This macro is similar to COGL_HANDLE_DEFINE_WITH_CODE except that it
allows a snippet of code to be inserted into the _get_type()
function. This is similar to how G_DEFINE_TYPE_WITH_CODE
works. COGL_HANDLE_DEFINE is now just a wrapper around
COGL_HANDLE_DEFINE_WITH_CODE.
_cogl_texture_2d_externally_modified is a function specific to the
CoglTexture2D texture backend that should be called whenever the
contents of the texture are modified without the backend knowing about
it. It simply marks the mipmap tree as invalid.
The include path for the winsys and driver folder was given relative
to $(srcdir) so it would end up relative to the driver folder which is
wrong. It is now specified as $(srcdir)/../../winsys to get the right
location. The driver folder is removed because it is actually just
$(srcdir) and that is already included.
GLES2 doesn't provide user clip planes (you would have to use a vertex +
fragment shader to achieve the same kind of result) so we make sure not
to call glEnable/Disable with any of the GL_CLIP_PLANE0..3 defines.
http://bugzilla.o-hand.com/show_bug.cgi?id=2177
The function had a line like:
CoglMaterial *material =
material = _cogl_material_pointer_from_handle (material_handle);
where the duplicate "material =" wasn't intended, so this patch removes
it.
Since the Settings:font-dpi property is exposed as 1024 * real_dpi in
order to make the setting as neutral as possible (and allow XSETTINGS
to use it natively) we need a simple API returning the DPI using a
floating point value.
Use the XSETTINGS machinery to get notification from foreign
environments about settings that might interest Clutter itself - namely:
the default font name, the font DPI, and the Xft font options that can
be mapped on cairo_font_options_t.
This adds an automake USE_TSLIB condition to decide when we should
compile clutter-event-tslib.c. This is in preparation for consolidating
the eglx and eglnative backends.
clutter-event-egl had nothing to do with EGL, it's code for opening
tslib devices and creating a GSource for touch screen events. It just
happens that this only ever gets used with the eglnative backend.
Right before we create the EGL context, we check if we were built with
OpenGL or OpenGLES support and it was OpenGL then we call eglBindAPI
(EGL_OPENGL_API); This also explicitly requests a EGL_RENDERABLE_TYPE
supporting the EGL_OPENGL_BIT.
This will let us add a new ./configure flavour that combines OpenGL and
EGL instead of OpenGL and GLX.
This adds a separate variable name "CLUTTER_SONAME_INFIX" to define the
infix for the clutter library that gets linked. Currently the WINSYS
corresponds to the directory we enter when building to compile the
window system and input support, but it is desirable to be able to
define multiple flavours that use the same WINSYS but should result in
different library names.
For example we are planning to combine the eglx and eglnative window
systems into one "egl" winsys but we will need to preserve the current
library names for the eglx and eglnative flavours.
g_array_unref was only added in GLib 2.22 so we should really update
the requirements in the configure script if we want to use that
function. However the array doesn't appear to have any extra reference
taken on it anywhere so it should be safe to use g_array_free instead.
Under WGL, any functions that were defined after GL 1.1 are not
directly exported in the DLL so we need to reference them via the
function pointers. A new call to glActiveUnit was missed in
cogl-context.c
The window headers contain the line
#define near
so it's not possible to use the symbol 'near' in code that's portable
to Windows. This replaces it with 'near_val'.
I think the define is meant to improve compatibility with code written
for Windows 3.1 where near would be a keyword to make it a smaller
pointer size.
ClutterActor should allow attaching actions, constraints and effects
just like it allows behaviours, e.g.:
{
...
"constraints" : [
{
"type" : "ClutterAlignConstraint",
"source" : "stage",
"align-axis" : "x-axis",
"factor" : 0.5
},
{
"type" : "ClutterAlignConstraint",
"source" : "stage",
"align-axis" : "y-axis",
"factor" : 0.5
}
],
...
}
or:
{
...
"actions" : [
{
"type" : "ClutterDragAction",
"signals" : [
{ "name" : "drag-end", "handler" : "on_drag_end" }
]
}
],
...
}
In order to do so, we use the Scriptable interface implementation and
add three new custom properties accepting an array; then we parse each
member of the array as a new object.
Since constructing AlignConstraint and BindConstraint instances could be
deferred (think ClutterScript) we need to make their :source properties
setters accept NULL. This does not break the constraints because they
need to handle that condition in case they actor to which they are
applied is destroyed and somebody is holding a reference on them anyway.
