[cogl] Add a PANGO debug flag for CoglPango use

The CoglPango code falls under the COGL "jurisdiction"; this means
that it cannot include Clutter headers unless strictly necessary.

The CoglPangoRenderer code was using the CLUTTER_NOTE() macro. Now
that COGL has it's own COGL_NOTE() similar macro, CoglPango should
use that and avoid including clutter-debug.h (which pulls in
clutter-private.h which in turn pulls in clutter-actor.h).

A new flag, COGL_DEBUG_PANGO, has been added to the COGL debug
flags.
This commit is contained in:
Emmanuele Bassi 2009-02-28 16:03:11 +00:00
parent f816644022
commit da9a1720fb
2 changed files with 4 additions and 2 deletions

View File

@ -11,7 +11,8 @@ typedef enum {
COGL_DEBUG_MATERIAL = 1 << 2,
COGL_DEBUG_SHADER = 1 << 3,
COGL_DEBUG_OFFSCREEN = 1 << 4,
COGL_DEBUG_DRAW = 1 << 5
COGL_DEBUG_DRAW = 1 << 5,
COGL_DEBUG_PANGO = 1 << 6
} CoglDebugFlags;
#ifdef COGL_ENABLE_DEBUG

View File

@ -13,7 +13,8 @@ static const GDebugKey cogl_debug_keys[] = {
{ "material", COGL_DEBUG_MATERIAL },
{ "shader", COGL_DEBUG_SHADER },
{ "offscreen", COGL_DEBUG_OFFSCREEN },
{ "draw", COGL_DEBUG_DRAW }
{ "draw", COGL_DEBUG_DRAW },
{ "pango", COGL_DEBUG_PANGO }
};
static const gint n_cogl_debug_keys = G_N_ELEMENTS (cogl_debug_keys);