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Compress events as part of the frame cycle
Instead of trying to guess about which motion events are extraneous, queue up all events until we process a frame. This allows us to look ahead and reliably compress consecutive sequence of motion events. clutter-main.c: Feed received events to the stage for queueing. Remove old compression code. Remove clutter_get_motion_events_frequency() clutter_set_motion_events_frequency() clutter-stage.c: Keep a queue of pending events. clutter-master-clock.c: Add processng of queued events to the clock source dispatch function. http://bugzilla.openedhand.com/show_bug.cgi?id=1637 Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
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@ -2004,6 +2004,29 @@ generate_enter_leave_events (ClutterEvent *event)
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*/
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void
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clutter_do_event (ClutterEvent *event)
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{
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if (!event->any.stage)
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return;
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/* Instead of processing events when received, we queue them up to
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* handle per-frame before animations, layout, and drawing.
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*
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* This gives us the chance to reliably compress motion events
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* because we've "looked ahead" and know all motion events that
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* will occur before drawing the frame.
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*/
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_clutter_stage_queue_event (event->any.stage, event);
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}
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/**
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* _clutter_process_event
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* @event: a #ClutterEvent.
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*
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* Does the actual work of processing an event that was queued earlier
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* out of clutter_do_event().
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*/
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void
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_clutter_process_event (ClutterEvent *event)
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{
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/* FIXME: This should probably be clutter_cook_event() - it would
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* take a raw event from the backend and 'cook' it so its more tasty.
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@ -2013,8 +2036,6 @@ clutter_do_event (ClutterEvent *event)
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ClutterBackend *backend;
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ClutterActor *stage;
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ClutterInputDevice *device = NULL;
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static gint32 motion_last_time = 0L;
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gint32 local_motion_time;
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context = clutter_context_get_default ();
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backend = context->backend;
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@ -2091,52 +2112,6 @@ clutter_do_event (ClutterEvent *event)
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case CLUTTER_MOTION:
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device = event->motion.device;
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if (device)
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local_motion_time = device->motion_last_time;
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else
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local_motion_time = motion_last_time;
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/* avoid rate throttling for synthetic motion events or if
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* the per-actor events are disabled
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*/
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if (!(event->any.flags & CLUTTER_EVENT_FLAG_SYNTHETIC) ||
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!context->motion_events_per_actor)
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{
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gint32 frame_rate, delta;
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/* avoid issuing too many motion events, which leads to many
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* redraws in pick mode (performance penalty)
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*/
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frame_rate = clutter_get_motion_events_frequency ();
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delta = 1000 / frame_rate;
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CLUTTER_NOTE (EVENT,
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"skip motion event: %s (last:%d, delta:%d, time:%d)",
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(event->any.time < (local_motion_time + delta) ? "yes" : "no"),
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local_motion_time,
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delta,
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event->any.time);
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/* we need to guard against roll-overs and the
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* case where the time is rolled backwards and
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* the backend is not ensuring a monotonic clock
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* for the events.
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*
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* see:
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* http://bugzilla.openedhand.com/show_bug.cgi?id=1130
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*/
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if (event->any.time >= local_motion_time &&
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event->any.time < (local_motion_time + delta))
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break;
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else
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local_motion_time = event->any.time;
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}
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if (device)
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device->motion_last_time = local_motion_time;
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else
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motion_last_time = local_motion_time;
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/* Only stage gets motion events if clutter_set_motion_events is TRUE,
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* and the event is not a synthetic event with source set.
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*/
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@ -2321,9 +2296,6 @@ clutter_base_init (void)
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* Retrieves the default frame rate used when creating #ClutterTimeline<!--
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* -->s.
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*
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* This value is also used to compute the default frequency of motion
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* events.
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*
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* Return value: the default frame rate
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*
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* Since: 0.6
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@ -2621,61 +2593,6 @@ clutter_get_keyboard_grab (void)
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return context->keyboard_grab_actor;
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}
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/**
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* clutter_get_motion_events_frequency:
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*
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* Retrieves the number of motion events per second that are delivered
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* to the stage.
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*
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* See clutter_set_motion_events_frequency().
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*
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* Return value: the number of motion events per second
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*
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* Since: 0.6
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*/
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guint
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clutter_get_motion_events_frequency (void)
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{
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ClutterMainContext *context = clutter_context_get_default ();
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if (G_LIKELY (context->motion_frequency == 0))
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{
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guint frequency;
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frequency = clutter_default_fps / 4;
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frequency = CLAMP (frequency, 20, 45);
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return frequency;
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}
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else
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return context->motion_frequency;
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}
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/**
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* clutter_set_motion_events_frequency:
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* @frequency: the number of motion events per second, or 0 for the
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* default value
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*
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* Sets the motion events frequency. Setting this to a non-zero value
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* will override the default setting, so it should be rarely used.
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*
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* Motion events are delivered from the default backend to the stage
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* and are used to generate the enter/leave events pair. This might lead
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* to a performance penalty due to the way the actors are identified.
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* Using this function is possible to reduce the frequency of the motion
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* events delivery to the stage.
