To allow for flushing of batched geometry within Cogl we can't support users
directly calling glReadPixels. glReadPixels is also awkward, not least
because it returns upside down image data.
All the unit tests have been swithed over and clutter_stage_read_pixels now
sits on top of this too.
The clutter_actor_pick() function just emits the ::pick signal
on the actor. Nobody should be using it, since the paint() method
is already context sensitive and will result in a ::pick emission
by itself. The clutter_actor_pick() is just confusing things.
The Clutter API reference should have a section on how to port
applications from older version of Clutter to the new API.
The first guide deals on how to port animations created with
ClutterEffect to clutter_actor_animate().
ActorBox should have methods for easily extracting the X and Y
coordinates of the origin, and the width and height separately.
These methods will make it easier for high-level language bindings
to manipulate ActorBox instances and avoid the Geometry type.
The Vertex and ActorBox boxed types are meant to be used across
the API, but are fairly difficult to bind. Their memory management
is also unclear, and has to go through the indirection of
g_boxed_copy() and g_boxed_free().
Merge branch 'master-clock-updates'
* master-clock-updates: (22 commits)
Change the paint forcing on the Text cache text
[timelines] Improve marker hit check and don't fudge the delta
Revert "[timeline] Don't clamp the elapsed time when a looping tl reaches the end"
[tests] Don't add a newline to the end of g_test_message calls
[test-timeline] Add a marker at the beginning of the timeline
[timeline] Don't clamp the elapsed time when a looping tl reaches the end
[master-clock] Throttle if no redraw was performed
[docs] Update Clutter's API reference
Force a paint instead of calling clutter_redraw()
Fix clutter_redraw() to match the redraw cycle
Run the repaint functions inside the redraw cycle
Remove useless manual timeline ticking
Move elapsed-time calculations into ClutterTimeline
Limit the frame rate when not syncing to VBLANK
Decrease the main-loop priority of the frame cycle
Avoid motion-compression in test-picking test
Compress events as part of the frame cycle
Remove stage update idle and do updates from the master clock
Call g_main_context_wakeup() when we start running timelines
Remove unused msecs_delta member
...
The clutter_redraw() function is used by embedding toolkits to
force a redraw on a stage. Since everything is performed by
toggling a flag inside the Stage itself and then letting the
master clock advance, we need a ClutterStage method to ensure
that we start the master clock and redraw.
The clutter_stage_fullscreen() and clutter_stage_unfullscreen() are
a GDK-ism. The underlying implementation is already using an accessor
with a boolean parameter.
This should take the amount of collisions between properties, methods
and signals to zero.
ClutterEvent is not really gobject-introspection friendly because
of the whole discriminated union thing. In particular, if you get
a ClutterEvent in a signal handler, you probably can't access the
event-type-specific fields, and you probably can't call methods
like clutter_key_event_symbol() either, because you can't cast the
ClutterEvent to a ClutterKeyEvent.
The cleanest solution is to turn every accessor into ClutterEvent
methods, accepting a ClutterEvent* and internally checking the event
type.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1585
The texture filters are now a property of the material layer rather
than the texture object. Whenever a texture is painted with a material
it sets the filters on all of the GL textures in the Cogl texture. The
filter is cached so that it won't be changed unnecessarily.
The automatic mipmap generation has changed so that the mipmaps are
only generated when the texture is painted instead of every time the
data changes. Changing the texture sets a flag to mark that the
mipmaps are dirty. This works better if the FBO extension is available
because we can use glGenerateMipmap. If the extension is not available
it will temporarily enable automatic mipmap generation and reupload
the first pixel of each slice. This requires tracking the data for the
first pixel.
The COGL_TEXTURE_AUTO_MIPMAP flag has been replaced with
COGL_TEXTURE_NO_AUTO_MIPMAP so that it will default to
auto-mipmapping. The mipmap generation is now effectively free if you
are not using a mipmap filter mode so you would only want to disable
it if you had some special reason to generate your own mipmaps.
ClutterTexture no longer has to store its own copy of the filter
mode. Instead it stores it in the material and the property is
directly set and read from that. This fixes problems with the filters
getting out of sync when a cogl handle is set on the texture
directly. It also avoids the mess of having to rerealize the texture
if the filter quality changes to HIGH because Cogl will take of
generating the mipmaps if needed.
Units as they have been implemented since Clutter 0.4 have always been
misdefined as "logical distance unit", while they were just pixels with
fractionary bits.
Units should be reworked to be opaque structures to hold a value and
its unit type, that can be then converted into pixels when Clutter needs
to paint or compute size requisitions and perform allocations.
The previous API should be completely removed to avoid collisions, and
a new type:
ClutterUnits
should be added; the ability to install GObject properties using
ClutterUnits should be maintained.
Timelines no longer work in terms of a frame rate and a number of
frames but instead just have a duration in milliseconds. This better
matches the working of the master clock where if any timelines are
running it will redraw as fast as possible rather than limiting to the
lowest rated timeline.
