Commit Graph

1037 Commits

Author SHA1 Message Date
Jasper St. Pierre
85323f09a5 conform: Make sure that raising/lowering children doesn't change state
Namely, visibility and show-on-set-parent.

https://bugzilla.gnome.org/show_bug.cgi?id=674510
2012-04-24 11:25:42 -04:00
Emmanuele Bassi
0bf5008159 interactive/snap-constaint: Modernize code 2012-04-12 17:08:33 +01:00
Emmanuele Bassi
612b714149 interactive/stage-sizing: Clean up 2012-04-10 12:12:28 +01:00
Emmanuele Bassi
656c641d31 interactive/bin-layout: Call save/restore easing state
Don't do unprotected calls to set_easing_mode() and
set_easing_duration().
2012-03-29 15:12:09 +01:00
Emmanuele Bassi
499534f3ac actor: Make :content-gravity animatable
Let's start making some non-trivial property animatable, like the
content gravity.
2012-03-29 15:11:52 +01:00
Emmanuele Bassi
39ddf9c542 interactive/animation: Use implicit animations instead of animate()
Also, nest animations.
2012-03-28 13:01:17 +01:00
Emmanuele Bassi
2355b57aab interactive/transitions: Jump to middle-click coordinates
Middle click will update an existing transition while in flight, and
skip it.
2012-03-28 12:46:30 +01:00
Emmanuele Bassi
0f7dab15d8 interactive/transitions: Add missing easing state save/restore
The test hasn't been updated after commit 229241b8, and was trying to
change the easing state without creating one.
2012-03-28 11:49:53 +01:00
Neil Roberts
c9a81f035e Don't use any GL types or defines in Clutter
Some of the Clutter code was using GL types for the primitive types
such as GLint and GLubyte and then passing these to Cogl. This doesn't
make much sense because the Cogl functions directly take native C
types. This patch just replaces them with either a native C type or a
glib type.

Some of the cogl conformance tests are trying to directly call GL for
example to test creating a foreign texture. These tests have been
changed to manually define the GL enum values instead of relying on a
GL header to define them.

This is necessary because Cogl may soon stop including a GL header
from its public headers.

Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
2012-03-23 17:24:42 +00:00
Emmanuele Bassi
40365a1f18 interactive/scrolling: Use the implicit animation API 2012-03-21 13:36:44 +00:00
Emmanuele Bassi
6a502f7104 conform: Set harsher environment for running tests
Set the MALLOC_CHECK_ and MALLOC_PERTURB_ environment variables to catch
allocation issues.
2012-03-20 16:19:23 +00:00
Emmanuele Bassi
767b14fb2d conform/anchors: Fix a dubious test
Changing the scale gravity should not affect the scale factors as well;
it was just a side-effect of the wrong implementation of the setter.
2012-03-19 14:47:55 +00:00
Emmanuele Bassi
de32ba1ddf interactive/image-box: Clarify the label contents 2012-03-16 15:05:42 +00:00
Emmanuele Bassi
ae554a5061 Rename 'bilinear' scaling filter to 'trilinear'
Yes, it's not really the proper GL name for a linear-on-every-axis of a
texture plus linear-between-mipmap-levels minification filter, but it
has three redeeming qualities as a name:

  - LINEAR_MIPMAP_LINEAR sucks, as it introduces GL concepts like
    mipmaps in the API naming, while we're trying to avoid that;
  - people using GL already know what 'trilinear' means in this context
    without going all Khronos on their asses;
  - we're using 2D textures anyway, so 'linear on two axes and linear
    between mipmap levels' can be effectively approximated to
    'trilinear'.

I mean, if even the OpenGL official wiki says:

  Unfortunately, what most people think of as "trilinear" is not linear
  filtering of a 3D texture, but what in OpenGL terms is GL_LINEAR mag
  filter and GL_LINEAR_MIPMAP_LINEAR in the min filter in a 2D texture.
  That is, it is bilinear filtering of each appropriate mipmap level,
  and doing a third linear filter between the adjacent mipmap levels.
  Hence the term "trilinear".
                -- http://www.opengl.org/wiki/Texture

then the horse has already been flogged to death, and I don't intend to
be accused of necrophilia and sadism by flogging it some more.

Prior art: every single GL tutorial in the history of ever;
CoreAnimation's scaling filter enumerations.

