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
The units in the Timeline test suite just rely on the timeline
being a timeout automatically advanced by the main loop. This
is not the case anymore, since the merge of the master-clock.
To make the test units work again we need to "emulate" the master
clock without effectively having a stage to redraw; we do this
by creating a frame source and manually advancing the timelines
we create for test purposes, using the advance_msecs() "protected"
method.
Bug 1138 - No trackable "mapped" state
* Add a VISIBLE flag tracking application programmer's
expected showing-state for the actor, allowing us to
always ensure we keep what the app wants while tracking
internal implementation state separately.
* Make MAPPED reflect whether the actor will be painted;
add notification on a ClutterActor::mapped property.
Keep MAPPED state updated as the actor is shown,
ancestors are shown, actor is reparented, etc.
* Require a stage and realized parents to realize; this means
at realization time the correct window system and GL resources
are known. But unparented actors can no longer be realized.
* Allow children to be unrealized even if parent is realized.
Otherwise in effect either all actors or no actors are realized,
i.e. it becomes a stage-global flag.
* Allow clutter_actor_realize() to "fail" if not inside a toplevel
* Rework clutter_actor_unrealize() so internally we have
a flavor that does not mess with visibility flag
* Add _clutter_actor_rerealize() to encapsulate a somewhat
tricky operation we were doing in a couple of places
* Do not realize/unrealize children in ClutterGroup,
ClutterActor already does it
* Do not realize impl by hand in clutter_stage_show(),
since showing impl already does that
* Do not unrealize in various dispose() methods, since
ClutterActor dispose implementation already does it
and chaining up is mandatory
* ClutterTexture uses COGL while unrealizable (before it's
added to a stage). Previously this breakage was affecting
ClutterActor because we had to allow realize outside
a stage. Move the breakage to ClutterTexture, by making
ClutterTexture just use COGL while not realized.
* Unrealize before we set parent to NULL in clutter_actor_unparent().
This means unrealize() implementations can get to the stage.
Because actors need the stage in order to detach from stage.
* Update clutter-actor-invariants.txt to reflect latest changes
* Remove explicit hide/unrealize from ClutterActor::dispose since
unparent already forces those
Instead just assert that unparent() occurred and did the right thing.
* Check whether parent implements unrealize before chaining up
Needed because ClutterGroup no longer has to implement unrealize.
* Perform unrealize in the default handler for the signal.
This allows non-containers that have children to work properly,
and allows containers to override how it's done.
* Add map/unmap virtual methods and set MAPPED flag on self and
children in there. This allows subclasses to hook map/unmap.
These are not signals, because notify::mapped is better for
anything it's legitimate for a non-subclass to do.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Bug 1513 - Allow passing in ClutterPickMode to
clutter_stage_get_actor_at_pos()
At the moment, clutter_stage_get_actor_at_pos() uses CLUTTER_PICK_ALL
internally to find an actor. It would be useful to allow passing in
ClutterPickMode to clutter_stage_get_actor_at_pos(), so that the caller
can specify CLUTTER_PICK_REACTIVE as a criteria.
Three tests are now performed on the picked squares. First there is no
covering actor which is the same as the original test. Then there is a
hidden covering actor which should not affect the results. Finally
there is a covering actor with a clip set on it so that only actors
at the borders of the stage should be pickable.
The wrap mode sub-test inside the ClutterText layout cache test
unit has been broken by the recent changes inside the Text actor.
The sub-test itself might require tweaking.
The cogl_is_* functions were showing up quite high on profiles due to
iterating through arrays of cogl handles.
This does away with all the handle arrays and implements a simple struct
inheritance scheme. All cogl objects now add a CoglHandleObject _parent;
member to their main structures. The base object includes 2 members a.t.m; a
ref_count, and a klass pointer. The klass in turn gives you a type and
virtual function for freeing objects of that type.
Each handle type has a _cogl_##handle_type##_get_type () function
automatically defined which returns a GQuark of the handle type, so now
implementing the cogl_is_* funcs is just a case of comparing with
obj->klass->type.
