}
else if (priv->direction == CLUTTER_TIMELINE_BACKWARD)
{
priv->msecs_delta -= - priv->elapsed_time;
elapsed_time_delta -= - priv->elapsed_time;
priv->elapsed_time = 0;
}
@ -536,6 +624,7 @@ clutter_timeline_advance_internal (ClutterTimeline *timeline)
/* Emit the signal */
emit_frame_signal (timeline);
check_markers (timeline, elapsed_time_delta);
/* Did the signal handler modify the elapsed time? */
if (priv->elapsed_time != end_msecs)
@ -561,7 +650,7 @@ clutter_timeline_advance_internal (ClutterTimeline *timeline)
* XXX Perhaps we should remove this earlier, and regardless
* of priv->loop. Are we limiting the things that could be done in
* the above new-frame signal handler */
priv->is_playing = FALSE;
set_is_playing (timeline, FALSE);
}
g_signal_emit (timeline, timeline_signals[COMPLETED], 0);
@ -592,6 +681,14 @@ clutter_timeline_advance_internal (ClutterTimeline *timeline)
if (priv->direction != saved_direction)
priv->elapsed_time = priv->duration - priv->elapsed_time;
/* If we have overflowed then we are changing the elapsed
time without emitting the new frame signal so we need to
check for markers again */
check_markers (timeline,
priv->direction == CLUTTER_TIMELINE_FORWARD ?
priv->elapsed_time :
priv->duration - priv->elapsed_time);
g_object_unref (timeline);
return TRUE;
}
@ -613,7 +710,7 @@ delay_timeout_func (gpointer data)
priv->delay_id = 0;
priv->msecs_delta = 0;
priv->is_playing = TRUE;
set_is_playing (timeline, TRUE);
g_signal_emit (timeline, timeline_signals[STARTED], 0);
@ -648,7 +745,7 @@ clutter_timeline_start (ClutterTimeline *timeline)
else
{
priv->msecs_delta = 0;
priv->is_playing = TRUE;
set_is_playing (timeline, TRUE);
g_signal_emit (timeline, timeline_signals[STARTED], 0);
}
@ -679,7 +776,7 @@ clutter_timeline_pause (ClutterTimeline *timeline)
}
priv->msecs_delta = 0;
priv->is_playing = FALSE;
set_is_playing (timeline, FALSE);
g_signal_emit (timeline, timeline_signals[PAUSED], 0);
}
@ -1116,19 +1213,18 @@ clutter_timeline_get_delta (ClutterTimeline *timeline)
}
/*
* clutter_timeline_advance_delta:
* clutter_timeline_do_tick
* @timeline: a #ClutterTimeline
* @msecs: advance in milliseconds
* @tick_time: time of advance
*
* Advances @timeline by @msecs. This function is called by the master
* clock and it is used to advance a timeline by the amount of milliseconds
* elapsed since the last redraw operation. The @timeline will use this
* interval to emit the #ClutterTimeline::new-frame signal and eventually
* skip frames.
* Advances @timeline based on the time passed in @msecs. This
* function is called by the master clock. The @timeline will use this
* interval to emit the #ClutterTimeline::new-frame signal and
* eventually skip frames.
*/
void
clutter_timeline_advance_delta (ClutterTimeline *timeline,
guint msecs)
clutter_timeline_do_tick (ClutterTimeline *timeline,
GTimeVal *tick_time)
{
ClutterTimelinePrivate *priv;
@ -1136,9 +1232,25 @@ clutter_timeline_advance_delta (ClutterTimeline *timeline,
priv = timeline->priv;
priv->msecs_delta = msecs;
if (priv->waiting_first_tick)
{
priv->last_frame_time = *tick_time;
priv->waiting_first_tick = FALSE;
}
else
{
gint msecs =
(tick_time->tv_sec - priv->last_frame_time.tv_sec) * 1000
+ (tick_time->tv_usec - priv->last_frame_time.tv_usec) / 1000;
clutter_timeline_advance_internal (timeline);
if (msecs != 0)
{
/* Avoid accumulating error */
g_time_val_add (&priv->last_frame_time, msecs * 1000L);
priv->msecs_delta = msecs;
clutter_timeline_do_frame (timeline);
}
}
}
static inline void

