Commit Graph

155 Commits

Author SHA1 Message Date
Emmanuele Bassi
38912ee4d9 Deprecate ClutterFrameSource
The FrameSource API hasn't been used internally since 1.0; since it's
not part of the paint clock, it is of limited use.
2010-11-06 20:11:16 +00:00
Emmanuele Bassi
46c597a1f6 Clean up clutter-private.h/6
Move all Actor private API to a separate file.
2010-10-21 12:22:17 +01:00
Emmanuele Bassi
cf3a29f224 Clean up clutter-private.h/5
Move PaintVolume private API to a separate header.
2010-10-21 12:22:17 +01:00
Emmanuele Bassi
43edfc9400 Clean up clutter-private.h/4
Move the private Backend API to a separate header.

This also allows us to finally move the class vtable and instance
structure to a separate file and plug the visibility hole that left
the Backend class bare for everyone to poke into.
2010-10-21 12:22:17 +01:00
Emmanuele Bassi
8613013ab0 Clean up clutter-private.h/3
Move Stage private API to a separate header.
2010-10-21 11:33:26 +01:00
Emmanuele Bassi
999c063784 Clean up clutter-private.h/2
Move StageManager private API to a different header.
2010-10-21 11:30:19 +01:00
Emmanuele Bassi
c1771d152e Clean up clutter-private.h/1
Move DeviceManager/InputDevice private API to a different header.
2010-10-21 10:54:14 +01:00
Emmanuele Bassi
7dd09e2186 Use G_DEFINE_BOXED_TYPE for all boxed types
We actually need a couple more macros for registering GValue
transformation functions. Those should be added to upstream
GLib.
2010-10-18 11:26:45 +01:00
Emmanuele Bassi
09a830d294 Remove conditional wrappers for property installation/notification
For the time being, just keep the #define's.
2010-10-18 11:26:45 +01:00
Emmanuele Bassi
f753b0c4a1 Wrap g_object_class_install_properties()
GObject ≥ 2.26.0 added a nice convenience call for installing properties
from an array of GParamSpec. Since we're already storing all GParamSpec
in an array in order to use them with g_object_notify_by_pspec(), this
turns out nicely for us.

Since we do not depend on GLib 2.26 (yet), we need to provide a simple
private wrapper that implements the fall back to the default
g_object_class_install_property() call.

ClutterDragAction has been converted as a proof of concept.
2010-09-30 10:33:24 +01:00
Robert Bragg
51fca9d968 actor: Adds private _clutter_actor_traverse API
This adds two internal functions relating to explicit traversal of the
scenegraph:
_clutter_actor_foreach_child
_clutter_actor_traverse

_clutter_actor_foreach_child just iterates the immediate children of an
actor, and with a new ClutterForeachCallback type it allows the
callbacks to break iteration early.

_clutter_actor_traverse traverses the given actor and all of its
decendants. Again traversal can be stopped early if a callback returns
FALSE.

The first intended use for _clutter_actor_traverse is to maintain a
cache pointer to the stage for all actors. In this case we will need to
update the pointer for all descendants of an actor when an actor is
reparented in any way.
2010-09-29 15:13:01 +01:00
Robert Bragg
9a1abbc713 actor: Adds private _clutter_actor_get_n_children
This adds a private getter to query the number of children an actor has.
One use planned for this API is to avoid calling get_paint_volume on
such actors. (It's not clear what the best semantics for
get_paint_volume are for actors with children, so we are considering
leaving the semantics undefined for the initial clutter 1.4 release)
2010-09-29 15:13:01 +01:00
Robert Bragg
3b789490d2 actor: defer queue-redraw signaling
Instead of immediately, recursively emitting the "queue-redraw" signal
when clutter_actor_queue_redraw is called we now defer this process
until all stage updates are complete. This allows us to aggregate
repeated _queue_redraw requests for the same actor avoiding redundant
paint volume transformations. By deferring we also increase the
likelihood that the actor will have a valid paint volume since it will
have an up to date allocation; this in turn means we will more often be
able to automatically queue clipped redraws which can have a big impact
on performance.

Here's an outline of the actor queue redraw mechanism:

The process starts in clutter_actor_queue_redraw or
_clutter_actor_queue_redraw_with_clip.

These functions queue an entry in a list associated with the stage which
is a list of actors that queued a redraw while updating the timelines,
performing layouting and processing other mainloop sources before the
next paint starts.

