Commit Graph

6083 Commits

Author SHA1 Message Date
Neil Roberts
c18a83baa3 test-cogl-depth-test: Update to new Cogl API
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.
2011-05-16 19:01:14 +01:00
Neil Roberts
86dce2fd98 test-cogl-pixel-buffer: Use the new name for CoglPixelArray
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.
2011-05-16 16:07:19 +01:00
Neil Roberts
7d233241f1 Fix include location for cogl-pango.h
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.
2011-05-16 16:04:27 +01:00
Marek Černocký
07ecaf569f Updated Czech translation 2011-05-15 21:09:17 +02:00
Daniel Mustieles
8ad780af37 Updated Spanish translation 2011-05-15 17:46:33 +02:00
Matej Urbančič
c2f7e5916e Updated Slovenian translation 2011-05-14 19:49:39 +02:00
Chris Lord
f9d7650b97 actor: Ensure the validity of the queue_redraw_entry pointer
In _clutter_actor_queue_redraw_with_clip, there was the possibility that
the actor will add itself to the stage's redraw queue without keeping track
of the allocated list member.

In clutter_actor_unparent, the redraw queue entry was being invalidated
before the mapped notify signal was being fired, meaning that queueing a
redraw of an unmapped actor in the mapped notification callback could
cause a crash.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2621
2011-05-14 01:14:22 +01:00
Adam Jackson
5aa8ed93ce test-cogl-sub-texture: Allow single-bit rendering error
Signed-off-by: Adam Jackson <ajax@redhat.com>

http://bugzilla.clutter-project.org/show_bug.cgi?id=2640
2011-05-14 01:12:44 +01:00
Adam Jackson
7beb222d3f test-cogl-blend-strings: Allow single-bit rendering error
Signed-off-by: Adam Jackson <ajax@redhat.com>

http://bugzilla.clutter-project.org/show_bug.cgi?id=2640
2011-05-14 01:12:44 +01:00
Øyvind Kolås
b7a3ccf35c doap: fix a typo in a url 2011-05-13 21:45:34 +01:00
Emmanuele Bassi
ba4615cd4b text: Check the has_focus flag in selection_paint()
It is the only place were it is used, so it should only be checked
there, and not in the general paint() implementation.
2011-05-13 15:44:08 +01:00
Emmanuele Bassi
729e9985c1 text: Implement the ::has_overlaps virtual
Since ClutterText has overlapping primitives when selecting, or a
visible cursor, then we need to report that to Clutter, to avoid
bleeding colors through when a Text actor is non-fully opaque.
2011-05-13 15:44:08 +01:00
Jasper St. Pierre
94c9c07509 clutter-text: Add a selected-text-color
http://bugzilla.clutter-project.org/show_bug.cgi?id=2595
2011-05-13 15:44:08 +01:00
Jasper St. Pierre
0a8ec7f7d5 tests: Add test for selected-text-color
http://bugzilla.clutter-project.org/show_bug.cgi?id=2595
2011-05-13 15:44:08 +01:00
Neil Roberts
d95258e987 clutter-actor: Store the queue_redraw_entry when queueing a redraw
_clutter_stage_queue_actor_redraw returns a pointer to the
ClutterStageQueueRedrawEntry struct which it allocates. The actor is
expected to store a pointer to this so that it doesn't need to search
the list of queued redraws next time a queue redraw is called. However
_clutter_actor_queue_redraw_full wasn't storing this pointer which
meant that it thought every queue redraw was the first queue
redraw. That meant that queueing a redraw with a clip or an effect
would override any previous attempts to queue a redraw instead of
trying to combine them.