The get_id_from_node() internal function should be exposed inside
Clutter (as a private function) because it can be useful to other
custom parsing code. The code is pretty trivial, but it would be
pointless to re-implement it.
Similar to the one in commit 2a354d9650
that went into clutter_value_set_shader_*. We end up in the same
situation, but it's better to fail from within ClutterShaderEffect.
Emit a critical error if the user tries to send more data than
the static shader GValues can hold.
This fixes the random memory corruption you get when specifying
size > 4.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The :sync-size property of ClutterTexture should be set to FALSE by
default by ClutterCairoTexture. The preferred size of the
ClutterCairoTexture is already the size of the internal Cairo surface,
and we override the preferred width/height getters to that effect.
The :sync-size property is also responsible of changing the size of
the Texture actor when changing the texture handle - but since we
encourage that to happen during the CairoTexture allocation, we get a
queue_relayout() invocation (and a warning) when we change the size
of the Cairo image surface.
Since GObject doesn't make it easy to override the default value of the
:sync-size property in sub-classes, we should simply call the setter
function during the ClutterCairoTexture instance initialization.
We should also change one of the interactive tests using a CairoTexture
to rebuild the contents of the actor in response to an allocation.
When clipped redraws were first supported in Clutter a heuristic was
added to promote tall clipped redraws into full redraws due to a concern
that using glXCopySubBuffer for tall rectangles would block the GPU for
too long waiting for the vtrace to be in a suitable position so that
tearing isn't seen. We've so far been unable to measure any impact from
this blocking even with full height windows so we are removing the
arbitrary threshold of 300px that was originally "plucked out of thin
air".
http://bugzilla.o-hand.com/show_bug.cgi?id=2136
We don't need to generate a new ARBfp program for every material created
if we can find an ancestor whos state will result in the same program
being generated.
The more code we can have adopt the coding pattern of deriving their
materials from other similar materials using cogl_material_copy() the
more likely this metric will be good enough on its own to minimize the
set of arbfp programs necessary to support a given application.
Previously in _cogl_material_pre_change_notify we manually freed the
layer caches of a material if we caused a reparent, but it makes more
sense to have _cogl_material_set_parent do this directly instead.
This adds a _cogl_material_weak_copy() function that can be used to
create materials that don't count as strong dependants on their parents.
This means the parent can be modified without worrying about how it will
affect weak materials. The material age of the parent can potentially be
queried to determine if a weak material might need to be re-created.
When we add support for weak materials it's expected that Clutter will
want to attach them as private data to other materials and it needs a
mechanism to determine when a weak material should be re-created because
its parent has changed somehow.
This adds the concept of a material age (internal only currently) which
increments whenever a material is modified. Clutter can then save the
age of the material which its weak materials are derived from and later
determine when the weak material may be invalid.
In _cogl_texture_quad_multiple_primitives we weren't memsetting the
CoglMaterialWrapModeOverrides structure we were memsetting
&state.wrap_mode_overrides where state.wrap_mode_overrides is just a
pointer that might potentially later point to the
CoglMaterialWrapModeOverrides structure.
In _cogl_material_equal we were repeating the same code pattern to
compare several of the state groups so this just adds
simple_property_equal function that's now used instead.
This redirects the legacy depth testing APIs through CoglMaterial and
adds a new experimental cogl_material_ API for handling the depth
testing state.
This adds the following new functions:
cogl_material_set_depth_test_enabled
cogl_material_get_depth_test_enabled
cogl_material_set_depth_writing_enabled
cogl_material_get_depth_writing_enabled
cogl_material_set_depth_test_function
cogl_material_get_depth_test_function
cogl_material_set_depth_range
cogl_material_get_depth_range
As with other experimental Cogl API you need to define
COGL_ENABLE_EXPERIMENTAL_API to access them and their stability isn't
yet guaranteed.
cogl_ortho is one of those APIs whos style was, for better or worse,
copied from OpenGL and for some inexplicable reason the near and far
arguments are inconsistent with the left, right, top, bottom arguments
because they don't take z coordinates they take a "distance" which
should be negative for a plane behind the viewer.
This updates the documentation to explain this.
The internal CoglMaterialLayer pointers associated with a material may
change whenever layer properties are modified so it's no longer ok to
assume that a list of layers returned by cogl_material_get_layers
remains valid if the layers have been changed.