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38912ee4d9
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.
256 lines
8.2 KiB
C
256 lines
8.2 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Neil Roberts <neil@linux.intel.com>
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*
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* Copyright (C) 2008 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-frame-source.h"
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#include "clutter-timeout-interval.h"
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#include "clutter-private.h"
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typedef struct _ClutterFrameSource ClutterFrameSource;
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struct _ClutterFrameSource
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{
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GSource source;
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ClutterTimeoutInterval timeout;
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};
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static gboolean clutter_frame_source_prepare (GSource *source,
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gint *timeout);
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static gboolean clutter_frame_source_check (GSource *source);
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static gboolean clutter_frame_source_dispatch (GSource *source,
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GSourceFunc callback,
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gpointer user_data);
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static GSourceFuncs clutter_frame_source_funcs =
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{
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clutter_frame_source_prepare,
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clutter_frame_source_check,
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clutter_frame_source_dispatch,
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NULL
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};
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/**
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* clutter_frame_source_add_full:
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* @priority: the priority of the frame source. Typically this will be in the
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* range between %G_PRIORITY_DEFAULT and %G_PRIORITY_HIGH.
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* @fps: the number of times per second to call the function
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* @func: function to call
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* @data: data to pass to the function
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* @notify: function to call when the timeout source is removed
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*
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* Sets a function to be called at regular intervals with the given
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* priority. The function is called repeatedly until it returns
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* %FALSE, at which point the timeout is automatically destroyed and
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* the function will not be called again. The @notify function is
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* called when the timeout is destroyed. The first call to the
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* function will be at the end of the first @interval.
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*
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* This function is similar to g_timeout_add_full() except that it
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* will try to compensate for delays. For example, if @func takes half
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* the interval time to execute then the function will be called again
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* half the interval time after it finished. In contrast
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* g_timeout_add_full() would not fire until a full interval after the
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* function completes so the delay between calls would be 1.0 / @fps *
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* 1.5. This function does not however try to invoke the function
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* multiple times to catch up missing frames if @func takes more than
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* @interval ms to execute.
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*
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* Rename to: clutter_frame_source_add
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*
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* Return value: the ID (greater than 0) of the event source.
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*
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* Since: 0.8
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*
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* Deprecated: 1.6
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*/
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guint
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clutter_frame_source_add_full (gint priority,
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guint fps,
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GSourceFunc func,
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gpointer data,
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GDestroyNotify notify)
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{
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guint ret;
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GSource *source = g_source_new (&clutter_frame_source_funcs,
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sizeof (ClutterFrameSource));
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ClutterFrameSource *frame_source = (ClutterFrameSource *) source;
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_clutter_timeout_interval_init (&frame_source->timeout, fps);
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if (priority != G_PRIORITY_DEFAULT)
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g_source_set_priority (source, priority);
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g_source_set_name (source, "Clutter frame timeout");
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g_source_set_callback (source, func, data, notify);
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ret = g_source_attach (source, NULL);
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g_source_unref (source);
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return ret;
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}
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/**
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* clutter_frame_source_add: (skip)
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* @fps: the number of times per second to call the function
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* @func: function to call
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* @data: data to pass to the function
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*
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* Simple wrapper around clutter_frame_source_add_full().
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*
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* Return value: the ID (greater than 0) of the event source.
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*
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* Since: 0.8
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*
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* Deprecated: 1.6
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*/
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guint
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clutter_frame_source_add (guint fps,
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GSourceFunc func,
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gpointer data)
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{
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return clutter_frame_source_add_full (G_PRIORITY_DEFAULT,
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fps, func, data, NULL);
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}
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static gboolean
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clutter_frame_source_prepare (GSource *source,
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gint *delay)
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{
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ClutterFrameSource *frame_source = (ClutterFrameSource *) source;
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GTimeVal current_time;
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g_source_get_current_time (source, ¤t_time);
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return _clutter_timeout_interval_prepare (¤t_time,
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&frame_source->timeout,
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delay);
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}
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static gboolean
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clutter_frame_source_check (GSource *source)
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{
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return clutter_frame_source_prepare (source, NULL);
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}
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static gboolean
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clutter_frame_source_dispatch (GSource *source,
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GSourceFunc callback,
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gpointer user_data)
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{
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ClutterFrameSource *frame_source = (ClutterFrameSource *) source;
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return _clutter_timeout_interval_dispatch (&frame_source->timeout,
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callback, user_data);
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}
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/**
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* clutter_threads_add_frame_source_full:
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* @priority: the priority of the frame source. Typically this will be in the
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* range between %G_PRIORITY_DEFAULT and %G_PRIORITY_HIGH.
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* @fps: the number of times per second to call the function
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* @func: function to call
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* @data: data to pass to the function
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* @notify: function to call when the timeout source is removed
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*
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* Sets a function to be called at regular intervals holding the Clutter
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* threads lock, with the given priority. The function is called repeatedly
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* until it returns %FALSE, at which point the timeout is automatically
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* removed and the function will not be called again. The @notify function
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* is called when the timeout is removed.
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*
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* This function is similar to clutter_threads_add_timeout_full()
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* except that it will try to compensate for delays. For example, if
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* @func takes half the interval time to execute then the function
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* will be called again half the interval time after it finished. In
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* contrast clutter_threads_add_timeout_full() would not fire until a
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* full interval after the function completes so the delay between
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* calls would be @interval * 1.5. This function does not however try
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* to invoke the function multiple times to catch up missing frames if
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* @func takes more than @interval ms to execute.
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*
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* See also clutter_threads_add_idle_full().
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*
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* Rename to: clutter_threads_add_frame_source
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*
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* Return value: the ID (greater than 0) of the event source.
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*
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* Since: 0.8
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*
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* Deprecated: 1.6
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*/
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guint
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clutter_threads_add_frame_source_full (gint priority,
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guint fps,
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GSourceFunc func,
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gpointer data,
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GDestroyNotify notify)
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{
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ClutterThreadsDispatch *dispatch;
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g_return_val_if_fail (func != NULL, 0);
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dispatch = g_slice_new (ClutterThreadsDispatch);
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dispatch->func = func;
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dispatch->data = data;
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dispatch->notify = notify;
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return clutter_frame_source_add_full (priority,
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fps,
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_clutter_threads_dispatch, dispatch,
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_clutter_threads_dispatch_free);
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}
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/**
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* clutter_threads_add_frame_source: (skip)
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* @fps: the number of times per second to call the function
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* @func: function to call
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* @data: data to pass to the function
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*
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* Simple wrapper around clutter_threads_add_frame_source_full().
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*
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* Return value: the ID (greater than 0) of the event source.
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*
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* Since: 0.8
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*
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* Deprecated: 1.6
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*/
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guint
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clutter_threads_add_frame_source (guint fps,
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GSourceFunc func,
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gpointer data)
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{
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g_return_val_if_fail (func != NULL, 0);
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return clutter_threads_add_frame_source_full (G_PRIORITY_DEFAULT,
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fps,
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func, data,
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NULL);
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}
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