If people want to start using 1D or 3D textures they they are probably
going to be using Cogl API directly, and that has the GL naming scheme
for minification and magnification filters anyway.
2012-03-16 12:33:40 +00:00
Emmanuele Bassi
90784a025a interactive/image-box: Remove unneeded stuff 2012-03-16 12:33:39 +00:00
Emmanuele Bassi
10e2f551f5 actor: Unconditionally emit ::paint
It's a bit late in the game for changing the emission of the paint
signal with actors that use paint nodes - mostly because we have both
implicit paint nodes (background color, content) and explicit paint
nodes (the paint_node virtual).

When we branch for 1.12 we can revert this change.
2012-03-16 12:33:39 +00:00
Emmanuele Bassi
9845ce9d89 actor: Fix RESIZE_ASPECT mode for the content box 2012-03-16 12:33:38 +00:00
Emmanuele Bassi
1b4bfb04e5 interactive/image-box: Add a pure Image test, suitable for docs 2012-03-16 12:33:38 +00:00
Emmanuele Bassi
6c181b96e9 interactive/image: Test ClutterImage
Load up the image content using a GdkPixbuf; this means that the test is
not compiled when --disable-gdk-pixbuf is passed.
2012-03-16 12:33:38 +00:00
Emmanuele Bassi
23fad8589c interactive/canvas: Set the scaling filters 2012-03-16 12:33:38 +00:00
Emmanuele Bassi
0eeb61f3a8 canvas: Add canvas size to the ::draw signal
Instead of requiring a call to clutter_content_get_preferred_size(), we
can simply pass the canvas size to the Canvas::draw signal.
2012-03-16 12:33:37 +00:00
Emmanuele Bassi
07bb35bbe3 Add ClutterCanvas, a drawing content 2012-03-16 12:33:37 +00:00
Emmanuele Bassi
74765404dd conform: Skip actor-offscreen-redirect
Until we figure out a way to make it succeed even without the paint
signal emission.
2012-03-16 12:33:37 +00:00
Emmanuele Bassi
485b720a54 conform/text-cache: Use the stage paint signal
The stage's paint signal is guaranteed to be emitted; ClutterText's
paint signal is not.
2012-03-16 12:33:37 +00:00
Emmanuele Bassi
ff7eb6c0a9 interactive/content: Define the size of the text geometry
So that Clutter can decide whether or not to clip the text properly.
2012-03-16 12:33:36 +00:00
Emmanuele Bassi
be4746b15f Add ClutterContent
ClutterContent is an interface for creating delegate objects that handle
what an actor is going to paint.

Since they are a newly added type, they only hook into the new PaintNode
based API.

The position and size of the content is controlled in part by the
content's own preferred size, and by the ClutterContentGravity
enumeration.
2012-03-16 12:33:36 +00:00
Emmanuele Bassi
fa9be0ba73 interactive/texture-async: Use implicit animations 2012-03-15 17:42:42 +00:00
Emmanuele Bassi
303ebaea88 interactive/bin-layout: Use implicit animations 2012-03-15 17:01:13 +00:00
Emmanuele Bassi
389ee45747 interactive/actor: Do not use clutter_actor_animate()
Use implicit animations instead.
2012-03-15 17:01:13 +00:00
Emmanuele Bassi
cb8dea0379 interactive/transitions: An easing demo without animate()
Use the newly added implicit animations support in ClutterActor.
2012-03-15 17:01:13 +00:00
Emmanuele Bassi
de90be9586 build: Remove maintainer flags from test build
Part of the test infrastructure relies on relaxed build conditions, so
there's no point to enforce the anal retentive maintainer flags.
2012-03-07 12:36:43 +00:00
Emmanuele Bassi
4db4471528 interactive/text-field: Use :background-color
Instead of a custom paint signal handler.
2012-03-06 15:10:04 +00:00
Emmanuele Bassi
7646404196 script: Support translatable strings for properties
ClutterScript should be able to automatically call gettext() and friends
on strings loaded from a UI definition, prior to passing the string to
the object it is constructing.

The basic implementation is trivial:

  - set a translation domain on the ClutterScript instance
  - mark the translatable strings inside the JSON data, like:

      "property" : {
        "translatable" : true,
        "string" : "a translatable string"
      }

The hard part is now getting the tools we use to extract the
translatable strings to understand the JSON format we use inside
ClutterScript.
2012-03-06 14:23:33 +00:00
Neil Roberts
762e0de2c6 tests: Remove test-cogl-pixel-buffer
This has been converted to a Cogl-based test in the cogl source tree
so there is no need to maintain it here anymore.