Another outcome of the re-work is that cogl_handle_{ref,unref} are also much
more efficient, and no longer need extending for each handle type added to
cogl. The cogl_##handle_type##_{ref,unref} functions are now deprecated and
are no longer used internally to Clutter or Cogl. Potentially we can remove
them completely before 1.0.
The test now explicitly reads back from the framebuffer to sanity check that
texturing is happening as expected, and it now uses a fixed 2x2 texture instead
of redhand.png since redhand.png doesn't have a power of two size which can
cause the vertex buffer code to complain on hardware not supporting npot
textures.
The TEST_CONFORM_TODO macro is a simple placeholder macro that
adds the test function to the "/todo" namespace and skips the
test.
It can be used for tests that are known to fail because of bugs
that haven't been fixed yet, or because of features not yet
implemented.
test-vertex-buffer-configuous now needs redhand.png so it should be
copied in to the build directory. This is copied from similar code in
the tests/interactive Makefile.
ClutterModel has an interactive test but lacks a conformance
unit for automatic testing.
This is the beginning of that unit, which covers the population
and iteration over a ListModel.
Sometimes a test unit should not be executed depending on a
condition. It would be good to have a macro doing this, along
with TEST_CONFORM_SIMPLE().
Additionally, the skipped unit should be added to a specific
namespace, so that any coverage report will be able to catch it.
For this reason, here's TEST_CONFORM_SKIP() which follows the
syntax:
TEST_CONFORM_SKIP (condition, namespace, function);
If condition evaluates to FALSE the test is skipped and the
unit added to the "/skipped" namespace.
Fixes some blending issues when using color arrays since we were
conflicting with the cogl_enable state + fixes a texture layer
validation bug.
Adds a basic textured triangle to test-vertex-buffer-contiguous.
The test simply creates an odd sized texture with different colors at
each of the four corners. It then renders the texture and verifies
that the colors are the expected values. This should help ensure that
the sliced texture rendering code is working properly.
The :alignment property is prone to generate confusion: developers
will set it thinking that the contents of a ClutterText will
automagically align themselves.
Instead of using the generic term :alignment, and following the
GTK+ convention, we should use a more specific term, conveying the
actual effect of the property: alignment of the lines with respect
to each other, and not to the overall allocated area.
See bug 1428:
http://bugzilla.openedhand.com/show_bug.cgi?id=1428
This makes it consistent with cogl_rectangle_with_{multi,}texture_coords.
Notably the reason cogl_rectangle_with_{multi,}texture_coords wasn't changed
instead is that the former approach lets you describe back facing rectangles.
(though technically you could pass negative width/height values to achieve
this; it doesn't seem as neat.)
Bug 1349 - Using the anchor point to set the scale center is messy
The branch adds an extra center point for scaling which can be used
for example to set a scale about the center without affecting the
position of the actor.
The scale center can be specified as a unit offset from the origin or
as a gravity. If specified as a gravity it will be stored as a
fraction of the actor's size so that the position will track when the
actor changes size.
The anchor point and rotation centers have been modified so they can
be set with a gravity in the same way. However, only the Z rotation
exposes a property to set using a gravity because the other two
require a Z coordinate which doesn't make sense to interpret as a
fraction of the actor's width or height.
Conflicts:
clutter/clutter-actor.c
During the upgrade to cogl material, test-backface-culling was
switched to use cogl_rectangle instead of cogl_texture_rectangle to
draw the textures. However, cogl_rectangle takes a width and height
instead of the the top-left and bottom-right vertices so the
rectangles were being drawn in the wrong place.
Conflicts:
clutter/cogl/gl/cogl-texture.c
clutter/cogl/gles/cogl-primitives.c
* cogl-material:
clutter-{clone-,}texture weren't updating their material opacity.
