This test breaks out into raw OpenGL to create a foreign texture so it
needs to be careful not to trample on any state that may be cached by
Cogl internally.
This test breaks out into raw OpenGL to create a RECTANGLE texture so it
needs to be careful not to trample on any state that may be cached by
Cogl internally.
Layout properties work similarly to child properties, with the added
headache that they require the 3-tuple:
( layout manager, container, actor )
to be valid in order to be inspected, parsed and applied. This means
using the newly added back-pointer from the container to the layout
manager and then rejigging a bit how the ScriptParser handles the
unresolved properties.
Similarly to the child properties, which use the "child::" prefix, the
layout manager properties use the "layout::" prefix and are defined with
the child of a container holding a layout manager.
Stacking multiple effects sub-classing ClutterOffscreenEffect requires
a small fix in the code that computes the screen coordinates of the
actor to position the FBO correctly with regards to the stage.
Since ClutterEffect is an ActorMeta it should be possible to animate the
properties of named effects using the @effects syntax, just like it
happens for actions and constraints.
ClutterEffect is an abstract class that should be used to apply effects
on generic actors.
The ClutterEffect class just defines what an effect should implement; it
could be defined as an interface, but we might want to add some default
behavior dependent on the internal state at a later point.
The effect API applies to any actor, so we need to provide a way to
assign an effect to an actor, and let ClutterActor call the Effect
methods during the paint sequence.
Once an effect is attached to an actor we will perform the paint in this
order:
• Effect::pre_paint()
• Actor::paint signal emission
• Effect::post_paint()
Since an effect might collide with the Shader class, we either allow a
shader or an effect for the time being.
It's valid C to declare a function omitting it prototype, but it seems
to be a good practise to always declare a function with its
corresponding prototype.
While this is totally fine (None is 0L and, in the pointer context, will
be converted in the right internal NULL representation, which could be a
value with some bits to 1), I believe it's clearer to use NULL instead
of None when we talk about pointers.
This adds a boolean "pick-with-alpha" property to ClutterTexture and when
true, it will use the textures alpha channel to define the actors shape when
picking.
Users should be aware that it's a bit more expensive to pick textures like
this (so probably best not to blindly enable it on *all* your textures)
since it implies rasterizing the texture during picking whereas we would
otherwise just send a solid filled quad to the GPU. It will also interrupt
the internal batching of geometry for pick renders which can otherwise often
be done in a single draw call.
The DragAction should, by default, drag the actor to which it has been
applied, instead of delegating what to do to the developer. If custom
code need to override it, g_signal_stop_emission_by_name() can be called
to stop the default handler to ever running.
The drawing code from test_invalid_texture_layers which draws a
rectangle, a polygon and a vertex buffer has been split out to
separate function. test_using_all_layers now also uses this so that it
will also test the other two primitives. This causes the test to fail
when all of the layers are drawn using a vertex buffer.
http://bugzilla.openedhand.com/show_bug.cgi?id=2132
* wip/state-machine:
Do not use wildcards in test-state
script: Implement State deserialization
state: added a "target-state" property
state: documented data structures
Add State interactive tests to the ignore file
state: Documentation and introspection annotation fixes
state: Minor coding style fixes
state: Clean up the header's documentation
state: Constify StateKey accessors
Do not include clutter.h from a Clutter header file
state-machine: made clutter_state_change take a boolean animate argument
state-machine: use clutter_timeline_get_progress
state-machine: add completed signal
state machine: added state machine
Conflicts:
.gitignore
* wip/constraints: (24 commits)
Add the Cogl API reference to the fixxref extra directories
Document the internal MetaGroup class
Remove the construct-only flag from ActorMeta:name
doc: Remove gtk-doc annotations from the json-glib copy
doc: Fix parameter documentation
Add named modifiers for Action and Constraint
Remove a redundant animation
Set the stage resizable in test-constraints
Use a 9 grid for the constraints test
Miscellaneous documentation fixes
docs: Document animating action and constraint properties
docs: Document BindConstraint and AlignConstraint
constraint: Rename BindConstraint:bind-axis
constraints: Add AlignConstraint
tests: Add a constraints interactive test
constraint: Add BindConstraint
actor: Implement Animatable
animation: Use the new Animatable API for custom properties
animatable: Add custom properties to Animatable
constraint: Add ClutterConstraint base class
...
Conflicts:
configure.ac
The ClutterActor API should have modifier methods for adding, removing
and retrieving Actions and Constraints using the ClutterActorMeta:name
property - mostly, for convenience.
To demonstrate that constraints can be used to reposition actors in a
resizable stage, set the :user-resizable property to TRUE, and spend the
next 15 minutes playing with the stage size.
AlignConstraint is a simple constraint that keeps an actor's position
aligned to the width or height of another actor, multiplied by an
alignment factor.
GLES 2 doesn't have GL_MAX_TEXTURE_UNITS. Instead the cogl backend
uses GL_MAX_TEXTURE_IMAGE_UNITS with a maximum limit of 16. The same
restriction is now used in the test.
DragAction is an Action sub-class that provides dragging capabilities to
any actor. DragAction has:
• drag-begin, drag-motion and drag-end signals, relaying the event
information like coordinates, button and modifiers to user code;
• drag-threshold property, for delaying the drag start by a given
amount of pixels;
• drag-handle property, to allow using other actors as the drag
handle.
• drag-axis property, to allow constraining the dragging to a specific
axis.
An interactive test demonstrating the various features is also provided.
This adds a simple test for ClutterCairoTexture that draws two
rectangles to the cairo surface in an idle callback and then verifies
that they appeared at the right colours in the paint callback. If that
succeeds then the second time the idle callback is invoked it will
replace one of the rectangles with a sub region update and the
following paint callback will again verify the rectangles.
Instead of asking gtester to run ./test-conformance directly we now tell
it to run a list of wrapper scripts. This results in each test being
spawned in a separate process avoiding leakage of state between tests
which has been a big problem with the conformance tests for quite a
while now.
Otherwise it seems that rounding errors will cause the fragments at
the edge of the quad to blend with neighbouring quarters of the
texture which cause the test to fail.
A few of the tests connected to the paint signal but never
disconnected it. Most of these handlers had a call to g_main_quit in
them which meant that it could sometimes cause subsequent tests to
exit after the first frame is painted. Most of the tests don't
validate any of the results until after a couple of frames have been
rendered so this ended up skipping out the test entirely.
To workaround this the test setup function now disconnects all
handlers for the paint signal on the default stage before the test is
run.
The on_paint function for test-cogl-readpixels tries to temporarily
set the projection, modelview and viewport to its own values. However
it was never restoring the saved values so it could affect the results
of subsequent tests.
This adds a test which creates a material using the maximum number of
layers. All of the layers are assigned a white texture except the last
which is set to red. The default combine mode is used for all of the
layers so the final fragment should end up red.
Currently Cogl doesn't provide a way to query the maximum number of
layers so it just uses glGetIntegerv instead. This might cause
problems on GLES 2 because that adds additional restrictions on the
number of layers.
http://bugzilla.openedhand.com/show_bug.cgi?id=2064