Like we did for ClutterActor in commit cdb78ec4, fix ClutterTexture
usage of CoglFixed and ClutterUnit values without conversion between
the two types.
Clutter units are, at the moment, implemented as a value in fixed point
notation using the same format as CoglFixed. This is, though, an
implementation detail. For this reason, units should not be treated as
CoglFixed values and should be converted to and from fixed point using
the provided macros.
This commit updates the usage of units and fixed point values in
ClutterActor and rationalises some of the transformation code that
heavily relied on the equivalency between them.
Some drivers (e.g. Nvidia) get upset if you try to create multiple glx pixmaps
for the same server side pixmap object, even though you might have unique
client side names, we now avoid hitting this problem by destroying the current
glx pixmap early within clutter_glx_texture_pixmap_create_glx_pixmap.
The calculation for cubic bezier curves had an extra multiplication by
3 which was causing the curve to go over 1.0 very quickly. This had
the affect of making test-animation appear to complete much before the
completed signal is emitted.
The patch makes it cast to double before subtracting the original
value from the target value. Otherwise if the target value is less
than the original value then the subtraction will overflow and the
factor will be multiplied by a very large number instead of the
desired interval.
The problem is demonstrable using the border-width property of
ClutterRectangle.
The current CairoTexture can be created with a surface size of 0
by 0 pixels, but a warning will be printed.
Worse, the surface can be resized to be 0 by 0 pixels without a
warning. The :surface-width and :surface-height properties accept
a minimum value of 0, and not check is performed on either the
constructor or set_surface_size() parameters to enforce the "greater
than zero" rule.
The correct and consistent behaviour is to allow a 0 by 0 pixels
surface size everywhere; inside surface_resize_internal(), the
current surface will be destroyed and if either :surface-width or
:surface-height are set to 0, the resizing terminates.
Attempting to create a Cairo context from a CairoTexture with
either :surface-width or :surface-height set to 0 will result in
a warning.
This allows:
- creating a CairoTexture with :surface-width or :surface-height
set to zero and delaying the surface resize at a later point;
- resizing the surface to 0 by 0 pixels to destroy the image
surface used internally;
- increase the consistency in the usage of CairoTexture.
After fixing the cursor position issues around the initial
glyph of the layout, the selection position needs fixing as
well.
The fix is similar: check if the position of the selection
is 0 and provide a fast path by setting the offset to 0.
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 clutter_text_set_selection() function is a convenience
method for setting the cursor position and the selection
boundary to a given position in a single call, with sanity
checks for the positions.
The clutter_text_get_selection() function was not checking the
passed argument, and was still accessing the contents of the
Text actor using clutter_text_get_text().
This commit also adds the last few gtk-doc annotations missing
from ClutterText.
Instead of repeating the same code for the ::activate signal
emission, use the clutter_text_activate() function inside the
'activate' key binding handler.
The clutter_text_activate() function will emit the ::activate
signal if the :activatable property is set.
This function is useful for subclasses or application code, for
example if we are going to use ::captured-event or ::key-press-event
signal handlers to intercept the Return key and emit the ::activate
signal ourselves.
Instead of installing the line-start and line-end key bindings
using the bare ClutterBindingPool API, we can use the internal
clutter_text_add_move_binding(), which automatically installs
the same key binding with the Shift modifier mask.
This allows selecting when pressing Shift+Home or Shift+End.
The selection behaviour is still incorrect around the zeroeth
position, with all the text after the first line being selected.
We can control the width of the cursor when painting by using
a simple property.
The magic -1 number passed to the setter method will reset the
cursor size to the default one of 2px.
The getter method will return an unsigned integer with the
current size.
Moving the text by a "page" depends on being able to define a
"page size" in terms of lines of text. Since we don't define
something similar to an Adjustment that allows us to handle this
behaviour, we should defer the paging implementation to a higher
level class based on ClutterText.
Another fix for the key navigation behaviour around the zeroeth
glyph in the layout.
This commit adds a fast path for for the zero index when the
cursor position is set as zero, in case we are using the line-start
or line-end key bindings, similarly to what we did in commit
be64cbcdc2 for the move-up and
move-down bindings.
