Iterating over children and ancestors of an actor is a relatively common
operation. Currently, you only have one option: start a for() loop, get
the first child of the actor, and advance to the next sibling for the
list of children; or start a for() loop and advance to the parent of the
actor.
These operations can be easily done through the ClutterActor API, but
they all require going through the public API, and performing multiple
type checks on the arguments.
Along with the DOM API, it would be nice to have an ancillary, utility
API that uses an iterator structure to hold the state, and can be
advanced in a loop.
https://bugzilla.gnome.org/show_bug.cgi?id=668669
Something is causing a deadlock when using clutter_threads_* API inside
the offscreen redirect conformance test. The conformance tests are
pretty insane anyway, so for the time being, let's put g_timeout_add()
back in while we figure out the issue.
* Abstracts the buffer for text in ClutterText
* Allows implementation of undo/redo.
* Allows use of non-pageable memory for text
in the case of sensitive passwords.
* Implement a test with two ClutterText using the same
buffer.
https://bugzilla.gnome.org/show_bug.cgi?id=652653
ClutterActor provides four methods for changing the paint sequence order
of its children:
raise_top()
raise()
lower()
lower_bottom()
The first and last one being just wrappers around raise() and lower(),
respectively. These methods have various issues: they omit the parent,
preferring to retrieve it from the actor passed as the first argument;
this does not match the new style of API introduced to operate on the
list of children of an actor.
Additionally, the raise() and lower() methods of ClutterActor call into
the Container interface, and are not really aptly named (raise() in
particular collides with the completely unrelated 'raise' keyword in
Python, and usually needs to be wrapped in order to be used at all).
Furthermore, we need public methods that Container can call from its
default implementation, as well as methods to port current Container
implementations.
Finally, since we have insert_child_at_index(), we should also have an
equivalent set_child_at_index() as well.
The correct sequence of actions should be remove(old) → insert(new), not
insert(new) → remove(old). We can implement a simple delegate insertion
functions to insert the new child between the previous and next siblings
of the old child.
While we're at it, let's also add a unit test for replace_child().
Verify that insertion and removal maintain a stable graph, with pointers
to the various children. This should help out tracking regressions in
the scene graph API.
ClutterActor now has all the API and capabilities for being a concrete
class:
- layout management, through delegation
- container implementation and API
- background color
This means that a simple scene can be built straight out of actors
without using subclasses except for the Stage.
This is the first step towards the deprecation of most of the Actor
subclasses provided by Clutter.
The minimum preferred size of a Flow layout manager is the size of a
column or a row, as the whole point of the layout policy enforced by
the Flow layout manager is to reflow when needed.
And make sure that overriding Container and calling
clutter_actor_add_child() will result in the same sequence of operations
as the current set_parent()+queue_relayout()+signal_emit pattern.
Existing containers can continue using:
clutter_actor_set_parent (child, CLUTTER_ACTOR (container));
clutter_actor_queue_relayout (CLUTTER_ACTOR (container));
g_signal_emit_by_name (container, "actor-added", child);
and newly written containers overriding Container.add() can simply call:
clutter_actor_add_child (CLUTTER_ACTOR (container), child);
instead.
This adds an extremely minimal wayland compositor to tests/interactive
to test the ClutterWaylandSurface actor. Currently this minimal
compositor doesn't support any input, it simply paints client surfaces
fixed at the top-left of the stage.
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
The coordinate transformation code is exercised throughout the
conformance and interactive tests, so there's no need to have a specific
interactive test that doesn't do anything more complicated than calling
clutter_actor_transform_stage_point().
Even if the test has been successfully compiled against the X11 backend,
we need to ensure that it is actually running against it, otherwise bad
things will happen.
The Clutter backend split is opaque enough that should allow us to just
build all possible backends inside the same shared object, and select
the wanted backend at initialization time.
This requires some work in the build system, as well as the
initialization code, to remove duplicate functions that might cause
conflicts at build and link time. We also need to defer all the checks
of the internal state of the platform-specific API to run-time type
checks.
This commit introduces a new flavour for Clutter, that uses GDK
for handling all window system specific interactions (except for
creating the cogl context, as cogl does not know about GDK), including
in particular events. This is not compatible with the X11 (glx)
flavour, and this is reflected by the different soname (libclutter-gdk-1.0.so),
as all X11 specific functions and classes are not available. If you
wish to be compatible, you should check for CLUTTER_WINDOWING_X11.
Other than that, this backend should be on feature parity with X11,
including XInput 2, XSettings and EMWH (with much, much less code)
https://bugzilla.gnome.org/show_bug.cgi?id=657434
Instead of directly using the GLSL names for the builtins in the
shaders for test-shader and test-pick, this makes it use the Cogl
wrapper names instead. That way it will be portable to GLES2 as well.
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
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
This adds a simple conformance test which sets up a few shader effects
using both the old style with clutter_shader_effect_set_source and the
new style by overriding get_static_shader_source. The effects are then
verified to confirm that they drew the right pixel colour.
https://bugzilla.gnome.org/show_bug.cgi?id=660512
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
Setting :use-markup and :text is currently not idempotent, and it
depends on the ordering, e.g.:
g_object_set (actor, "use-markup", TRUE, "text", value, NULL);
does not yield the same results as:
g_object_set (actor, "text", value, "use-markup", TRUE, NULL);
This is particularly jarring when using ClutterText from ClutterScript,
but in general GObject properties should not rely on the order when used
from g_object_set().
The fix is to store the contents of the ClutterText as a separate string
from the displayed text, and use the contents, instead of the displayed
text, when toggling the :use-markup property.
Let's also add a unit test for good measure, to try and catch
regressions.
https://bugzilla.gnome.org/show_bug.cgi?id=651940
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.
Because we have had several reports about significant performance
regressions since we enabled offscreen redirection by default for
handling correct opacity we are now turning this feature off by default.
We feel that clutter should prioritize performance over correctness in
this case. Correct opacity is still possible if required but the
overhead of the numerous offscreen allocations as well as the cost of
many render target switches per-frame seems too high relative the
improvement in quality for many cases.
On reviewing the offscreen_redirect property so we have a way to
disable redirection by default we realized that it makes more sense for
it to take a set of flags instead of an enum so we can potentially
extend the number of things that might result in offscreen redirection.
We removed the ability to say REDIRECT_ALWAYS_FOR_OPACITY, since it
seems that implies you don't trust the implementation of an actor's
has_overlaps() vfunc which doesn't seem right.
The default value if actor::redirect_offscreen is now 0 which
effectively means don't ever redirect the actor offscreen.