We aim to minimize the processing done at this point because there is a
good chance other events will happen while updating the scenegraph that
would invalidate any expensive work we might otherwise try to do here.
For example we don't try and resolve the screen space bounding box of an
actor at this stage so as to minimize how much of the screen redraw
because it's possible something else will happen which will force a full
redraw anyway.

When all updates are complete and we come to paint the stage (see
_clutter_stage_do_update) then we iterate this list and actually emit
the "queue-redraw" signals for each of the listed actors which will
bubble up to the stage for each actor and at that point we will
transform the actors paint volume into screen coordinates to determine
the clip region for what needs to be redrawn in the next paint.

Note: actors are allowed to queue a redraw in reseponse to a
queue-redraw signal so we repeat the processing of the list until it
remains empty. An example of when this happens is for Clone actors or
clutter_texture_new_from_actor actors which need to queue a redraw if
their source queues a redraw.
2010-09-29 15:13:00 +01:00
Robert Bragg
7d8effd5e2 paint_volume: add private api to change reference actor
For Clone actors we will need a way to report the volume of the source
actor as the volume of the clone actor. To make this work though we need
to be able to replace the reference to the source actor with a reference
to the clone actor instead. This adds a private
_clutter_paint_volume_set_reference_actor function to do that.
2010-09-29 15:13:00 +01:00
Robert Bragg
2d895816be paint_volume: Adds _clutter_paint_volume_set_from_volume
This adds a way to initialize a paint volume from another source paint
volume. This lets us for instance pass the contents of one paint volume
back through the out param of a get_paint_volume implementation.
2010-09-29 15:13:00 +01:00
Emmanuele Bassi
16f7ee13f2 Move default paint volume computation into a function
This should reduce the amount of copy and paste for actor sub-classes
that use the default paint volume from the allocation.
2010-09-29 15:13:00 +01:00
Robert Bragg
3040b140bc paint_volume: Splits out clutter_paint_volume code
This splits out all the clutter_paint_volume code from clutter-actor.c
into clutter-paint-volume.c. Since clutter-actor.c and
clutter-paint-volume.c both needed the functionality of
_fully_transform_vertices, this function has now been moved to
clutter-utils.c as _clutter_util_fully_transform_vertices.
2010-09-29 15:13:00 +01:00
Robert Bragg
b499696d83 Use paint volumes to do automatic culling
This uses actor paint volumes to perform culling during
clutter_actor_paint.

When performing a clipped redraw (because only a few localized actors
changed) then as we traverse the scenegraph painting the actors we can
now ignore actors that don't intersect the clip region. Early testing
shows this can have a big performance benefit; e.g. 100% fps improvement
for test-state with culling enabled and we hope that there are even much
more compelling examples than that in the real world,

Most Clutter applications are 2Dish interfaces and have quite a lot of
actors that get continuously painted when anything is animated. The
dynamic actors are often localized to an area of user focus though so
with culling we can completely avoid painting any of the static actors
outside the current clip region.

Obviously the cost of culling has to be offset against the cost of
painting to determine if it's a win, but our (limited) testing suggests
it should be a win for most applications.

Note: we hope we will be able to also bring another performance bump
from culling with another iteration - hopefully in the 1.6 cycle - to
avoid doing the culling in screen space and instead do it in the stage's
model space. This will hopefully let us minimize the cost of
transforming the actor volumes for culling.
2010-09-29 15:12:58 +01:00
Robert Bragg
13c4d7b95d actor: make _transform_and_project_box static
This makes _clutter_actor_transform_and_project_box a static function
and removes the prototype from clutter-private.h since it is no longer
used outside clutter-actor.c
2010-09-29 15:12:58 +01:00
Robert Bragg
1ea7145efc Queue clipped redraws work in terms of paint volumes
There is an internal _clutter_actor_queue_redraw_with_clip API that gets
used for texture-from-pixmap to minimize what we redraw in response to
Damage events. It was previously working in terms of a ClutterActorBox
but it has now been changed so an actor can queue a redraw of volume
instead.

The plan is that clutter_actor_queue_redraw will start to transparently
use _clutter_actor_queue_redraw_with_clip when it can determine a paint
volume for the actor.
2010-09-29 15:12:57 +01:00
Robert Bragg
3540d222e1 paint volumes: another pass at the design
This is a fairly extensive second pass at exposing paint volumes for
actors.

The API has changed to allow clutter_actor_get_paint_volume to fail
since there are times - such as when an actor isn't a descendent of the
stage - when the volume can't be determined. Another example is when
something has connected to the "paint" signal of the actor and we simply
have no way of knowing what might be drawn in that handler.

