The fix for bug 1138 broke multi-stage support on GLX, causing
X11 to segfault with the following stack trace:
Backtrace:
0: /usr/X11R6/bin/X(xf86SigHandler+0x7e) [0x80c91fe]
1: [0xb7eea400]
2: /usr/lib/xorg/modules/extensions//libglx.so [0xb7ae880c]
3: /usr/lib/xorg/modules/extensions//libglx.so [0xb7aec0d6]
4: /usr/X11R6/bin/X [0x8154c24]
5: /usr/X11R6/bin/X(Dispatch+0x314) [0x808de54]
6: /usr/X11R6/bin/X(main+0x4b5) [0x8074795]
7: /lib/i686/cmov/libc.so.6(__libc_start_main+0xe5) [0xb7c75775]
8: /usr/X11R6/bin/X(FontFileCompleteXLFD+0x21d) [0x8073a81]
which I can only track down to clutter_backend_glx_ensure_current()
being passed a NULL stage -- something that happens when a stage
is not correct realized. That should lead to a glXMakeCurrent(None)
and not to a segmentation fault, though.
When destroying a top-level actor we can actually relax the verification
of the map state, since it might be fully asynchronous and we might not
re-enter inside the mainloop in time to receive the unmap notification.
If the filter means that the there should be no rows left in the model,
clutter_model_get_iter_at_row (model, 0) should return NULL.
Howevever the currene implementation misbehaves and returns a bad iterator.
This change resolves the issue by tracking if we actually found any
non-filtered rows in our pass through the sequence.
OH Bugzilla: 1591
The stage is chaining up to the ClutterGroup::paint instead of
the ClutterGroup::pick method. This works anyway because we
detect the stage by default, but it's not a reliable solution
in case we decide to change the picking further on.
The master clock is currently advanced using a frame source driven
by the default frame rate. This breaks the sync to vblank because
the vblanking rate could be different than 60 Hz -- or it might be
completely disabled (e.g. with CLUTTER_VBLANK=none).
We should be using the main loop to check if we have timelines
playing, and if so queue a redraw on the stages we own.
We should also prepare the subsequent frame at the end of the redraw
process, so if there are new redraw we will have the scene already
in place.
This makes Clutter redraw at the maximum frame rate, which is
limited by the vblanking frequency.
Currently, picking in ClutterGroup pollutes the CLUTTER_DEBUG=paint
logs since it just calls the paint function. Reimplementing the pick
doesn't make us lose anything -- it might even be slightly faster
since we don't have to do a (typed) cast and a class dereference.
The timeline created when calling set_timeline(NULL) is referenced
even though we implicitly own it. When the Animation is destroyed,
the timeline is then leaked.
Thanks to: Richard Heatley <richard.heatley@starleaf.com>
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1548
Currently, the conversion from em to units is done by using the
default font name inside the backend. For actors using their own
font/text layout we need a way to specify the font name along
with the quantity we wish to transform.
Commit 515350a7 renamed ::focus-in and ::focus-out to ::key-focus-in
and ::key-focus-out respectively. One signal emission for ::focus-out
escaped the renaming in ClutterStage.
Currently, the default screen guard value is 0, which is a valid
screen number on X11, and it might not be the default.
Patch suggested by: Owen W. Taylor <otaylor@redhat.com>
Currently, the introspection data for Cogl is built right into
Clutter's own typelib. This makes functions like:
cogl_path_round_rectangle()
Appear as:
Clutter.cogl_path_round_rectangle()
It should be possible, instead, to have a Cogl namespace and:
Cogl.path_round_rectangle()
This means building introspection data for Cogl alone. Unfortunately,
there are three types defined in Cogl that confuse the introspection
scanner, and make it impossible to build a typelib:
COGLint
COGLuint
COGLenum
These three types should go away before 1.0, substituted by int,
unsigned int and proper enumeration types. For this reason, we can
just set up the GIR build and wait until the last moment to create
the typelib. Once that has been done, we will be able to safely
remove the Cogl API from the Clutter GIR and typelib and let
people import Cogl if they want to use the Cogl API via introspection.