The behaviour of ClutterText around the initial position is still
a little bit erratic.
This commit fixes the key navigation with Up and Down arrows around
the first line of text.
We loose precision with a direct conversion for PangoUnits to
pixels, so we should do the conversion as needed, inside the
callers of clutter_text_position_to_coords().
We don't allow changing the cursor geometry inside the ::cursor-event
signal handlers; for starters, it would make binding the signal a
huge mess, and it would also potentially break the whole actor.
The ClutterParamSpecFixed constructor is declared in the header
as taking ClutterFixed values, but the implementation takes
ClutterUnit values instead. This obviously works because fixed
and units are exactly the same type.
This commit fixes the wrong parameters.
Fix the CairoTexture description, and some of the comments inside
the code, especially with regards to the alpha channel unpremultiplication
that we have to perform each time we upload the image surface to
GL.
If you create a Cairo context in the middle of a paint run and then
you destroy it, the CairoTexture will have to upload the contents of
the image surface to the GL pipeline. This usually leads to slow
downs and general performance degradation.
ClutterCairoTexture will warn to the console if Clutter has been
compiled with the debug messages and if create() or create_region()
are called while an actor is in the middle of a paint.
Since the CLUTTER_ACTOR_IN_PAINT private flag is set as part
of the paint process by clutter_actor_paint(), there is no
need to set it inside the ClutterStage paint function.
When calling clutter_actor_paint() we should be setting the
CLUTTER_ACTOR_IN_PAINT private flag. This allows signalling
to each Actor subclass that we are effectively in the middle
of a paint sequence. Actor subclasses can check for this
private flag and act based on its presence - for instance to
avoid recursion, or to detect performance degradation cases.
Move the ClutterCairo actor from a separate library to an in-tree
actor.
ClutterCairoTexture is a simple texture subclass that allows you
to retrieve a Cairo context for a private image surface. When the
Cairo context is destroyed it will cause the image surface
contents to be uploaded to a GL texture.
The image surface used is not hardware accelerated.
If we create the PangoContext for ClutterText inside the class
initialization we might not have a Clutter main context yet.
Ideally, we should store the Pango context inside the main context
and create it on clutter_init(), but for now we can lazily create
the PangoContext when we initialize a ClutterText instance for the
first time.
For the time being, just don't include them or compile them; the
files will be removed from the repository as soon as all the
documentation annotations have been ported over to ClutterText.
We allow KeyEvents with a key symbol of '0' to fall through only
if they are marked as synthetic. Otherwise we discard them without
mercy.
Synthetic events are useful to test ClutterText behaviour; in fact,
we do use them inside the test suite exactly for that reason.
I understand we are not Pascal developers, and we don't have to
use cute and cuddly names like "i_am_an_integer_counter", but
a ClutterButtonEvent should be stored inside an "event" variable.
Using "bev" instead? Mmmh, not so much.
ClutterText should use the paint opacity for both text and
cursor.
ClutterLabel had the wrong behaviour, as it set the actor's
opacity using the text color's alpha channel, and ClutterEntry
completely disregarded the actor's opacity when painting the
cursor.
This commit harmonizes the ClutterText behaviour to always
use a composition of the actor's paint opacity and the text
and cursor alpha channel values, thus behaving more
consistently with the rest of Clutter.
When inserting text on a key press event we should also truncate
the selection.
We should not truncate the selection when inserting any Unicode
character, since changing the selection also changes the cursor
position - and one of the invariants we inherited from ClutterEntry
is that inserting characters programmatically does not change the
cursor position.
If a selection has been truncated inside a key binding handler,
we should just return and let the usual key event handler continue.
This fixes the case where we deleted a selection using the Delete
or the Backspace keys.
ClutterText should use the newly added ClutterBindingPool API to
handle key events, instead of its homegrown code.
This commit removes the action/mapping code and defers the entire
key binding matching to a ClutterBindingPool created inside the
Text class initialization function.
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.
The :cursor-color-set property is a read-only property that
reflects whether the ClutterText actor is going to use the
color set inside the :cursor-color property when painting
the cursor.
We should re-use the offset_to_bytes() implementation from ClutterEntry
as it guaranteed some behaviour and sanity checks that we want to keep
inside ClutterText.