View File

@ -155,8 +155,8 @@ void clutter_timeline_advance_to_marker (ClutterTimeline *timeli
const gchar *marker_name);
/*< private >*/
void clutter_timeline_advance_delta (ClutterTimeline *timeline,
guint msecs);
void clutter_timeline_do_tick (ClutterTimeline *timeline,
GTimeVal *tick_time);
G_END_DECLS

View File

@ -485,6 +485,7 @@ ClutterPickMode
clutter_stage_get_actor_at_pos
clutter_stage_ensure_current
clutter_stage_ensure_viewport
clutter_stage_ensure_redraw
clutter_stage_queue_redraw
clutter_stage_event
clutter_stage_set_key_focus
@ -576,7 +577,7 @@ CLUTTER_TIMELINE_GET_CLASS
<SUBSECTION Private>
ClutterTimelinePrivate
clutter_timeline_get_type
clutter_timeline_advance_delta
clutter_timeline_do_tick
</SECTION>
<SECTION>
@ -968,7 +969,6 @@ clutter_event_get_type
<FILE>clutter-main</FILE>
<TITLE>General</TITLE>
CLUTTER_PRIORITY_REDRAW
CLUTTER_PRIORITY_TIMELINE
<SUBSECTION>
ClutterInitError
@ -991,8 +991,6 @@ clutter_set_default_frame_rate
clutter_get_default_frame_rate
clutter_set_motion_events_enabled
clutter_get_motion_events_enabled
clutter_set_motion_events_frequency
clutter_get_motion_events_frequency
clutter_clear_glyph_cache
ClutterFontFlags
clutter_set_font_flags

View File

@ -72,6 +72,13 @@ main (int argc, char **argv)
}
#endif
/* Turning of sync-to-vblank removes a dependency on the specifics of the
* test environment. It also means that the timeline-only tests are
* throttled to a reasonable frame rate rather than running in tight
* infinite loop.
*/
g_setenv ("CLUTTER_VBLANK", "none", FALSE);
g_test_init (&argc, &argv, NULL);
g_test_bug_base ("http://bugzilla.openedhand.com/show_bug.cgi?id=%s");

View File

@ -49,7 +49,14 @@ on_paint (ClutterActor *label, CallbackData *data)
static void
force_redraw (CallbackData *data)
{
clutter_redraw (CLUTTER_STAGE (clutter_actor_get_stage (data->label)));
/* XXX - this is fugly; we force a paint on the stage, which
* will then paint the Text actor. inside the Text actor we
* check for a Layout with the allocation size. if the allocation
* has changed it will cause a relayout in the middle of the
* paint, which is expensive and broken. this will ensure that
* the test passes, though
*/
clutter_actor_paint (clutter_actor_get_stage (data->label));
}
static gboolean

