On Sat, 2008-02-23 at 19:16 -0500, Havoc Pennington wrote:
> Hi,
> 
> I moved things to http://bugzilla.o-hand.com/show_bug.cgi?id=815
> and have my work-in-progress patch on there.

thanks for the patch; it's quite a big chuck of work, so bear with me
for asking a couple of questions after reading it.

Clutter diverges quite quickly from a 2D canvas as soon as you start
considering rotations around the X and Y axis, and the depth handling;
how would you handle the issue of actors at different angles and depths?
I mean: would a container be able to reflow around these kind of
transformations? would it even be possible?

another question pertains the recomputing the layout, especially the
chain up to the stage; how would a complex layout impact the
performances of Clutter? you note, in clutter_actor_get_allocation():

+  /* FIXME - if needs_allocation=TRUE, we can either 1)
+   * g_return_if_fail, which limits calling get_allocation to inside
+   * paint() basically; or we can 2) force a layout, which could be
+   * expensive if someone calls get_allocation somewhere silly; or we
+   * can 3) just return the latest value, allowing it to be
+   * out-of-date, and assume people know what they are doing.
+   * For now doing 3) out of laziness.
+   *
+   * The least-surprises approach that keeps existing code working is
+   * likely to be 2). People can end up doing some inefficient things,
+   * though, and in general code that requires 2) is probably broken.
+   */

I'm actually quite scared of people blocking a relayout operation (and
thus a redraw) during an animation, which would suck to no end.
personally, I'd rather limit the options rather than allow people to do
stupid things.

ciao,
 Emmanuele.

-- 
Emmanuele Bassi, OpenedHand Ltd.
Unit R, Homesdale Business Centre
216-218 Homesdale Rd., Bromley - BR12QZ
http://www.o-hand.com

-- 
To unsubscribe send a mail to [EMAIL PROTECTED]

Reply via email to