This backend hasn't been used for years now and so because it is
untested code and almost certainly doesn't work any more it would be a
burdon to continue trying to maintain it. Considering that we are now
looking at moving OpenGL window system integration code down from
Clutter backends into Cogl that will be easier if we don't have to
consider this backend.
pre_paint() and post_paint() implementations don't need
to check whether an effect is disabled: Clutter will
not apply an effect unless it is enabled.
So remove code which checks whether the effect is
enabled or disabled from the example applications and the
documentation.
Add a recipe showing how to implement two simple
effects, based on ClutterEffect: an always gray background,
and a border with configurable width and color.
Also explains the necessity to queue a redraw on
the associated actor if the effect's properties change,
and shows how to implement that.
The example gives the GObject code for both effects,
as well as an example application showing how to use them.
The example also demonstrates how to disable/enable an effect,
making the border round an actor togglable.
Add example of a simple background color effect applied via
pre_paint() implementation in a ClutterEffect subclass.
This is a simple effect with an incomplete GObject
implementation (no properties, setters or getters)
to make it as easy to follow as possible.
The OffscreenEffect class needs to expose a way for sub-classes to
track the size of FBO it creates, in case it has to do some geometry
deformations like the DeformEffect sub-classes.
Let's move the private symbol we used internally in 1.6 to fix
DeformEffect to the list of public symbols of OffscreenEffect.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2570
Creating a synthetic event requires direct access to the ClutterEvent
union members; this access does not map in bindings to high-level
languages, especially run-time bindings using GObject-Introspection.
It's also midly annoying from C, as it unnecessarily exposes the guts of
ClutterEvent - something we might want to fix in the future.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2575
Make sure users get the idea that clutter_init()
has a return value that needs to be checked.
These were fixed via sed magic:
sed -i -s -e "s/clutter_init (.*)/\
if (& != CLUTTER_INIT_SUCCESS)\n return 1/"\
doc/*/*/*.{c,xml} doc/*/*.xml
http://bugzilla.clutter-project.org/show_bug.cgi?id=2574
Add an effects chapter which gives a broad overview of
the abstract classes in the effects API, plus a short
example of how to apply one of the stock Clutter
effects (ClutterColorizeEffect).
The recipe explains how to create a custom ClutterDeformEffect
to produce a page fold (code based on ClutterPageTurnEffect).
The example code includes the effect class plus a small
application to apply it to a texture.
Show how to animate an actor using a ClutterPathConstraint.
This demonstrates how to get effects similar to
ClutterPathBehaviour with the modern animation APIs.
Includes 3 examples:
1) Simple ClutterPathConstraint used with implicit animations
2) ClutterPathConstraint used to simulate circular animation,
using ClutterAnimator
3) Creating simple curved path animations with non-linear
easing
Try to make the cookbook pass the distcheck phase, so that we can run
distcheck with --enable-docs, and make sure that a tarballed clutter
release can actually build the cookbook.
Remove the dispose() implementation and replace
with destroy().
This should be promoted as the standard approach
for implementing a composite actor, as it emits a
signal when instances of the actor subclass are destroyed.
Add some extra detail to the Discussion section of the
composite actor recipe, concentrating on the pros and
cons of this approach.
Also explain more about the Clutter parts of the implementation.
Also general tidy up of language and style.
Add some extra description to the allocate() function,
explaining how the allocation has to be adjusted to
coordinates relative to the actor as a whole, before
applying to the single child actor it is composed from.
Include all the code examples inline as part of the recipe.
Remove sections around each code example, as these are
unnecessary; leave full discussion for the Discussion section
instead of trying to cram it in around the code example.
As most actor subclasses will probably want to implement
size requisition, give a simple example of how to do this
on the basis of the composed actor's size, plus some padding.
When synthesizing events coming from input devices it should be
possible to just call a setter function, to avoid a huge switch
on the type of the event.
Clutter should also store the device pointer inside the private
data, for faster access of the pointer in allocated events.
Finally, the get_device_id() and get_device_type() accessors should
just be wrappers around clutter_event_get_device(), to reduce the
amount of code duplication.
* xi2: (41 commits)
test-devices: Actually print the axis data
device-manager/xi2: Sync the stage of source devices
event: Clean up clutter_event_copy()
device: unset the axes array pointer when resetting
device-manager/xi2: Fix device hotplugging
glx: Clean up GLX implementation
device/x11: Store min/max keycode in the XI device class
x11: Hide all private symbols
docs: More documentation fixes for InputDevice
*/event: Never manipulate the event queue directly
win32: Update DeviceManager device creation
device: Allow enabling/disabling non-master devices
backend/eglx: Add newly created stages to the translators
device: Add more doc annotations
device: Use a double for translate_axis() argument
test-devices: Clean up and show axes data
event: Fix up clutter_event_copy()
device/xi2: Translate the axis data after setting devices
device: Add more accessors for properties
docs: Update API reference
...
This is part of a broader cleanup of some of the experimental Cogl API.
