The clutter frame source tries to average out the frame deltas so that
if one frame takes 1 interval plus a little bit of extra time then the
next frame will be 1 interval minus that little bit of extra
time. Therefore the deltas can sometimes be less than the frame
interval. ClutterTimeline should accumulate these small differences
otherwise it will end up missing out frames so the total duration of
the timeline will be a lot longer.
For example this was causing test-actors to appear to run very slow.
The method of ClutterTimeline that advances the timeline by a
delta (in millisecond) is going to be useful for testing the
timeline's behaviour -- and unbreak the timeline test suite that
was broken by the MasterClock merge.
Currently, all timelines install a timeout inside the TimeoutPool
they share. Every time the main loop spins, all the timeouts are
updated. This, in turn, will usually lead to redraws being queued
on the stages.
This behaviour leads to the potential starvation of timelines and
to excessive redraws.
One lesson learned from the games developers is that the scenegraph
should be prepared in its entirety before the GL paint sequence is
initiated. This means making sure that every ::new-frame signal
handler is called before clutter_redraw() is invoked.
In order to do so a TimeoutPool is not enough: we need a master
clock. The clock will be responsible for advancing all the active
timelines created inside a scene, but only when the stage is
being redrawn.
The sequence is:
+ queue_redraw() is invoked on an actor and bubbles up
to the stage
+ if no redraw() has already been scheduled, install an
idle handler with a known priority
+ inside the idle handler:
- advance the master clock, which will in turn advance
every playing timeline by the amount of milliseconds
elapsed since the last redraw; this will make every
playing timeline emit the ::new-frame signal
- queue a relayout
- call the redraw() method of the backend
This way we trade multiple timeouts with a single frame source
that only runs if a timeline is playing and queues redraws on
the various stages.
Bug 1495 - Timelines run 4% short
Previously the timelines were timed by calculating the interval
between each frame stored as an integer number of milliseconds so some
precision is lost. For example, requesting 60 frames per second gets
converted to 16 ms per frame which is actually 62.5 frames per
second. This makes the timeline shorter by 4%.
This patch merges the common code for timing from the timeout pools
and frame sources into an internal clutter-timeout-interval file. This
stores the interval directly as the FPS and counts the number of
frames that have been reached instead of the elapsed time.
Add annotations such as (transfer-none) (out) (element-type ClutterActor),
and so forth to the doc comments as appropriate.
The annotations added here are a combination of the annotations previously
in gir-repository for Clutter and annotations found in a review of all
return values with that were being parsed with a transfer of "full".
http://bugzilla.openedhand.com/show_bug.cgi?id=1452
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Bug 1464 - clutter_timeline_list_markers should set n_markers=0 when
there are no markers
If no markers are registered and we bail out we should also set the
n_markers out parameter to 0 so that code checking the number of
markers will still work.
Like clutter_timeline_advance(), calling advance_to_marker() will
not emit ::new-frame for the frame where the marker is set on; it
will also not emit ::marker-reached for the marker we are advancing
the timeline to.
When calling clutter_timeline_advance(), a timeline will not emit
the ::new-frame signal for the frame we are advancing to, as this
would break the invariants of the timeline behaviour.
The documentation should make this clear.
The clutter_timeline_new() constructor is not checking the full
range of the passed :fps property. The ParamSpec of the property
and the setter method perform this check, so the ctor should as
well.
The "is-timeline-complete" condition is pretty long, spanning
four lines and four logical sub-conditions. It is possible to
neatly move it into an is_complete() function and make the
code more readable.
The long description of the ClutterTimeline class is very C
developer-oriented. Since many language bindings will refer to
the C API reference we should probably be more verbose and
language agnostic -- at least in the class description.
The methods documentation also requires a little pass to increase
the consistency of the terminology, the grammar and the syntax.
Finally, comments never killed anyone.
Since not every timeline will have markers it's unfair to make
all of them crete two empty hash tables (with a preallocated
fixed size).
