mirror of
https://github.com/brl/mutter.git
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a545f66a5c
The commit 1c69c61745
which improved the
protection against timeline removals during the master clock advancement
was only doing half the job - and actually broke the chaining of
animations inside the ::completed signal.
We cannot simply take a reference on the timelines and still use the list
held by the master clock because the do_tick() might result in the
creation of a new timeline, which gets added at the end of the list with
no reference increase and thus gets disposed at the end of the iteration.
We also cannot steal the master clock timelines list because a timeline
might be removed as the direct result of do_tick() and remove_timeline()
would not find the timeline, failing and leaving a dangling pointer
behind.
For this reason we copy the list of timelines out of the one that the
Master Clock holds, take a reference on each timeline, advance them all,
release the reference and free the list.
507 lines
14 KiB
C
507 lines
14 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: Emmanuele Bassi <ebassi@linux.intel.com>
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*
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* Copyright (C) 2009 Intel Corporation.
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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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* SECTION:clutter-master-clock
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* @short_description: The master clock for all animations
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*
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* The #ClutterMasterClock class is responsible for advancing all
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* #ClutterTimelines when a stage is being redrawn. The master clock
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* makes sure that the scenegraph is always integrally updated before
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* painting it.
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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-master-clock.h"
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#include "clutter-debug.h"
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#include "clutter-private.h"
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#include "clutter-profile.h"
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#define CLUTTER_MASTER_CLOCK_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_MASTER_CLOCK, ClutterMasterClockClass))
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#define CLUTTER_IS_MASTER_CLOCK_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_MASTER_CLOCK))
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#define CLUTTER_MASTER_CLASS_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_MASTER_CLOCK, ClutterMasterClockClass))
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typedef struct _ClutterClockSource ClutterClockSource;
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typedef struct _ClutterMasterClockClass ClutterMasterClockClass;
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struct _ClutterMasterClock
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{
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GObject parent_instance;
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/* the list of timelines handled by the clock */
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GSList *timelines;
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/* the current state of the clock
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*/
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GTimeVal cur_tick;
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/* the previous state of the clock, used to compute
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* the delta
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*/
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GTimeVal prev_tick;
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/* an idle source, used by the Master Clock to queue
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* a redraw on the stage and drive the animations
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*/
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GSource *source;
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guint updated_stages : 1;
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guint ensure_next_iteration : 1;
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};
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struct _ClutterMasterClockClass
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{
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GObjectClass parent_class;
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};
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struct _ClutterClockSource
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{
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GSource source;
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ClutterMasterClock *master_clock;
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};
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static gboolean clutter_clock_prepare (GSource *source,
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gint *timeout);
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static gboolean clutter_clock_check (GSource *source);
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static gboolean clutter_clock_dispatch (GSource *source,
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GSourceFunc callback,
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gpointer user_data);
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static ClutterMasterClock *default_clock = NULL;
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static GSourceFuncs clock_funcs = {
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clutter_clock_prepare,
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clutter_clock_check,
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clutter_clock_dispatch,
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NULL
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};
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G_DEFINE_TYPE (ClutterMasterClock, clutter_master_clock, G_TYPE_OBJECT);
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/*
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* master_clock_is_running:
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* @master_clock: a #ClutterMasterClock
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*
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* Checks if we should currently be advancing timelines or redrawing
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* stages.
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*
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* Return value: %TRUE if the #ClutterMasterClock has at least
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* one running timeline
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*/
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static gboolean
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master_clock_is_running (ClutterMasterClock *master_clock)
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{
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ClutterStageManager *stage_manager = clutter_stage_manager_get_default ();
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const GSList *stages, *l;
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if (master_clock->timelines)
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return TRUE;
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stages = clutter_stage_manager_peek_stages (stage_manager);
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for (l = stages; l; l = l->next)
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if (_clutter_stage_has_queued_events (l->data) ||
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_clutter_stage_needs_update (l->data))
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return TRUE;
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if (master_clock->ensure_next_iteration)
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{
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master_clock->ensure_next_iteration = FALSE;
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return TRUE;
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}
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return FALSE;
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}
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/*
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* master_clock_next_frame_delay:
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* @master_clock: a #ClutterMasterClock
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*
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* Computes the number of delay before we need to draw the next frame.
