Add repaint functions

Sometimes it is necessary for third party code to have a
function called during the redraw process, so that you can
update the scenegraph before it is painted.
This commit is contained in:
Emmanuele Bassi 2009-03-30 13:49:03 +01:00
parent 5cde6a598f
commit 87465355d3
4 changed files with 203 additions and 31 deletions

View File

@ -2816,3 +2816,162 @@ clutter_get_font_map (void)
return NULL;
}
typedef struct _ClutterRepaintFunction
{
guint id;
GSourceFunc func;
gpointer data;
GDestroyNotify notify;
} ClutterRepaintFunction;
/**
* clutter_threads_remove_repaint_func:
* @handle_id: an unsigned integer greater than zero
*
* Removes the repaint function with @handle_id as its id
*
* Since: 1.0
*/
void
clutter_threads_remove_repaint_func (guint handle_id)
{
ClutterRepaintFunction *repaint_func;
ClutterMainContext *context;
GList *l;
g_return_if_fail (handle_id > 0);
context = CLUTTER_CONTEXT ();
l = context->repaint_funcs;
while (l != NULL)
{
repaint_func = l->data;
if (repaint_func->id == handle_id)
{
context->repaint_funcs =
g_list_remove_link (context->repaint_funcs, l);
g_list_free (l);
if (repaint_func->notify)
repaint_func->notify (repaint_func->data);
g_slice_free (ClutterRepaintFunction, repaint_func);
return;
}
l = l->next;
}
}
/**
* clutter_threads_add_repaint_func:
* @func: the function to be called within the paint cycle
* @data: data to be passed to the function, or %NULL
* @notify: function to be called when removing the repaint
* function, or %NULL
*
* Adds a function to be called whenever Clutter is repainting a Stage.
* If the function returns %FALSE it is automatically removed from the
* list of repaint functions and will not be called again.
*
* This function is guaranteed to be called from within the same thread
* that called clutter_main(), and while the Clutter lock is being held.
*
* A repaint function is useful to ensure that an update of the scenegraph
* is performed before the scenegraph is repainted; for instance, uploading
* a frame from a video into a #ClutterTexture.
*
* When the repaint function is removed (either because it returned %FALSE
* or because clutter_threads_remove_repaint_func() has been called) the
* @notify function will be called, if any is set.
*
* Return value: the ID (greater than 0) of the repaint function. You
* can use the returned integer to remove the repaint function by
* calling clutter_threads_remove_repaint_func().
*
* Since: 1.0
*/
guint
clutter_threads_add_repaint_func (GSourceFunc func,
gpointer data,
GDestroyNotify notify)
{
static guint repaint_id = 1;
ClutterMainContext *context;
ClutterRepaintFunction *repaint_func;
g_return_val_if_fail (func != NULL, 0);
context = CLUTTER_CONTEXT ();
/* XXX lock the context */
repaint_func = g_slice_new (ClutterRepaintFunction);
repaint_func->id = repaint_id++;
repaint_func->func = func;
repaint_func->data = data;
repaint_func->notify = notify;
context->repaint_funcs = g_list_prepend (context->repaint_funcs,
repaint_func);
/* XXX unlock the context */
return repaint_func->id;
}
/*
* _clutter_run_repaint_functions:
*
* Executes the repaint functions added using the
* clutter_threads_add_repaint_func() function.
*
* Must be called before calling clutter_redraw() and
* with the Clutter thread lock held.
*/
void
_clutter_run_repaint_functions (void)
{
ClutterMainContext *context = CLUTTER_CONTEXT ();
ClutterRepaintFunction *repaint_func;
GList *reinvoke_list, *l;
if (context->repaint_funcs == NULL)
return;
reinvoke_list = NULL;
/* consume the whole list while we execute the functions */
while (context->repaint_funcs)
{
gboolean res = FALSE;
repaint_func = context->repaint_funcs->data;
l = context->repaint_funcs;
context->repaint_funcs =
g_list_remove_link (context->repaint_funcs, context->repaint_funcs);
g_list_free (l);
res = repaint_func->func (repaint_func->data);
if (res)
reinvoke_list = g_list_prepend (reinvoke_list, repaint_func);
else
{
if (repaint_func->notify)
repaint_func->notify (repaint_func->data);
g_slice_free (ClutterRepaintFunction, repaint_func);
}
}
if (reinvoke_list)
context->repaint_funcs = reinvoke_list;
}

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@ -131,13 +131,17 @@ guint clutter_threads_add_timeout_full (gint priority,
guint clutter_threads_add_frame_source (guint fps,
GSourceFunc func,
gpointer data);
guint clutter_threads_add_frame_source_full
(gint priority,
guint clutter_threads_add_frame_source_full (gint priority,
guint fps,
GSourceFunc func,
gpointer data,
GDestroyNotify notify);
guint clutter_threads_add_repaint_func (GSourceFunc func,
gpointer data,
GDestroyNotify notify);
void clutter_threads_remove_repaint_func (guint handler_id);
void clutter_set_motion_events_enabled (gboolean enable);
gboolean clutter_get_motion_events_enabled (void);
void clutter_set_motion_events_frequency (guint frequency);
@ -158,7 +162,7 @@ void clutter_clear_glyph_cache (void);
void clutter_set_font_flags (ClutterFontFlags flags);
ClutterFontFlags clutter_get_font_flags (void);
ClutterInputDevice* clutter_get_input_device_for_id (gint id);
ClutterInputDevice *clutter_get_input_device_for_id (gint id);
void clutter_grab_pointer_for_device (ClutterActor *actor,
gint id);

View File

@ -132,6 +132,8 @@ struct _ClutterMainContext
ClutterMasterClock *master_clock;
gulong redraw_count;
GList *repaint_funcs;
};
#define CLUTTER_CONTEXT() (clutter_context_get_default ())
@ -238,6 +240,8 @@ void _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
void _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
gboolean enable);
void _clutter_run_repaint_functions (void);
G_END_DECLS
#endif /* _HAVE_CLUTTER_PRIVATE_H */

View File

@ -403,6 +403,12 @@ redraw_update_idle (gpointer user_data)
master_clock = _clutter_master_clock_get_default ();
_clutter_master_clock_advance (master_clock);
/* run the (eventual) repaint functions; since those might end up queuing
* a relayout or a redraw we need to execute them before maybe_relayout()
*/
CLUTTER_NOTE (PAINT, "Repaint functions");
_clutter_run_repaint_functions ();
/* clutter_redraw() will also call maybe_relayout(), but since a relayout
* can queue a redraw, we want to do the relayout before we clear the
* update_idle to avoid painting the stage twice. Calling maybe_relayout()
@ -457,8 +463,7 @@ static void
set_offscreen_while_unrealized (ClutterActor *actor,
void *data)
{
CLUTTER_STAGE (actor)->priv->is_offscreen =
GPOINTER_TO_INT (data);
CLUTTER_STAGE (actor)->priv->is_offscreen = GPOINTER_TO_INT (data);
}
static void