This commit moves the responsibility of creating the hash tables
to the marker API itself, and adds the relative checks.
Since we are using milliseconds granularity to integrate timelines
with the GLib main loop, we cannot allow values of the :fps
property bigger than 1000. This means validating the fps value both
in the GParamSpec and the clutter_timeline_set_speed() accessor
function.
This should also fix floating point exceptions when trying to
perform "n_frames = milliseconds / (1000 / fps)".
See bug 1354:
http://bugzilla.openedhand.com/show_bug.cgi?id=1354
The special check to invert the progress when the timeline direction
is backwards is not necessary because the actual frame number will be
decreasing in that case. Inverting just makes it progress forwards
again.
This is more apparent since the float-alpha-value branch merge because
the clutter_linear function directly returns the value from
get_progress. For example in test-depth, the animations loop instead
of oscillating back and forth.
This is the result of running a number of sed and perl scripts over the code to
do 90% of the work in converting from 16.16 fixed to single precision floating
point.
Note: A pristine cogl-fixed.c has been maintained as a standalone utility API
so that applications may still take advantage of fixed point if they
desire for certain optimisations where lower precision may be acceptable.
Note: no API changes were made in Clutter, only in Cogl.
Overview of changes:
- Within clutter/* all usage of the COGL_FIXED_ macros have been changed to use
the CLUTTER_FIXED_ macros.
- Within cogl/* all usage of the COGL_FIXED_ macros have been completly stripped
and expanded into code that works with single precision floats instead.
- Uses of cogl_fixed_* have been replaced with single precision math.h
alternatives.
- Uses of COGL_ANGLE_* and cogl_angle_* have been replaced so we use a float for
angles and math.h replacements.
Bug 1309 - clutter_timeline_new and clutter_timeline_set_speed
have two standard of the fps limitation
* clutter/clutter-timeline.c:
(clutter_timeline_class_init): Set the maximum value of the
:fps property to be G_MAXUINT. (Zhang Wei)
* clutter/clutter-timeline.c (timeline_timeout_func): Move the
code for firing the new-frame and marker-reached signals into a
separate static function so that it can also be called when the
last frame is reached. Also fix an issue where the frame numbers
were changed in the wrong direction when detecting missed markers
in a reversed timeline. Based on a patch by Michael Boccara.
* tests/test-timeline.c: Now tries to automatically verify whether
the test worked by keeping track of all the signal emissions. The
timelines are run a second time with an extra timeout that causes
delays to simulate skipped frames.
Bug 1209 - Move fixed point API in COGL
* clutter/cogl/cogl-fixed.h:
* clutter/cogl/cogl.h.in:
* clutter/cogl/common/Makefile.am:
* clutter/cogl/common/cogl-fixed.c: Add fixed point API, modelled
after the ClutterFixed. The CoglFixed API supercedes the ClutterFixed
one and avoids the dependency of COGL on Clutter's own API.
* clutter/cogl/common/cogl-clip-stack.c:
* clutter/cogl/common/cogl-primitives.c:
* clutter/cogl/common/cogl-primitives.h: Update internal usage of
ClutterFixed to CoglFixed.
* clutter/cogl/gl/Makefile.am:
* clutter/cogl/gl/cogl-primitives.c:
* clutter/cogl/gl/cogl-texture.c:
* clutter/cogl/gl/cogl.c: Ditto, in the GL implementation of the
COGL API.
* clutter/cogl/gles/Makefile.am:
* clutter/cogl/gles/cogl-fbo.c:
* clutter/cogl/gles/cogl-gles2-wrapper.c:
* clutter/cogl/gles/cogl-primitives.c:
* clutter/cogl/gles/cogl-texture.c:
* clutter/cogl/gles/cogl.c: Ditto, in the GLES implementation of
the COGL API.
* clutter/pango/pangoclutter-glyph-cache.c:
* clutter/pango/pangoclutter-glyph-cache.h: Ditto, in the Pango
renderer glyphs cache.