I think this happened because the old queue_redraw_with_clip also
didn't store the pointer and queue_redraw_full was based on that.
2011-05-13 15:36:38 +01:00
Neil Roberts
701440efd8 clutter-actor: Add a 'has_overlaps' virtual
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.
2011-05-13 01:46:32 +01:00
Neil Roberts
2a09a04c2a Add a conformance test for the offscreen-redirect property
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.
2011-05-13 01:46:32 +01:00
Neil Roberts
7f78237ee5 clutter-actor: Add an 'offscreen-redirect' property
This adds a property which can be used to redirect the actor through
an FBO before painting so that it becomes flattened in an image. The
image can be used as a cache to avoid having to repaint the actor if
something unrelated in the scene changes. It can also be used to
implement correct opacity even if the actor has overlapping
primitives. The property is an enum that takes three values:

CLUTTER_OFFSCREEN_REDIRECT_NEVER: The default behaviour which is to
  never flatten the actor.

CLUTTER_OFFSCREEN_REDIRECT_ALWAYS: The actor is always redirected
  through an FBO.

CLUTTER_OFFSCREEN_REDIRECT_ONLY_FOR_OPACITY: The actor is only
  redirected through an FBO if the paint opacity is not 255. This
  value would be used if the actor wants correct opacity. It will
  avoid the overhead of using an FBO whenever the actor is fully
  opaque.

The property is implemented by installing a ClutterFlattenEffect.
ClutterFlattenEffect is a new internal class which subclasses
ClutterOffscreen to redirect the painting to an FBO. When
ClutterOffscreen paints, the effect sets an opacity override on the
actor so that the image will always contain the actor at full
opacity. The opacity is then applied to the resulting image before
painting it to the stage. This means the actor does not need to be
redrawn while the opacity is being animated.

The effect has a high internal priority so that it will always occur
before any other effects and it gets hidden from the application.
2011-05-13 01:46:32 +01:00
Neil Roberts
8df8d4ff0f clutter-actor: Redraw or relayout when clearing effects or constraints
When calling clutter_actor_clear_constraints the layout of the actor
may change so we need to queue a relayout. Similarly when the effects
are cleared we need to queue a redraw.
2011-05-13 01:46:32 +01:00
Neil Roberts
9423214783 clutter-actor-meta: Add an internal 'priority' property
This adds a priority property to all ClutterActorMetas. The
ClutterMetaGroup keeps the list sorted so that higher priority metas
remain at the beginning of the list. The priority is a signed integer
with the default as zero. An actor meta can therefore be put before
all default metas with a positive number, or after with a negative
number.

There are constants to set an 'internal' priority. The intention is
that applications wouldn't be allowed to use these values so that we
can keep special internal metas to that are before or after all
application metas.

The property isn't a real GObject property because for now it is
completely internal and only used to implement the 'transparency'
property of ClutterActor. ClutterMetaGroup doesn't currently resort
the list if the property changes so if we wanted to make it public we
should either make it construct-only or make the meta group listen for
changes on the property and resort accordingly.

The methods in ClutterActor that get the list of metas now use a new
function that filters out internal metas from the meta
group. Similarly for clearing the metas, the internal metas are left
in.
2011-05-13 01:46:32 +01:00
Neil Roberts
00b733a85a clutter-effect: Add clutter_effect_queue_rerun
This adds a new public function to queue a rerun of an effect. If
nothing else queues a redraw then when the effect's actor is painted
the effect will be run without the CLUTTER_EFFECT_RUN_ACTOR_DIRTY
flag. This allows parametrised offscreen effects to report that they
need to redraw the image without having to redraw the underlying
actor. This will be used to implement the 'transparency' effect of
ClutterActor.

If multiple redraws are queued with different effects then redrawing
is started from the one that occurs last in the list of effects.

Internally the function is a wrapper around the new function
_clutter_actor_queue_redraw_full. This is intended to be the sole
point of code for queuing redraws on an actor. It has parameters for
the clip and the effect. The other two existing functions to queue a
redraw (one with a clip and one without) now wrap around this function
by passing a NULL effect.
2011-05-13 01:46:32 +01:00
Neil Roberts
11443ed480 clutter-offscreen-effect: Don't redraw the actor if cached offscreen
When painting an actor, it now tries to determine if the last paint of
the offscreen was using the same matrix and the actor isn't dirty. If
so, it can skip calling clutter_actor_continue_paint and avoid
actually painting the actor. Instead just the offscreen image will be
painted.
2011-05-13 01:46:32 +01:00
Neil Roberts
c3aa4d24bf clutter-effect: Add a 'run' virtual
This adds a new virtual to ClutterEffect which is intended to be a
more flexible replacement for the pre and post_paint functions. The
implementation of a run virtual would look something like this:

void
effect_run (ClutterEffect *effect,
            ClutterEffectRunFlags flags)
{
  /* Set up state */
  /* ... */

