Since GLX and EGL are abstracted by Cogl the two backends are both
implementing everything using the Cogl API and they are almost
identical.
This updates the egl backend to support everything that the glx backend
supports. Now that EGL and GLX are abstracted by Cogl, the plan is that
we will squash the clutter-egl/glx backends into one. Since the EGL
backend in clutter can conditionally not depend on X11 we will use the
EGL backend as the starting point of our common backend.
https://bugzilla.gnome.org/show_bug.cgi?id=649826
We hadn't updated the egl backend inline with a change to the arguments
that cogl_onscreen_x11_set_foreign_window_xid would expect and that was
causing a compilation error.
* 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
Do not just allow animating states connected to signals: add a "warp"
optional key that ends up calling clutter_state_warp_to_state(). This
is useful for debugging.
Currently, defining states for object signals can only be done by
defining a ClutterState inside the ClutterScript definition. We should
allow creating a (named) ClutterState in code, and associating it to a
ClutterScript instance — and have the Script resolve the "state" field
of a signal definition correctly.
One of the uses of a ClutterState state machine along with ClutterScript
is to provide a quick way to transition from state to state in response
to signal emitted on specific instances.
Connecting a real function, in code, to a specific signal does not
improve the ease of use of ClutterScript to define scenes.
By adding a new signal definition to the current one we can have both a
simple way to define application logic in code and in the UI definition
file.
The new syntax is trivial:
{
"name" : <signal name>,
"state" : <state machine script id>,
"target-state" : <target state>
}
The ClutterState instance is identified by its script id, and the target
state is resolved at run-time, so it can be defined both in
ClutterScript or in code. Ideally, we should find a way to associate a
default ClutterState instance to the ClutterScript one that parses the
definition; this way we would be able to remove the "state" member, or
even "style" the behaviour of an object by replacing the ClutterState
instance.
The implementation uses a signal emission hook, to avoid knowing the
signal signature; we check the emitter of the signal against the object
that defined the signal, to avoid erroneous state changes.
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.
GestureAction supports a single device/touch point. We'll need touch
events supported in Clutter before adding the ability to set required
device/touch points on gestures.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2585
The GestureAction is marked as abstract, but it has a constructor. It
should be possible to create simple gesture recognizers through signal
handling alone, so we might as well have GestureAction be a concrete
class from the start.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2585
Previously ClutterText was just reporting the allocation as the paint
volume. The preferred size of a ClutterText is just the logical
rectangle of the layout. A pango layout can sometimes draw outside of
its logical rectangle for example with an italicised font with large
serifs. Additionally, ClutterText doesn't make any attempt to clip the
text if the actor gets allocated a size too small for the text so it
would also end up drawing outside of the paint volume in that case. To
fix this, the paint volume is now reported as the ink rect of the
Pango layout. The rectangle for the cursor and selection is also
unioned into that because it won't necessarily be within the ink
rectangle.
The function for drawing the selection rectangles has been split up
into a generic function that calculates the rectangles that need to be
drawn and a function that draws them. That way the get_paint_volume
virtual can share the code to calculate the rectangles.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2599
When the cursor is at the leftmost position in the text the drawn
pixel position is moved to the left by the size of the cursor. There's
no explanation for why this happens and it doesn't seem to make any
sense so this patch removes it. It makes multi-line texts looks odd
because the cursor ends up at a different horizontal position when it
is on the first line from any other line. It also makes using
priv->cursor_pos difficult in any other part of the code because the
paint function modifies it.
The original patch that added this can be traced back to Tidy commit
c356487c15. There's no explanation in the commit message either.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2599
ChangeLog.pre-git-import is useless since the Git log contains the
pre-Git history anyway.
AUTHORS is not really useful, as many more people have been committing
to Clutter for a while now.
A long press is a special form of click action; the default
implementation uses a single signal with multiple states: query, action
and cancel. On click we use the "query" state to check whether the
ClutterClickAction supports long presses; if the callback returns TRUE
then we install a timeout and we either emit the "activate" state when
the timeout expires or we emit the "cancel" state if the pointer leaves
the actor, or if the pointer moves outside a certain threshold. If the
long press reached the "activate" state then we skip the clicked signal
emission.
A property to control the minimum time that has to elapse before a press
is recognized as a long press. This will be used by ClutterClickAction,
but it can be shared across touch-based gestures.