Reviewed-by: Robert Bragg <robert@linux.intel.com>
2012-03-05 19:45:10 +00:00
Emmanuele Bassi
7d64693de2 conformance/invariants: Test that visibility is not recursive
The show and hide methods should not recurse; that is the job of
show_all and hide_all, which are deprecated.
2012-03-05 17:45:23 +00:00
Emmanuele Bassi
add274c447 conform/actor-invariants: Add tests for show-on-set-parent
The show-on-set-parent flag is mental, but it needs to be tested better
than just checking for it always been set to TRUE.
2012-03-05 17:27:37 +00:00
Neil Roberts
b0fc4c1dff Remove test-wayland-surface
In a separate branch, this test has become quite complicated and
involves multiple files and its own configure options. Instead of
cluttering up the clutter source tree it has now been moved to its own
repo at:

 http://github.com/clutter-project/test-wayland-surface

Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
2012-03-01 11:41:50 +00:00
Emmanuele Bassi
3f5d63b522 interactive/actor: Add margin usage example 2012-02-29 15:20:58 +00:00
Emmanuele Bassi
a22d7ac1b5 interactive: Remove test-shader
ClutterShader is deprecated, and we already have various tests for the
shader API, both for Cogl and for ClutterShaderEffect.
2012-02-29 09:27:01 +00:00
Emmanuele Bassi
f292550d06 interactive: Remove test-fullscreen
The stage state test also has a fullscreen option, and it's a better
test all around.
2012-02-29 09:25:51 +00:00
Emmanuele Bassi
caf759f72f interactive: Remove test-actor-clone
Another clone of the venerable test-actors - but test-actor already uses
ClutterClone, so there's really little point in it.
2012-02-29 09:24:34 +00:00
Emmanuele Bassi
bd2f5d0e38 interactive: Remove test-behave
ClutterBehaviour and friends are deprecated, there's no point in having
an interactive test, and it may be misleading.
2012-02-29 09:23:40 +00:00
Emmanuele Bassi
4e6ff76a77 conformance: Clean up
Remove the last inconsistent bits.
2012-02-27 13:08:31 +00:00
Emmanuele Bassi
60e2f8ed5b conformance: Rename the source files
It's the conformance test suite: there's no need to namespace the files,
just like there's no need to namespace the units.

This commit does not change the Cogl tests: they will be moved to Cogl
over time, and it's easier to do if we leave them as they are.
2012-02-27 13:02:01 +00:00
Emmanuele Bassi
d16f2ac3b5 conform: Clean up test names
Drop the 'test-' prefix: it's the conformance test suite, we know it's
full of tests.
2012-02-27 12:54:23 +00:00
Robert Bragg
a8e631543e Reduce our internal dependence on the Cogl 1.x api
Since Cogl has started restricting what cogl 1.x api is exposed when
COGL_ENABLE_EXPERIMENTAL_2_0_API is defined and since we build all
Clutter internals with COGL_ENABLE_EXPERIMENTAL_2_0_API defined this
patch makes a first pass at reducing our internal use of the Cogl 1.x
api.

The most notable api that's no longer exposed to us internally is
the cogl_material_ api so this switches all Clutter internals to use the
cogl_pipeline_ api instead. This patch also makes quite a bit of
progress removing internal uses of CoglHandle although there is still
more to go.
2012-02-21 17:46:11 +00:00
Robert Bragg
eff95eba4a Pass context to cogl_texture_pixmap_x11_new() api
The experimental cogl_texture_pixmap_x11_new() api was recently changed
to take an explicit context argument and return a GError on failures.
This updates Clutter's use of the api accordingly.
2012-02-21 17:46:11 +00:00
Emmanuele Bassi
f97ffe544f interactive/layout: Update to modern API
No need to override Container. Actually, no need to use the Container
API at all. This also removes a bunch of leaks.
2012-02-15 17:03:03 +00:00
Emmanuele Bassi
c62b69bb14 conform/invariants: Clean up
Use modern API, and add a minimal check that hiding an actor will cause
it to unmap.
2012-02-15 13:45:08 +00:00
Emmanuele Bassi
553f446315 interactive/actor: Add more animations
Rotation along the Y axis and depth change.
2012-02-14 16:50:52 +00:00