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0e4c6d0a87
Acquiring the Clutter lock to mark critical sections is not portable, and not recommended to implement threaded applications with Clutter. The recommended pattern is to use worker threads, and schedule UI updates inside idle or timeout handlers within the main loop. We should enforce this pattern by deprecating the threads_enter()/leave() functions. For compatibility concerns, we need internal API to acquire the main lock during frame processing dispatch. https://bugzilla.gnome.org/show_bug.cgi?id=679450
283 lines
10 KiB
C
283 lines
10 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 Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 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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#ifndef __CLUTTER_PRIVATE_H__
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#define __CLUTTER_PRIVATE_H__
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#include <glib.h>
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#include <glib/gi18n-lib.h>
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#include <cogl-pango/cogl-pango.h>
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#include "clutter-backend.h"
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#include "clutter-effect.h"
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#include "clutter-event.h"
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#include "clutter-feature.h"
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#include "clutter-id-pool.h"
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#include "clutter-layout-manager.h"
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#include "clutter-master-clock.h"
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#include "clutter-settings.h"
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#include "clutter-stage-manager.h"
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#include "clutter-stage.h"
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G_BEGIN_DECLS
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typedef struct _ClutterMainContext ClutterMainContext;
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#define CLUTTER_REGISTER_VALUE_TRANSFORM_TO(TYPE_TO,func) { \
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g_value_register_transform_func (g_define_type_id, TYPE_TO, func); \
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}
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#define CLUTTER_REGISTER_VALUE_TRANSFORM_FROM(TYPE_FROM,func) { \
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g_value_register_transform_func (TYPE_FROM, g_define_type_id, func); \
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}
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#define CLUTTER_REGISTER_INTERVAL_PROGRESS(func) { \
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clutter_interval_register_progress_func (g_define_type_id, func); \
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}
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#define CLUTTER_PRIVATE_FLAGS(a) (((ClutterActor *) (a))->private_flags)
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#define CLUTTER_SET_PRIVATE_FLAGS(a,f) (CLUTTER_PRIVATE_FLAGS (a) |= (f))
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#define CLUTTER_UNSET_PRIVATE_FLAGS(a,f) (CLUTTER_PRIVATE_FLAGS (a) &= ~(f))
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#define CLUTTER_ACTOR_IS_TOPLEVEL(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IS_TOPLEVEL) != FALSE)
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#define CLUTTER_ACTOR_IS_INTERNAL_CHILD(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_INTERNAL_CHILD) != FALSE)
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#define CLUTTER_ACTOR_IN_DESTRUCTION(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_DESTRUCTION) != FALSE)
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#define CLUTTER_ACTOR_IN_REPARENT(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_REPARENT) != FALSE)
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#define CLUTTER_ACTOR_IN_PAINT(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_PAINT) != FALSE)
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#define CLUTTER_ACTOR_IN_RELAYOUT(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_RELAYOUT) != FALSE)
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#define CLUTTER_STAGE_IN_RESIZE(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_RESIZE) != FALSE)
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#define CLUTTER_PARAM_READABLE (G_PARAM_READABLE | G_PARAM_STATIC_STRINGS)
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#define CLUTTER_PARAM_WRITABLE (G_PARAM_WRITABLE | G_PARAM_STATIC_STRINGS)
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#define CLUTTER_PARAM_READWRITE (G_PARAM_READABLE | G_PARAM_WRITABLE | G_PARAM_STATIC_STRINGS)
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#define CLUTTER_PARAM_ANIMATABLE (1 << G_PARAM_USER_SHIFT)
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/* automagic interning of a static string */
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#define I_(str) (g_intern_static_string ((str)))
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/* mark all properties under the "Property" context */
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#ifdef ENABLE_NLS
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#define P_(String) (_clutter_gettext ((String)))
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#else
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#define P_(String) (String)
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#endif
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/* This is a replacement for the nearbyint function which always rounds to the
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* nearest integer. nearbyint is apparently a C99 function so it might not
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* always be available but also it seems in glibc it is defined as a function
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* call so this macro could end up faster anyway. We can't just add 0.5f
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* because it will break for negative numbers. */
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#define CLUTTER_NEARBYINT(x) ((int) ((x) < 0.0f ? (x) - 0.5f : (x) + 0.5f))
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typedef enum {
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CLUTTER_ACTOR_UNUSED_FLAG = 0,
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CLUTTER_IN_DESTRUCTION = 1 << 0,
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CLUTTER_IS_TOPLEVEL = 1 << 1,
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CLUTTER_IN_REPARENT = 1 << 2,
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/* Used to avoid recursion */
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CLUTTER_IN_PAINT = 1 << 3,
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/* Used to avoid recursion */
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CLUTTER_IN_RELAYOUT = 1 << 4,
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/* Used by the stage if resizing is an asynchronous operation (like on
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* X11) to delay queueing relayouts until we got a notification from the
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* event handling
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*/
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CLUTTER_IN_RESIZE = 1 << 5,
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/* a flag for internal children of Containers */
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CLUTTER_INTERNAL_CHILD = 1 << 6
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} ClutterPrivateFlags;
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/*
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* ClutterMainContext:
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*
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* The shared state of Clutter
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*/
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struct _ClutterMainContext
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{
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/* the main windowing system backend */
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ClutterBackend *backend;
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/* the object holding all the stage instances */
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ClutterStageManager *stage_manager;
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/* the clock driving all the frame operations */
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ClutterMasterClock *master_clock;
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/* the main event queue */
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GQueue *events_queue;
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ClutterPickMode pick_mode;
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/* mapping between reused integer ids and actors */
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ClutterIDPool *id_pool;
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/* default FPS; this is only used if we cannot sync to vblank */
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guint frame_rate;