Currently, the introspection data for Cogl is built right into
Clutter's own typelib. This makes functions like:
cogl_path_round_rectangle()
Appear as:
Clutter.cogl_path_round_rectangle()
It should be possible, instead, to have a Cogl namespace and:
Cogl.path_round_rectangle()
This means building introspection data for Cogl alone. Unfortunately,
there are three types defined in Cogl that confuse the introspection
scanner, and make it impossible to build a typelib:
COGLint
COGLuint
COGLenum
These three types should go away before 1.0, substituted by int,
unsigned int and proper enumeration types. For this reason, we can
just set up the GIR build and wait until the last moment to create
the typelib. Once that has been done, we will be able to safely
remove the Cogl API from the Clutter GIR and typelib and let
people import Cogl if they want to use the Cogl API via introspection.
For consistency, and since those signals are key-related, the
::focus-in signal is not ::key-focus-in and the ::focus-out
signal is now ::key-focus-out.
Add a method for deleting the current selection inside a Text actor.
This is useful for subclasses.
See bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1521
Based on a patch by: Raymond Liu <raymond.liu@intel.com>
ClutterAnimation currently inherits the initial floating reference
semantics from GInitiallyUnowned. An Animation is, though, meant to
be used as a top-level object, like a Timeline or a Behaviour, and
not "owned" by another object. For this reason, the initial floating
reference does not make any sense.
With the recent change to internal floating point values, ClutterUnit
has become a redundant type, defined to be a float. All integer entry
points are being internally converted to floating point values to be
passed to the GL pipeline with the least amount of conversion.
ClutterUnit is thus exposed as just a "pixel with fractionary bits",
and not -- as users might think -- as generic, resolution and device
independent units. not that it was the case, but a definitive amount
of people was convinced it did provide this "feature", and was flummoxed
about the mere existence of this type.
So, having ClutterUnit exposed in the public API doubles the entry
points and has the following disadvantages:
- we have to maintain twice the amount of entry points in ClutterActor
- we still do an integer-to-float implicit conversion
- we introduce a weird impedance between pixels and "pixels with
fractionary bits"
- language bindings will have to choose what to bind, and resort
to manually overriding the API
+ *except* for language bindings based on GObject-Introspection, as
they cannot do manual overrides, thus will replicate the entire
set of entry points
For these reason, we should coalesces every Actor entry point for
pixels and for ClutterUnit into a single entry point taking a float,
like:
void clutter_actor_set_x (ClutterActor *self,
gfloat x);
void clutter_actor_get_size (ClutterActor *self,
gfloat *width,
gfloat *height);
gfloat clutter_actor_get_height (ClutterActor *self);
etc.
The issues I have identified are:
- we'll have a two cases of compiler warnings:
- printf() format of the return values from %d to %f
- clutter_actor_get_size() taking floats instead of unsigned ints
- we'll have a problem with varargs when passing an integer instead
of a floating point value, except on 64bit platforms where the
size of a float is the same as the size of an int
To be clear: the *intent* of the API should not change -- we still use
pixels everywhere -- but:
- we remove ambiguity in the API with regard to pixels and units
- we remove entry points we get to maintain for the whole 1.0
version of the API
- we make things simpler to bind for both manual language bindings
and automatic (gobject-introspection based) ones
- we have the simplest API possible while still exposing the
capabilities of the underlying GL implementation
When calling clutter_model_iter_next () / clutter_model_iter_prev () we need
to update the row for the iterator. In order to improve the peformance of
iterating this change adds a private row mutator and switches ClutterListModel
to use it.
In order to carry out various comparisons for e.g. identifying the first
iterator in the model we need a ClutterModelIter. This change switches from
creating a new iterator each time to reusing an existing iterator.
