GLib deprecated g_thread_init(), and threading support is initialized
by GObject, so Clutter already runs with threading support enabled. We
can drop the clutter_threads_init() call requirement, and initialize the
Big Clutter Lock™ on clutter_init(). This reduces the things that have
to be done when dealing with threads with Clutter, and the things that
can possibly go wrong.
-tests/interactive/Makefile.am, build/win32/Makefile.am: copy the
generated test-unit-names.h to build/win32 so that it can be
distributed in "make dist" (maybe we could dist the generated header
in tests/interactive directly?)
-Update test-interactive Visual C++ projects to include build/win32 in
the list of folders to look for headers
The easing test is a nice example of what ClutterAnimation and
clutter_actor_animate() can do. The "tween ball to the pointer
event coordinates" is a bit of a staple in animation libraries
and their documentation.
The Animatable interface allows object classes to provide and animate
properties outside of the usual GObject property introspection API.
This change allows ClutterState to defer to the animatable objects the
property introspection and animation, just like ClutterAnimation does.
Keeping the backing Cairo surface of a CairoTexture canvas in sync with
the actor's allocation is tedious and prone to mistakes. We can
definitely do better by simply exposing a property that does the surface
resize and invalidation automagically on ::allocate.
The current "create context/draw/destroy context" pattern presents
various problems. The first issue is that it defers memory management to
the caller of the create() or create_region() methods, which makes
bookkeeping of the cairo_t* harder for language bindings and third party
libraries. The second issue is that, while it's easier for
draw-and-forget texturs, this API is needlessly complicated for contents
that have to change programmatically - and it introduces constraints
like calling the drawing code explicitly after a surface resize (e.g.
inside an allocate() implementation).
By using a signal-based approach we can make the CairoTexture actor
behave like other actors, and like other libraries using Cairo as their
2D drawing API.
The semantics of the newly-introduced ::draw signal are the same as the
one used by GTK+:
- the signal is emitted on invalidation;
- the cairo_t* context is owned by the actor;
- it is safe to have multiple callbacks attached to the same
signal, to allow composition;
- the cairo_t* is already clipped to the invalidated area, so
that Cairo can discard geometry immediately before we upload
the texture data.
There are possible future improvements, like coalescing multiple
invalidations inside regions, and performing clipped draws during
the paint cycle; we could even perform clipped redraws if we know the
extent of the invalidated area.
Some of the tests are making direct GL calls. Eventually we want
Clutter not to link directly against any GL library so that it can
leave Cogl to load it dynamically. As a step towards getting this to
work this patch changes the tests to resolve the symbols using
cogl_get_proc_address instead of linking directly.
Complete the quest of commit bc548dc862
by making the ClutterStage methods for controlling the per-actor motion
and crossing event delivery public, and deprecating the global ones.
* swipe-action:
test-swipe-action: Clean up the test code
docs: Add the new actions to the API reference
gesture-action: Remove the multi-device entry points
swipe-action: Remove the required devices call
swipe-action: Clean up
gesture-action: Clean up
Add ClutterSwipeAction and ClutterGestureAction
cairo.h is intended to be included as <cairo.h> not <cairo/cairo.h> as
is the style for clutter.h. If you have installed cairo to a custom
prefix then using cairo/cairo.h can result in unintentional use of the
system cairo headers, or if they aren't installed then it will result in
a failure to find the header.
With the instantiatable ClutterShaderEffect, the only reason for
ClutterShader to exist is to make the ClutterActor::paint implementation
miserable.
Yes, ClutterShader doesn't use a FBO, so it's "more efficient" on
ClutterTextures. It's also generally wrong unless you know *exactly* how
the actor's pipeline is set up — something we cannot even guarantee
internally unless we start doing lame type checks.
In Cogl, cogl-pango.h has moved to <cogl-pango/cogl-pango.h>. When
using the experimental 2.0 API (which Clutter does) it is no longer
possible to include it under the old name of <cogl/cogl-pango.h> so we
need to update the include location.
In test-pixmap.c instead of using the GdkPixbuf API to load the
redhand.png image we now use the cairo API to load the png into a xlib
surface which wraps our Pixmap.
