The Problem:
You’re experiencing stuttering in your GTK3 animation using Cairo, occurring roughly every second. This makes the animation jerky and unprofessional. The provided code uses g_timeout_add and gtk_widget_queue_draw within the drawing function, causing redundant redraw requests which lead to the stuttering.
Understanding the “Why” (The Root Cause):
The stuttering is a direct consequence of calling gtk_widget_queue_draw inside the on_draw_event callback. Each time on_draw_event runs, it requests another redraw using gtk_widget_queue_draw. Combined with the g_timeout_add function which is already scheduling redraws at 16ms intervals, this creates a feedback loop: each redraw triggers another redraw request, overloading the system and leading to the jerky animation. GTK’s internal event handling isn’t optimized for this kind of continuous redraw request from within the draw handler. The system struggles to keep up, resulting in missed frames and the observed stuttering.
Step-by-Step Guide:
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Remove Redundant Redraw Requests: The most critical change is removing the gtk_widget_queue_draw(drawArea) call from inside the on_draw_event function. This prevents the infinite redraw loop. The g_timeout_add function will handle all necessary redraws.
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Correct Callback Parameter: The g_timeout_add function currently passes mainWindow as the callback parameter. However, on_draw_event expects GtkWidget* drawArea. Correct this by passing the canvas widget instead.
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Revised Code: Here’s the corrected code:
#include <gtk/gtk.h>
#include <cairo.h>
static int windowWidth, windowHeight,
ballX = 0,
speedX = 3;
gboolean on_draw_event(GtkWidget* drawArea, cairo_t* context)
{
GtkWidget* mainWindow = gtk_widget_get_toplevel(drawArea);
gtk_window_get_size(GTK_WINDOW(mainWindow), &windowWidth, &windowHeight);
cairo_set_source_rgb(context, 0.2, 0.4, 0.8);
cairo_set_line_width(context, 80);
cairo_rectangle(context, ballX, windowHeight/3, 80, 80);
cairo_fill(context);
return TRUE; // Removed gtk_widget_queue_draw
}
gboolean update_animation(gpointer data) {
GtkWidget *canvas = (GtkWidget*) data;
if(ballX + speedX >= windowWidth || ballX + speedX <= 0)
speedX = -speedX;
ballX += speedX;
gtk_widget_queue_draw(canvas);
return TRUE;
}
int main(int argc, char** argv)
{
GtkWidget* mainWindow;
GtkWidget* canvas;
gtk_init(&argc, &argv);
mainWindow = gtk_window_new(GTK_WINDOW_TOPLEVEL);
canvas = gtk_drawing_area_new();
gtk_container_add(GTK_CONTAINER(mainWindow), canvas);
gtk_window_set_default_size(GTK_WINDOW(mainWindow), 600, 300);
g_signal_connect(G_OBJECT(mainWindow), "destroy", G_CALLBACK(gtk_main_quit), NULL);
g_signal_connect(G_OBJECT(canvas), "draw", G_CALLBACK(on_draw_event), NULL);
g_timeout_add(16, update_animation, canvas); // Corrected parameter and function
gtk_widget_show_all(mainWindow);
gtk_main();
}
Common Pitfalls & What to Check Next:
- Timing Issues: Even with the correction, you might still experience minor inconsistencies depending on system load. Consider using
gdk_frame_clock_begin_updating for smoother, frame-synchronized animations. This synchronizes your animation with the display’s refresh rate.
- Complex Animations: For significantly more complex animations, exploring animation libraries or frameworks designed for GTK might be beneficial. They often handle timing and redraw optimization more effectively.
Still running into issues? Share your (sanitized) code, the exact steps you took, and any error messages. The community is here to help!