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https://github.com/brl/mutter.git
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2007-11-18 Matthew Allum <mallum@openedhand.com>
* clutter/clutter-actor.c: * clutter/clutter-actor.h: * clutter/clutter-group.c: * clutter/clutter-main.c: * clutter/clutter-stage.c: * tests/test-events.c: Parent Actors no longer need to be set reactive for reactive children to get events. Also makes groups now pickable. (#597, #423) * clutter/clutter-texture.c: Handle case when 1x1 tiled texture is created, falling 'back' to being non tiled. (#596) * clutter/eglx/clutter-backend-egl.c: Call EglTerminate on backend shutdown.
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19
ChangeLog
19
ChangeLog
@ -1,3 +1,22 @@
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2007-11-18 Matthew Allum <mallum@openedhand.com>
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* clutter/clutter-actor.c:
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* clutter/clutter-actor.h:
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* clutter/clutter-group.c:
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* clutter/clutter-main.c:
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* clutter/clutter-stage.c:
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* tests/test-events.c:
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Parent Actors no longer need to be set reactive for reactive
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children to get events. Also makes groups now pickable.
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(#597, #423)
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* clutter/clutter-texture.c:
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Handle case when 1x1 tiled texture is created,
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falling 'back' to being non tiled. (#596)
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* clutter/eglx/clutter-backend-egl.c:
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Call EglTerminate on backend shutdown.
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2007-11-18 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter.pc.in: Bump up glib-2.0 dependency.
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@ -32,12 +32,13 @@
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* be a #ClutterActor, either by using one of the classes provided by
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* Clutter, or by implementing a new #ClutterActor subclass.
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*
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* Ordering of tranformations. FIXME.
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* Ordering on/Notes on tranformations. FIXME.
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*
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* Notes on clutter actor events:
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* <orderedlist>
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* <listitem><para>Actors emit pointer events if set reactive, see
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* clutter_actor_set_reactive()</para></listitem>
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* <listitem><para>The stage is always reactive</para></listitem>
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* <listitem><para>Events are handled by connecting signal handlers to
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* the numerous event signal types.</para></listitem>
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* <listitem><para>Event handlers must return %TRUE if they handled
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@ -56,6 +57,8 @@
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* phase transversing back up via parents to the stage. An event
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* handler can abort this chain at point by returning
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* %TRUE.</para></listitem>
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* <listitem><para>Pointer events will 'pass through' non reactive actors.
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* </para></listitem>
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* </orderedlist>
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*/
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@ -322,31 +325,11 @@ clutter_actor_unrealize (ClutterActor *self)
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(klass->unrealize) (self);
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}
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/**
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* clutter_actor_pick:
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* @self: A #ClutterActor
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* @color: A #ClutterColor
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*
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* Renders a silhouette of the actor in supplied color.
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*
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* This function should not never be called directly by applications.
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**/
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void
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clutter_actor_pick (ClutterActor *self,
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const ClutterColor *color)
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static void
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clutter_actor_real_pick (ClutterActor *self,
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const ClutterColor *color)
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{
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ClutterActorClass *klass;
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klass = CLUTTER_ACTOR_GET_CLASS (self);
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if (G_UNLIKELY(klass->pick))
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{
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/* Its pretty unlikely anything other than a container actor
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* would need to supply its own pick method.
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*/
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(klass->pick) (self, color);
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}
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else
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if (clutter_actor_should_pick_paint (self))
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{
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cogl_color (color);
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cogl_rectangle (0,
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@ -356,6 +339,60 @@ clutter_actor_pick (ClutterActor *self,
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}
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}
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/**
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* clutter_actor_pick:
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* @self: A #ClutterActor
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* @color: A #ClutterColor
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*
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* Renders a silhouette of the actor in supplied color. Used internally for
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* mapping pointer events to actors.
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*
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* This function should not never be called directly by applications.
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*
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* Subclasses overiding this method should call
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* #clutter_actor_should_pick_paint to decide if to render there
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* silhouette but in any case should still recursively call pick for
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* any children.
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*
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* Since 0.4
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**/
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void
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clutter_actor_pick (ClutterActor *self,
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const ClutterColor *color)
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{
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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g_return_if_fail (color != NULL);
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CLUTTER_ACTOR_GET_CLASS (self)->pick(self, color);
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}
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/**
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* clutter_actor_should_pick_paint:
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* @self: A #ClutterActor
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*
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* Utility call for subclasses overiding the pick method.
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*
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* This function should not never be called directly by applications.