Updates GLES1 support for CoglMaterial
Normalizes gl vs gles code in preperation for synching material changes
Removes cogl_blend_func and cogl_alpha_func
Fully integrates CoglMaterial throughout the rest of Cogl
[cogl-material] Restore the GL_TEXTURE_ENV_MODE after material_rectangle
[cogl-material] Make the user_tex_coords parameter of _rectangle const
[test-cogl-material] Remove return value from material_rectangle_paint
Add cogl-material.h and cogl-matrix.h to libclutterinclude_HEADERS
[cogl-material] improvements for cogl_material_rectangle
[cogl-material] Adds a cogl_material_set_color function
[cogl-material] Some improvements for how we sync CoglMaterial state with OpenGL
[cogl-material] Converts clutter-texture/clutter-clone-texture to the material API
[doc] Hooks up cogl-material reference documentation
Updates previous GLES multi-texturing code to use CoglMaterial
Adds a CoglMaterial abstraction, which includes support for multi-texturing
[doc] Hooks up cogl-matrix reference documentation
Adds CoglMatrix utility code
[tests] Adds an interactive unit test for multi-texturing
[multi-texturing] This adds a new cogl_multi_texture API for GL,GLES1 + GLES2
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
The rotation centers are now tested in a similar way to the anchor
point and scale centers.
The notification handling code has been simplified a bit to handle the
increased amount of properties.
Since we override the clean-generic target in order to remove
the shell scripts we create for each conformance test unit, we
cannot use CLEANFILES to remove the test reports.
The maintainer compiler flags we use trigger warnings and errors
in the autogenerated code that gtk-doc creates to scan the header
and source files. Since we cannot control that, and we must run
a distcheck with both --enable-gtk-doc and --enable-maintainer-flags
turned on, we need to use less-strict compiler flags when inside
the doc/reference subdirectories.
The way to do this is to split the maintainer compiler flags into
their own Makefile variable, called MAINTAINER_CFLAGS. The we
can use $(MAINTAINER_CFLAGS) in the INCLUDES or _CFLAGS sections
of each part of the source directories we wish to check with the
anal retentiveness suited for maintainers.
This better reflects the fact that the api manages sets of vertex attributes,
and the attributes really have no implied form. It is only when you use the
attributes to draw that they become mesh like; when you specify how they should
be interpreted, e.g. as triangle lists or fans etc. This rename frees up the
term "mesh", which can later be applied to a concept slightly more fitting.
E.g. at some point it would be nice to have a higher level abstraction that
sits on top of cogl vertex buffers that adds the concept of faces. (Somthing
like Blender's mesh objects.) There have also been some discussions over
particle engines, and these can be defined in terms of emitter faces; so some
other kind of mesh abstraction might be usefull here.
To deal with all the corner cases that couldn't be scripted a number of patches
were written for the remaining 10% of the effort.
Note: again no API changes were made in Clutter, only in Cogl.
This is the result of running a number of sed and perl scripts over the code to
do 90% of the work in converting from 16.16 fixed to single precision floating
point.
Note: A pristine cogl-fixed.c has been maintained as a standalone utility API
so that applications may still take advantage of fixed point if they
desire for certain optimisations where lower precision may be acceptable.
Note: no API changes were made in Clutter, only in Cogl.
Overview of changes:
- Within clutter/* all usage of the COGL_FIXED_ macros have been changed to use
the CLUTTER_FIXED_ macros.
- Within cogl/* all usage of the COGL_FIXED_ macros have been completly stripped
and expanded into code that works with single precision floats instead.
- Uses of cogl_fixed_* have been replaced with single precision math.h
alternatives.
- Uses of COGL_ANGLE_* and cogl_angle_* have been replaced so we use a float for
angles and math.h replacements.
Merge branch 'text-actor'
* text-actor: (108 commits)
Re-align ClutterText header file
[text] Fix cursor sizing
Comments and whitespace fixes to ClutterText
[docs] Add newly added :single-line-mode accessors
Update the ignore file
[tests] Add text field interactive test
[text] Add single-line-mode to ClutterText
[text] Fix the deletion actions
[text] Use cached length when possible
[tests] Add unit for the ClutterText:password-char property
[docs] Update the Text section
[text] Coalesce text visibility and password character
Allow localizations to change the text direction
Clean up the update_pango_context() function
Pass the PangoContext, not the MainContext
Revert the logic of the PangoContext check
Remove the binding pool entry from the list
Remove BindingPool::list_actions()
Add ClutterActor::create_pango_context()
Rename the PangoContext creation functions
...
