The AS_ALL_LINGUAS m4 macro allows configure-time generation of the
ALL_LINGUAS variable from the translations inside po/ instead of using
the LINGUAS file.
Moves preprocessor #ifdef __linux_ above else statement, avoiding the
lack of an else block if __linux__ is not defined.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2212
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The introspection scanner does not include '.' by default, so it was
always using the installed copy of Clutter-1.0.gir. Which obviously
wouldn't work if we didn't have one.
In ddb9016be4 the GL texture driver backend was changed to include
cogl-material-opengl-private.h instead of cogl-material-private.h.
However the gles texture backend was missed from this so it was giving
a compiler warning about using an undeclared function.
glTexSubImage3D was being called directly in cogl-texture-3d.c but the
function is only available since GL version 1.2 so on Windows it won't
be possible to directly link to it. Also under GLES it is only
available conditionally in an extension.
In ddb9016be4 the texture backends were changed to include
cogl-material-opengl-private.h instead of cogl-material-private.h.
However the 3D texture backend was missed from this so it was giving a
compiler warning about using an undeclared function.
This moves the code supporting _cogl_material_flush_gl_state into
cogl-material-opengl.c as part of an effort to reduce the size of
cogl-material.c to keep it manageable.
In general cogl-material.c has become far to large to manage in one
source file. As one of the ways to try and break it down this patch
starts to move some of lower level texture unit state management out
into cogl-material-opengl.c. The naming is such because the plan is to
follow up and migrate the very GL specific state flushing code into the
same file.
When the support for redirecting the legacy fog state through cogl
material was added in 9b9e764dc, the code to handle copying the fog
state in _cogl_material_copy_differences was missed.
The CoglTexture2DSliced backend has a fallback for when the
framebuffer extension is missing so it's not possible to use
glGenerateMipmap. This involves keeping a copy of the upper-left pixel
of the tex image so that we can temporarily enable GL_GENERATE_MIPMAP
on the texture object and do a sub texture update by reuploading the
contents of the first pixel. This patch copies that mechanism to the
2D and 3D backends. The CoglTexturePixel structure which was
previously internal to the sliced backend has been moved to
cogl-texture-private.h so that it can be shared.
* wip/xkb-support:
x11: Use XKB to translate keycodes into key symbols
x11: Use XKB to track the Locks state
x11: Use XKB detectable auto-repeat
x11: Add a Keymap ancillary object
x11: Store the group inside the event platform data
events: Add platform-data to allocated Events
build: Check for the XKB extension
Some apps or some use cases don't need to clear the stage on immediate
rendering GPUs. A media player playing a fullscreen video or a
tile-based game, for instance.
These apps are redrawing the whole screen, so we can avoid clearing the
color buffer when preparing to paint the stage, since there is no
blending with the stage color being performed.
We can add an private set of hints to ClutterStage, and expose accessors
for each potential hint; the first hint is the 'no-clear' one.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2058
Using 'r' to name the third component is problematic because that is
commonly used to represent the red component of a vector representing
a color. Under GLSL this is awkward because the texture swizzling for
a vector uses a single letter for each component and the names for
colors, textures and positions are synonymous. GLSL works around this
by naming the components of the texture s, t, p and q. Cogl already
effectively already exposes this naming because it exposes GLSL so it
makes sense to use that naming consistently. Another alternative could
be u, v and w. This is what Blender and Direct3D use. However the w
component conflicts with the w component of a position vertex.
This creates a 3D texture with different colors on all of the images
and renders it using a VBO to verify that the texture coordinates can
select all of the images.
This adds a publicly exposed experimental API for a 3D texture
backend. There is a feature flag which can be checked for whether 3D
textures are supported. Although we require OpenGL 1.2 which has 3D
textures in core, GLES only provides them through an extension so the
feature can be used to detect that.
The textures can be created with one of two new API functions :-
cogl_texture_3d_new_with_size
and
cogl_texture_3d_new_from_data
There is also internally a new_from_bitmap function. new_from_data is
implemented in terms of this function.
The two constructors are effectively the only way to upload data to a
3D texture. It does not work to call glTexImage2D with the
GL_TEXTURE_3D target so the virtual for cogl_texture_set_region does
nothing. It would be possible to make cogl_texture_get_data do
something sensible like returning all of the images as a single long
image but this is not currently implemented and instead the virtual
just always fails. We may want to add API specific to the 3D texture
backend to get and set a sub region of the texture.
