Clutter is meant to be, and I quote from the README, a toolkit:
for creating fast, compelling, portable, and dynamic graphical
user interfaces
and yet the default mode of operation for setting an actor's state on
the scene graph (position, size, opacity, rotation, scaling, depth,
etc.) is *not* dynamic. We assume a static UI, and then animate it.
This is the wrong way to design an API for a toolkit meant to be used to
create animated user interfaces. The default mode of operation should be
to implicitly animate every state transition, and only allow skipping
the animation if the user consciously decides to do so — i.e. the design
tenet of the API should be to make The Right Thing™ by default, and make
it really hard (or even impossible) to do The Wrong Thing™.
So we should identify "animatable" properties, i.e. those properties
that should be implicitly animated by ClutterActor, and use the
animation framework we provide to tween the transitions between the
current state and the desired state; the implicit animation should
happen when setting these properties using the public accessors, and not
through some added functionality. For instance, the following:
clutter_actor_set_position (actor, newX, newY);
should not make the actor jump to the (newX, newY) point; it should
tween the actor's position between the current point and the desired
point.
Since we have to maintain backward compatibility with existing
applications, we still need to mark the transitions explicitly, but we
can be smart about it, and treat transition states as a stack that can
be pushed and popped, e.g.:
clutter_actor_save_easing_state (actor);
clutter_actor_set_easing_duration (actor, 500);
clutter_actor_set_position (actor, newX, newY);
clutter_actor_set_opacity (actor, newOpacity);
clutter_actor_restore_easing_state (actor);
And we can even start stacking animations, e.g.:
clutter_actor_save_easing_state (actor);
clutter_actor_set_easing_duration (actor, 500);
clutter_actor_set_position (actor, newX, newY);
clutter_actor_save_easing_state (actor);
clutter_actor_set_easing_duration (actor, 500);
clutter_actor_set_easing_mode (actor, CLUTTER_LINEAR);
clutter_actor_set_opacity (actor, newOpacity);
clutter_actor_set_depth (actor, newDepth);
clutter_actor_restore_easing_state (actor);
clutter_actor_restore_easing_state (actor);
And so on, and so forth.
The implementation takes advantage of the newly added Transition API,
which uses only ClutterTimeline sub-classes and ClutterInterval, to cut
down the amount of signal emissions and memory management of object
instances; as well of using the ClutterAnimatable interface for custom
properties and interpolation of values.
As a convenience for the C API.
Language bindings should already be using the GValue variants.
This commit also moves the custom progress functions out of the
clutter-interval.c, as they are meant to be generic interpolation
functions and not ClutterInterval-specific.
The ::paint, ::queue-redraw, and ::queue-relayout signals should be
marked as no-recurse and no-hooks; these signals are emitted *a lot*
during each frame, and since GLib has a bunch of optimizations for
signals with no closures, we should try and squeeze every single CPU
cycle we can.
Dist clutter-version.h for use under non-autotools-based build
environments (e.g. MSVC) as this header is now generic under the
systems Clutter supports
Checked with Emmanuele Bassi on IRC.
The frame_budget member of ClutterMasterClock is only enabled when
CLUTTER_ENABLE_DEBUG is enabled, so fix the build with this.
Checked with Emmanuele Bassi on IRC.
Normally this leak goes unnoticed because basic fundamental types
are typically used with clutter_actor_animate(), the leak shows up
if boxed or object types are passed (such as ClutterVertex in the
case I stumbled upon).
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
We can use the __COUNTER__ macro or, failing that, the __LINE__ macro to
ensure that we don't declare dummy variables more than once with the
same name.
The comment says that we're going to load textures in a loop until we
still have work to do, or if one iteration took more than 5
milliseconds, to avoid blowing up our frame budget, but the check is for
5 seconds, which is hardly a sensible value.
We remove 2 pixels from the height of the cursor, but we should also
remove the same amount from the position on the y axis, so that the
cursor caret appears centered in the allocated height.
https://bugzilla.gnome.org/show_bug.cgi?id=655491
ClutterScript should be able to automatically call gettext() and friends
on strings loaded from a UI definition, prior to passing the string to
the object it is constructing.
The basic implementation is trivial:
- set a translation domain on the ClutterScript instance
- mark the translatable strings inside the JSON data, like:
"property" : {
"translatable" : true,
"string" : "a translatable string"
}
The hard part is now getting the tools we use to extract the
translatable strings to understand the JSON format we use inside
ClutterScript.
Let's keep a budget of 16.6 milliseconds per frame, and reduce it by the
amount of time spent in each phase of the frame processing. If any phase
goes over the allocated budget then we use the diagnostic mode
facilities to warn the app developer.
It is sometimes useful to be able to have better control on when a
repaint function is called. Currently, all repaint functions are called
prior to the stages update phase of the frame processing.
We can introduce flags to represent the point in the frame update
process in which we wish Clutter called the repaint function.
As a bonus, we can also add a flag that causes adding a repaint function
to spin the master clock.
In theory, handlers connected to the ::allocation-changed signal may be
able to modify the actor's real allocation and allocation flags,
especially now that we use STATIC_SCOPE; let's avoid this, so that we
don't regret it later.
The show and hide implementation inside ClutterStage ended up being
recursive, and the hide implementation would actually show the children
of the stage unconditionally.
Whoopsie.
The ActorBox passed to the ::allocation-changed signal should be
annotated as STATIC_SCOPE, given that it's a pointer to a structure
inside ClutterActorPrivate - hence there's no risk of it actually being
freed from a signal handler. This allows the GSignal machinery to avoid
a costly copy/free for each signal emission.
If the redraw entry is not cleared, queueing a redraw from a signal
handler could reinsert the same object in the stage redraw list,
causing the segfault later (as the object is immediately freed)
https://bugzilla.gnome.org/show_bug.cgi?id=671173
This just adds some padding pointers so that we can later add more
virtual functions without breaking ABI.
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
Clutter applications using evdev are typically fullscreen applications
associated with a single virtual termainal. When switching away from
the applications associated tty then Clutter should stop managing all
evdev devices and re-probe for devices when the application regains
focus by switching back to the tty. To facilitate this, this patch
adds clutter_evdev_release_devices() and clutter_evdev_reclaim_devices()
functions.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
When using the Wayland backend this sets a constraint that the
CoglRenderer selects the Wayland EGL winsys.
When a Wayland compositor display is set it now also sets a constraint
that the render should use EGL because only EGL renderers will set up
the required wl_drm global object.
The X11 backend now sets the X11 constraint.
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
The core input devices when XInput doesn't work were being created as
generic ClutterInputDevices instead of ClutterInputDeviceX11s. This
meant the keycode_to_evdev virtual wouldn't work.
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
This adds a virtual function to ClutterInputDevice to translate a
keycode from the hardware_keycode member of ClutterKeyEvent to an
evdev keycode. The function can fail so that input backends that don't
have a sensible way to translate to evdev keycodes can return FALSE.
There are implementations for evdev, wayland and X. The X
implementation assumes that the X server is using an evdev driver in
which case the hardware keycodes are the evdev codes plus 8.
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
Because evdev isn't associated with the display system, it doesn't
have any easy way to associate an input device with a stage.
Previously Clutter would never set a stage for an input device and
leave it up to the application to set it. To make it easier for
applications which just have a single fullscreen stage (which is
probably the most common use case for evdev) the device manager now
associates all input devices with the first stage that is created
unless something has already set a stage.
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>