Most applications will just create animations and expect them to
finish in a certain amount of time without caring about how many
frames are drawn. If a frame is going to be drawn it might as well
update all of the animations to some fraction of the total animation
rather than rounding to the nearest whole frame.
The 'frame_num' parameter of the new-frame signal is now 'msecs' which
is a number of milliseconds progressed along the
timeline. Applications should use clutter_timeline_get_progress
instead of the frame number.
Markers can now only be attached at a time value. The position is
stored in milliseconds rather than at a frame number.
test-timeline-smoothness and test-timeline-dup-frames have been
removed because they no longer make sense.
Clutter copies the gtk-doc from the usual gtk+ template, and
has a version.xml.in containing only:
@VERSION@
Without a newline at the end. Unfortunately, it appears that
autoconf has started adding a newline to the generated version.xml
which then is used as the payload for the "version" XML entity.
Instead of using a secondary file we can make configure generate
the whole clutter-docs.xml and cogl-docs.xml files from a template;
this way we also get the ability to substitute more autoconf variables
into the documentation -- if needs be.
This function can be used as an efficient way of drawing groups of
quads without using GL_QUADS. It generates a VBO containing the
indices needed to render using pairs of GL_TRIANGLES. The VBO is
globally cached so that it only needs to be uploaded whenever more
indices are requested than ever before.
The allocate_available_size() method is a convenience method in
the same spirit as allocate_preferred_size(). While the latter
will allocate the preferred size of an actor regardless of the
available size provided by the actor's parent -- and thus it's
suitable for simple fixed layout managers like ClutterGroup -- the
former will take into account the available size provided by the
parent and never allocate more than that; it is, thus, suitable
for simple fluid layout managers.
cogl_enable_depth_test and cogl_enable_backface_culling have been renamed
and now have corresponding getters, the new functions are:
cogl_set_depth_test_enabled
cogl_get_depth_test_enabled
cogl_set_backface_culling_enabled
cogl_get_backface_culling_enabled
This adds cogl_matrix api for multiplying matrices either by a perspective
or ortho projective transform. The internal matrix stack and current-matrix
APIs also have corresponding support added.
New public API:
cogl_matrix_perspective
cogl_matrix_ortho
cogl_ortho
cogl_set_modelview_matrix
cogl_set_projection_matrix
cogl_create_context is dealt with internally when _cogl_get_default context
is called, and cogl_destroy_context is currently never called.
It might be nicer later to get an object back when creating a context so
Cogl can support multiple contexts, so these functions are being removed
from the API until we get a chance to address context management properly.
For now cogl_destroy_context is still exported as _cogl_destroy_context so
Clutter could at least install a library deinit handler to call it.
Originally cogl_vertex_buffer_add_indices let the user pass in their own unique
ID for the indices; now the Id is generated internally and returned to the
caller.
It's now possible to add arrays of indices to a Cogl vertex buffer and
they will be put into an OpenGL vertex buffer object. Since it's quite
common for index arrays to be static it saves the OpenGL driver from
having to validate them repeatedly.
This changes the cogl_vertex_buffer_draw_elements API: It's no longer
possible to provide a pointer to an index array at draw time. So
cogl_vertex_buffer_draw_elements now takes an indices identifier that
should correspond to an idendifier returned when calling
cogl_vertex_buffer_add_indices ()
There were a number of functions intended to support creating of new
primitives using materials, but at this point they aren't used outside of
Cogl so until someone has a usecase and we can get feedback on this
API, it's being removed before we release Clutter 1.0.
This removes the following API:
cogl_material_set_blend_factors
cogl_material_set_layer_combine_function
cogl_material_set_layer_combine_arg_src
cogl_material_set_layer_combine_arg_op
These were rather awkward to use, so since it's expected very few people are
using them at this point and it should be straight forward to switch over
to blend strings, the API is being removed before we release Clutter 1.0.
Setting up layer combine functions and blend modes is very awkward to do
programatically. This adds a parser for string based descriptions which are
more consise and readable.
E.g. a material layer combine function could now be given as:
"RGBA = ADD (TEXTURE[A], PREVIOUS[RGB])"
or
"RGB = REPLACE (PREVIOUS)"
"A = MODULATE (PREVIOUS, TEXTURE)"
The simple syntax and grammar are only designed to expose standard fixed
function hardware, more advanced combining must be done with shaders.
This includes standalone documentation of blend strings covering the aspects
that are common to blending and texture combining, and adds documentation
with examples specific to the new cogl_material_set_blend() and
cogl_material_layer_set_combine() functions.
Note: The hope is to remove the now redundant bits of the material API
before 1.0
ClutterTexture has many properties that can only be accessed using
the GObject API. This is fairly inefficient and makes binding the
class overly complicated.
The Texture class should have accessor methods for all its properties,
properly documented.
Add a method for deleting the current selection inside a Text actor.
This is useful for subclasses.
See bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1521
Based on a patch by: Raymond Liu <raymond.liu@intel.com>
COGLenum, COGLint and COGLuint which were simply typedefs for GL{enum,int,uint}
have been removed from the API and replaced with specialised enum typedefs, int
and unsigned int. These were causing problems for generating bindings and also
considered poor style.
