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.
The table layout manager has various issues:
• no support for RTL flipping
• most of the layout API is legacy, and has been replaced by the
alignment and expansion flags on ClutterActor
• the animation API is legacy, and has been replaced by the
implicitly animatable allocation
• the spanning cells handling is a bit awkward, as is its API
On top of that, we imported the grid layout management policy from GTK+
into ClutterGridLayout, which provides all the required features in a
more well-designed API.
Instead of wasting time and resources updating TableLayout, we should
deprecate it and point developers of the GridLayout.
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
ClutterGridLayout is port of GtkGrid to a Clutter layout manager. All
the logic is taken from gtkgrid.c, so all the credits should go to
Matthias Clasen for writing this nice piece of code.
ClutterGridLayout supports adding children with it's own methods
GridLayout.attach() and GridLayout.attach_next_to() as well as
Actor.add_child() and friends. The latter adds children in a similar
fashion to ClutterBoxLayout
https://bugzilla.gnome.org/show_bug.cgi?id=677372
It's time. Now that we have clutter_actor_allocate() respecting the
easing state of an actor, and that the LayoutManager animation virtual
functions have been deprecated, we can put ClutterAlpha on the chopping
block, and be done with it, once and for all.
So long, ClutterAlpha; and thanks for all the fish.
The TransitionGroup class is a logical container for running multiple
transitions.
TransitionGroup is not a Score: it is a Transition that advances each
Transition it contains using the delta between frames, and ensures that
all transitions are in a consistent state; these transitions are not
advanced by the master clock.
The ClutterCanvas content implementation should be used instead, to
avoid stringing along the ClutterTexture API and implementation.
This change requires some minor surgery, as the deprecated section
already contains an header for the previously deprecated methods; plus,
we don't want to deprecate clutter_cairo_set_source_color(). This means
creating a new header to be used for Cairo-related API.
The interface looked like a good idea around the time Clutter 0.2 was
out, but in reality we never had a proper, and supported implementation
outside of clutter-gst - thus, ClutterMedia was acting like a wrapper
around GStreamer, leading to hilarious issues of impedence mismatch
between API and all sorts of indirection issues typical of wrong
abstractions.
In theory, ClutterMedia should have been deprecated and removed before
we hit 1.0, but we kept flip-flopping on the issue.
For 2.0, it's time to take it out.
And shoot it in the face.
ClutterContent is an interface for creating delegate objects that handle
what an actor is going to paint.
Since they are a newly added type, they only hook into the new PaintNode
based API.
The position and size of the content is controlled in part by the
content's own preferred size, and by the ClutterContentGravity
enumeration.
Now that we have a proper scene graph API, we should split out the
rendering part from the logical and event handling part.
ClutterPaintNode is a lightweight fundamental type that encodes only the
paint operations: pipeline state and geometry. At its most simple, is a
way to structure setting up the programmable pipeline using a
CoglPipeline, and submitting Cogl primitives. The important take away
from this API is that you are not allowed to call Cogl API like
cogl_set_source() or cogl_primitive_draw() directly.
The interesting approach to this is that, in the future, we should be
able to move to a purely retained mode: we will decide which actors need
to be painted, they will update their own branch of the render graph,
and we'll take the render graph and build all the rendering commands
from that.
For the 1.x API, we will have to maintain invariants and the existing
behaviour, but as soon as we can break API, the old paint signal will
just go away, and Actors will only be allowed to manipulate the render
tree.
The ClutterBrightnessContrastEffect effect class allows changing the
brightness and contrast levels of an actor.
Modified-by: Emmanuele Bassi <ebassi@linux.intel.com>
Modified-by: Neil Roberts <neil@linux.intel.com>
https://bugzilla.gnome.org/show_bug.cgi?id=656156
ClutterBox functionality has been implemented by ClutterActor, and
proxied by the Box subclass; with the removal of the abstract bit on
ClutterActor, we can safely deprecated ClutterBox.
The code that has been deprecated should live into its own directory,
both in the repository and when installed. This should make it clear
which functionality is actually maintained and which is not.
We start with an oldie: the frame source API.
