Keeping the backing Cairo surface of a CairoTexture canvas in sync with
the actor's allocation is tedious and prone to mistakes. We can
definitely do better by simply exposing a property that does the surface
resize and invalidation automagically on ::allocate.
The current "create context/draw/destroy context" pattern presents
various problems. The first issue is that it defers memory management to
the caller of the create() or create_region() methods, which makes
bookkeeping of the cairo_t* harder for language bindings and third party
libraries. The second issue is that, while it's easier for
draw-and-forget texturs, this API is needlessly complicated for contents
that have to change programmatically - and it introduces constraints
like calling the drawing code explicitly after a surface resize (e.g.
inside an allocate() implementation).
By using a signal-based approach we can make the CairoTexture actor
behave like other actors, and like other libraries using Cairo as their
2D drawing API.
The semantics of the newly-introduced ::draw signal are the same as the
one used by GTK+:
- the signal is emitted on invalidation;
- the cairo_t* context is owned by the actor;
- it is safe to have multiple callbacks attached to the same
signal, to allow composition;
- the cairo_t* is already clipped to the invalidated area, so
that Cairo can discard geometry immediately before we upload
the texture data.
There are possible future improvements, like coalescing multiple
invalidations inside regions, and performing clipped draws during
the paint cycle; we could even perform clipped redraws if we know the
extent of the invalidated area.
Some of the tests are making direct GL calls. Eventually we want
Clutter not to link directly against any GL library so that it can
leave Cogl to load it dynamically. As a step towards getting this to
work this patch changes the tests to resolve the symbols using
cogl_get_proc_address instead of linking directly.
Rather than using the #ifdefs and assuming that only one Cogl driver
is compiled in (which is no longer true), the test now calls
glGetString to check the GL_VERSION. This is kind of a hack but the
test is already calling GL functions directly anyway.
test-cogl-materials had a weird comment about glReadPixels using
inverted coordinates but the test now uses cogl_read_pixels instead of
glReadPixels so it is irrelevant.
The class is of dubious utility, now that we have a complex animation
API in ClutterAnimator and ClutterState, as opposed to a simple one
in ClutterBehaviour. The Score API also suffers from some naïve design
issues that made it far less useful than intended.
This adds a simple test which creates a material and a copy of
it. Both materials are then immediately unref'd. The test checks
whether the materials were actually freed by registering some user
data with a destroy callback. This should catch a bug that Cogl had
where it add an extra reference to the parent when a pipeline is
copied.
Signed-off-by: Robert Bragg <robert@linux.intel.com>
This adds a performance tracking framework that can run a set of tests over
specified git revisions. The ruby script for generating the reports comes from
similar performance tracking in GEGL. The framework permits evaluating new
tests against older version of clutter.
The tests themselves go through a few hoops for disabling framerate limiting in
both mesa and clutter.
When running make check the tests will be run and lines of the form:
@ test-state: 40.51 fps
will be left in the output, a script can scrape these lines out of a build log
on a buildbot to in other ways track performance.
We were checking HAVE_COGL_GLES2 but this is not publicly defined by
Cogl so since splitting Cogl from Clutter test-cogl-materials.c would
not have built against gles2 since it would end up enabling the GL
specific code path which would reference an undefined symbol.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Complete the quest of commit bc548dc862
by making the ClutterStage methods for controlling the per-actor motion
and crossing event delivery public, and deprecating the global ones.
* swipe-action:
test-swipe-action: Clean up the test code
docs: Add the new actions to the API reference
gesture-action: Remove the multi-device entry points
swipe-action: Remove the required devices call
swipe-action: Clean up
gesture-action: Clean up
Add ClutterSwipeAction and ClutterGestureAction
cairo.h is intended to be included as <cairo.h> not <cairo/cairo.h> as
is the style for clutter.h. If you have installed cairo to a custom
prefix then using cairo/cairo.h can result in unintentional use of the
system cairo headers, or if they aren't installed then it will result in
a failure to find the header.
With the instantiatable ClutterShaderEffect, the only reason for
ClutterShader to exist is to make the ClutterActor::paint implementation
miserable.
Yes, ClutterShader doesn't use a FBO, so it's "more efficient" on
ClutterTextures. It's also generally wrong unless you know *exactly* how
the actor's pipeline is set up — something we cannot even guarantee
internally unless we start doing lame type checks.
Most of the accessibility tests can be executed without the
accessibility support, although it is clear that they will
not work properly (ie using accerciser).
But in some specific cases (right now just the atk event test),
the test will crash if no accessibility support is enabled
Fixes http://bugzilla.clutter-project.org/show_bug.cgi?id=2447
The Cogl depth state API has changed to have a separate CoglDepthState
struct so this test was no longer building. This patch updates it to
use CoglPipeline and the new depth state API.