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*
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* Return value: TRUE if the actor should paint its silhouette, FALSE otherwise
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*/
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gboolean
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clutter_actor_should_pick_paint (ClutterActor *self)
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{
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ClutterMainContext *context;
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g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
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context = clutter_context_get_default ();
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if (CLUTTER_ACTOR_IS_MAPPED (self)
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&& (G_UNLIKELY(context->pick_mode == CLUTTER_PICK_ALL)
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|| CLUTTER_ACTOR_IS_REACTIVE (self)))
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return TRUE;
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return FALSE;
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}
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/*
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* Utility functions for manipulating transformation matrix
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*
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@ -741,26 +778,21 @@ clutter_actor_paint (ClutterActor *self)
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ClutterColor col;
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guint32 id;
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if (context->pick_mode == CLUTTER_PICK_ALL
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|| (context->pick_mode == CLUTTER_PICK_REACTIVE
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&& CLUTTER_ACTOR_IS_REACTIVE(self)))
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{
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id = clutter_actor_get_gid (self);
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id = clutter_actor_get_gid (self);
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cogl_get_bitmasks (&r, &g, &b, NULL);
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cogl_get_bitmasks (&r, &g, &b, NULL);
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/* Encode the actor id into a color, taking into account bpp */
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col.red = ((id >> (g+b)) & (0xff>>(8-r)))<<(8-r);
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col.green = ((id >> b) & (0xff>>(8-g))) << (8-g);
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col.blue = (id & (0xff>>(8-b)))<<(8-b);
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col.alpha = 0xff;
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/* Encode the actor id into a color, taking into account bpp */
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col.red = ((id >> (g+b)) & (0xff>>(8-r)))<<(8-r);
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col.green = ((id >> b) & (0xff>>(8-g))) << (8-g);
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col.blue = (id & (0xff>>(8-b)))<<(8-b);
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col.alpha = 0xff;
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/* Actor will then paint silhouette of itself in supplied
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* color. See clutter_stage_get_actor_at_pos() for where
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* picking is enabled.
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*/
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clutter_actor_pick (self, &col);
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}
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/* Actor will then paint silhouette of itself in supplied
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* color. See clutter_stage_get_actor_at_pos() for where
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* picking is enabled.
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*/
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clutter_actor_pick (self, &col);
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}
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else
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{
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@ -1557,6 +1589,7 @@ clutter_actor_class_init (ClutterActorClass *klass)
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klass->show_all = clutter_actor_show;
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klass->hide = clutter_actor_real_hide;
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klass->hide_all = clutter_actor_hide;
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klass->pick = clutter_actor_real_pick;
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}
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static void
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@ -407,6 +407,8 @@ gboolean clutter_actor_event (ClutterActor *actor,
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gboolean capture);
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ClutterActor * clutter_get_actor_by_gid (guint32 id);
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gboolean clutter_actor_should_pick_paint (ClutterActor *self);
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G_END_DECLS
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#endif /* _HAVE_CLUTTER_ACTOR_H */
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@ -112,12 +112,14 @@ static void
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clutter_group_pick (ClutterActor *actor,
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const ClutterColor *color)
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{
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/* Chain up so we get a bounding box pained (if we are reactive) */
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CLUTTER_ACTOR_CLASS (clutter_group_parent_class)->pick (actor, color);
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/* Just forward to the paint call which in turn will trigger
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* the child actors also getting 'picked'. To make ourselves
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* 'sensitive' to clicks we could also paint a bounding rect
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* but this is not currently done.
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*/
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clutter_group_paint (actor);
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* the child actors also getting 'picked'.
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*/
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if (CLUTTER_ACTOR_IS_MAPPED (actor))
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clutter_group_paint (actor);
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}
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@ -226,7 +226,8 @@ _clutter_do_pick (ClutterStage *stage,
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* could be nicer.
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*/
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glFinish();
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glEnable (GL_DITHER);
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/* glEnable (GL_DITHER); we never enabled this originally, so its
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probably not safe to then enable it */
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glReadPixels(x, viewport[3] - y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
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@ -101,6 +101,18 @@ clutter_stage_paint (ClutterActor *self)
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CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint (self);
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}
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static void
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clutter_stage_pick (ClutterActor *self,
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const ClutterColor *color)
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{
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/* Paint nothing, cogl_paint_init() effectively paints the stage
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* silhouette for us - see _clutter_do_pick().