The API has also be changed to return a const ClutterPaintVolume pointer
(transfer none) so we can avoid having to dynamically allocate the
volumes in the most common/performance critical code paths. Profiling was
showing the slice allocation of volumes taking about 1% of an apps time,
for some fairly basic tests. Most volumes can now simply be allocated on
the stack; for clutter_actor_get_paint_volume we return a pointer to
&priv->paint_volume and if we need a more dynamic allocation there is
now a _clutter_stage_paint_volume_stack_allocate() mechanism which lets
us allocate data which expires at the start of the next frame.

The API has been extended to make it easier to implement
get_paint_volume for containers by using
clutter_actor_get_transformed_paint_volume and
clutter_paint_volume_union. The first allows you to query the paint
volume of a child but transformed into parent actor coordinates. The
second lets you combine volumes together so you can union all the
volumes for a container's children and report that as the container's
own volume.

The representation of paint volumes has been updated to consider that
2D actors are the most common.

The effect apis, clutter-texture and clutter-group have been update
accordingly.
2010-09-29 15:12:57 +01:00
Emmanuele Bassi
25abdf09b7 effect: Allow any effect to override the paint volume
An Effect implementation might override the paint volume of the actor to
which it is applied to. The get_paint_volume() virtual function should
be added to the Effect class vtable so that any effect can get the
current paint volume and update it.

The clutter_actor_get_paint_volume() function becomes context aware, and
does the right thing if called from within a ClutterEffect pre_paint()
or post_paint() implementation, by allowing all effects in the chain up
to the caller to modify the paint volume.
2010-09-29 15:12:56 +01:00
Emmanuele Bassi
94ce747f83 actor: Allow querying the paint volume
An actor has an implicit "paint volume", that is the volume in 3D space
occupied when painting itself.

The paint volume is defined as a cuboid with the origin placed at the
top-left corner of the actor; the size of the cuboid is given by three
vectors: width, height and depth.

ClutterActor provides API to convert the paint volume into a 2D box in
screen coordinates, to compute the on-screen area that an actor will
occupy when painted.

Actors can override the default implementation of the get_paint_volume()
virtual function to provide a different volume.
2010-09-29 15:12:56 +01:00
Emmanuele Bassi
884ead03e1 Add some more argument validation
This is all internal, so we shouldn't need it; unfortunately, it seems
we're passing invalid data internally, so for the time being catching
inconsistencies should at least emit a warning for us to backtrace.
2010-09-23 16:17:24 +01:00
Robert Bragg
56929942a8 picking: Fix tracking of pick buffer validity
We have an optimization to track when there are multiple picks per
frame so we can do a full render of the pick buffer to reduce the
number of pick renders for a static scene.

There was a problem though in that we were tracking this information in
the ClutterMainContext, but conceptually this doesn't really make sense
because the pick buffer is associated with a stage framebuffer and there
can be multiple stages for one context.

This patch moves the state tracking to ClutterStage.
2010-09-23 11:45:27 +01:00
Robert Bragg
b2a56c9cda Revert "picking: Fix tracking of pick buffer validity"
This reverts commit d7e86e2696.

This was a half baked patch that was pushed a bit early since it broke
test-texture-pick-with-alpha + the commit message refers to a change on
the wip/paint-box branch that hasn't happened yet.
2010-09-23 11:45:04 +01:00
Robert Bragg
d7e86e2696 picking: Fix tracking of pick buffer validity
We have an optimization to track when there are multiple picks per
frames so we can do a full render of the pick buffer to reduce the
number of pick renders for a static scene.

There were two problems with how we were tracking this state though.
Firstly we were tracking this information in the ClutterMainContext, but
conceptually this doesn't really make sense because the pick buffer is
associated with a stage framebuffer and there can be multiple stages for
one context.  Secondly - since the change to how redraws are queued - we
weren't marking the pick buffer as invalid when a queuing a redraw, we
were only marking the buffer invalid when signaling/finishing the
queue-redraw process, which is now deferred until just before a paint.
This meant using clutter_stage_get_actor_at_pos after a scenegraph
change could give a wrong result if it just read from an existing (but
technically invalid) pick buffer.