  /* Chain to the next item in the paint sequence */
  clutter_actor_continue_paint (priv->actor);

  /* Clean up state */
  /* ... */
}

ClutterActor now just calls this virtual instead of the pre_paint and
post_paint functions. It keeps track of the next effect in the list so
that it knows what to do when clutter_actor_continue_paint is
called. clutter_actor_continue_paint is a new function added just for
implementing effects.

The default implementation of the run virtual just calls pre_paint and
post_paint so that existing effects will continue to work.

An effect is allowed to conditionally skip calling
clutter_actor_continue_paint(). This is useful to implement effects
that cache the image of an actor. The flags parameter can be used to
determine if the actor is dirty since the last paint. ClutterActor
sets this flag whenever propagated_one_redraw is TRUE which means that
a redraw for this actor or one of its children was queued.
2011-05-13 01:46:31 +01:00
Miguel Bouzada
05a7419e11 Updated Galician translations 2011-05-12 13:18:02 +02:00
Emmanuele Bassi
9b0e013322 po: Remove a non existent file in POTFILES.in 2011-05-11 10:11:59 +01:00
Daniel Mustieles
66b08ec961 Updated Spanish translation 2011-05-10 21:07:12 +02:00
Neil Roberts
f5ace7b2a5 win32: Use the Cogl WGL winsys
Cogl now has a full WGL winsys so Clutter doesn't need to directly
deal with WGL itself.
2011-05-10 17:06:33 +01:00
Daniel Mustieles
36e3a19722 Updated Spanish translation 2011-05-09 19:24:30 +02:00
Daniel Mustieles
044df4ab1e Updated Spanish translation 2011-05-08 17:09:33 +02:00
Emmanuele Bassi
043f804452 Make the pick id pool per Stage
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=2633

https://bugzilla.gnome.org/show_bug.cgi?id=647876
2011-05-06 17:47:41 +01:00
Emmanuele Bassi
f6e6c803d9 Deprecate actor id
The actor's id, which is currently used to generate the pick color,
should not be part of the public API: it's an internal detail of the
pick implementation, and having it exposed is like punching a hole
through the abstraction.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2633

https://bugzilla.gnome.org/show_bug.cgi?id=647876
2011-05-06 17:47:41 +01:00
Neil Roberts
dbae7e6014 configure.ac: Remove the check for 'ffs'
The check for the ffs function is only needed by Cogl we don't need to
have it in Clutter's configure script anymore.
2011-05-06 17:48:59 +01:00
Emmanuele Bassi
ea502fd492 build: Depend on cogl-pango-1.0
For both builds and introspection.
2011-05-06 17:21:00 +01:00
Emmanuele Bassi
f1204bfe09 build: Specify the buildreq version for Cogl
Don't just assume the latest.
2011-05-06 16:56:29 +01:00
Emmanuele Bassi
21786cccd6 build: Fix introspection rules
Remove some cruft after the surgery that split Cogl out of tree.
2011-05-06 16:55:10 +01:00
Emmanuele Bassi
96ac597272 docs: Fix README.md to match README.in 2011-05-06 16:44:40 +01:00
Robert Bragg
589c80e41e Remove last dependency on the GdkPixbuf API
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.
2011-05-06 15:44:13 +01:00
Robert Bragg
223e14811c Removes Cogl from the repository
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.
2011-05-06 15:44:08 +01:00
Emmanuele Bassi
00f2a39ac5 stage: Use Cairo to dump the pick buffer
Do not use GdkPixbuf just for getting image data down into a PNG; Cairo
is perfectly capable of doing the same, at least just for debugging
purposes.