One of the reasons for this particular rename is to reduce the verbosity
of using the API. Another reason is that CoglVertexArray is going to be
renamed CoglAttributeBuffer and we want to help emphasize the
relationship between CoglAttributes and CoglAttributeBuffers.
Allow the developer to set whether the Stage should receive key focus
when mapped. The implementation is fully backend-dependent. The default
value is TRUE because that's what we've been expecting so far.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2500
Keeping the Cogl 2.0 API reference in the build is getting far more
troublesome than it's worth.
It's breaking distcheck far too often, and it makes it impossible to
rebuild the build environment from tarballs - which is something that
some distributions (namely: the Debian-based ones, but not limited to
them) do in order to change build scripts using their own rules.
Added 3 examples for the box layout recipe:
1) Simple box layout demonstrating how to set actor properties
2) Trivial menu implementation using box layout
3) Demonstration app which enables tweaking and testing
of layout property interactions
Also inlined example 1 in the solution section and added
more explanatory text in the discussion.
Other frameworks expose the same functionality as "auto-reverse",
probably to match the cassette tape player. It actually makes sense
for Clutter to follow suit.
If an <emphasis> element is placed inside a <programlisting> in a cookbook
recipe, the result is bold italic text in the HTML output. This isn't
particularly readable.
Fix is to style emphasis elements inside programlistings
so the font weight is not bold but is still italicised.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2475
If not configured with --enable-cogl2-reference then don't try and dist
the doc/references/cogl-2.0 manual. Although this means a tarball built
this way will not be able to build the experimental cogl-2.0 manual this
isn't considered a big problem since anyone interested in this would
hopefully be tracking git for now or we can simply be careful to
configure with --enable-cogl2-reference for our tarball releases.
To allow us to have gobject properties that accept a CoglMatrix value we
need to register a GType. This adds a cogl_gtype_matrix_get_type function
that will register a static boxed type called "CoglMatrix".
This adds a new section to the reference manual for GType integration
functions.
clutter_timeline_set_reverse() can be used to
automatically reverse a timeline's direction each time
it completes, so use that in looping animation recipe and
examples.
* elliot/cookbook-animations-scaling:
cookbook: Add recipe for animated scaling of an actor
cookbook: Add example of scaling a texture
cookbook: Added "animated scaling" recipe skeleton
cookbook: Added animated scaling example
Recipe explains how to animate scaling a single actor.
Also covers scaling vs. resizing, scale center, and
scaling within layouts and containers.
The first example shows how animations around each scale
gravity look, as well as tracking the transformed position
and size of the actor and displaying those.
The second example is a simple image viewer with zoom in/out
using scaling.
Added an example showing scaling of an actor on
each of the scaling gravity settings (NORTH_WEST, NORTH etc.),
with a mark indicating the center being used.
Displays the transformed size and position, updated
on each paint of the actor.
This add two new function that allows us to transform or project an
array of points instead of only transforming one point at a time. Recent
benchmarking has shown cogl_matrix_transform_point to be a bottleneck
sometimes, so this should allow us to reduce the overhead when
transforming lots of vertices at the same time, and also reduce the cost
of 3 component, non-projective transforms.
For now they are marked as experimental (you have to define
COGL_ENABLE_EXPERIMENTAL_API) because there is some concern that it
introduces some inconsistent naming. cogl_matrix_transform_point would
have to be renamed cogl_matrix_project_point to be consistent, but that
would be an API break.
Building the API reference for Cogl 2.0 is fairly confusing: the API
itself is experimental and for internal use only -- though we want
feedback for it.
Let's build the API reference only when Clutter is configured with a
specific configure switch, so that people that wish to give feedback on
the API and its documentation can do it.
* elliot/cookbook-animations-looping:
cookbook: Recipe for "looping animations"
cookbook: Clarify how signals are emitted during looped animation
cookbook: First draft for looping animations recipe
cookbook: Recipe skeleton for "looping animations"
cookbook: Looping animation examples
Added a recipe giving examples of how to loop
animations for each part of the animation API (implicit,
animator, state).
The discussion covers looping a fixed number of times
and inverting a single implicit animation to create
a loop which goes back to its start on each iteration.
So we can keep track of the experimental progress of Cogl 2.0 features
this adds a standalone Cogl 2.0 Reference Manual which doesn't cover
the deprecated 1.x symbols and removes the need for a "Cogl
experimental API" chapter since those sections now make up the main
table of contents.
Since EGA colors are apparently all the rage in other toolkits, Clutter
should not be left out. On top of the usual CGA/EGA palette the static
colors also include the Tango Icon palette, which at least is more
pleasant to the eye.
Static colors are accessed through an enumeration by using
clutter_color_get_static(), or using the short-hand pre-processor
macros.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2066
This exposes the idea of a stack of source materials instead of just
having a single current material. This allows the writing of orthogonal
code that can change the current source material and restore it to its
previous state. It also allows the implementation of new composite
primitives that may want to validate the current source material and
possibly make override changes in a derived material.
* wip/path-constraint:
docs: Add PathConstraint
tests: Add a PathConstraint interactive test
Add ClutterPathConstraint
actor-box: Add setters for origin and size