A ClutterText can be put in "password mode" by setting the
text as "invisible": every character inside the Text actor's
contents will be replaced when building the Pango layout with
a specific Unicode character.
The Unicode character is set to '*' by default, but the user
can be changed using the provided API.
ClutterText should have the same properties as ClutterLabel.
While at it, we can finally fix the disconnect between the wrap
and wrap-mode properties and its accessors, that we perpetuated
from GtkLabel.
The ClutterText:line-wrap property and ClutterText:line-wrap-mode
are mapped to the set_line_wrap(), get_line_wrap() and
set_line_wrap_mode(), get_line_wrap_mode() accessor functions
respectively. This should simplify bindings the Vala ones that
map a property into a method.
Bug 1003 - Add clutter_actor_take_key_focus()
The grab_key_focus() method is just a simple wrapper around
clutter_stage_take_key_focus() that removes the need to get
the ClutterStage of an actor in order to set the key focus.
Based on a patch by Xan López.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Signed-off-by: Øyvind Kolås <pippin@linux.intel.com>
ClutterText replaces ClutterLabel, so it should expose the same
kind of API - ideally with the minimal amount of changes, so that
the porting is trivial.
The TidyText actor is meant as a replacement for both ClutterLabel
and ClutterText.
Any text-displaying and editing actor should derive from ClutterText
and implement the various visual cues to differentiate the editable
from the non-editable state. Those visual cues usually belong to
a high-level toolkit, especially if themeing is involved.
When the apply_transform_to_point() and its relative variant
landed in Clutter 0.3, the initial approach was to modify the
passed vertex as an in-out parameter. This was later dropped
in favour of a more consistent out parameter.
Unfortunately, the implementation never changed: both methods
where modifying the passed vertex with the partial results of
the computations.
This commit copies the contents of the "point" ClutterVertex
argument inside a stack variable and, for good measure, constifies
the argument.
Thanks to Thomas Steinacher for catching this in Python.
* clutter/cogl/gl/cogl-defines.h.in:
* clutter/cogl/gl/cogl-context.h:
* clutter/cogl/common/cogl-mesh.c: Rename the glBufferDataSub
function to glBufferSubData. When calling glXGetProcAddress with
the former Mesa returns a stub dispatch function which will
segfault if you try to use it. With NVIDIA it returns NULL so
_cogl_features_init decides the card doesn't have VBO support.
* clutter/clutter-behaviour-ellipse.c (actor_apply_knot_foreach):
Don't set the depth if there is no x or y tilt. That way it can
still be used in conjunction with ClutterBehaviourDepth. Thanks to
Tonny Tzeng.
* clutter/Makefile.am:
* clutter/clutter.h: Add ClutterBindingPool to the build.
* clutter/clutter-binding-pool.c:
* clutter/clutter-binding-pool.h: Add ClutterBindingPool, a data
structure meant to hold (key symbol, modifiers) pairs and associate
them to a closure. The ClutterBindingPool can be used to install
key bindings for actors and then execute closures inside the
key-press-event signal handlers, removing the need for big
switch() or if() blocks for each key.
* clutter/clutter-event.c: Consistently use "key symbol" instead
of "key value".
* clutter/clutter-event.h: Add more modifier masks.
* clutter/clutter-marshal.list:
* tests/conform/Makefile.am:
* tests/conform/test-binding-pool.c:
* tests/conform/test-conform-main.c: Add ClutterBindingPool
conformance test.
* tests/interactive/Makefile.am:
* tests/interactive/test-binding-pool.c: Add interactive test (and
example code) for the ClutterBindingPool usage.
Bug 1309 - clutter_timeline_new and clutter_timeline_set_speed
have two standard of the fps limitation
* clutter/clutter-timeline.c:
(clutter_timeline_class_init): Set the maximum value of the
:fps property to be G_MAXUINT. (Zhang Wei)
* clutter/clutter-path.h:
* clutter/clutter-path.c: Implementation of new ClutterPath object
to represent a path combining straight line and bezier curve
elements.
