Only the signal connection. When using G_ENABLE_DIAGNOSTIC there will be
a warning for every signal connection.
We should try and discourage people from ever using the paint signal
ever again, until we can safely remove it in Clutter 2.0.
We cannot fully deprecate Geometry, because ClutterActor and ClutterText
are actually using the type in signals and properties; but we can
deprecate the API that uses this type, so that 2.0 will be able to avoid
it entirely.
The :clip property still uses ClutterGeometry, which is a very bad
rectangle type. Since we cannot change the type of the property
compatibly, we should introduce a new property using ClutterRect
instead. This also matches the ClutterActor.set_clip() API, which uses a
decomposed rectangle with floating point values, like we do with
set_position() and set_size().
We need to make sure that ClutterActor::transition-stopped is emitted
after the transition was removed from the actor's list of transitions.
We cannot just remove the TransitionClosure from the hash table that
holds the transitions associated to an actor, and let the
TransitionClosure free function stop the timeline, thus emitting the
::transition-stopped signal - otherwise, stopping the timeline will end
up trying to remove the transition from the hash table, and we'll get
either a warning or a segfault.
Since we know we're removing the timeline anyway, we can emit the signal
ourselves in case the timeline is playing, in both the implicit and
explicit cases.
The :transform property controls the modelview matrix of an actor; it
can be used to set a custom modelview matrix on the actor, as opposed
to the decomposed transformations (rotation, scaling, translation)
provided by the ClutterActor class.
The transitions we create implicitly should be removed from the set of
transitions associated to an actor; the transitions explicitly
associated to an actor, though, have to survive the emission of their
'stopped' signal.
We can remove the update_transition() private method, and move its
functionality inside the create_transition() private method, thereby
removing lots of duplicated code, as well as redundant checks on the
existence of a transition. This will allow handling transition updates
atomically in the future.
We use floorf() for the allocation origin, and ceilf() for the
allocation size. Swapping the two introduces rounding errors if
the original allocation is not clamped to the nearest pixel.
We need an alternative to the translation performed by the anchor point,
one that possibly applies to all three axes and is relative to the
pivot-point.
https://bugzilla.gnome.org/show_bug.cgi?id=677853
For some transformations we need to be able to set the Z component of
the pivot point.
Unlike :pivot-point, the Z coordinate is not normalized because actors
are 2D surfaces.
https://bugzilla.gnome.org/show_bug.cgi?id=677853
Given that the rotation transformations are now affected by the pivot
point, the Actor class should provide an accessors pair only for the
angle of rotation on a given axis.
https://bugzilla.gnome.org/show_bug.cgi?id=677853
The pivot point is a point in normalized coordinates space around which
all transformations revolve.
It supercedes the anchor point and the per-transformation center points
as well as the gravity settings, and tries to sort out the mess that
is the modelview matrix set up in ClutterActor.
https://bugzilla.gnome.org/show_bug.cgi?id=677853
The ClutterActor:depth property has always been a bit of a misnomer:
actors are 2D flat surfaces, so they cannot have "depth"; the property
defines the position on the Z axis.
Another side effect of the :depth property is that it decides the
default paint and allocation order on insertion, and that setting it
will call the ClutterContainer.sort_depth_order() method. This has
proven to be a fairly bad design decision that we strung along from the
0.x days, as it gives a false impression of being able to change the
paint and allocation order simply by changing the position on the Z
axis — something that, in reality, requires depth testing to be enabled
during the paint sequence of an actor's parent.
For 2.0 we need a clean break from the side effects, and a better
defined interface.
ClutterActor:z-position is essentially what ClutterActor:depth is, but
doesn't call into ClutterContainer, and has a more apt name.
https://bugzilla.gnome.org/show_bug.cgi?id=679465
It can be useful to check whether a ClutterActorIter is currently valid,
i.e. if the iterator has been initialized *and* if the actor to which it
refers to hasn't been updated.
We can also use the is_valid() method in the conformance test suite to
check that initialization has been successful, and that changing the
children list through the ClutterActorIter API leaves the iterator in a
valid state.