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*
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* Return value: -1 if there is no next frame pending, otherwise the
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* number of millseconds before the we need to draw the next frame
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*/
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static gint
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master_clock_next_frame_delay (ClutterMasterClock *master_clock)
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{
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GTimeVal now;
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GTimeVal next;
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if (!master_clock_is_running (master_clock))
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return -1;
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if (clutter_feature_available (CLUTTER_FEATURE_SYNC_TO_VBLANK) &&
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master_clock->updated_stages)
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{
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/* When we have sync-to-vblank, we count on that to throttle
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* our frame rate, and otherwise draw frames as fast as possible.
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*/
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CLUTTER_NOTE (SCHEDULER, "vblank available and updated stages");
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return 0;
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}
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if (master_clock->prev_tick.tv_sec == 0)
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{
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/* If we weren't previously running, then draw the next frame
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* immediately
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*/
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CLUTTER_NOTE (SCHEDULER, "draw the first frame immediately");
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return 0;
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}
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/* Otherwise, wait at least 1/frame_rate seconds since we last
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* started a frame
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*/
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g_source_get_current_time (master_clock->source, &now);
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next = master_clock->prev_tick;
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g_time_val_add (&next, 1000000L / (gulong) clutter_get_default_frame_rate ());
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if (next.tv_sec < now.tv_sec ||
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(next.tv_sec == now.tv_sec && next.tv_usec <= now.tv_usec))
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{
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CLUTTER_NOTE (SCHEDULER, "Less than %lu microsecs",
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1000000L / (gulong) clutter_get_default_frame_rate ());
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return 0;
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}
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else
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{
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CLUTTER_NOTE (SCHEDULER, "Waiting %lu msecs",
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(next.tv_sec - now.tv_sec) * 1000 +
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(next.tv_usec - now.tv_usec) / 1000);
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return ((next.tv_sec - now.tv_sec) * 1000 +
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(next.tv_usec - now.tv_usec) / 1000);
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}
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}
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/*
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* clutter_clock_source_new:
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* @master_clock: a #ClutterMasterClock for the source
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*
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* The #ClutterClockSource is an idle GSource that will queue a redraw
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* if @master_clock has at least a running #ClutterTimeline. The redraw
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* will cause @master_clock to advance all timelines, thus advancing all
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* animations as well.
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*
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* Return value: the newly created #GSource
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*/
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static GSource *
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clutter_clock_source_new (ClutterMasterClock *master_clock)
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{
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GSource *source = g_source_new (&clock_funcs, sizeof (ClutterClockSource));
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ClutterClockSource *clock_source = (ClutterClockSource *) source;
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clock_source->master_clock = master_clock;
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return source;
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}
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static gboolean
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clutter_clock_prepare (GSource *source,
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gint *timeout)
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{
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ClutterClockSource *clock_source = (ClutterClockSource *) source;
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ClutterMasterClock *master_clock = clock_source->master_clock;
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int delay;
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clutter_threads_enter ();
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delay = master_clock_next_frame_delay (master_clock);
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clutter_threads_leave ();
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*timeout = delay;
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return delay == 0;
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}
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static gboolean
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clutter_clock_check (GSource *source)
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{
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ClutterClockSource *clock_source = (ClutterClockSource *) source;
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ClutterMasterClock *master_clock = clock_source->master_clock;
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int delay;
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clutter_threads_enter ();
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delay = master_clock_next_frame_delay (master_clock);
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clutter_threads_leave ();
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return delay == 0;
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}
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static gboolean
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clutter_clock_dispatch (GSource *source,
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GSourceFunc callback,
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gpointer user_data)
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{
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ClutterClockSource *clock_source = (ClutterClockSource *) source;
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ClutterMasterClock *master_clock = clock_source->master_clock;
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ClutterStageManager *stage_manager = clutter_stage_manager_get_default ();
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GSList *stages, *l;
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CLUTTER_STATIC_TIMER (master_dispatch_timer,
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"Mainloop",
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"Master Clock",
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"Master clock dispatch",
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0);
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CLUTTER_STATIC_TIMER (master_event_process,
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"Master Clock",
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"Event Processing",
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"The time spent processing events on all stages",
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0);
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CLUTTER_TIMER_START (_clutter_uprof_context, master_dispatch_timer);
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CLUTTER_NOTE (SCHEDULER, "Master clock [tick]");
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clutter_threads_enter ();
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/* Get the time to use for this frame.