* clutter/clutter-fixed.c:
* clutter/clutter-fixed.h: ClutterFixed and related API becomes
a simple transition API for bindings and public Clutter API.
* clutter/clutter-actor.c:
* clutter/clutter-alpha.c:
* clutter/clutter-backend.c:
* clutter/clutter-behaviour-depth.c:
* clutter/clutter-behaviour-ellipse.c:
* clutter/clutter-behaviour-path.c:
* clutter/clutter-behaviour-rotate.c:
* clutter/clutter-behaviour-scale.c:
* clutter/clutter-clone-texture.c:
* clutter/clutter-color.c:
* clutter/clutter-entry.c:
* clutter/clutter-stage.c:
* clutter/clutter-texture.c:
* clutter/clutter-timeline.c:
* clutter/clutter-units.h: Move from the internal usage of
ClutterFixed to CoglFixed.
* doc/reference/clutter/clutter-sections.txt:
* doc/reference/cogl/cogl-docs.sgml:
* doc/reference/cogl/cogl-sections.txt: Update the documentation.
* tests/test-cogl-tex-tile.c:
* tests/test-project.c: Fix tests after the API change
* README: Add release notes.
* clutter/clutter-timeline.c: Calculate the 'duration' property
on-demand instead of storing it as a member variable. Notify
duration property changes whenever the fps or num_frames changes.
* clutter/clutter-main.h: Make the priority constants public.
* clutter/clutter-stage.c: Use CLUTTER_PRIORITY_REDRAW.
* clutter/clutter-timeline.c: Use CLUTTER_PRIORITY_TIMELINE.
Bug #967 - Mismatch of Timeline::marker-reached signal signature
* clutter/clutter-marshal.list:
* clutter/clutter-timeline.c:
(clutter_timeline_class_init): Fix the type of the frame_num
argument in the ::marker-reached signal creation to match the
signal class handler. (Armin Burgmeier)
Bug#959 - Multiple minor improvements
* configure.ac: pick up GDKPIXBUF_PREFIX from gdk-pixbuf-2.0
module, not pango
* clutter/clutter-keysyms-table.h: cosmetic fix for ifdef guard
name in the comment (leftover from earlier commit)
* tests/test-textures.c: don't depend on GdkPixbuf as we're not
using any actual features from it, just plain pixel buffer
manipulation
* clutter/clutter-timeline.c
* clutter/clutter-timeline.h (clutter_timeline_list_markers): Use
gsize* to return number of items, not guint*
* tests/test-paint-wrapper.c: use correct type (guint*) in call
to clutter_actor_get_size()
* tests/test-depth.c (janus_group): properly take height2 into
account when calculating needed height for the rectangle
* tests/test-cogl-tex-getset.c: use rowstride, not width*4, when
calculating pixel offsets
* tests/test-cogl-tex-getset.c: Don't assume/force RGBA format,
also support ARGB format (needed with quartz imageloader.)
* clutter/clutter-frame-source.h:
* clutter/clutter-frame-source.c:
New files that contain a replacement for g_timeout that try to
cope with system delays.
* clutter/Makefile.am: Added clutter-frame-source.{c,h}
* clutter/clutter-timeline.c (timeout_add): Use a frame source
instead of a g_timeout.
* clutter/clutter-main.c (clutter_threads_add_frame_source_full)
(clutter_threads_add_frame_source): New public functions to wrap a
frame source and grab the Clutter mutex.
* clutter/clutter-timeout-pool.c: Now calculates the timeout
expiration times in the same way as a frame source does so that it
counts time in frame intervals instead of setting the next
expiration time as an offset from the current time.
* clutter/clutter-timeline.c (clutter_timeline_get_progressx): Fix
arithmetic for calculating the reverse progress when the timeline
is backward. (Should subtract from one instead of taking the
reciprocal).
* clutter/clutter-score.[ch]: Remove all the API changes, and
just add a clutter_score_append_at_marker(); the implementation
remains the same, but the marker must be explicitly created by
the developer. The ids are no longer used to create implicit
markers, so they can return to be unsigned integers.
