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2007-07-09 Matthew Allum <mallum@openedhand.com>
* TODO: Updates. * clutter/clutter-stage.c: * clutter/glx/clutter-stage-glx.c: Fix cursor visibility property. Force a repaint before mapping to attempt to avoid flicker.
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@ -1,3 +1,12 @@
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2007-07-09 Matthew Allum <mallum@openedhand.com>
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* TODO:
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Updates.
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* clutter/clutter-stage.c:
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* clutter/glx/clutter-stage-glx.c:
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Fix cursor visibility property.
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Force a repaint before mapping to attempt to avoid flicker.
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2007-07-09 Richard Purdie <rpurdie@openedhand.com>
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* clutter/eglnative/clutter-event-egl.c:
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9
TODO
9
TODO
@ -33,16 +33,23 @@ Maybe:
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Definetly:
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- More ClutterUnits support, convert actor API to units.
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- Device independant units
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- Fragment shader support infrastructure
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- XML/JSON type 'layout' files - include actors + behaviours + timeline etc.
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- App developers manual.
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- Events for Actors
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- Add 'sensitive' property, false by default. Only pick sensitive actors
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- Very simple focus model - actors have a focus flag and if set emit
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key events.
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- Motion events need to be explicitly enabled.
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Nice/Maybe:
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===========
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- Gradient support ?
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- Rectangle like props to all actors
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- Glitz integration
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- Some kind of focus model.
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- Apple/Win native backends.
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- ClutterBehaviourDepth (trivial)
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- ClutterTextureAnimation (trivial)
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- Glitz backend over GLX (would cover above)
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@ -243,7 +243,7 @@ clutter_stage_class_init (ClutterStageClass *klass)
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g_param_spec_boolean ("cursor-visible",
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"Cursor Visible",
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"Whether the mouse pointer is visible on the main stage ",
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FALSE,
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TRUE,
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G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
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g_object_class_install_property
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@ -423,7 +423,7 @@ clutter_stage_init (ClutterStage *self)
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priv->is_offscreen = FALSE;
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priv->is_fullscreen = FALSE;
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priv->is_cursor_visible = FALSE;
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priv->is_cursor_visible = TRUE;
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priv->color.red = 0xff;
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priv->color.green = 0xff;
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@ -723,7 +723,7 @@ clutter_stage_hide_cursor (ClutterStage *stage)
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priv->is_cursor_visible = FALSE;
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if (CLUTTER_STAGE_GET_CLASS (stage)->set_cursor_visible)
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CLUTTER_STAGE_GET_CLASS (stage)->set_cursor_visible (stage, FALSE);
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CLUTTER_STAGE_GET_CLASS (stage)->set_cursor_visible (stage, FALSE);
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g_object_notify (G_OBJECT (stage), "cursor-visible");
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}
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@ -56,7 +56,14 @@ clutter_stage_glx_show (ClutterActor *actor)
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ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (actor);
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if (stage_glx->xwin)
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XMapWindow (stage_glx->xdpy, stage_glx->xwin);
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{
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/* Fire off a redraw to avoid flicker on first map.
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* Appears not to work perfectly on intel drivers at least.
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*/
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clutter_redraw();
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XSync (stage_glx->xdpy, FALSE);
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XMapWindow (stage_glx->xdpy, stage_glx->xwin);
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}
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}
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static void
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@ -112,6 +119,7 @@ clutter_stage_glx_unrealize (ClutterActor *actor)
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stage_glx->gl_context = None;
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}
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XSync (stage_glx->xdpy, False);
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clutter_glx_untrap_x_errors ();
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}
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@ -413,7 +421,7 @@ clutter_stage_glx_set_cursor_visible (ClutterStage *stage,
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if (stage_glx->xwin == None)
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return;
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CLUTTER_NOTE (MISC, "setting cursor state ('%s') over stage window (%u)",
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CLUTTER_NOTE (BACKEND, "setting cursor state ('%s') over stage window (%u)",
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show_cursor ? "visible" : "invisible",
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(unsigned int) stage_glx->xwin);
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