This patch moves the state tracking to ClutterStage, and ensures the
buffer is invalidated in _clutter_stage_queue_actor_redraw.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2283

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2010-09-23 11:14:56 +01:00
Emmanuele Bassi
5da0064de7 constraint: Add ::update_allocation()
The Constraint should plug directly into the allocation mechanism, and
modify the allocation of the actor to which they are applied to. This is
similar to the mechanism used by the Effect class to modify the paint
sequence of an actor.
2010-09-17 12:17:50 +01:00
Robert Bragg
f5f066df9c Try to clean up how we handle actor transformations
When building actor relative transforms, instead of using the matrix
stack to combine transformations and making assumptions about what is
currently on the stack we now just explicitly initialize an identity
matrix and apply transforms to that.

This removes the full_vertex_t typedef for internal transformation code
and we just use ClutterVertex.

ClutterStage now implements apply_transform like any other actor now
and the code we had in _cogl_setup_viewport has been moved to the
stage's apply_transform instead.

ClutterStage now tracks an explicit projection matrix and viewport
geometry. The projection matrix is derived from the perspective whenever
that changes, and the viewport is updated when the stage gets a new
allocation. The SYNC_MATRICES mechanism has been removed in favour of
_clutter_stage_dirty_viewport/projection() APIs that get used when
switching between multiple stages to ensure cogl has the latest
information about the onscreen framebuffer.
2010-09-13 18:18:34 +01:00
Robert Bragg
ab008948cf actor: Add _get_stage_internal to clutter-private.h
This adds _clutter_actor_get_stage_internal to clutter-private.h since
we plan to use it in clutter-offscreen-effect when preparing to
redirect an actor offscreen.
2010-09-13 18:18:34 +01:00
Emmanuele Bassi
e4870ebaf4 Constify Event accessors and copy method
This is still C, but at least we can get some sort of safety net when
using the API correctly.
2010-09-08 15:15:57 +01:00
Robert Bragg
965907deb3 Cache a full pick render if we have a static stage
The idea is that if we see multiple picks per frame then that implies
the visible scene has become static. In this case we can promote the
next pick render to be unclipped so we have valid pick values for the
entire stage. Now we can continue to read from this cached buffer until
the stage contents do visibly change.

Thanks to Luca Bruno on #clutter for this idea!
2010-08-18 18:30:30 +01:00
Neil Roberts
8d51617979 Conditionally use g_object_notify_by_pspec
This adds a wrapper macro to clutter-private that will use
g_object_notify_by_pspec if it's compiled against a version of GLib
that is sufficiently new. Otherwise it will notify by the property
name as before by extracting the name from the pspec. The objects can
then store a static array of GParamSpecs and notify using those as
suggested in the documentation for g_object_notify_by_pspec.

Note that the name of the variable used for storing the array of
GParamSpecs is obj_props instead of properties as used in the
documentation because some places in Clutter uses 'properties' as the
name of a local variable.

Mose of the classes in Clutter have been converted using the script in
the bug report. Some classes have not been modified even though the
script picked them up as described here:

json-generator:

 We probably don't want to modify the internal copy of JSON

behaviour-depth:
rectangle:
score:
stage-manager:

 These aren't using the separate GParamSpec* variable style.

blur-effect:
win32/device-manager:

 Don't actually define any properties even though it has the enum.

box-layout:
flow-layout:

  Have some per-child properties that don't work automatically with
  the script.

clutter-model:

  The script gets confused with ClutterModelIter

stage:

  Script gets confused because PROP_USER_RESIZE doesn't match
  "user-resizable"

test-layout:

  Don't really want to modify the tests

http://bugzilla.clutter-project.org/show_bug.cgi?id=2150
2010-08-10 17:12:06 +01:00
Emmanuele Bassi
eae4561929 Clean up the private flags for ClutterActor
Provide macros to quickly query a flag, and remove all namespacing
except the initial 'CLUTTER'.
2010-07-21 16:10:46 +01:00
Emmanuele Bassi
8be43b5285 Add P_() macro for translating property strings
The P_() macro adds a context for the property nick and blurb. In order
to make xgettext recognize it, we need to drop glib-gettexize inside the
autogen.sh script and ship a modified Makefile.in.in with Clutter.
2010-07-15 12:09:01 +01:00
Emmanuele Bassi
f44ccba42e events: Add platform-data to allocated Events
Events allocated by Clutter should have a pointer to platform-specific
data; this would allow backends to add separate structures for holding
ancillary data, whilst retaining the ClutterEvent structure for use on
the stack.