* clutter/clutter.h: Include clutter-path.h and remove
clutter-behaviour-bspline.h
* tests/interactive/test-threads.c (test_threads_main):
* tests/interactive/test-script.c:
* tests/interactive/test-behave.c (test_behave_main): Use new path
API
* clutter/clutter-effect.c: Use the new ClutterBehaviourPath API.
* clutter/clutter-bezier.h:
* clutter/clutter-bezier.c: Moved bezier curve handling code out
from clutter-behaviour-bspline.c to a separate file.
* clutter/clutter-behaviour-path.h:
* clutter/clutter-behaviour-path.c: Reimplemented to work with a
ClutterPath
* clutter/clutter-behaviour-bspline.h:
* clutter/clutter-behaviour-bspline.c: Removed
* clutter/Makefile.am: Add clutter-path and clutter-bezier, remove
clutter-behaviour-bspline.
* tests/conform/test-path.c: New automatic test for ClutterPath
consistency
* tests/conform/test-conform-main.c (main): Add test_path
* tests/conform/Makefile.am (test_conformance_SOURCES): Add
test-path.c
* clutter/clutter-sections.txt: Add ClutterPath docs
* clutter/clutter.types:
* clutter/clutter-docs.xml:
* doc/reference/clutter/clutter-animation-tutorial.xml: Remove
mention of ClutterBehaviourBspline
* clutter/clutter-marshal.list: Add VOID:UINT
* clutter/cogl/gl/cogl-texture.c (cogl_texture_new_from_foreign,
(_cogl_texture_quad_hw, cogl_texture_polygon),
(_cogl_texture_quad_sw): Support GL_ARB_texture_rectangle textures
* clutter/glx/clutter-glx-texture-pixmap.c: Use rectangle textures
when NPOTs are not available or it is forced by the
CLUTTER_PIXMAP_TEXTURE_RECTANGLE environment variable.
* clutter/cogl/gl/cogl.c (cogl_enable): Allow enabling
GL_TEXTURE_RECTANGLE_ARB.
* clutter/cogl/cogl-path.h:
* clutter/cogl/common/cogl-primitives.c:
* clutter/cogl/common/cogl-primitives.h:
* clutter/cogl/gl/cogl-primitives.c:
* clutter/cogl/gles/cogl-primitives.c: Changed the semantics of
cogl_path_move_to. Previously this always started a new path but
now it instead starts a new disjoint sub path. The path isn't
cleared until you call either cogl_path_stroke, cogl_path_fill or
cogl_path_new. There are also cogl_path_stroke_preserve and
cogl_path_fill_preserve functions.
* clutter/cogl/gl/cogl-context.c:
* clutter/cogl/gl/cogl-context.h:
* clutter/cogl/gles/cogl-context.c:
* clutter/cogl/gles/cogl-context.h: Convert the path nodes array
to a GArray.
* clutter/cogl/gl/cogl-texture.c:
* clutter/cogl/gles/cogl-texture.c: Call cogl_clip_ensure
* clutter/cogl/common/cogl-clip-stack.c:
* clutter/cogl/common/cogl-clip-stack.h: Simplified the clip
stack code quite a bit to make it more maintainable. Previously
whenever you added a new clip it would go through a separate route
to immediately intersect with the current clip and when you
removed it again it would immediately rebuild the entire clip. Now
when you add or remove a clip it doesn't do anything immediately
but just sets a dirty flag instead.
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/cogl.c: Taken away the code to intersect
stencil clips when there is exactly one stencil bit. It won't work
with path clips and I don't know of any platform that doesn't have
eight or zero stencil bits. It needs at least three bits to
intersect a path with an existing clip. cogl_features_init now
just decides you don't have a stencil buffer at all if you have
less than three bits.
* clutter/cogl/cogl.h.in: New functions and documentation.
* tests/interactive/test-clip.c: Replaced with a different test
that lets you add and remove clips. The three different mouse
buttons add clips in different shapes. This makes it easier to
test multiple levels of clipping.
* tests/interactive/test-cogl-primitives.c: Use
cogl_path_stroke_preserve when using the same path again.