* clutter/clutter-timeline.[ch]:
(clutter_timeline_has_marker): Add a function to query a timeline
for a marker being set.
* tests/test-score.c (main): Update with the API changes.
* clutter.symbols: Update exported symbols.
* clutter/clutter-marshal.list: Add signature for the
::marker-reached signal marshaller.
* clutter/clutter-timeline.[ch]: Add timeline marker API;
using markers it is possible to add a unique identifier to
a particular frame of the timeline, and receive a signal
notification when reaching that particular marker while
playing the timeline. (#641)
* tests/test-timeline.c: Update the test case to check for
the marker-reached signal emission.
* clutter.symbols: Add new symbols.
* clutter/clutter-timeline.c:
Timeline changes to fix the issues identified in bugzilla #439
Notably, this includes some tweaks to timeline semantics. So e.g. for a
10 frame timeline here are some points about the new timeline code:
- When you create a timeline it starts with current_frame_num == 0
- After starting a timeline, the first timeout is for
current_frame_num == 1 (Notably it isn't 0 since there is a delay
before the first timeout signals so re-asserting the starting point
would give a longer than average first frame.)
- For a non looping timeline the last timeout would be for
current_frame_num == 10
- For a looping timeline the timeout for current_frame_num == 10 would
be followed by a timeout for current_frame_num == 1 and frame 0 is
considered == frame 10.
- Asking for a timeline of N frames might better be described as asking
for a timeline of _length_ N.
Warning: Although I tried to test things, I guess it's quite likely that
this breaks somthing depending on a specific quirk of the previous
timeline code.
* clutter/clutter-actor.c:
(clutter_actor_get_property): Use clutter_actor_get_reactive()
instead of the IS_REACTIVE() macro.
(clutter_actor_set_reactive): Emit the notify signal for the
reactive property.
* clutter/clutter-timeline.c:
(timeline_timeout_func),
(clutter_timeline_get_delta): Coding style fixes.
* clutter/clutter-timeline.c (clutter_timeline_skip): Don't
add the frames outside the direction check. (thanks to benoar
on clutter-list for spotting it)
number of milliseconds passed between new-frame events instead of
since new-frame events, thus making sure that the sum of _get_delta's
returned for all new-frame events is equal to total time elapsed.
* clutter/clutter-timeline.h:
* clutter/clutter-timeline.c
(timeline_timeout_func),
(clutter_timeline_get_delta): Add a function for retrieving
the number of frames and the time (in milliseconds) elapsed
since the last timeline ::new-frame signal. This can be useful
for implementing a physics engine or just for knowing how if
and how many frames have been skipped.
* clutter/clutter-timeline.[ch]: Add ClutterTimeline:direction
property, defining the direction (forward or backward) of the
timeline.
* tests/test-timeline.c: Test the direction property.
* clutter.symbols: Update exported symbols
* clutter/clutter-timeline.[ch]: Added ClutterTimeline:duration,
a property for setting the duration of a timeline in milliseconds.
The property comes with accessors and a new constructor. The
frame rate used is the default value.
* clutter/clutter-private.h:
* clutter/clutter-main.[ch]: Add clutter_get_default_frame_rate()
and clutter_set_default_frame_rate(); these two functions control
the default frame rate to be used when creating timelines. Currently
is set to 60 frames-per-second.
Emit the ClutterTimeline::new-frame signal only if we arrive there with an
active timeout source. Also, make sure to take a reference on the timeout
when emitting signals.
If the timeline is advancing of zero frames, bump it up to one frame. (bug
471, Rob Bradford)
If the user called clutter_timeline_pause() while in the ::new-frame handler
the timeout is removed and the timeline is reset, while the correct behaviour
should be to simply return. (#371, Johan Bilien)
If we skipped the last frames and we ended up over the frame number, emit
the ::new-frame signal with the last frame before emitting the ::completed
signal.
