On Mon, 2008-02-25 at 12:00 -0500, Havoc Pennington wrote:
> Hi,
> 
> On Mon, Feb 25, 2008 at 11:07 AM, Emmanuele Bassi <[EMAIL PROTECTED]> wrote:
> >  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?
> 
> I think it does not; all of that stuff is done only at paint-time.
> Scale, rotation, depth, and translate (anchor point) affect the paint
> box, but not layout. At least that's what my patch does and what I
> think is simplest and most useful.

I agree.

> One implication is that if you animate any of these paint-only
> transformations, the layout is not recomputed for each frame.

which was my biggest worry, so thanks for addressing that.

> >  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():
> 
> Ah, what I was saying in this comment is that get_allocation() really
> should only be called inside paint(). In that context, it is just
> returning actor->allocation.
> 
> If someone calls it elsewhere, they're doing something that really
> does not make sense, because the allocation could be outdated. So the
> comment is just about how to try to make sense of what they might
> mean.
> 
> I ended up making get_size() be the "do what I mean" function, so I
> think get_allocation() should probably just return the most recent
> allocation even if it isn't really valid. That will always be fast, at
> least.

okay, it makes sense.

ciao,
 Emmanuele.

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

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