View File

@ -23,9 +23,6 @@ typedef struct _TestState
gint expected_frame;
gint completion_count;
gboolean passed;
guint source_id;
GTimeVal prev_tick;
gulong msecs_delta;
} TestState;
@ -62,16 +59,16 @@ new_frame_cb (ClutterTimeline *timeline,
if (current_frame >= (state->expected_frame-TEST_ERROR_TOLERANCE)
&& current_frame <= (state->expected_frame+TEST_ERROR_TOLERANCE))
{
g_test_message ("\nelapsed milliseconds=%-5li "
"expected frame=%-4i actual frame=%-4i (OK)\n",
g_test_message ("elapsed milliseconds=%-5li "
"expected frame=%-4i actual frame=%-4i (OK)",
msec_diff,
state->expected_frame,
current_frame);
}
else
{
g_test_message ("\nelapsed milliseconds=%-5li "
"expected frame=%-4i actual frame=%-4i (FAILED)\n",
g_test_message ("elapsed milliseconds=%-5li "
"expected frame=%-4i actual frame=%-4i (FAILED)",
msec_diff,
state->expected_frame,
current_frame);
@ -82,7 +79,7 @@ new_frame_cb (ClutterTimeline *timeline,
{
state->expected_frame = current_frame + (TEST_TIMELINE_FPS / 4);
g_test_message ("Sleeping for 250ms "
"so next frame should be (%i + %i) = %i\n",
"so next frame should be (%i + %i) = %i",
current_frame,
(TEST_TIMELINE_FPS / 4),
state->expected_frame);
@ -92,7 +89,7 @@ new_frame_cb (ClutterTimeline *timeline,
{
state->expected_frame = current_frame + TEST_TIMELINE_FPS;
g_test_message ("Sleeping for 1sec "
"so next frame should be (%i + %i) = %i\n",
"so next frame should be (%i + %i) = %i",
current_frame,
TEST_TIMELINE_FPS,
state->expected_frame);
@ -104,7 +101,7 @@ new_frame_cb (ClutterTimeline *timeline,
state->expected_frame += loop_overflow;
state->expected_frame -= TEST_TIMELINE_DURATION;
g_test_message ("End of timeline reached: "
"Wrapping expected frame too %i\n",
"Wrapping expected frame too %i",
state->expected_frame);
}
@ -134,30 +131,6 @@ completed_cb (ClutterTimeline *timeline,
}
}
static gboolean
frame_tick (gpointer data)
{
TestState *state = data;
GTimeVal cur_tick = { 0, };
gulong msecs;
g_get_current_time (&cur_tick);
if (state->prev_tick.tv_sec == 0)
state->prev_tick = cur_tick;
msecs = (cur_tick.tv_sec - state->prev_tick.tv_sec) * 1000
+ (cur_tick.tv_usec - state->prev_tick.tv_usec) / 1000;
if (clutter_timeline_is_playing (state->timeline))
clutter_timeline_advance_delta (state->timeline, msecs);
state->msecs_delta = msecs;
state->prev_tick = cur_tick;
return TRUE;
}
void
test_timeline_interpolate (TestConformSimpleFixture *fixture,
gconstpointer data)
@ -180,18 +153,11 @@ test_timeline_interpolate (TestConformSimpleFixture *fixture,
state.new_frame_counter = 0;
state.passed = TRUE;
state.expected_frame = 0;
state.prev_tick.tv_sec = 0;
state.prev_tick.tv_usec = 0;
state.msecs_delta = 0;
state.source_id =
clutter_threads_add_frame_source (60, frame_tick, &state);
g_get_current_time (&state.start_time);
clutter_timeline_start (state.timeline);
clutter_main();
g_source_remove (state.source_id);
g_object_unref (state.timeline);
}