Remove the call to clutter_timeline_stop() when reaching the end of the
timeline: it was used just to remove the timeout source and it emitted the
::paused signal, which doesn't make any sense. Also rewind the timeline
after emitting the ::completed signal, so that calling get_current_frame()
in the ::completed signal handlers still work.
All the ClutterTimeline share a ClutterTimeoutPool by default. This might
cause problems if an application is using a heavily threaded library that
does not play nicely with the main loop (like libneon). If this is the
case, using the CLUTTER_TIMELINE environment variable set to "no-pool"
makes the ClutterTimeline objects discard the pool and allocate a slice
of the main loop.
Use a per-class timeout pool into ClutterTimeline so that every timeline
instance will use a pooled timeout function to execute the tick. This
should make multiple timelines not starve the main loop.
This patch adds a "delay" property to the timeline object. If set,
it will delay the start of the timeline of a number of milliseconds.
If the timeline is looping, the delay will be applied just the first
time and not for every loop.
* clutter/clutter-private.h: Add our own READABLE,
WRITABLE and READWRITE paramspec flags, declaring the
string components of the properties GParamSpec as static;
this should shave off some bytes in the memory footprint
and avoid relocations.
* clutter/clutter-actor.c:
* clutter/clutter-behaviour.c:
* clutter/clutter-behaviour-opacity.c:
* clutter/clutter-behaviour-path.c:
* clutter/clutter-behavuour-scale.c:
* clutter/clutter-clone-texture.c:
* clutter/clutter-label.c:
* clutter/clutter-rectangle.c:
* clutter/clutter-stage.c:
* clutter/clutter-texture.c:
* clutter/clutter-timeline.c: Use the CLUTTER_PARAM_*
macros we just added.
* clutter/clutter-behaviour-scale.c: Add properties for
the scale begin, scale end and gravity parameters.
* clutter/clutter-behaviour-path.h: Mark the ClutterKnot
memory management functions as public (for the bindings),
since we use the slice allocator for copying knots around;
add a clutter_knot_equal() function.
* clutter/clutter-behaviour-path.c:
(node_distance): Use clutter_knot_equal() as a fast path
to avoid the sqrt() in case the nodes we are using are
at the same position.
(path_total_length): Additional check on the existence
of the next node.
* examples/behave.c: Do not leak the ClutterBehaviour
objects around.
* clutter/clutter-actor.c:
* clutter/clutter-alpha.c:
* clutter/clutter-behaviour-opacity.c:
* clutter/clutter-behaviour-scale.c:
* clutter/clutter-clone-texture.c:
* clutter/clutter-feature.c:
* clutter/clutter-label.c:
* clutter/clutter-main.c:
* clutter/clutter-stage.c:
* clutter/clutter-texture.c
* clutter/clutter-timeline.c:
* clutter/clutter-debug.h:
Make CLUTTER_NOTE() just take a string rather than a func.
Add more default context to output.
* configure.ac:
Fix flag and add more help docs for --ebable-debug option.
* configure.ac: Enable debug messages also when
--enable-debug is set to "minimum".
* clutter/Makefile.am:
* clutter/clutter-debug.h: Move all debugging macros inside
this private header; make all debug macros depend on the
CLUTTER_ENABLE_DEBUG compile time define, controlled by
the --enable-debug configure switch; add G_LOG_DOMAIN define.
* clutter/clutter-main.c: Clean up the debug stuff; add
command line argument parsing using GOption; the debug
messages now are triggered like this:
CLUTTER_DEBUG=section:section:... clutter-app
or like this:
clutter-app --clutter-debug=section:section:...
where "section" is one of the sections listed in clutter-main.c,
or "all", for all sections; each section is bound to a flag,
which can be used to define a domain when adding a debug note
using the CLUTTER_NOTE() macro; the old CLUTTER_DBG() macro is
just a wrapper around that, under the CLUTTER_DEBUG_MISC domain;
CLUTTER_NOTE() is used like this:
CLUTTER_NOTE (DOMAIN, log-function);
where log function is g_printerr(), g_message(), g_warning(),
g_critical() or directly g_log() - for instance:
CLUTTER_NOTE (PANGO, g_warning ("Cache miss: %d", glyph));
will print the warning only if the "pango" flag has been
set to the CLUTTER_DEBUG envvar or passed to the --clutter-debug
command line argument.
similar to CLUTTER_SHOW_FPS, there's also the --clutter-show-fps
command line switch; also, the --display and --screen command
line switches have been added: the first overrides the DISPLAY
envvar and the second controls the X screen used by Clutter to
get the root window on the display.