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*/
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g_source_get_current_time (source, &master_clock->cur_tick);
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/* We need to protect ourselves against stages being destroyed during
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* event handling
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*/
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stages = clutter_stage_manager_list_stages (stage_manager);
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g_slist_foreach (stages, (GFunc)g_object_ref, NULL);
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CLUTTER_TIMER_START (_clutter_uprof_context, master_event_process);
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master_clock->updated_stages = FALSE;
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/* Process queued events
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*/
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for (l = stages; l != NULL; l = l->next)
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_clutter_stage_process_queued_events (l->data);
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CLUTTER_TIMER_STOP (_clutter_uprof_context, master_event_process);
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_clutter_master_clock_advance (master_clock);
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_clutter_run_repaint_functions ();
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/* Update any stage that needs redraw/relayout after the clock
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* is advanced.
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*/
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for (l = stages; l != NULL; l = l->next)
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master_clock->updated_stages |= _clutter_stage_do_update (l->data);
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g_slist_foreach (stages, (GFunc)g_object_unref, NULL);
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g_slist_free (stages);
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master_clock->prev_tick = master_clock->cur_tick;
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clutter_threads_leave ();
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CLUTTER_TIMER_STOP (_clutter_uprof_context, master_dispatch_timer);
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return TRUE;
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}
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static void
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clutter_master_clock_finalize (GObject *gobject)
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{
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ClutterMasterClock *master_clock = CLUTTER_MASTER_CLOCK (gobject);
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g_slist_free (master_clock->timelines);
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G_OBJECT_CLASS (clutter_master_clock_parent_class)->finalize (gobject);
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}
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static void
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clutter_master_clock_class_init (ClutterMasterClockClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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gobject_class->finalize = clutter_master_clock_finalize;
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}
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static void
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clutter_master_clock_init (ClutterMasterClock *self)
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{
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GSource *source;
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source = clutter_clock_source_new (self);
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self->source = source;
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self->updated_stages = TRUE;
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self->ensure_next_iteration = FALSE;
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g_source_set_priority (source, CLUTTER_PRIORITY_REDRAW);
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g_source_set_can_recurse (source, FALSE);
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g_source_attach (source, NULL);
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}
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/*
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* _clutter_master_clock_get_default:
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*
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* Retrieves the default master clock. If this function has never
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* been called before, the default master clock is created.
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*
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* Return value: the default master clock. The returned object is
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* owned by Clutter and should not be modified or freed
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*/
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ClutterMasterClock *
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_clutter_master_clock_get_default (void)
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{
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if (G_LIKELY (default_clock != NULL))
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return default_clock;
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default_clock = g_object_new (CLUTTER_TYPE_MASTER_CLOCK, NULL);
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return default_clock;
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}
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/*
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* _clutter_master_clock_add_timeline:
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* @master_clock: a #ClutterMasterClock
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* @timeline: a #ClutterTimeline
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*
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* Adds @timeline to the list of playing timelines held by the master
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* clock.