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@ -11,25 +11,22 @@ typedef struct _TestState
{
ClutterTimeline *timeline;
gint rewind_count;
guint source_id;
GTimeVal prev_tick;
gulong msecs_delta;
} TestState;
static gboolean
watchdog_timeout (TestState *state)
{
g_test_message ("Watchdog timer kicking in\n");
g_test_message ("rewind_count=%i\n", state->rewind_count);
g_test_message ("Watchdog timer kicking in");
g_test_message ("rewind_count=%i", state->rewind_count);
if (state->rewind_count <= 3)
{
/* The test has hung */
g_test_message ("Failed (This test shouldn't have hung!)\n");
g_test_message ("Failed (This test shouldn't have hung!)");
exit (EXIT_FAILURE);
}
else
{
g_test_message ("Passed\n");
g_test_message ("Passed");
clutter_main_quit ();
}
@ -45,8 +42,8 @@ new_frame_cb (ClutterTimeline *timeline,
if (elapsed_time == TEST_TIMELINE_DURATION)
{
g_test_message ("new-frame signal recieved (end of timeline)\n");
g_test_message ("Rewinding timeline\n");
g_test_message ("new-frame signal received (end of timeline)");
g_test_message ("Rewinding timeline");
clutter_timeline_rewind (timeline);
state->rewind_count++;
}
@ -54,45 +51,21 @@ new_frame_cb (ClutterTimeline *timeline,
{
if (elapsed_time == 0)
{
g_test_message ("new-frame signal recieved (start of timeline)\n");
g_test_message ("new-frame signal received (start of timeline)");
}
else
{
g_test_message ("new-frame signal recieved (mid frame)\n");
g_test_message ("new-frame signal received (mid frame)");
}
if (state->rewind_count >= 2)
{
g_test_message ("Sleeping for 1 second\n");
g_test_message ("Sleeping for 1 second");
g_usleep (1000000);
}
}
}
static gboolean
frame_tick (gpointer data)
{
TestState *state = data;
GTimeVal cur_tick = { 0, };
gulong msecs;
g_get_current_time (&cur_tick);
if (state->prev_tick.tv_sec == 0)
state->prev_tick = cur_tick;
msecs = (cur_tick.tv_sec - state->prev_tick.tv_sec) * 1000
+ (cur_tick.tv_usec - state->prev_tick.tv_usec) / 1000;
if (clutter_timeline_is_playing (state->timeline))
clutter_timeline_advance_delta (state->timeline, msecs);
state->msecs_delta = msecs;
state->prev_tick = cur_tick;
return TRUE;
}
void
test_timeline_rewind (TestConformSimpleFixture *fixture,
gconstpointer data)
@ -106,22 +79,15 @@ test_timeline_rewind (TestConformSimpleFixture *fixture,
G_CALLBACK(new_frame_cb),
&state);
g_test_message ("Installing a watchdog timeout "
"to determine if this test hangs\n");
"to determine if this test hangs");
g_timeout_add (TEST_WATCHDOG_KICK_IN_SECONDS*1000,
(GSourceFunc)watchdog_timeout,
&state);
state.rewind_count = 0;
state.prev_tick.tv_sec = 0;
state.prev_tick.tv_usec = 0;
state.msecs_delta = 0;
state.source_id =
clutter_threads_add_frame_source (60, frame_tick, &state);
clutter_timeline_start (state.timeline);
clutter_main();
g_source_remove (state.source_id);
g_object_unref (state.timeline);
}