* clutter/clutter-main.h:
* clutter/clutter-main.c: Add extended support for GOption
in Clutter; use clutter_init_with_args() to let Clutter
parse your own command line arguments; use instead
clutter_get_option_group() to get the GOptionGroup used by
Clutter if you want to do the parsing yourself with
g_option_context_parse(). The init sequence has been verified,
updated and moved into common functions where possible.
* clutter/pango/pangoclutter-render.c:
* clutter/*.c: Include "clutter-debug.h" where needed; use
CLUTTER_NOTE() instead of CLUTTER_DBG().
* examples/super-oh.c: Use the new clutter_init_with_args()
function, and add a --num-hands command line switch to
the SuperOH example code controlling the number of hands at
runtime.
* clutter/clutter-alpha.h:
* clutter/clutter-alpha.c: Add a data parameter to
the ClutterAlphaFunc; add a data+destroy parameter
to clutter_alpha_set_func() and to clutter_alpha_new(),
and turned the latter into clutter_alpha_new_full();
add a simple, empty constructor clutter_alpha_new().
These changes makes writing bindings a tad more easy,
as bindings require passing their own functions in
order to call the real alpha function.
* clutter/clutter-behaviour.h: Clean up the header.
* clutter/clutter-behaviours.[ch]:
* clutter/clutter-behaviour-opacity.[ch]:
* clutter/clutter-behaviour-path.[ch]:
* clutter/clutter-behaviour-scale.[ch]: Split the
ClutterBehaviourPath, ClutterBehaviourOpacity and
ClutterBehaviourScale into their own files as they
have been growing a bit. Fix ClutterBehaviourPath
API.
* clutter/clutter-media.h: Remove the commented
"metadata_available" signal: gtk-doc chokes up on that.
* clutter/clutter-timeline.h:
* clutter/clutter-timeline.c: Remove the useless
ClutterTimelineAlphaFunc signature; add missing accessor
methods for the properties; clean up a bit.
* clutter/clutter-util.h:
* clutter/clutter-util.c: Remove unneeded function
clutter_util_can_create_texture().
* clutter/clutter-feature.h: Sync the name of
clutter_feature_get_all() with the name declared
in clutter-feature.h.
* clutter/Makefile.am:
* clutter/clutter.h: Update.
* examples/behave.c: Update to the new ClutterAlpha
constructor.
* examples/super-oh.c: Use the right pointer and avoid
the compiler making a fuss about it.
* clutter/clutter-timeline.h:
* clutter/clutter-timeline.c: Add a "started" and a "paused"
signals; add more sanity checks on the public functions.
(clutter_timeline_get_loop): Add a getter function for the
loop property.
* clutter/clutter-marshal.list: Add marshallers.
* clutter/clutter-timeline.h:
* clutter/clutter-actor.h: Add padding for future expansion
without breaking ABI.
* configure.ac:
Use pkg-config to check for X. Really Check for GL libs.
Make gtk binding optional. Cleanup a little.
* Makefile.am:
* gtk/Makefile.am:
Make gtk binding optional
* clutter/clutter-element.c:
Cleanup a little, notify on size change.
* clutter/clutter-texture.c:
Lots of cleanups. Add waste prop. Add filter quality prop.
* clutter/clutter-clone-texture.c:
Make object construction simpler to work better with bindings.
* clutter/clutter-stage.c:
* clutter/clutter-timeline.c:
Minor reformating, cleanups.
* examples/test-text.c: (main):
Random experimentation