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*
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* Since: 0.6
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*/
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void
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clutter_set_motion_events_frequency (guint frequency)
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{
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ClutterMainContext *context = clutter_context_get_default ();
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/* never allow the motion events to exceed the default frame rate */
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context->motion_frequency = CLAMP (frequency, 1, clutter_default_fps);
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}
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/**
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* clutter_clear_glyph_cache:
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*
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@ -144,8 +144,6 @@ void clutter_threads_remove_repaint_func (guint handle_id
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void clutter_set_motion_events_enabled (gboolean enable);
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gboolean clutter_get_motion_events_enabled (void);
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void clutter_set_motion_events_frequency (guint frequency);
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guint clutter_get_motion_events_frequency (void);
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void clutter_set_default_frame_rate (guint frames_per_sec);
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guint clutter_get_default_frame_rate (void);
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@ -115,7 +115,8 @@ master_clock_is_running (ClutterMasterClock *master_clock)
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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_needs_update (l->data))
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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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return FALSE;
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@ -179,11 +180,20 @@ clutter_clock_dispatch (GSource *source,
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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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const GSList *stages, *l;
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GSList *stages, *l;
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CLUTTER_NOTE (SCHEDULER, "Master clock [tick]");
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stages = clutter_stage_manager_peek_stages (stage_manager);
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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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/* Process queued events
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*/
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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_master_clock_advance (master_clock);
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@ -193,6 +203,9 @@ clutter_clock_dispatch (GSource *source,
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for (l = stages; l != NULL; l = l->next)
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_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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return TRUE;
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}
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@ -70,7 +70,6 @@ typedef enum {
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struct _ClutterInputDevice
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{
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gint id;
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gint32 motion_last_time;
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ClutterActor *pointer_grab_actor;
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ClutterActor *motion_last_actor;
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@ -99,7 +98,6 @@ struct _ClutterMainContext
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ClutterPickMode pick_mode; /* Indicates pick render mode */
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guint motion_frequency; /* Motion events per second */
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gint num_reactives; /* Num of reactive actors */
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ClutterIDPool *id_pool; /* mapping between reused integer ids
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@ -178,6 +176,11 @@ void _clutter_stage_maybe_relayout (ClutterActor *sta
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gboolean _clutter_stage_needs_update (ClutterStage *stage);
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void _clutter_stage_do_update (ClutterStage *stage);
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void _clutter_stage_queue_event (ClutterStage *stage,
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ClutterEvent *event);
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gboolean _clutter_stage_has_queued_events (ClutterStage *stage);
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void _clutter_stage_process_queued_events (ClutterStage *stage);
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/* vfuncs implemented by backend */
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GType _clutter_backend_impl_get_type (void);
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@ -207,6 +210,9 @@ gfloat _clutter_backend_get_units_per_em (ClutterBackend *backend
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void _clutter_feature_init (void);
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/* Reinjecting queued events for processing */
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void _clutter_process_event (ClutterEvent *event);
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/* Picking code */
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ClutterActor *_clutter_do_pick (ClutterStage *stage,
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gint x,
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@ -87,6 +87,8 @@ struct _ClutterStagePrivate
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gchar *title;
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ClutterActor *key_focused_actor;
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GQueue *event_queue;
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guint redraw_pending : 1;
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guint is_fullscreen : 1;
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guint is_offscreen : 1;
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@ -389,6 +391,86 @@ clutter_stage_real_fullscreen (ClutterStage *stage)
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CLUTTER_ALLOCATION_NONE);
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}
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void
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_clutter_stage_queue_event (ClutterStage *stage,
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ClutterEvent *event)
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{
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ClutterStagePrivate *priv;
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
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priv = stage->priv;
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g_queue_push_tail (priv->event_queue,
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clutter_event_copy (event));
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}
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gboolean
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_clutter_stage_has_queued_events (ClutterStage *stage)
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{
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ClutterStagePrivate *priv;
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g_return_val_if_fail (CLUTTER_IS_STAGE (stage), FALSE);
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priv = stage->priv;
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return priv->event_queue->length > 0;
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}
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void
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_clutter_stage_process_queued_events (ClutterStage *stage)
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{
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ClutterStagePrivate *priv;
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GList *events, *l;;
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g_return_if_fail (CLUTTER_IS_STAGE (stage));
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priv = stage->priv;
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if (priv->event_queue->length == 0)
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return;
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/* In case the stage gets destroyed during event processing */
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g_object_ref (stage);
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/* Steal events before starting processing to avoid reentrancy
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* issues */
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events = priv->event_queue->head;
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priv->event_queue->head = NULL;
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priv->event_queue->tail = NULL;
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priv->event_queue->length = 0;
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for (l = events; l; l = l->next)
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{
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ClutterEvent *event;
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ClutterEvent *next_event;
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event = l->data;
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next_event = l->next ? l->next->data : NULL;
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/* Skip consecutive motion events */
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if (next_event &&
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event->type == CLUTTER_MOTION &&
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(next_event->type == CLUTTER_MOTION ||
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next_event->type == CLUTTER_LEAVE))
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{
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CLUTTER_NOTE (EVENT,
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"Omitting motion event at %.2f, %.2f",
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event->motion.x, event->motion.y);
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goto next_event;
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}
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_clutter_process_event (event);
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next_event:
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clutter_event_free (event);
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}
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g_list_free (events);
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g_object_unref (stage);
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}
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/**
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* _clutter_stage_needs_update:
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* @stage: A #ClutterStage
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@ -635,9 +717,13 @@ static void
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clutter_stage_finalize (GObject *object)
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{
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ClutterStage *stage = CLUTTER_STAGE (object);
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ClutterStagePrivate *priv = stage->priv;
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g_queue_foreach (priv->event_queue, (GFunc)clutter_event_free, NULL);
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g_queue_free (priv->event_queue);
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g_free (stage->priv->title);
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G_OBJECT_CLASS (clutter_stage_parent_class)->finalize (object);
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}
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@ -908,6 +994,8 @@ clutter_stage_init (ClutterStage *self)
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/* make sure that the implementation is considered a top level */
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CLUTTER_SET_PRIVATE_FLAGS (priv->impl, CLUTTER_ACTOR_IS_TOPLEVEL);
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priv->event_queue = g_queue_new ();
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priv->is_offscreen = FALSE;
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priv->is_fullscreen = FALSE;
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priv->is_user_resizable = FALSE;
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