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/* actors with a grab on all devices */
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ClutterActor *pointer_grab_actor;
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ClutterActor *keyboard_grab_actor;
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/* stack of actors with shaders during paint */
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GSList *shaders;
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/* fb bit masks for col<->id mapping in picking */
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gint fb_r_mask;
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gint fb_g_mask;
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gint fb_b_mask;
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gint fb_r_mask_used;
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gint fb_g_mask_used;
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gint fb_b_mask_used;
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PangoContext *pango_context; /* Global Pango context */
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CoglPangoFontMap *font_map; /* Global font map */
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ClutterEvent *current_event;
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guint32 last_event_time;
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/* list of repaint functions installed through
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* clutter_threads_add_repaint_func()
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*/
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GList *repaint_funcs;
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guint last_repaint_id;
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/* main settings singleton */
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ClutterSettings *settings;
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/* boolean flags */
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guint is_initialized : 1;
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guint motion_events_per_actor : 1;
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guint defer_display_setup : 1;
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guint options_parsed : 1;
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guint show_fps : 1;
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};
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/* shared between clutter-main.c and clutter-frame-source.c */
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typedef struct
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{
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GSourceFunc func;
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gpointer data;
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GDestroyNotify notify;
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} ClutterThreadsDispatch;
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gboolean _clutter_threads_dispatch (gpointer data);
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void _clutter_threads_dispatch_free (gpointer data);
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void _clutter_threads_acquire_lock (void);
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void _clutter_threads_release_lock (void);
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ClutterMainContext * _clutter_context_get_default (void);
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void _clutter_context_lock (void);
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void _clutter_context_unlock (void);
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gboolean _clutter_context_is_initialized (void);
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PangoContext * _clutter_context_create_pango_context (void);
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PangoContext * _clutter_context_get_pango_context (void);
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ClutterPickMode _clutter_context_get_pick_mode (void);
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void _clutter_context_push_shader_stack (ClutterActor *actor);
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ClutterActor * _clutter_context_pop_shader_stack (ClutterActor *actor);
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ClutterActor * _clutter_context_peek_shader_stack (void);
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guint32 _clutter_context_acquire_id (gpointer key);
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void _clutter_context_release_id (guint32 id_);
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gboolean _clutter_context_get_motion_events_enabled (void);
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gboolean _clutter_context_get_show_fps (void);
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const gchar *_clutter_gettext (const gchar *str);
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gboolean _clutter_feature_init (GError **error);
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/* Diagnostic mode */
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gboolean _clutter_diagnostic_enabled (void);
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void _clutter_diagnostic_message (const char *fmt, ...);
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/* Picking code */
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guint _clutter_pixel_to_id (guchar pixel[4]);
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void _clutter_id_to_color (guint id,
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ClutterColor *col);
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ClutterActor * _clutter_get_actor_by_id (ClutterStage *stage,
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guint32 actor_id);
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gboolean _clutter_get_sync_to_vblank (void);
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/* use this function as the accumulator if you have a signal with
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* a G_TYPE_BOOLEAN return value; this will stop the emission as
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* soon as one handler returns TRUE
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*/
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gboolean _clutter_boolean_handled_accumulator (GSignalInvocationHint *ihint,
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GValue *return_accu,
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const GValue *handler_return,
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gpointer dummy);
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void _clutter_run_repaint_functions (ClutterRepaintFlags flags);
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void _clutter_constraint_update_allocation (ClutterConstraint *constraint,
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ClutterActor *actor,
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ClutterActorBox *allocation);
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GType _clutter_layout_manager_get_child_meta_type (ClutterLayoutManager *manager);
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void _clutter_util_fully_transform_vertices (const CoglMatrix *modelview,
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const CoglMatrix *projection,
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const float *viewport,
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const ClutterVertex *vertices_in,
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ClutterVertex *vertices_out,
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int n_vertices);
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void _clutter_util_rectangle_union (const cairo_rectangle_int_t *src1,
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const cairo_rectangle_int_t *src2,
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cairo_rectangle_int_t *dest);
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typedef struct _ClutterPlane
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{
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float v0[3];
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float n[3];
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} ClutterPlane;
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typedef enum _ClutterCullResult
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{
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CLUTTER_CULL_RESULT_UNKNOWN,
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CLUTTER_CULL_RESULT_IN,
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CLUTTER_CULL_RESULT_OUT,
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CLUTTER_CULL_RESULT_PARTIAL
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} ClutterCullResult;
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gboolean _clutter_has_progress_function (GType gtype);
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gboolean _clutter_run_progress_function (GType gtype,
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const GValue *initial,
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const GValue *final,
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gdouble progress,
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GValue *retval);
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G_END_DECLS
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#endif /* __CLUTTER_PRIVATE_H__ */
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