In theory, for Clutter 2.x we might just want to drop Event and use an
opaque structure, or a typed data structure inheriting from
GTypeInstance instead.
2010-07-13 08:27:48 +01:00
Emmanuele Bassi
437dcad86a settings: Migrate Backend settings to a new object
Instead of storing settings inside the Backend instance we should use a
separate public object.
2010-06-21 15:55:36 +01:00
Emmanuele Bassi
ab76584965 layout-manager: Implement set_container()
Store a back pointer of the layout manager inside the container using
the GObject instance data. This introduces a change in the implementation
of ClutterLayoutManager, though it's still binary compatible.
2010-06-07 22:40:34 +01:00
Emmanuele Bassi
a86f1b45bb Add the ClutterEffect abstract class
ClutterEffect is an abstract class that should be used to apply effects
on generic actors.

The ClutterEffect class just defines what an effect should implement; it
could be defined as an interface, but we might want to add some default
behavior dependent on the internal state at a later point.

The effect API applies to any actor, so we need to provide a way to
assign an effect to an actor, and let ClutterActor call the Effect
methods during the paint sequence.

Once an effect is attached to an actor we will perform the paint in this
order:

  • Effect::pre_paint()
  • Actor::paint signal emission
  • Effect::post_paint()

Since an effect might collide with the Shader class, we either allow a
shader or an effect for the time being.
2010-06-03 14:10:55 +01:00
Emmanuele Bassi
bf7e6ae587 Add error reporting for create_context() failures
We kind of assume that stuff will break well before during the
ClutterBackend::create_context() implementation if we fail to create a
GL context. We do, however, have error reporting in place inside the
Backend API to catch those cases. Unfortunately, since we switched to
lazy initialization of the Stage, there can be a case of GL context
creation failure that still leads to a successful initialization - and a
segmentation fault later on. This is clearly Not Good™.

Let's try to catch a failure in all the places calling create_context()
and report back to the user the error in a meaningful way, before
crashing and burning.
2010-03-17 17:40:34 +00:00
Robert Bragg
c0d5af5de5 Adds initial clipped redraw support to Clutter
A new (internal only currently) API, _clutter_actor_queue_clipped_redraw
can be used to queue a redraw along with a clip rectangle in actor
coordinates. This clip rectangle propagates up to the stage and clutter
backend which may optionally use the information to optimize stage
redraws. The GLX backend in particular may scissor the next redraw to
the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage
subregion.

The intention is that any actors that can naturally determine the bounds
of updates should queue clipped redraws to reduce the cost of updating
small regions of the screen.

Notes:
» If GLX_MESA_copy_sub_buffer isn't available then the GLX backend
  ignores any clip rectangles.

» queuing multiple clipped redraws will result in the bounding box of
  each clip rectangle being used.

» If a clipped redraw has a height > 300 pixels then it's promoted into
  a full stage redraw, so that the GPU doesn't end up blocking too long
  waiting for the vsync to reach the optimal position to avoid tearing.

  » Note: no empirical data was used to come up with this threshold so
    we may need to tune this.

» Currently only ClutterX11TexturePixmap makes use of this new API. This
  is done via a new "queue-damage-redraw" signal that is emitted when
  the pixmap is updated. The default handler queues a clipped redraw
  with the assumption that the pixmap is being painted as a rectangle
  covering the actors transformed allocation. If you subclass
  ClutterX11TexturePixmap and change how it's painted you now also
  need to override the signal handler and queue your own redraw.

  Technically this is a semantic break, but it's assumed that no one
  is currently doing this.

This still leaves a few unsolved issues with regards to optimizing sub
stage redraws that need to be addressed in further work so this can only
be considered a stepping stone a this point:

» Because we have no reliable way to determine if the painting of any
  given actor is being modified any optimizations implemented using
  _clutter_actor_queue_redraw_with_clip must be overridable by a
  subclass, and technically must be opt-in for existing classes to avoid
  a change in semantics. E.g. consider that a user connects to the paint
  signal for ClutterTexture and paints a circle instead of a rectangle.
  In this case any original logic to queue clipped redraws would be
  incorrect.

» Currently only the implementation of an actor has enough information
  with which to queue clipped redraws. E.g. It is not possible for
  generic code in clutter-actor.c to queue a clipped redraw when hiding
  an actor because actors have no way to report a "paint box". (remember
  actors can draw outside their allocation and actors with depth may
  also be projected outside of their allocation)

  » The current plan is to add a actor_class->get_paint_cuboid()
    virtual so actors can report a bounding cube for everything they
    would draw in their current state and use that to queue clipped
    redraws against the stage by projecting the paint cube into stage
    coordinates.