Check that the contents of the Text actor are unaffected by the
:password-char property; that the accessors are correct; and finally
that the initial value for a newly constructed Text actor is valid.
This follows the convention of GtkLabel/GtkEntry in GTK+ and the old
ClutterEntry.
It makes it easier to use strlen/strcmp etc on the output, since we can
assume that it is always a string.
This commit also updates the test unit for ClutterText to verify that
the clutter_text_get_text() function also returns an empty string when
a ClutterText actor has been created.
When building out of tree the generated scripts for the unit tests
need to explicitly reference the original src dir to be able to find
test-launcher.sh, like this:
$(top_srcdir)/tests/conform/test-launcher.sh
Also test-launcher.sh now passes -m slow --verbose to gtester. Without
-m slow then the wrappers dont work for some of the timeline tests.
* cairo-texture:
[cairo-texture] Remove the construct only restriction on surface size
[cairo-texture] Silently discard 0x0 surfaces
Re-indent ClutterPath header
Add a test case for the new cairo path functions
Add clutter_path_to_cairo_path and clutter_path_add_cairo_path
Warn instead of returning in the IN_PAINT check
Small documentation fixes
Print a warning when creating a cairo_t while painting
Do not set the IN_PAINT flag inside the Stage paint
Set the IN_PAINT private flag
[docs] Add ClutterCairoTexture to the API reference
Add ClutterCairoTexture
Require Cairo as a Clutter dependency
Conflicts:
Fix merge conflict in clutter/clutter-path.h
Currently, the conformance test suite creates symbolic links pointing
to a wrapper script that just parses the name used to invoke it and
calls the gtester with the correct path.
Unfortunately, this presents two issues:
- it does not really work on file systems that do not
support symbolic links
- it leaves behind the symbolic links, which cannot
be automatically cleaning by 'make clean'
Both can be solved by creating a small script that invokes the wrapper
one with the test unit path.
The Makefile will use test-conform to extract the unit test paths
and generate a list that will be iterated over to create the
executable name (using the "test-name" convention also used by the
interactive tests, instead of "test_name"); the executable is then
just a simple shell script that invokes the wrapper script passing
the unit test path on the command line. The wrapper script will
use the first argument to work correctly, so it could be simply
executed like:
./test-wrapper.sh /path/to/unit_test
Which is another improvement over the current implementation, where
the wrapper script does not work when invoked directly.
The gdouble value represents an interval along the path from 0.0 to
1.0. This makes more sense than using an alpha value because paths are
not directly related to ClutterAlphas and the rest of the Clutter API
tends to expose gdouble arguments.
The GTest report output allows the developer to know where exactly
a test unit failure happened. The test-text-cache unit makes it
very hard to pinpoint the exact failure location because it relies
on the output to be printed out - which is not the case when the
tests are run as part of a make check.
This commit makes each sub-test inside the unit fail exactly where
the check function fails, which makes it easier to know which sub-test
did actually fail.
The nodes of the test path have been reordered because Cairo coalesces
multiple move operations into a single move so the comparison would
fail if the two move nodes are consecutive.
ClutterText behaviour with regards to the paint opacity has been
changed by commit 07e19fff5ffa9617413fa6c3715914513fec3793.
We need to update the test suite for the paint opacity to reflect
that change as well.
The clutter_text_get_chars() function returns a section of the
contents of the Text actor, delimited by a start and an end position.
This commit adds the implementation for that function and a test
unit that guarantees the offset-to-bytes computations are correct.
Comment why we need to enable the editability of the Text actor
inside the test suite.
This should clarify commit ea508ea528d61ae478d8bc4c88f54a89304f18e8
Whenever we are sending specially crafted KeyEvents to a ClutterText
we also need to set it editable, since the event handling code depends
on the editability setting.