Clutter has some platform-specific API that is accessible only if the
right backend has been compiled in. Third party applications that wish
to be portable across backends might want to use defines and other
pre-processor tricks to determine header inclusion and API usage.
While Clutter has an internal set of symbols it can use, third party
applications don't have the luxury of being able to access the config.h
generated by Clutter's configure script.
For this reason, Clutter should install a configuration header with a
series of namespaced defines that can be picked up by applications and
other third party code.
Since EGA colors are apparently all the rage in other toolkits, Clutter
should not be left out. On top of the usual CGA/EGA palette the static
colors also include the Tango Icon palette, which at least is more
pleasant to the eye.
Static colors are accessed through an enumeration by using
clutter_color_get_static(), or using the short-hand pre-processor
macros.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2066
ClutterPathConstraint is a simple Constraint implementation that
modifies the allocation of the Actor to which is has been applied using
a progress value and a ClutterPath.
A TableLayout is a layout manager that allocates its children in rows
and columns. Each child is assigned to a cell (or more if a cell span
is set).
The supported child properties are:
• x-expand and y-expand: if this cell with try to allocate the
available extra space for the table.
• x-fill and y-fill: if the child will get all the space available in
the cell.
• x-align and y-align: if the child does not fill the cell, then
where the child will be aligned inside the cell.
• row-span and col-span: number of cells the child will allocate for
itself.
Also, the TableLayout has row-spacing and col-spacing for specifying
the space in pixels between rows and between columns.
We also include a simple test of the layout manager, and the
documentation updates.
The TableLayout was implemented starting from MxTable and
ClutterBoxLayout.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2038
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
DeformEffect is an abstract class that should be used to write effects
that change the geometry of an actor before submitting it to the GPU.
Just like the ShaderEffect class, DeformEffect renders the actor to
which it has been applied into an FBO; then it creates a mesh and stores
it inside a VBO. Sub-classes can control vertex attributes like
position, texel coordinates and the color.
A simple, GLSL shader-based blur effect.
The blur shader is taken straight from the test-shader.c interactive
test case. It's a fairly clunky, inefficient and visually incorrect
implementation of a box blur, but it's all we have right now until I
figure out a way to do multi-pass shading with the current API.
The ShaderEffect class is an abstract base type for shader-based
effects. GLSL-based effects should be implemented by sub-classing
ShaderEffect and overriding ActorMeta::set_actor() to set the source
code of the shader, and Effect::pre_paint() to update the uniform
values, if any.
The ShaderEffect has a generic API for sub-classes to set the values
of the uniforms defined by their shaders, and it uses the shader
types we defined for ClutterShader, to avoid re-inventing the wheel
every time.
The OffscreenEffect class is meant to be used to implement Effect
sub-classes that create an offscreen framebuffer and redirect the
actor's paint sequence there. The OffscreenEffect is useful for
effects using fragment shaders.
Any shader-based effect being applied to an actor through an offscreen
buffer should be used before painting the resulting target material and
not for every actor. This means that doing:
pre_paint: cogl_program_use(program)
set up offscreen buffer
paint: [ actors ] → offscreen buffer → target material
post_paint: paint target material
cogl_program_use(null)
Is not correct. Unfortunately, we cannot really do:
post_paint: cogl_program_use(program)
paint target material
cogl_program_use(null)
Because the OffscreenEffect::post_paint() implementation also pops the
offscreen buffer and re-instates the previous framebuffer:
post_paint: cogl_program_use(program)
change frame buffer ← ouch!
paint target material
cogl_program_use(null)
One way to fix it is to allow using the shader right before painting
the target material - which means adding a new virtual inside the
OffscreenEffect class vtable in additions to the ones defined by the
parent Effect class.
The newly-added paint_target() virtual allows the correct sequence of
actions by adding an entry point for sub-classes to wrap the "paint
target material" operation with custom code, in order to implement the
case above correctly as:
post_paint: change frame buffer
cogl_program_use(program)
paint target material
cogl_program_use(null)
The added upside is that sub-classes of OffscreenEffect involving
shaders really just need to override the prepare() and paint_target()
virtuals, since the pre_paint() and post_paint() do all that's needed.