If the input region has been shaped, then clutter needs to
receive EnterNotify/LeaveNotify events in order to properly
send enter and leave events to actors when the pointer crosses
the boundary of the stage.
http://bugzilla.gnome.org/show_bug.cgi?id=578250
The flags field of ClutterActor should have accessor methods for,
language bindings.
Also, the set_flags() and unset_flags() methods should actively
emit notifications for the changed properties.
Also, use MetaWindows as the tab_popup keys rather than using (X) Windows
and then having to map back and forth everywhere, which is silly since
we never actually want the X Window.
http://bugzilla.gnome.org/show_bug.cgi?id=580917
Rather than trying to reverse-engineer what kind of tab/workspace
popup to create from within meta_display_begin_grab_op(), just create
the popup directly from do_choose_window()/handle_workspace_switch()
after completing the grab, since they already know which kind they
want.
Also add meta_screen_destroy_tab_popup()/_destroy_workspace_popup()
rather than having meta_display_end_grab_op() poke into MetaScreen's
internals itself.
http://bugzilla.gnome.org/show_bug.cgi?id=580917
This is simply a wrapper around cogl_color_set_from_4f and
cogl_material_set_color. We already had a prototype for this, it was
an oversight that it wasn't already implemented.
This is simply a wrapper around cogl_color_set_from_4f and
cogl_material_set_color. We already had a prototype for this, it was
an oversight that it wasn't already implemented.
There were several functions I believe no one is currently using that were
only implemented in the GL backend (cogl_offscreen_blit_region and
cogl_offscreen_blit) that have simply been removed so we have a chance to
think about design later with a real use case.
There was one nonsense function (cogl_offscreen_new_multisample) that
sounded exciting but in all cases it just returned COGL_INVALID_HANDLE
(though at least for GL it checked for multisampling support first!?)
it has also been removed.
The MASK draw buffer type has been removed. If we want to expose color
masking later then I think it at least would be nicer to have the mask be a
property that can be set on any draw buffer.
The cogl_draw_buffer and cogl_{push,pop}_draw_buffer function prototypes
have been moved up into cogl.h since they are for managing global Cogl state
and not for modifying or creating the actual offscreen buffers.
This also documents the API so for example desiphering the semantics of
cogl_offscreen_new_to_texture() should be a bit easier now.
There were several functions I believe no one is currently using that were
only implemented in the GL backend (cogl_offscreen_blit_region and
cogl_offscreen_blit) that have simply been removed so we have a chance to
think about design later with a real use case.
There was one nonsense function (cogl_offscreen_new_multisample) that
sounded exciting but in all cases it just returned COGL_INVALID_HANDLE
(though at least for GL it checked for multisampling support first!?)
it has also been removed.
The MASK draw buffer type has been removed. If we want to expose color
masking later then I think it at least would be nicer to have the mask be a
property that can be set on any draw buffer.
The cogl_draw_buffer and cogl_{push,pop}_draw_buffer function prototypes
have been moved up into cogl.h since they are for managing global Cogl state
and not for modifying or creating the actual offscreen buffers.
This also documents the API so for example desiphering the semantics of
cogl_offscreen_new_to_texture() should be a bit easier now.
These are necessary if nesting redirections to an fbo,
otherwise there's no way to know how to restore
previous state.
glPushAttrib(GL_COLOR_BUFFER_BIT) would save draw buffer
state, but also saves a lot of other stuff, and
cogl_draw_buffer() relies on knowing about all draw
buffer state changes. So we have to implement a
draw buffer stack ourselves.
Signed-off-by: Robert Bragg <robert@linux.intel.com>
These are necessary if nesting redirections to an fbo,
otherwise there's no way to know how to restore
previous state.
glPushAttrib(GL_COLOR_BUFFER_BIT) would save draw buffer
state, but also saves a lot of other stuff, and
cogl_draw_buffer() relies on knowing about all draw
buffer state changes. So we have to implement a
draw buffer stack ourselves.
Signed-off-by: Robert Bragg <robert@linux.intel.com>