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* Chain up to the groups paint howerer so our children get picked
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* - clutter_group_pick
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*/
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CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint (self);
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}
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static void
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clutter_stage_set_property (GObject *object,
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guint prop_id,
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@ -218,6 +230,7 @@ clutter_stage_class_init (ClutterStageClass *klass)
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gobject_class->get_property = clutter_stage_get_property;
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actor_class->paint = clutter_stage_paint;
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actor_class->pick = clutter_stage_pick;
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/**
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* ClutterStage:fullscreen:
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priv->n_x_tiles = tile_dimension (priv->width, x_pot,
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priv->max_tile_waste, NULL);
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if (priv->y_tiles)
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g_free (priv->y_tiles);
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priv->n_y_tiles = tile_dimension (priv->height, y_pot,
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priv->max_tile_waste, NULL);
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if (priv->n_x_tiles == 1 && priv->n_y_tiles == 1)
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{
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/* So were not actually tiled... */
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priv->n_x_tiles = priv->n_y_tiles = 0;
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priv->is_tiled = FALSE;
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return;
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}
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priv->x_tiles = g_new (ClutterTextureTileDimension, priv->n_x_tiles);
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tile_dimension (priv->width, x_pot, priv->max_tile_waste, priv->x_tiles);
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if (priv->y_tiles)
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g_free (priv->y_tiles);
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priv->n_y_tiles = tile_dimension (priv->height, y_pot,
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priv->max_tile_waste, NULL);
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priv->y_tiles = g_new (ClutterTextureTileDimension, priv->n_y_tiles);
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tile_dimension (priv->height, y_pot, priv->max_tile_waste, priv->y_tiles);
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@ -291,7 +299,6 @@ texture_init_tiles (ClutterTexture *texture)
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x_pot, priv->width, y_pot, priv->height,
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priv->max_tile_waste,
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priv->n_x_tiles, priv->n_y_tiles);
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}
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static void
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@ -86,6 +86,14 @@ clutter_backend_egl_finalize (GObject *gobject)
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static void
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clutter_backend_egl_dispose (GObject *gobject)
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{
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ClutterBackendEGL *backend_egl = CLUTTER_BACKEND_EGL (gobject);
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if (backend_egl->edpy)
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{
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eglTerminate (backend_egl->edpy);
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backend_egl->edpy = NULL;
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}
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G_OBJECT_CLASS (clutter_backend_egl_parent_class)->dispose (gobject);
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}
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@ -119,7 +119,8 @@ input_cb (ClutterActor *actor,
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printf("[%s] BUTTON RELEASE", source);
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if (clutter_event_get_source (event) == CLUTTER_ACTOR (stage))
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clutter_stage_set_key_focus (stage, NULL);
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else if (clutter_event_get_source (event) == actor)
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else if (clutter_event_get_source (event) == actor
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&& clutter_actor_get_parent (actor) == stage)
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clutter_stage_set_key_focus (stage, actor);
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break;
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case CLUTTER_SCROLL:
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@ -152,10 +153,11 @@ input_cb (ClutterActor *actor,
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int
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main (int argc, char *argv[])
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{
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ClutterActor *stage, *actor, *focus_box;
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ClutterActor *stage, *actor, *focus_box, *group;
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ClutterColor rcol = { 0xff, 0, 0, 0xff},
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bcol = { 0, 0, 0xff, 0xff },
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gcol = { 0, 0xff, 0, 0xff },
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ycol = { 0xff, 0xff, 0, 0xff },
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ncol = { 0, 0, 0, 0xff };
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clutter_init (&argc, &argv);
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@ -224,6 +226,7 @@ main (int argc, char *argv[])
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/* Fullscreen */
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g_signal_connect (actor, "button-press-event", G_CALLBACK (blue_button_cb), NULL);
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/* non reactive */
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actor = clutter_rectangle_new_with_color (&ncol);
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clutter_actor_set_size (actor, 400, 50);
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clutter_actor_set_position (actor, 100, 250);
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@ -237,6 +240,19 @@ main (int argc, char *argv[])
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g_signal_connect (stage, "focus-in", G_CALLBACK (key_focus_in_cb),
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focus_box);
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/* non reactive group, with reactive child */
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actor = clutter_rectangle_new_with_color (&ycol);
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clutter_actor_set_size (actor, 100, 100);
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clutter_actor_set_reactive (actor, TRUE);
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g_signal_connect (actor, "event", G_CALLBACK (input_cb), "yellow box");
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/* note group not reactive */
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group = clutter_group_new ();
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clutter_container_add (CLUTTER_CONTAINER(group), actor, NULL);
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clutter_container_add (CLUTTER_CONTAINER(stage), group, NULL);
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clutter_actor_set_position (group, 100, 350);
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clutter_actor_show_all (group);
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clutter_actor_show_all (CLUTTER_ACTOR (stage));
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