Cogl has changed the name of the experimental CoglPixelArray API to
CoglPixelBuffer. This updates the test to reflect that so it will
continue to build.
In Cogl, cogl-pango.h has moved to <cogl-pango/cogl-pango.h>. When
using the experimental 2.0 API (which Clutter does) it is no longer
possible to include it under the old name of <cogl/cogl-pango.h> so we
need to update the include location.
This adds a virtual to ClutterActor so that an actor subclass can
report whether it has overlapping primitives. ClutterActor uses this
to determine whether it needs to use ClutterFlattenEffect to implement
the opacity property. The default implementation of the virtual
returns TRUE which means that most actors will end up being redirected
offscreen when the opacity != 255. ClutterTexture and ClutterRectangle
override this to return FALSE because they should never need to be
redirected. ClutterClone overrides it to divert to the source.
The values for the ClutterOffscreenRedirect enum have changed to:
AUTOMATIC_FOR_OPACITY
The actor will only be redirected if has_overlaps returns TRUE and
the opacity is < 255
ALWAYS_FOR_OPACITY
The actor will always be redirected if the opacity < 255 regardless
of the return value of has_overlaps
ALWAYS
The actor will always be redirected offscreen.
This means that the property can't be used to prevent the actor from
being redirected but only to increase the likelihood that it will be
redirected.
ClutterActor now adds and removes the flatten effect depending on
whether flattening is needed directly in clutter_actor_paint(). There
are new internal versions of add/remove_effect that don't queue a
redraw. This means that ClutterFlattenEffect is now just a no-op
subclass of ClutterOffscreen. It is only needed because
ClutterOffscreen is abstract. Removing the effect also makes it so
that the cached image will be freed as soon as an actor is repainted
without being flattened.
This adds a conformance test for redirecting offscreen. It verifies
that the redirected actor has the right paint opacity, that it gets
redrawn only when the image cache needs to be invalidated and that it
ends up with the right appearance.
The id pool used for the actor's id should be a per-stage field. At some
point, we might have a Stage mapped to multiple framebuffers, or each
Stage mapped to a different framebuffer; also, on backend with low
color precision we don't want to exhaust the size of the available ids
with a global pool. Finally, it's yet another thing we can remove from
the global Clutter context.
Having the id pool allocated per-stage, and the pick id assigned on
Actor:mapped will make the whole pick-id more reliable and future proof.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2633https://bugzilla.gnome.org/show_bug.cgi?id=647876
In test-pixmap.c instead of using the GdkPixbuf API to load the
redhand.png image we now use the cairo API to load the png into a xlib
surface which wraps our Pixmap.
This test was the last thing that depended on the gdk API and since
it's more concise to use Cairo here which is a hard dependency for
Clutter this change means we avoid depending on GdkPixbuf directly.
Cogl has now been split out into a standalone project with a separate
repository at git://git.gnome.org/cogl. From now on the Clutter build
will now simply look for a cogl-1.0 pkg-config file to find a suitable
Cogl library to link against at build time.
This makes it possible to build Clutter against a standalone build of
Cogl instead of having the Clutter build traverse into the clutter/cogl
subdirectory.
This adds an autogen.sh, configure.ac and build/autotool files etc under
clutter/cogl and makes some corresponding Makefile.am changes that make
it possible to build and install Cogl as a standalone library.
Some notable things about this are:
A standalone installation of Cogl installs 3 pkg-config files;
cogl-1.0.pc, cogl-gl-1.0.pc and cogl-2.0.pc. The second is only for
compatibility with what clutter installed though I'm not sure that
anything uses it so maybe we could remove it. cogl-1.0.pc is what
Clutter would use if it were updated to build against a standalone cogl
library. cogl-2.0.pc is what you would use if you were writing a
standalone Cogl application.
A standalone installation results in two libraries currently, libcogl.so
and libcogl-pango.so. Notably we don't include a major number in the
sonames because libcogl supports two major API versions; 1.x as used by
Clutter and the experimental 2.x API for standalone applications.
Parallel installation of later versions e.g. 3.x and beyond will be
supportable either with new sonames or if we can maintain ABI then we'll
continue to share libcogl.so.
The headers are similarly not installed into a directory with a major
version number since the same headers are shared to export the 1.x and
2.x APIs (The only difference is that cogl-2.0.pc ensures that
-DCOGL_ENABLE_EXPERIMENTAL_2_0_API is used). Parallel installation of
later versions is not precluded though since we can either continue
sharing or later add a major version suffix.