/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Authored By: Emmanuele Bassi * * Copyright (C) 2009 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see . */ /* * SECTION:clutter-master-clock * @short_description: The master clock for all animations * * The #ClutterMasterClock class is responsible for advancing all * #ClutterTimelines when a stage is being redrawn. The master clock * makes sure that the scenegraph is always integrally updated before * painting it. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "clutter-master-clock.h" #include "clutter-debug.h" #include "clutter-private.h" #define CLUTTER_MASTER_CLOCK_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_MASTER_CLOCK, ClutterMasterClockClass)) #define CLUTTER_IS_MASTER_CLOCK_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_MASTER_CLOCK)) #define CLUTTER_MASTER_CLASS_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_MASTER_CLOCK, ClutterMasterClockClass)) typedef struct _ClutterClockSource ClutterClockSource; typedef struct _ClutterMasterClockClass ClutterMasterClockClass; struct _ClutterMasterClock { GObject parent_instance; /* the list of timelines handled by the clock */ GSList *timelines; /* the current state of the clock */ GTimeVal cur_tick; /* the previous state of the clock, used to compute * the delta */ GTimeVal prev_tick; /* an idle source, used by the Master Clock to queue * a redraw on the stage and drive the animations */ GSource *source; }; struct _ClutterMasterClockClass { GObjectClass parent_class; }; struct _ClutterClockSource { GSource source; ClutterMasterClock *master_clock; }; static gboolean clutter_clock_prepare (GSource *source, gint *timeout); static gboolean clutter_clock_check (GSource *source); static gboolean clutter_clock_dispatch (GSource *source, GSourceFunc callback, gpointer user_data); static ClutterMasterClock *default_clock = NULL; static GSourceFuncs clock_funcs = { clutter_clock_prepare, clutter_clock_check, clutter_clock_dispatch, NULL }; G_DEFINE_TYPE (ClutterMasterClock, clutter_master_clock, G_TYPE_OBJECT); /* * master_clock_is_running: * @master_clock: a #ClutterMasterClock * * Checks if we should currently be advancing timelines or redrawing * stages. * * Return value: %TRUE if the #ClutterMasterClock has at least * one running timeline */ static gboolean master_clock_is_running (ClutterMasterClock *master_clock) { ClutterStageManager *stage_manager = clutter_stage_manager_get_default (); const GSList *stages, *l; if (master_clock->timelines) return TRUE; stages = clutter_stage_manager_peek_stages (stage_manager); for (l = stages; l; l = l->next) if (_clutter_stage_has_queued_events (l->data) || _clutter_stage_needs_update (l->data)) return TRUE; return FALSE; } /* * master_clock_next_frame_delay: * @master_clock: a #ClutterMasterClock * * Computes the number of delay before we need to draw the next frame. * * Return value: -1 if there is no next frame pending, otherwise the * number of millseconds before the we need to draw the next frame */ static gint master_clock_next_frame_delay (ClutterMasterClock *master_clock) { GTimeVal now; GTimeVal next; if (!master_clock_is_running (master_clock)) return -1; if (clutter_feature_available (CLUTTER_FEATURE_SYNC_TO_VBLANK)) { /* When we have sync-to-vblank, we count on that to throttle * our frame rate, and otherwise draw frames as fast as possible. */ return 0; } if (master_clock->prev_tick.tv_sec == 0) { /* If we weren't previously running, then draw the next frame * immediately */ return 0; } /* Otherwise, wait at least 1/frame_rate seconds since we last started a frame */ g_source_get_current_time (master_clock->source, &now); next = master_clock->prev_tick; g_time_val_add (&next, 1000000 / clutter_get_default_frame_rate ()); if (next.tv_sec < now.tv_sec || (next.tv_sec == now.tv_sec && next.tv_usec < now.tv_usec)) { return 0; } else { return ((next.tv_sec - now.tv_sec) * 1000 + (next.tv_usec - now.tv_usec) / 1000); } } /* * clutter_clock_source_new: * @master_clock: a #ClutterMasterClock for the source * * The #ClutterClockSource is an idle GSource that will queue a redraw * if @master_clock has at least a running #ClutterTimeline. The redraw * will cause @master_clock to advance all timelines, thus advancing all * animations as well. * * Return value: the newly created #GSource */ static GSource * clutter_clock_source_new (ClutterMasterClock *master_clock) { GSource *source = g_source_new (&clock_funcs, sizeof (ClutterClockSource)); ClutterClockSource *clock_source = (ClutterClockSource *) source; clock_source->master_clock = master_clock; return source; } static gboolean clutter_clock_prepare (GSource *source, gint *timeout) { ClutterClockSource *clock_source = (ClutterClockSource *) source; ClutterMasterClock *master_clock = clock_source->master_clock; int delay; delay = master_clock_next_frame_delay (master_clock); *timeout = delay; return delay == 0; } static gboolean clutter_clock_check (GSource *source) { ClutterClockSource *clock_source = (ClutterClockSource *) source; ClutterMasterClock *master_clock = clock_source->master_clock; int delay; delay = master_clock_next_frame_delay (master_clock); return delay == 0; } static gboolean clutter_clock_dispatch (GSource *source, GSourceFunc callback, gpointer user_data) { ClutterClockSource *clock_source = (ClutterClockSource *) source; ClutterMasterClock *master_clock = clock_source->master_clock; ClutterStageManager *stage_manager = clutter_stage_manager_get_default (); GSList *stages, *l; CLUTTER_NOTE (SCHEDULER, "Master clock [tick]"); /* Get the time to use for this frame. */ g_source_get_current_time (source, &master_clock->cur_tick); /* We need to protect ourselves against stages being destroyed during * event handling */ stages = clutter_stage_manager_list_stages (stage_manager); g_slist_foreach (stages, (GFunc)g_object_ref, NULL); /* Process queued events */ for (l = stages; l != NULL; l = l->next) _clutter_stage_process_queued_events (l->data); _clutter_master_clock_advance (master_clock); _clutter_run_repaint_functions (); /* Update any stage that needs redraw/relayout after the clock * is advanced. */ for (l = stages; l != NULL; l = l->next) _clutter_stage_do_update (l->data); g_slist_foreach (stages, (GFunc)g_object_unref, NULL); g_slist_free (stages); master_clock->prev_tick = master_clock->cur_tick; return TRUE; } static void clutter_master_clock_finalize (GObject *gobject) { ClutterMasterClock *master_clock = CLUTTER_MASTER_CLOCK (gobject); g_slist_free (master_clock->timelines); G_OBJECT_CLASS (clutter_master_clock_parent_class)->finalize (gobject); } static void clutter_master_clock_class_init (ClutterMasterClockClass *klass) { GObjectClass *gobject_class = G_OBJECT_CLASS (klass); gobject_class->finalize = clutter_master_clock_finalize; } static void clutter_master_clock_init (ClutterMasterClock *self) { GSource *source; source = clutter_clock_source_new (self); self->source = source; g_source_set_priority (source, CLUTTER_PRIORITY_REDRAW); g_source_set_can_recurse (source, FALSE); g_source_attach (source, NULL); } /* * _clutter_master_clock_get_default: * * Retrieves the default master clock. If this function has never * been called before, the default master clock is created. * * Return value: the default master clock. The returned object is * owned by Clutter and should not be modified or freed */ ClutterMasterClock * _clutter_master_clock_get_default (void) { if (G_LIKELY (default_clock != NULL)) return default_clock; default_clock = g_object_new (CLUTTER_TYPE_MASTER_CLOCK, NULL); return default_clock; } /* * _clutter_master_clock_add_timeline: * @master_clock: a #ClutterMasterClock * @timeline: a #ClutterTimeline * * Adds @timeline to the list of playing timelines held by the master * clock. */ void _clutter_master_clock_add_timeline (ClutterMasterClock *master_clock, ClutterTimeline *timeline) { gboolean is_first; if (g_slist_find (master_clock->timelines, timeline)) return; is_first = master_clock->timelines == NULL; master_clock->timelines = g_slist_prepend (master_clock->timelines, timeline); if (is_first) _clutter_master_clock_start_running (master_clock); } /* * _clutter_master_clock_remove_timeline: * @master_clock: a #ClutterMasterClock * @timeline: a #ClutterTimeline * * Removes @timeline from the list of playing timelines held by the * master clock. */ void _clutter_master_clock_remove_timeline (ClutterMasterClock *master_clock, ClutterTimeline *timeline) { master_clock->timelines = g_slist_remove (master_clock->timelines, timeline); } /* * _clutter_master_clock_start_running: * @master_clock: a #ClutterMasterClock * * Called when we have events or redraws to process; if the clock * is stopped, does the processing necessary to wake it up again. */ void _clutter_master_clock_start_running (ClutterMasterClock *master_clock) { /* If called from a different thread, we need to wake up the * main loop to start running the timelines */ g_main_context_wakeup (NULL); } /* * _clutter_master_clock_advance: * @master_clock: a #ClutterMasterClock * * Advances all the timelines held by the master clock. This function * should be called before calling clutter_redraw() to make sure that * all the timelines are advanced and the scene is updated. */ void _clutter_master_clock_advance (ClutterMasterClock *master_clock) { GSList *l, *next; g_return_if_fail (CLUTTER_IS_MASTER_CLOCK (master_clock)); for (l = master_clock->timelines; l != NULL; l = next) { next = l->next; clutter_timeline_do_tick (l->data, &master_clock->cur_tick); } }