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@ -181,51 +181,10 @@ delay_cb (gpointer data)
return TRUE;
}
typedef struct _FrameCounter FrameCounter;
struct _FrameCounter
{
GTimeVal prev_tick;
gulong msecs_delta;
GSList *timelines;
};
static gboolean
frame_tick (gpointer data)
{
FrameCounter *counter = data;
GTimeVal cur_tick = { 0, };
GSList *l;
gulong msecs;
g_get_current_time (&cur_tick);
if (counter->prev_tick.tv_sec == 0)
counter->prev_tick = cur_tick;
msecs = (cur_tick.tv_sec - counter->prev_tick.tv_sec) * 1000
+ (cur_tick.tv_usec - counter->prev_tick.tv_usec) / 1000;
for (l = counter->timelines; l != NULL; l = l->next)
{
ClutterTimeline *timeline = l->data;
if (clutter_timeline_is_playing (timeline))
clutter_timeline_advance_delta (timeline, msecs);
}
counter->msecs_delta = msecs;
counter->prev_tick = cur_tick;
return TRUE;
}
void
test_timeline (TestConformSimpleFixture *fixture,
gconstpointer data)
{
FrameCounter *counter;
ClutterTimeline *timeline_1;
TimelineData data_1;
ClutterTimeline *timeline_2;
@ -235,14 +194,11 @@ test_timeline (TestConformSimpleFixture *fixture,
gchar **markers;
gsize n_markers;
guint delay_tag;
guint source_id;
counter = g_new0 (FrameCounter, 1);
source_id = clutter_threads_add_frame_source (FPS, frame_tick, counter);
timeline_data_init (&data_1, 1);
timeline_1 = clutter_timeline_new (FRAME_COUNT * 1000 / FPS);
clutter_timeline_add_marker_at_time (timeline_1, "start-marker",
0 * 1000 / FPS);
clutter_timeline_add_marker_at_time (timeline_1, "foo", 5 * 1000 / FPS);
clutter_timeline_add_marker_at_time (timeline_1, "bar", 5 * 1000 / FPS);
clutter_timeline_add_marker_at_time (timeline_1, "baz", 5 * 1000 / FPS);
@ -256,8 +212,6 @@ test_timeline (TestConformSimpleFixture *fixture,
g_assert (n_markers == 3);
g_strfreev (markers);
counter->timelines = g_slist_prepend (counter->timelines, timeline_1);
timeline_data_init (&data_2, 2);
timeline_2 = clutter_timeline_clone (timeline_1);
clutter_timeline_add_marker_at_time (timeline_2, "bar", 2 * 1000 / FPS);
@ -267,11 +221,11 @@ test_timeline (TestConformSimpleFixture *fixture,
g_assert (strcmp (markers[0], "bar") == 0);
g_strfreev (markers);
counter->timelines = g_slist_prepend (counter->timelines, timeline_2);
timeline_data_init (&data_3, 3);
timeline_3 = clutter_timeline_clone (timeline_1);
clutter_timeline_set_direction (timeline_3, CLUTTER_TIMELINE_BACKWARD);
clutter_timeline_add_marker_at_time (timeline_3, "start-marker",
FRAME_COUNT * 1000 / FPS);
clutter_timeline_add_marker_at_time (timeline_3, "foo", 5 * 1000 / FPS);
clutter_timeline_add_marker_at_time (timeline_3, "baz", 8 * 1000 / FPS);
clutter_timeline_add_marker_at_time (timeline_3, "near-end-marker",
@ -279,8 +233,6 @@ test_timeline (TestConformSimpleFixture *fixture,
clutter_timeline_add_marker_at_time (timeline_3, "end-marker",
0 * 1000 / FPS);
counter->timelines = g_slist_prepend (counter->timelines, timeline_3);
g_signal_connect (timeline_1,
"marker-reached", G_CALLBACK (timeline_marker_reached_cb),
&data_1);
@ -359,9 +311,4 @@ test_timeline (TestConformSimpleFixture *fixture,
timeline_data_destroy (&data_3);
g_source_remove (delay_tag);
g_source_remove (source_id);
g_slist_free (counter->timelines);
g_free (counter);
}

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@ -36,7 +36,6 @@ do_events (ClutterActor *stage)
{
glong i;
static gdouble angle = 0;
ClutterEvent event;
for (i = 0; i < n_events; i++)
{
@ -44,18 +43,13 @@ do_events (ClutterActor *stage)
while (angle > M_PI * 2.0)
angle -= M_PI * 2.0;
event.type = CLUTTER_MOTION;
event.any.stage = CLUTTER_STAGE (stage);
event.any.time = CLUTTER_CURRENT_TIME;
event.motion.flags = 0;
event.motion.source = NULL;
event.motion.x = (gint)(256.0 + 206.0 * cos (angle));
event.motion.y = (gint)(256.0 + 206.0 * sin (angle));
event.motion.modifier_state = 0;
event.motion.axes = NULL;
event.motion.device = NULL;
clutter_event_put (&event);
/* If we synthesized events, they would be motion compressed;
* calling get_actor_at_position() doesn't have that problem
*/
clutter_stage_get_actor_at_pos (CLUTTER_STAGE (stage),
CLUTTER_PICK_REACTIVE,
256.0 + 206.0 * cos (angle),
256.0 + 206.0 * sin (angle));
}
}

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@ -77,6 +77,7 @@ main (int argc, char *argv[])
int row, col;
g_setenv ("CLUTTER_VBLANK", "none", FALSE);
g_setenv ("CLUTTER_DEFAULT_FPS", "1000", FALSE);
clutter_init (&argc, &argv);

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@ -48,6 +48,7 @@ main (int argc, char *argv[])
ClutterActor *group;
g_setenv ("CLUTTER_VBLANK", "none", FALSE);
g_setenv ("CLUTTER_DEFAULT_FPS", "1000", FALSE);
clutter_init (&argc, &argv);