[cogl] Add a PANGO debug flag for CoglPango use
The CoglPango code falls under the COGL "jurisdiction"; this means that it cannot include Clutter headers unless strictly necessary. The CoglPangoRenderer code was using the CLUTTER_NOTE() macro. Now that COGL has it's own COGL_NOTE() similar macro, CoglPango should use that and avoid including clutter-debug.h (which pulls in clutter-private.h which in turn pulls in clutter-actor.h). A new flag, COGL_DEBUG_PANGO, has been added to the COGL debug flags.
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@ -11,7 +11,8 @@ typedef enum {
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COGL_DEBUG_MATERIAL = 1 << 2,
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COGL_DEBUG_SHADER = 1 << 3,
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COGL_DEBUG_OFFSCREEN = 1 << 4,
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COGL_DEBUG_DRAW = 1 << 5
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COGL_DEBUG_DRAW = 1 << 5,
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COGL_DEBUG_PANGO = 1 << 6
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} CoglDebugFlags;
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#ifdef COGL_ENABLE_DEBUG
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@ -13,7 +13,8 @@ static const GDebugKey cogl_debug_keys[] = {
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{ "material", COGL_DEBUG_MATERIAL },
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{ "shader", COGL_DEBUG_SHADER },
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{ "offscreen", COGL_DEBUG_OFFSCREEN },
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{ "draw", COGL_DEBUG_DRAW }
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{ "draw", COGL_DEBUG_DRAW },
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{ "pango", COGL_DEBUG_PANGO }
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};
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static const gint n_cogl_debug_keys = G_N_ELEMENTS (cogl_debug_keys);
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