Well, they don't require a redraw of the widget, because the widget
itself didn't change.
They require a redraw of the parent, because that now displays the
widget in a different position.
And this means we can keep the cache of the widget's render node.
My fishbowl numbers are through the roof^W water surface. Vulkan gets
4000 now.
Due to the few type checks in gtk_widget_get_display(), it was the
slowest part of a call to gtk_widget_query_size_for_orientation if the
in case of a cache hit.
If widgets want to clip things, they now need to do it themselves.
By not taking care of clip, we avoid the need to track clip. And by not
tracking clip, we can avoid all unnecessary cache invalidations that we
were doing for render nodes whenever the clip changed.
And when you are scrolling, the clip changes *a lot*.
Instead of connecting to / disconnecting from the frame clock, do it
inside the vfuncs next to changing the priv->realized boolean.
This removes a race between those 2 cases that could cause child
widgets' unrealize handlers to reconnect this widget to the frame clock
because it was still marked as realize when the widget had already
disconnected from the frame clock.
Fixes#168
But in turn, also allow it to work on widgets with their own surface.
This way, we can chain up from everywhere and won't have to export
gtk_widget_set_realized().
Now that queue_draw() isn't restricted to clip anymore, we don't need to
care about clip in the CSS engine either.
We do keep GTK_CSS_AFFECTS_CLIP around though because GtkWindow does
care for the window's size.
Even widgets with an empty allocation may still want to draw stuff.
Examples include shadows or child widgets with negative margins.
Fixes GtkEntry's progressbar not showing up anymore.
Deferring a bit further making those a standalone controller, make
binding activation happen on run_controllers(), so it happens by
default on widgets (unless the key event was consumed earlier)
without the need of a legacy event controller.
Non gesture controllers have no means to collaborate with other
controllers, thus should be considered standalone entities. It makes
no sense to propagate any further if scroll/key controllers handled
the event.
This is a GtkGesture done to deal with stylus events from drawing tablets.
Those have a special number of characteristics that extend a regular
pointer, so it makes sense to wrap that.
Instead of just notifying the inspector of what is going to be rendered,
allow the inspector to modify it.
This way, the inspector can overlay information it deems relevant over
the render node while still having access to what the actual widget
(without the inspector) would paint.
If you want to draw a widget to cairo today, you create a widget
paintable, snapshot it to a render node and then draw the render node to
cairo.
And yes, this is that complicated on purpose. Don't draw widgets to
Cairo.
This is actually not just a mechnaism to protect against too many
signals, but it's also a method to getting those signals at the wrong
time.
For every size/content change, a widget needs to invalidate twice:
Once when it queues a resize/redraw (going valid => invalid) and once
when the new size/content is actually assigned (going invalid => valid).
However, one of those invalidations might be inconvenient for the
listener. GtkImage for example does not like receiving
invalidate-contents signals when new contents are assigned, but is fine
with them when the old ones go invalid. And it will not try to draw the
paintable in between anyway.
So by bypassing the 2nd emission if nothing was changed, we can make
GtkImage happy.
When the clip changes that is passed to a snapshot function, we need to
create eventual cached render nodes because they might not have drawn
their whole area before.
Fixes issues with redrawing when scrolling.
Instead of calling gdk_surface_invalidate_region(), just
gdk_surface_queue_expose() and rely on the renderer computing the diff
from the previous rendering.
It doesn't need to be exported anymore.
As a side effect, the inspector no longer has any information about the
render region, so remove the code that was taking care of that.
Now that we don't clip the created render nodes anymore, we don't have
to compute the clip region beforehand.
So snapshot the render nodes before initializing the renderer.