26336 Commits

Author SHA1 Message Date
Rob Bradford
692c50ba67 [list-model] Return NULL for first row in a fully filtered model
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
2009-05-08 12:33:44 +01:00
Emmanuele Bassi
9f3927c460 [stage] Chain up to the correct vfunc when picking
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.
2009-05-07 19:25:24 +01:00
Emmanuele Bassi
533c9c5365 [debug] Show the actor name/type on queue_redraw() 2009-05-07 19:25:24 +01:00
Emmanuele Bassi
86bc31bd55 [clock] Rework the master clock
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.
2009-05-07 19:25:24 +01:00
Emmanuele Bassi
ab9c7671f5 [group] Implement pick
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.
2009-05-07 19:25:24 +01:00
Emmanuele Bassi
081813fd61 [animation] Do not leak timelines
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
2009-05-07 19:25:24 +01:00
Emmanuele Bassi
e41452fc0c [tests] Check em to unit conversion
We should be able to position elements of the stage using em as
a unit, and converting values into pixels.
2009-05-07 19:25:24 +01:00
Emmanuele Bassi
33ef1675f5 [script] Allow parsing units in em
When creating an actor, using "em" as a unit should result
in an implicit conversion, like for "mm" and "pt".
2009-05-07 19:25:24 +01:00
Emmanuele Bassi
f2c25fd4f7 Allow specifying the font for the em conversion
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.
2009-05-07 19:25:18 +01:00
Emmanuele Bassi
8ec1c3e2fb Fix remaining ::focus-in signal emission
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.
2009-05-07 11:18:51 +01:00
Emmanuele Bassi
2ae9d84a2a [x11] Use -1 as the default screen guard
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>
2009-05-06 18:32:17 +01:00
Emmanuele Bassi
4c2e593266 [build] Build Cogl introspection data
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.
2009-05-06 17:59:25 +01:00
Emmanuele Bassi
8ca46d728d [build] Build Cogl introspection data
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.
2009-05-06 17:59:25 +01:00
Emmanuele Bassi
39d39ba14b [build] Clean up the makefile
Split out the files into their own variables to clean up the
Makefile template; also use top_srcdir with the header files
instead of top_builddir.
2009-05-06 17:59:25 +01:00
Emmanuele Bassi
43fa38fcf5 [build] Clean up the makefile
Split out the files into their own variables to clean up the
Makefile template; also use top_srcdir with the header files
instead of top_builddir.
2009-05-06 17:59:25 +01:00
Emmanuele Bassi
3bde41c63c Fix inclusion guards and headers
The C++ inclusion guards G_BEGIN_DECLS and G_END_DECLS are
defined by GLib; so we need to include glib.h before using
them.
2009-05-06 17:59:25 +01:00
Emmanuele Bassi
c065524b9f Fix inclusion guards and headers
The C++ inclusion guards G_BEGIN_DECLS and G_END_DECLS are
defined by GLib; so we need to include glib.h before using
them.
2009-05-06 17:59:25 +01:00
Emmanuele Bassi
4cb3fa8728 [docs] Update documentation
Remove the units-based API and add the missing symbols.

Also, do not let gtk-doc check the master clock header, since
it's private.
2009-05-06 17:57:34 +01:00
Emmanuele Bassi
515350a77f [actor] Rename focus-in and focus-out signals
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.
2009-05-06 17:56:40 +01:00
Emmanuele Bassi
d0ad5a8abb [text] Expose position_to_coords()
The clutter_text_position_to_coords() is useful for ClutterText
subclasses.

See bug:

  http://bugzilla.openedhand.com/show_bug.cgi?id=1521

Based on a patch by: Raymond Liu <raymond.liu@intel.com>
2009-05-06 17:18:12 +01:00
Emmanuele Bassi
a28b9f31eb [text] Add ClutterText::delete_selection()
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>
2009-05-06 17:13:33 +01:00
Emmanuele Bassi
ab1dcb8033 [animation] Remove InitiallyUnowned from Animation
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.
2009-05-06 17:01:44 +01:00
Emmanuele Bassi
d6d208da7d Remove Units from the public API
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
2009-05-06 16:44:47 +01:00
Emmanuele Bassi
c2abdd5e82 [docs] Add Animation get_type() function
We need to reference clutter_animation_get_type() if we want the
properties, signals and object hierarchy to show up in the API
reference
2009-05-06 16:43:52 +01:00
Emmanuele Bassi
7afdfb080b [docs] Document the destructor for Timeline
The rest of the API reference lists the destructor for the class
inside the constructor's return value -- except Timeline.
2009-05-06 16:42:57 +01:00
Colin Walters
aff4cf1103 Remove metacity-dialog.c from POTFILES.in as well 2009-05-05 17:11:30 -04:00
Rob Bradford
41bb885486 [model] Add a private row mutator to ClutterModelIter
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.
2009-05-05 20:18:28 +01:00
Rob Bradford
b2fbc2c95c [list-model] Use an internal iterator for comparisons
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.
2009-05-05 19:39:26 +01:00
Owen W. Taylor
9883f6e679 Select for crossing events on stage and overlay
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
2009-05-05 13:57:23 -04:00
Emmanuele Bassi
72562cda58 [actor] Add ActorFlags accessor methods
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.
2009-05-05 18:08:53 +01:00
Emmanuele Bassi
fc991e9b67 [actor] Add the :realized property
The :realized property is the only missing property for an actor flag.
2009-05-05 15:36:29 +01:00
Vincent Untz
ea91834407 Remove metacity-dialog and always use zenity
This is a merge of metacity commits 0b3f45bb1b and 3d0bfbb4f4
2009-05-05 15:57:58 +02:00
Tomas Frydrych
90c35f8181 Allow the compositor to see ButtonPress events for buttons 4 or 5 2009-05-05 09:46:36 +01:00
Tomas Frydrych
2a8c160569 MetaScreen::keyboard-grabbed property
gboolean read-only property that tracks the all_keys_grabbed flag of
  MetaScreen.
2009-05-05 09:39:29 +01:00
Dan Winship
1d5117a607 Create a MetaAltTabHandler abstraction to allow alternate implementations
http://bugzilla.gnome.org/show_bug.cgi?id=580917
2009-05-04 10:25:58 -04:00
Dan Winship
99d0f41d98 Push the tab/workspace popup abstraction completely into screen.c
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
2009-05-04 10:25:58 -04:00
Dan Winship
7b522c0de8 Split screen->tab_popup and screen->ws_popup
http://bugzilla.gnome.org/show_bug.cgi?id=580917
2009-05-04 10:25:58 -04:00
Dan Winship
cbf4be04fc Reorganize tab popup code a bit more cleanly.
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
2009-05-04 10:25:58 -04:00
Dan Winship
f55509aadd Fix some broken indentation and simplify nested if()s
http://bugzilla.gnome.org/show_bug.cgi?id=580917
2009-05-04 10:25:58 -04:00
Dan Winship
7e369d63b3 Remove some old compositor-related code that mutter doesn't need
http://bugzilla.gnome.org/show_bug.cgi?id=580917
2009-05-04 10:25:58 -04:00
Robert Bragg
93c5769722 [cogl-material] Adds a cogl_material_set_color4f convenience function
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.
2009-05-02 04:12:26 +01:00
Robert Bragg
353187ce49 [cogl-material] Adds a cogl_material_set_color4f convenience function
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.
2009-05-02 04:12:26 +01:00
Robert Bragg
869a2b4167 [cogl-offscreen] Cleans up the cogl offscreen API and adds documentation
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.
2009-05-02 04:12:26 +01:00
Robert Bragg
a5cdfdfd87 [cogl-offscreen] Cleans up the cogl offscreen API and adds documentation
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.
2009-05-02 04:12:26 +01:00
Havoc Pennington
cb344560dc add cogl_push_draw_buffer() and cogl_pop_draw_buffer()
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>
2009-05-02 04:12:26 +01:00
Havoc Pennington
e47b198225 add cogl_push_draw_buffer() and cogl_pop_draw_buffer()
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>
2009-05-02 04:12:26 +01:00
Robert Bragg
c8862e35cc [cogl] Only expose CoglBitmap as a CoglHandle
It was inconsistent that we exposed the CoglBitmap struct instead of an
opaque CoglHandle.
2009-05-02 04:12:26 +01:00
Robert Bragg
d5fc61102f [cogl] Only expose CoglBitmap as a CoglHandle
It was inconsistent that we exposed the CoglBitmap struct instead of an
opaque CoglHandle.
2009-05-02 04:12:26 +01:00
Robert Bragg
66cb117056 [cogl-material] make _cogl_material_layer_free check for an invalid texture handle
It is valid in some situations to have a material layer with an invalid texture
handle (e.g. if you setup a texture combine mode before setting the texture)
and so _cogl_material_layer_free needs to check for a valid handle before
attempting to unref it.
2009-05-02 04:12:25 +01:00
Robert Bragg
ee57192f47 [cogl-material] make _cogl_material_layer_free check for an invalid texture handle
It is valid in some situations to have a material layer with an invalid texture
handle (e.g. if you setup a texture combine mode before setting the texture)
and so _cogl_material_layer_free needs to check for a valid handle before
attempting to unref it.
2009-05-02 04:12:25 +01:00