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conform/actor-layout: Remove the continuous redraw
We just need one paint cycle.
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parent
3dad01ac22
commit
f1769d9423
@ -15,7 +15,7 @@ struct _TestState
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gint in_validation;
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guint is_running : 1;
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guint was_painted : 1;
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};
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static TestState *
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@ -24,9 +24,6 @@ test_state_new (void)
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return g_slice_new0 (TestState);
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}
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static void validate_state (ClutterActor *stage,
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TestState *state);
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static void
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test_state_free (TestState *state)
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{
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@ -40,12 +37,7 @@ test_state_free (TestState *state)
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g_ptr_array_unref (state->colors);
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if (state->stage != NULL)
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{
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g_signal_handlers_disconnect_by_func (state->stage,
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G_CALLBACK (validate_state),
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state);
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clutter_actor_destroy (state->stage);
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}
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g_slice_free (TestState, state);
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}
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@ -54,7 +46,7 @@ static void
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test_state_set_stage (TestState *state,
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ClutterActor *stage)
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{
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g_assert (!state->is_running);
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g_assert (!state->was_painted);
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state->stage = stage;
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}
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@ -64,7 +56,7 @@ test_state_add_actor (TestState *state,
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ClutterActor *actor,
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const ClutterColor *color)
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{
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g_assert (!state->is_running);
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g_assert (!state->was_painted);
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if (state->actors == NULL)
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{
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@ -139,17 +131,16 @@ check_color_at (ClutterActor *stage,
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return TRUE;
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}
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static void
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validate_state (ClutterActor *stage,
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TestState *state)
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static gboolean
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validate_state (gpointer data)
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{
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TestState *state = data;
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int i;
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/* avoid recursion */
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if (test_state_in_validation (state))
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return;
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g_assert (stage == state->stage);
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g_assert (state->actors != NULL);
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g_assert (state->colors != NULL);
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@ -168,26 +159,27 @@ validate_state (ClutterActor *stage,
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clutter_actor_get_allocation_box (actor, &box);
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check_color_at (stage, actor, color, box.x1 + 2, box.y1 + 2);
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check_color_at (stage, actor, color, box.x2 - 2, box.y2 - 2);
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check_color_at (state->stage, actor, color, box.x1 + 2, box.y1 + 2);
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check_color_at (state->stage, actor, color, box.x2 - 2, box.y2 - 2);
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}
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test_state_pop_validation (state);
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state->is_running = FALSE;
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state->was_painted = TRUE;
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return G_SOURCE_REMOVE;
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}
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static gboolean
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test_state_run (TestState *state)
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{
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g_signal_connect_after (state->stage, "paint", G_CALLBACK (validate_state), state);
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while (state->is_running)
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{
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clutter_actor_queue_redraw (state->stage);
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clutter_threads_add_repaint_func_full (CLUTTER_REPAINT_FLAGS_POST_PAINT,
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validate_state,
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state,
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NULL);
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while (!state->was_painted)
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g_main_context_iteration (NULL, FALSE);
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}
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return TRUE;
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}
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