When binding models to actors to map items to children we don't often
need the full control of a function; in many cases we just need to
specify the type of the child we want to construct and the properties
on both the item and the child that we want to bind.
We should provide a simple convenience function that does all this for
us.
The current conformance test suite is suboptimal in many ways.
All tests are built into the same binary, which makes adding new tests,
builting tests, and running groups of tests much more awkward than it
needs to be. The first issue, especially, raises the bar of contribution
in a significant way, while the other two take their toll on the
maintainer. All of these changes were introduced back when we had both
Clutter and Cogl tests in tree, and because we were building the test
suite for every single change; since then, Cogl moved out of tree with
all its tests, and we build the conformance test suite only when running
the `check` make target.
This admittedly large-ish commit changes the way the conformance test
suite works, taking advantage of the changes in the GTest API and test
harness.
First of all, all tests are now built separately, using their own test
suite as defined by each separate file. All tests run under the TAP
harness provided by GTest and Automake, to gather a proper report using
the Test Anything Protocol without using the `gtester` harness and the
`gtester-report` script. We also use the Makefile rules provided by GLib
to vastly simplify the build environment for the conformance test suite.
On top of the changes for the build and harness, we also provide new API
for creating and running test suites for Clutter. The API is public,
because the test suite has to use it, but it's minimal and mostly
provides convenience wrappers around GTest that make writing test units
for Clutter easier.
This commit disables all tests in the conformance test suite, as well as
moving the data files outside of the tests/data directory; the next few
commits will re-establish the conformance test suite separately so we
can check that everything works in a reliable way.
Export the last event received for each touch point in its entirety,
instead of duplicating ClutterEvent accessors one at a time.
examples/pan-action.c has been updated to show the type of the event
that's causing the panning.
https://bugzilla.gnome.org/show_bug.cgi?id=685737
TapAction is a GestureAction-subclass that handles clicks and
tap gestures. It is meant to provide a replacement for ClickAction
using GestureAction:
• it handles events trasparently without capturing them, so that it
can coexists with other GestureActions;
• the ::tap signal is not emitted if the drag threshold is exceeded;
• building upon GestureAction the amount of code is greatly reduced.
TapAction provides:
• tap signal, notifying users when a tap has been performed.
The image-content example program has been updated replacing its
ClickAction usage with TapAction.
https://bugzilla.gnome.org/show_bug.cgi?id=683948
PanAction is a GestureAction-subclass that implements the panning
concept for scrollable actors, with the ability to emit interpolated
signals to emulate the kinetic inertia of the panning. PanAction provides:
• pan signal, notifying users of the panning gesture status;
• pan-stopped signal, emitted at the end of the interpolated phase
of the panning gesture, if enabled;
• pan-axis property, to allow constraining the dragging to a specific
axis;
• interpolated property, to enable or disable the inertial behaviour;
• deceleration property, to customize the rate at which the momentum
of the panning will be slowed down;
• acceleration-factor property, applied to the inertial momentum when
starting the interpolated sequence.
An interactive test is also provided.
https://bugzilla.gnome.org/show_bug.cgi?id=681648
In order to identify whether the crossing event is an enter or a leave,
we should use the ClutterEventType enumeration, not attach a value to
the signal handler.
The ClutterActor:depth property has always been a bit of a misnomer:
actors are 2D flat surfaces, so they cannot have "depth"; the property
defines the position on the Z axis.
Another side effect of the :depth property is that it decides the
default paint and allocation order on insertion, and that setting it
will call the ClutterContainer.sort_depth_order() method. This has
proven to be a fairly bad design decision that we strung along from the
0.x days, as it gives a false impression of being able to change the
paint and allocation order simply by changing the position on the Z
axis — something that, in reality, requires depth testing to be enabled
during the paint sequence of an actor's parent.
For 2.0 we need a clean break from the side effects, and a better
defined interface.
ClutterActor:z-position is essentially what ClutterActor:depth is, but
doesn't call into ClutterContainer, and has a more apt name.
https://bugzilla.gnome.org/show_bug.cgi?id=679465
• Remove the threads_enter/leave calls; they are not needed, given that
the code between init() and main() is single threaded.
• Ensure that the idle callbacks are inserted with the right priority,
to avoid updating the UI after the data has been freed.
Actor transformations do not affect the layout management by default; we
can easily show that a scale animation does not break the layout policy
inside an example.
The ::stopped signal is emitted when the timeline has been completely
exhausted or when the timeline has been programmatically stopped by
using clutter_timeline_stop(); the notification at the end of the
timeline run allows to write handlers without having to check whether
the current repeat is the last one, like we are forced to do when using
the ::completed signal.
Based on the patch by: Jasper St. Pierre <jstpierre@mecheye.net>
https://bugzilla.gnome.org/show_bug.cgi?id=676854
This should show how to make a Canvas resize whenever the actor that
uses it as content changes size. For good measure, it also shows how to
coalesce multiple allocations into one Canvas resize through a timeout
source.
The bind-constraint.c example still uses clutter_actor_animate(), and
it'd require some serious reworking to move it to
ClutterPropertyTransition or to implicit animations.