* doc/reference/cogl/cogl-sections.txt: Document the new
functions.
fallbacks are being used
* glx/clutter-glx-texture-pixmap.c:
clutter_glx_texture_pixmap_using_extension now checks to see if
priv->use_fallback is TRUE not just that the tfp extension is
available.
border artifacts
* clutter/cogl/gl/cogl-texture.c: Set the wrap mode of a texture
on demand
Instead of setting the wrap mode once per texture at creation, it
is now changed whenever the texture is drawn. The previous value
is cached so that it isn't changed if the value is the same.
This is used in _cogl_texture_quad_hw to only enable GL_REPEAT
mode when the coordinates are not in the range [0,1]. Otherwise it
can pull in pixels from the other edge when the texture is
rendered off-pixel.
the test for whether to use hardware tiling. Previously it assumed
that texture coordinates are in increasing order but this is not
the case since bug 1057 was fixed. The texture coordinates are now
sorted later. It also allowed negative coordinates which doesn't
make sense if the texture has waste.
timelines are more than 52 and continue to remove them
* clutter/clutter-score.c (traverse_children): Don't destroy the
entry in the handler for REMOVE_BY_ID. It will be removed again
anyway in the call to g_node_traverse. This was causing a
crash. Thanks to zhangwei for spotting.
`_glDrawRangeElements@24'
Resolve glDrawRangeElements with cogl_get_proc_address instead of
calling it directly because functions defined in GL > 1.1 are not
directly exported under Windows.
* clutter/cogl/common/cogl-mesh.c: Use the function pointer from
the context
* clutter/cogl/gl/cogl-context.c (cogl_create_context): Initialise
function pointer.
* clutter/cogl/gl/cogl-context.h (CoglContext): Add a function
pointer
* clutter/cogl/gl/cogl-defines.h.in: Add a typedef for the
function pointer.
* clutter/cogl/gl/cogl.c (_cogl_features_init): Resolve
glDrawRangeElements
fault in trunk and incorrect appearance in clutter-0.8
* clutter/clutter-score.c (start_children_entries): Check whether
the child timeline is actually attached at a marker before
comparing whether the marker's name matches the marker
reached. This fixes a crash that happens when a marker is reached
on a timeline that also has child timelines attached at the
end. Thanks to zhangwei for spotting.
* clutter/clutter-actor.c:
(clutter_actor_set_property): Add sanity checks for NULL
boxed values when setting the rotation center.
* tests/interactive/test-animation.c:
(on_button_press): Add an example on how to use the rotation
properties to animate an actor.
* tests/interactive/test-pixmap.c (create_pixmap): Use a format
string instead of passing the error message directly to g_error.
* tests/interactive/test-easing.c (test_easing_main)
(on_button_press):
* tests/interactive/test-animation.c (on_button_press): Use
unsigned variables for the results from clutter_actor_get_size
otherwise it complains about the pointer signedness being
different.
* clutter/clutter-script.c (clutter_script_add_search_paths): Use
G_GSIZE_FORMAT instead of %d for a gsize parameter otherwise it
gets upset on 64-bit.
differences and improve maintainability.
* clutter/cogl/gl/cogl-context.h:
Adds a CoglTextureGLVertex typedef + texture_vertices and
texture_vertices_size members to CoglContext for using vertex arrays
like GLES does
* clutter/cogl/gl/cogl-context.c:
Initializes texture_vertices + texture_vertices_size members
* clutter/cogl/gl/cogl-internal.h:
Adds COGL_ENABLE_COLOR_ARRAY
* clutter/cogl/gl/cogl.c:
Add COGL_ENABLE_COLOR_ARRAY support to cogl_enable
* clutter/cogl/gles/cogl-context.h:
Change the CoglTextureGLVertex to use GLfloat for the position
and texture coord attributes and GLubyte for the color.
* clutter/cogl/gles/cogl-texture-private.h:
Adds a wrap_mode member like GL has.
* clutter/cogl/gl/cogl-texture.c
* clutter/cogl/gles/cogl-texture.c:
Improves the comparability of the files, such that the remaining
differences, better reflect the fundamental differences needed
between GL and GLES. Notably GL no longer uses glBegin/glEnd for
submitting vertices, it uses vertex arrays like GLES and this gives
a small but measurable fps improvement for test-text.