The implicit animations only apply to properties that are documented as
'animatable'; the explicit animations apply to any property defined
through GObject or ClutterAnimatable.
For 1.x, we still have a duration of 0 msecs, but we have a valid easing
state, so we can change the easing parameters without calling save and
restore.
ClutterContent implementations may allow repeating their contents when
painting; we should provide the repeat policy on the actor, like we do
for scaling filters and content gravity.
Fixed positions are defined to be initialized at 0,0 whenever
enabled, by setting fixed_position_enabled to true, or by setting
just one of x/y. This normally happens in the defaults, but we need
to make sure it also happens if a fixed position was once set but
then disabled. We do this by always resetting it back to 0,0 when
fixed_position_set is unset.
Only for debug builds, the debug name should include a) actor name, b)
type name, and c) pointer address.
For non-debug builds we can live with the actor/type name.
The ::stopped signal is emitted when the timeline has been completely
exhausted or when the timeline has been programmatically stopped by
using clutter_timeline_stop(); the notification at the end of the
timeline run allows to write handlers without having to check whether
the current repeat is the last one, like we are forced to do when using
the ::completed signal.
Based on the patch by: Jasper St. Pierre <jstpierre@mecheye.net>
https://bugzilla.gnome.org/show_bug.cgi?id=676854
Ensure that resizing transitions smoothly when switching between major
axis; the allocation aspect ratio is not important: it's the size of the
allocation that dictates the major axis.
The property uses an array with the following CSS style syntax
[ top, right, bottom, left ] or
[ top, left/right, bottom ] or
[ top/bottom, left/right ] or
[ top/right/bottom/left ]
https://bugzilla.gnome.org/show_bug.cgi?id=676367
When asking for the preferred width and height of an actor, in case
only one of either the minimum or the natural width is set, the margin
offsets should also be applied.
The example code that is meant to be XIncluded into the API reference
should not be part of the interactive test suite: it's code that it is
meant to be used as a reference implementation - whereas the interactive
test suite should be allowed to be lean and test behaviour even in nasty
ways. In short: the test suite should not be the place where we show off
idiomatic code for educational purposes.
The introspection scanner has become slightly more annoying, in the hope
that people start fixing their annotations. As it turns out, it was the
right move.
Calling clutter_actor_allocate() should transition between the current
allocation and the new allocation, by using the defined implementation
of the easing state.
This means that:
clutter_actor_save_easing_state (actor);
clutter_actor_allocate (actor, &new_alloc, flags);
clutter_actor_restore_easing_state (actor);
will cause "actor" to transition between the current allocation and the
desired new allocation.
The trick is to ensure that this happens without invalidating the
entire actor tree, but only the portion of the tree that has the
transitioned actor as the local root. For this reason, we just call the
allocate() implementation from within the transition frame advancement,
without invalidating flags: the actor, after all, *has* a valid
allocation for the duration of the transition.
The :x-expand and :y-expand flags on ClutterActor are used to signal
that an actor should expand horizontally and/or vertically - i.e. that
its parent's layout management policy should try to assign extra space
to the actor when allocating it.
The expand flags are automatic: when set on a leaf node in the actor
tree, they will bubble up through the parent and grandparents up to the
top level actor; during allocation, the actors with children will lazily
compute whether their children needs to expand.
Using a compound type property for position and size has various
advantages: it reduces the amount of checks; it reduces the amount
of notify signals to connect to; it reduces the amount of transitions
generated.
This commit adds a further conditional check for calling
clutter_actor_show() when adding a child to an actor. We cannot
unconditionally change the value of the show-on-set-parent property like
the original solution of commit 81b19a78f5
as that breaks the document invariant that show-on-set-parent will be
changed iff an actor is without a parent.
The new ADD_CHILD_SHOW_ON_SET_PARENT flag is part of the default and
legacy flags, thus retaining the default behaviour when adding a child;
the flag is not passed when reordering the list of children, which means
we ignore the state of the show-on-set-parent property.
The conformance test suite fully passes, including the newly added test
to verify that changing the paint order does not trigger visibility.
https://bugzilla.gnome.org/show_bug.cgi?id=674510
This reverts commit 81b19a78f5.