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*/
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void
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_clutter_master_clock_add_timeline (ClutterMasterClock *master_clock,
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ClutterTimeline *timeline)
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{
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gboolean is_first;
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if (g_slist_find (master_clock->timelines, timeline))
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return;
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is_first = master_clock->timelines == NULL;
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master_clock->timelines = g_slist_prepend (master_clock->timelines,
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timeline);
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if (is_first)
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_clutter_master_clock_start_running (master_clock);
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}
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/*
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* _clutter_master_clock_remove_timeline:
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* @master_clock: a #ClutterMasterClock
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* @timeline: a #ClutterTimeline
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*
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* Removes @timeline from the list of playing timelines held by the
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* master clock.
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*/
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void
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_clutter_master_clock_remove_timeline (ClutterMasterClock *master_clock,
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ClutterTimeline *timeline)
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{
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master_clock->timelines = g_slist_remove (master_clock->timelines,
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timeline);
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}
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/*
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* _clutter_master_clock_start_running:
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* @master_clock: a #ClutterMasterClock
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*
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* Called when we have events or redraws to process; if the clock
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* is stopped, does the processing necessary to wake it up again.
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*/
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void
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_clutter_master_clock_start_running (ClutterMasterClock *master_clock)
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{
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/* If called from a different thread, we need to wake up the
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* main loop to start running the timelines
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*/
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g_main_context_wakeup (NULL);
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}
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/*
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* _clutter_master_clock_advance:
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* @master_clock: a #ClutterMasterClock
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*
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* Advances all the timelines held by the master clock. This function
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* should be called before calling clutter_redraw() to make sure that
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* all the timelines are advanced and the scene is updated.
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*/
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void
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_clutter_master_clock_advance (ClutterMasterClock *master_clock)
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{
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GSList *timelines, *l;
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CLUTTER_STATIC_TIMER (master_timeline_advance,
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"Master Clock",
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"Timelines Advancement",
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"The time spent advancing all timelines",
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0);
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g_return_if_fail (CLUTTER_IS_MASTER_CLOCK (master_clock));
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CLUTTER_TIMER_START (_clutter_uprof_context, master_timeline_advance);
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/* we protect ourselves from timelines being removed during
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* the advancement by other timelines by copying the list of
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* timelines, taking a reference on them, iterating over the
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* copied list and then releasing the reference.
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*
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* we cannot simply take a reference on the timelines and still
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* use the list held by the master clock because the do_tick()
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* might result in the creation of a new timeline, which gets
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* added at the end of the list with no reference increase and
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* thus gets disposed at the end of the iteration.
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*
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* this implies that a newly added timeline will not be advanced
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* by this clock iteration, which is perfectly fine since we're
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* in its first cycle.
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*
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* we also cannot steal the master clock timelines list because
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* a timeline might be removed as the direct result of do_tick()
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* and remove_timeline() would not find the timeline, failing
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* and leaving a dangling pointer behind.
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*/
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timelines = g_slist_copy (master_clock->timelines);
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g_slist_foreach (timelines, (GFunc) g_object_ref, NULL);
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for (l = timelines; l != NULL; l = l->next)
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clutter_timeline_do_tick (l->data, &master_clock->cur_tick);
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g_slist_foreach (timelines, (GFunc) g_object_unref, NULL);
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g_slist_free (timelines);
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CLUTTER_TIMER_STOP (_clutter_uprof_context, master_timeline_advance);
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}
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/**
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* _clutter_master_clock_ensure_next_iteration:
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* @master_clock: a #ClutterMasterClock
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*
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* Ensures that the master clock will run at least one iteration
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*/
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void
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_clutter_master_clock_ensure_next_iteration (ClutterMasterClock *master_clock)
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{
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g_return_if_fail (CLUTTER_IS_MASTER_CLOCK (master_clock));
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master_clock->ensure_next_iteration = TRUE;
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}
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