» Our heuristics for promoting clipped redraws into full redraws to
  avoid blocking the GPU while we wait for the vsync need improving:

  » vsync issues aren't relevant for redirected/composited applications
    so they should use different heuristics. In this case we instead
    need to trade off the cost of blitting when using glXCopySubBuffer
    vs promoting to a full redraw and flipping instead.
2010-03-02 17:19:11 +00:00
Emmanuele Bassi
79acb088e7 Remove mentions of the FSF address
Since using addresses that might change is something that finally
the FSF acknowledge as a plausible scenario (after changing address
twice), the license blurb in the source files should use the URI
for getting the license in case the library did not come with it.

Not that URIs cannot possibly change, but at least it's easier to
set up a redirection at the same place.

As a side note: this commit closes the oldes bug in Clutter's bug
report tool.

http://bugzilla.openedhand.com/show_bug.cgi?id=521
2010-03-01 12:56:10 +00:00
Emmanuele Bassi
23867875a1 build: Remove unused checks on platform functions
There is no need for us to check for low-level functions and header
files, especially since we haven't been checking the results until
now. This makes cross-compiling slightly more bearable.
2010-03-01 11:12:16 +00:00
Emmanuele Bassi
ee33357fd5 stage: Only clutter_stage_get_default() creates the default stage
The introduction of the StageManager in 0.8 implied that the first Stage
instance to be created was automatically assigned the status of "default
stage". This was all well and good, since the default stage was created
behind the curtains by the initialization sequence.

Now that the initialization sequence does not create a default stage any
longer, it means that the first stage created using clutter_stage_new()
gets to be the default, and all special and warm and fuzzy - which also
means that the first stage created by clutter_stage_new() cannot be
destroyed or handled as any other stage. Whoopsie.

Let's go back to the old semantics: the stage created by the first
invocation of clutter_stage_get_default() is the default stage, and
nothing else can be set as default. One day we'll be able to break the
API and the whole default stage business will be a thing of the past.
2010-02-18 17:01:57 +00:00
Emmanuele Bassi
b398292089 device: Impose per-backend DeviceManager
The DeviceManager class should be abstract in Clutter, and implemented
by each backend, as different backends will have different ways to
detect, initialize and list devices; the X11 backend alone has *two*
ways of dealing with devices.

This commit makes DeviceManager an abstract class and delegates the
device initialization and enumeration to per-backend sub-classes.

The responsible for creating the device manager is, obviously, the
backend singleton.

The X11 and Win32 backends have been updated to the new layout; the
Win32 backend has been updated blindly, so it might require additional
testing.
2010-02-17 17:46:48 +00:00
Emmanuele Bassi
0d428655e2 actor: Turn push/pop_internal into Actor methods
Since the "internal" state is global, it will leak onto actors that you
didn't intend for it to, because it applies not just to the actors you
create, but also to any actors *they* create. Eg, if you have a dialog
box class, you might push/pop_internal around creating its buttons, so
that those buttons get marked as internal to the dialog box. But
ctx->internal_child will still be set during the *button*'s constructor
as well, and so, eg, the label and icon inside the button actor will
*also* be marked as internal children, even if that isn't what the
button class wanted.

The least intrusive change at this point is to make push_internal() and
pop_internal() two methods of the Actor class, and take a ClutterActor
pointer as the argument - thus moving the locality of the internal_child
counter to the Actor itself.

http://bugzilla.openedhand.com/show_bug.cgi?id=1990
2010-02-15 16:09:26 +00:00
Robert Bragg
5d702853b8 glx backend: Adds support for GLX_INTEL_swap_event
If your OpenGL driver supports GLX_INTEL_swap_event that means when
glXSwapBuffers is called it returns immediatly and an XEvent is sent when
the actual swap has finished.

Clutter can use the events that notify swap completion as a means to
throttle rendering in the master clock without blocking the CPU and so it
should help improve the performance of CPU bound applications.
2010-02-09 22:19:41 +00:00
Emmanuele Bassi
e0b8d63159 device: Remove unused is_default member
The is_default member of the InputDevice structure was not used
anywhere.
2010-01-20 00:38:53 +00:00
Emmanuele Bassi
cf4e05930a device: Add the :name property to InputDevice
The InputDevice should have a name, possibly user readable, coming from
the backend.
2010-01-20 00:38:09 +00:00
Emmanuele Bassi
cf8a06f018 device: Store the current state, not the previous
The previous state for the device is used by the click count machinery
and we should not be overwriting it at every event; instead, we should
use a parallel storage for the current state coming from the windowing
system.
2010-01-20 00:38:08 +00:00