All of those three functions can throw a GError. This will happen if
the GPU does not support 3D textures or it does not support NPOTs and
an NPOT size is requested. It will also fail if the FBO extension is
not supported and the COGL_TEXTURE_NO_AUTO_MIPMAP flag is not
given. This could be avoided by copying the code for the
GL_GENERATE_MIPMAP TexParameter fallback, but in the interests of
keeping the code simple this is not yet done.
This adds a couple of functions to cogl-texture-driver for uploading
3D data and querying the 3D proxy
texture. prep_gl_for_pixels_upload_full now also takes sets the
GL_UNPACK_IMAGE_HEIGHT parameter so that 3D textures can have padding
between the images. Whenever 3D texture is uploading, both the height
of the images and the height of all of the data is specified (either
explicitly or implicilty from the CoglBitmap) so that the image height
can be deduced by dividing by the depth.
Under big GL, glext.h is included automatically by gl.h. However under
GLES this doesn't appear to happen so it has to be included explicitly
to get the defines for extensions. This patch changes the
clutter_gl_header to be called cogl_gl_headers and it can now take a
space seperated list of multiple headers. This is then later converted
to a list of #include lines which ends up cogl-defines.h. The gles2
and gles1 backends now add their respective ext header to this list.
There are many places in the texture backend that need to do
conversion using the CoglBitmap code. Currently none of these
functions can throw an error but they do return a value to indicate
failure. In future it would make sense if new texture functions could
throw an error and in that case they would want to use a CoglBitmap
error if the failure was due to the conversion. This moves the
internal CoglBitmap error from the quartz backend to be public in
cogl-bitmap.h so that it can be used in this way.
We can use this error in more unsupported situations than just when we
have a Cogl feature flag for the error. For example if a non-sliced
texture is created with dimensions that are too large then we could
throw this error. Therefore it seems good to rename to something more
general.
Previously when comparing whether the settings for a layer are equal
it would only check if one of them was enabled. If so then it would
assume the other one was enabled and continue to compare the texture
environment. Now it also checks whether the enabledness differs.
If we have XKB support then we should be using it to turn on the
detectable auto-repeat; this allows avoiding the peeking trick
that emulates it inside the event handling code.
Now that we have private, per-event platform data, we can start putting
it to good use. The first, most simple use is to store the key group
given the event's modifiers. Since we assume a modern X11, we use XKB
to retrieve it, or we simply fall back to 0 by default.
The data is exposed as a ClutterX11-specific function, within the
sanctioned clutter_x11_* namespace.
Events allocated by Clutter should have a pointer to platform-specific
data; this would allow backends to add separate structures for holding
ancillary data, whilst retaining the ClutterEvent structure for use on
the stack.
In theory, for Clutter 2.x we might just want to drop Event and use an
opaque structure, or a typed data structure inheriting from
GTypeInstance instead.
* elliot/cookbook-consistency:
cookbook: Fixed typo
cookbook: Fix build so CSS files get installed
cookbook: Moved paragraph where it logically belongs
cookbook: Added some judicious note elements
cookbook: Added more information for contributors
cookbook: Link out to docbook site
cookbook: Made docbook element usage consistent
cookbook: Additional selectors in CSS stylesheet
cookbook: Copy the CSS file into the HTML build directory
Introduces basic concepts (timelines, alphas, frames)
common to different parts of the Clutter animation API.
Gives a high level overview of the three different
approaches to animation (implicit, ClutterAnimator,
ClutterState).
Added a new recipe (based on the skeleton in the
animations section of the cookbook) about inverting
an animation by reversing the direction of its timeline.
Uses clutter_actor_animate() as the basic approach,
but mentions ClutterState and ClutterAnimator as well.
This adds a COGL_OBJECT_INTERNAL_DEFINE macro and friends that are the
same as COGL_OBJECT_DEFINE except that they prefix the cogl_is_*
function with an underscore so that it doesn't get exported in the
shared library.
Previously COGL_OBJECT_DEFINE would always define deprecated
cogl_$type_{ref,unref} functions even if the type is new or if the
type is entirely internal. An application would still find it
difficult to use these because they wouldn't be in the headers, but it
still looks bad that they are exported from the shared library. This
patch changes it so that the deprecated ref counting functions are
defined using a separate macro and only the types that have these
functions in the headers call this macro.
Since 365605cf42, materials and layers are represented in a tree
structure that allows traversing up through parents and iterating down
through children. This re-works the related typedefs and reparenting
code so that they can be shared.
Up until now, the "behaviours" member of an actor definition was parsed
by the ClutterScript parser itself - even though it's not strictly
necessary.
In an effort to minimize the ad hoc code in the Script parser, we should
let ClutterActor handle all the special cases that involve
actor-specific members.