This test was the last thing that depended on the gdk API and since
it's more concise to use Cairo here which is a hard dependency for
Clutter this change means we avoid depending on GdkPixbuf directly.
Cogl has now been split out into a standalone project with a separate
repository at git://git.gnome.org/cogl. From now on the Clutter build
will now simply look for a cogl-1.0 pkg-config file to find a suitable
Cogl library to link against at build time.
This makes it possible to build Clutter against a standalone build of
Cogl instead of having the Clutter build traverse into the clutter/cogl
subdirectory.
This adds an autogen.sh, configure.ac and build/autotool files etc under
clutter/cogl and makes some corresponding Makefile.am changes that make
it possible to build and install Cogl as a standalone library.
Some notable things about this are:
A standalone installation of Cogl installs 3 pkg-config files;
cogl-1.0.pc, cogl-gl-1.0.pc and cogl-2.0.pc. The second is only for
compatibility with what clutter installed though I'm not sure that
anything uses it so maybe we could remove it. cogl-1.0.pc is what
Clutter would use if it were updated to build against a standalone cogl
library. cogl-2.0.pc is what you would use if you were writing a
standalone Cogl application.
A standalone installation results in two libraries currently, libcogl.so
and libcogl-pango.so. Notably we don't include a major number in the
sonames because libcogl supports two major API versions; 1.x as used by
Clutter and the experimental 2.x API for standalone applications.
Parallel installation of later versions e.g. 3.x and beyond will be
supportable either with new sonames or if we can maintain ABI then we'll
continue to share libcogl.so.
The headers are similarly not installed into a directory with a major
version number since the same headers are shared to export the 1.x and
2.x APIs (The only difference is that cogl-2.0.pc ensures that
-DCOGL_ENABLE_EXPERIMENTAL_2_0_API is used). Parallel installation of
later versions is not precluded though since we can either continue
sharing or later add a major version suffix.
On win32, test scripts are created with a .exe extension.
Under mingw, a .exe script is launched in 16 bit compatibility mode (through
ntvdm), and so it just does not run.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2619
Some of the tests were ignoring the return value of
clutter_init_with_args and instead they would recognise an error by
seeing whether the GError parameter was set. This patch changes it to
check the return value so that it won't give a warning now that
G_GNUC_WARN_UNUSED_RESULT is on that function.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2574
This fixes segfaults when something goes wrong during
init, but the test keeps going anyway.
Except for test-easing and test-picking, these were fixed by
sed magic:
sed -i -s -e "s/clutter_init \?(&argc, &argv)/\
if (clutter_init (\&argc, \&argv) != CLUTTER_INIT_SUCCESS)\n\
return 1/" tests/*/*.c
http://bugzilla.clutter-project.org/show_bug.cgi?id=2574
The _clutter_do_redraw() function should really be moved inside
ClutterStage, since all it does is calling private stage and
backend functions. This also allows us to change a long-standing
issue with a global fps counter for all stages, instead of a\
per-stage one.
Let's try and start reducing the size of ClutterActorPrivate by moving
some optional, out-of-band data from it to GObject data.
The ShaderData structure is a prime candidate for this migration: it
does not need to be inspected by the actor, and its relationship with an
actor is transient and optional.
By attaching it to the actor's instance through g_object_set_data() we
neatly tie its lifetime to the instance, and we don't have to care
cleaning it up in the finalize()/dispose() implementation of
ClutterActor itself.
The venerable test-actors used the default stage, which meant that
closing the window just stopped the main loop but left the scene intact.
This does not happen with a normal stage created through
clutter_stage_new().
The change happened in 6ed6b2a54b, in an
unhelpfully named commit that was just supposed to switch to static
colors. My bad.
Anyway, the change led to some assertion failures when closing the stage
in the middle of an animation.
The correct thing to do when using an actor from another object (a
Timeline ::new-frame callback in this case) without owning the instance
is to connect to the ::destroy signal and clean up the pointer to avoid
calling an invalid actor.
CLUTTER_BIND_POSITION and CLUTTER_BIND_SIZE are two convenience
enumeration values for binding x and y, and width and height
respectively, using a single ClutterBindConstraint.