The cogl texture filter defines CGL_NEAREST and CGL_LINEAR etc are now replaced
by a namespaced typedef 'CoglTextureFilter' so they should be replaced with
COGL_TEXTURE_FILTER_NEAREST and COGL_TEXTURE_FILTER_LINEAR etc.
The shader type defines CGL_VERTEX_SHADER and CGL_FRAGMENT_SHADER are handled by
a CoglShaderType typedef and should be replaced with COGL_SHADER_TYPE_VERTEX and
COGL_SHADER_TYPE_FRAGMENT.
cogl_shader_get_parameteriv has been replaced by cogl_shader_get_type and
cogl_shader_is_compiled. More getters can be added later if desired.
Add a method for deleting the current selection inside a Text actor.
This is useful for subclasses.
See bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1521
Based on a patch by: Raymond Liu <raymond.liu@intel.com>
There were several functions I believe no one is currently using that were
only implemented in the GL backend (cogl_offscreen_blit_region and
cogl_offscreen_blit) that have simply been removed so we have a chance to
think about design later with a real use case.
There was one nonsense function (cogl_offscreen_new_multisample) that
sounded exciting but in all cases it just returned COGL_INVALID_HANDLE
(though at least for GL it checked for multisampling support first!?)
it has also been removed.
The MASK draw buffer type has been removed. If we want to expose color
masking later then I think it at least would be nicer to have the mask be a
property that can be set on any draw buffer.
The cogl_draw_buffer and cogl_{push,pop}_draw_buffer function prototypes
have been moved up into cogl.h since they are for managing global Cogl state
and not for modifying or creating the actual offscreen buffers.
This also documents the API so for example desiphering the semantics of
cogl_offscreen_new_to_texture() should be a bit easier now.
Bug 1138 - No trackable "mapped" state
* Add a VISIBLE flag tracking application programmer's
expected showing-state for the actor, allowing us to
always ensure we keep what the app wants while tracking
internal implementation state separately.
* Make MAPPED reflect whether the actor will be painted;
add notification on a ClutterActor::mapped property.
Keep MAPPED state updated as the actor is shown,
ancestors are shown, actor is reparented, etc.
* Require a stage and realized parents to realize; this means
at realization time the correct window system and GL resources
are known. But unparented actors can no longer be realized.
* Allow children to be unrealized even if parent is realized.
Otherwise in effect either all actors or no actors are realized,
i.e. it becomes a stage-global flag.
* Allow clutter_actor_realize() to "fail" if not inside a toplevel
* Rework clutter_actor_unrealize() so internally we have
a flavor that does not mess with visibility flag
* Add _clutter_actor_rerealize() to encapsulate a somewhat
tricky operation we were doing in a couple of places
* Do not realize/unrealize children in ClutterGroup,
ClutterActor already does it
* Do not realize impl by hand in clutter_stage_show(),
since showing impl already does that
* Do not unrealize in various dispose() methods, since
ClutterActor dispose implementation already does it
and chaining up is mandatory
* ClutterTexture uses COGL while unrealizable (before it's
added to a stage). Previously this breakage was affecting
ClutterActor because we had to allow realize outside
a stage. Move the breakage to ClutterTexture, by making
ClutterTexture just use COGL while not realized.
* Unrealize before we set parent to NULL in clutter_actor_unparent().
This means unrealize() implementations can get to the stage.
Because actors need the stage in order to detach from stage.
* Update clutter-actor-invariants.txt to reflect latest changes
* Remove explicit hide/unrealize from ClutterActor::dispose since
unparent already forces those
Instead just assert that unparent() occurred and did the right thing.
* Check whether parent implements unrealize before chaining up
Needed because ClutterGroup no longer has to implement unrealize.
* Perform unrealize in the default handler for the signal.
This allows non-containers that have children to work properly,
and allows containers to override how it's done.
* Add map/unmap virtual methods and set MAPPED flag on self and
children in there. This allows subclasses to hook map/unmap.
These are not signals, because notify::mapped is better for
anything it's legitimate for a non-subclass to do.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Bug 1513 - Allow passing in ClutterPickMode to
clutter_stage_get_actor_at_pos()
At the moment, clutter_stage_get_actor_at_pos() uses CLUTTER_PICK_ALL
internally to find an actor. It would be useful to allow passing in
ClutterPickMode to clutter_stage_get_actor_at_pos(), so that the caller
can specify CLUTTER_PICK_REACTIVE as a criteria.
Adds a new property so that the selection color can be different from
the cursor color. If no selection color is specified it will use the
cursor color as before. If no cursor color is specified either it will
use the text color.
ClutterGroup still ships with API deprecated since 0.4. We did
promise to keep it around for a minor release cycle -- not for 3.
Since we plan on shipping 1.0 without the extra baggage of the
deprecated entry points, here's the chance to remove the accumulated
cruft.
All the removed methods and signals have a ClutterContainer
counterpart.
Since we're planning to release 1.0 without any of the deprecated
API baggage, we can simply remove the set_uniform_1f() method from
ClutterShader public API and add it to the deprecated header.