https://bugzilla.gnome.org/show_bug.cgi?id=647875
2011-05-06 15:06:07 +01:00
Emmanuele Bassi
3a071a4787 cairo-texture: Make the pixel order macro public
It stands to reason that any piece of code using Cairo and Cogl at the
same time, and dealing with texture data, will want to use the same
logic Clutter uses to determine the compatible pixel format between the
two.

https://bugzilla.gnome.org/show_bug.cgi?id=647875
2011-05-06 15:06:06 +01:00
Daniel Mustieles
d6fbdf6904 Updated Spanish translation 2011-05-05 19:26:47 +02:00
Neil Roberts
6d9458debb cogl-debug: Add an option to disable atlasing sharing
If COGL_DEBUG contains disable-shared-atlas Cogl will not try to share
the atlas between glyphs and images.
2011-05-05 16:17:08 +01:00
Neil Roberts
77cd2ca08e cogl_pipeline_equal: Handle COGL_WRAP_MODE_AUTOMATIC better
When comparing the wrap modes of two pipeline layers it now considers
COGL_WRAP_MODE_AUTOMATIC to be equivalent to CLAMP_TO_EDGE. By the
time the pipeline is in the journal, the upper primitive code is
expected to have overridden this wrap mode with something else if it
wants any other behaviour. This is important for getting text to batch
together with textures because the text explicitly sets the wrap mode
to CLAMP_TO_EDGE on its pipeline.
2011-05-05 16:14:45 +01:00
Neil Roberts
41e464fc9e cogl-pango: Don't set the special combine function for atlased textures
The material cache will now only set the special combine mode if the
texture only has an alpha component. The atlased textures will have
all four components so it will leave the combine functions at the
default. This increases the chances of batching between glyphs and
images.

When using the global atlas, the glyph from cairo is now rendered into
an ARGB surface rather than an alpha-only surface.
2011-05-05 16:14:45 +01:00
Neil Roberts
9083fc8e1f cogl-pango: Use a seperate cache of pipelines
Instead of creating just two materials (one for texturing and one for
solid primitives) the pango renderer now maintains a cache of
pipelines. The display list can request a pipeline for a texture from
the cache. The same pipeline cache is used by all display lists so
that the pipelines can be shared. This avoids changing the texture on
the material during a paint run.
2011-05-05 16:14:25 +01:00
Neil Roberts
22ce8a7111 cogl-pango-glyph-cache: Don't put zero-sized glyphs in the cache
It now avoids trying to reserve space for zero-sized glyphs. That
happens for example when the layout contains a space. This was causing
the regular glyph cache to be used because the global atlas does not
support zero-sized images. That would then break up the
batching. Instead it now still reserves an entry in the cache but
leaves the texture as COGL_INVALID_HANDLE.
2011-05-05 16:10:17 +01:00
Neil Roberts
0c755f6909 Revert "cogl-pango-display-list: Don't use VBOs if the texture can't handle it"
This reverts commit 32c91793e4.

This commit is no longer needed since the display list will now only
have primitive textures in it.
2011-05-05 16:09:22 +01:00
Neil Roberts
9cb45144a8 cogl-pango-render: Add the base texture to the display list
When rendering a glyph from a texture, instead of adding the glyph's
texture handle to the display list it now retrieves the base texture
using _cogl_texture_foreach_subtexture_in_region and adds that
instead. That way the display can recognise that glyphs in the global
atlas are sharing the same texture and combine them into one VBO.
2011-05-05 16:09:01 +01:00
Neil Roberts
22649b810f cogl-bitmap-private.h: Include cogl-bitmap.h
There was a header dependency problem which meant that
cogl-texture-private.h couldn't be included without first including
cogl-bitmap.h
2011-05-05 16:09:01 +01:00
Neil Roberts
d0a615e17b cogl-pango-glyph-cache: Notify of reorg for global atlased glyphs
Whenever the glyph cache puts a glyph in the global atlas it will now
register for notifications of reorganisation of the global
atlases. When this happens it will forward this on as a notification
of reorganisation of the glyph cache.
2011-05-05 16:09:01 +01:00