The commit breaks the conformance test unit for the invariants we
guarantee for the 1.x API:
ERROR:actor-invariants.c:307:actor_show_on_set_parent: assertion failed: (show_on_set_parent)
It's been a year and change, and two stable releases, since we
introduced the paint volume mechanism to allow actors to paint outside
their allocation safely in environments that support clipped redraws.
The time has come to flip the switch, and return a valid paint volume,
matching the actor's allocation, by default - at least for Actor
instances from classes that do not override paint() and
get_paint_volume().
If an actor has a paint signal handler then it's the user responsability
not to paint outside the allocation - and to suffer the consequences of
doing so; in an ideal world, paint() would not be a signal in the first
place anyway. Plus, the idea that painting can happen at any time and
still have a valid surface greatly conflicts with the design goal of
making Clutter's rendering operations fully retained into a render tree.
We can still revert this commit before spinning 1.12, if need be.
When removing the last Action, Constraint, or Effect, we should also be
clearing the corresponding MetaGroup: code inside ClutterActor relies on
NULL checks, and changing them all to check for NULL && n_items == 0
would not be fun.
We need to remove the transition only if the current repeat is equal to
the number of repeats, and if the transition was marked as remove on
complete. Otherwise, the transition has to remain where it is.
The opacity internal setter will do it for us, and it will take into
consideration any eventual flatten effect applied to the actor.
This unbreaks the actor-offscreen-redirect conformance test.
We were using g_list_foreach() prior to the first Apocalypse, and that
function is resilient against changes to the list while iterating it;
since we are not using a GList any more, we need handle this case
ourselves.
When the easing state has a duration of zero milliseconds we can skip
the entire create_transition() call inside set_width() and set_height(),
to avoid what may be a costly call to get_preferred_*.
If we update a transition that is currently playing, we need to check
the current easing state, and look at the eventual duration, in case
the user wants to cancel the transition.
Instead of checking the duration of the current easing state we should
check if there's a transition in progress, and update it
unconditionally.
If there is no easing state, or the easing state has a duration of zero
milliseconds, then create_transition() should bail out early and set the
requested final state.
This allows us to write:
clutter_actor_save_easing_state (actor);
clutter_actor_set_x (actor, 200);
clutter_actor_restore_easing_state (actor);
[...]
clutter_actor_set_x (actor, 100);
and have the second set_x() update the easing in progress, instead of
being ignored.
https://bugzilla.gnome.org/show_bug.cgi?id=672945
Commit 80626e7584 removed an
IN_DESTRUCTION check from within the add_child_internal() method,
outlining an option for bringing it back. It was too late for the 1.10
cycle to do it, and eventually pick up the pieces, but now that we're
at the beginning of the 1.11 cycle we can restore it, and add checks
elsewhere to balance it.
Should not have been there in the first place: the animatable will be
set either using ClutterTransition API, or when adding the transition
to a ClutterActor.
When adding a transition to a ClutterActor, the actor should hold a
reference on it, and release it only when we remove it. This makes
transitions just like other objects held by ClutterActor.
While you can get a per-transition notification of completion, it can be
convenient to also have a way to notify that all the transitions
involving an actor are complete. A simple signal triggered by the
removal of the last transition fits the bill pretty neatly.
If restore_easing_state() is called on the last easing state on the
stack, clean up the stack, so that we don't leave stale pointers
around to later segfault on.
When setting the easing mode, duration, or delay without having ever
called clutter_actor_save_easing_state(). It's confusing, and not
really nice.
In the future, we'll have a default easing state implicitly created by
the actor itself, but for the time being explicitly opting in is
preferrable.
Yes, it's not really the proper GL name for a linear-on-every-axis of a
texture plus linear-between-mipmap-levels minification filter, but it
has three redeeming qualities as a name:
- LINEAR_MIPMAP_LINEAR sucks, as it introduces GL concepts like
mipmaps in the API naming, while we're trying to avoid that;
- people using GL already know what 'trilinear' means in this context
without going all Khronos on their asses;
- we're using 2D textures anyway, so 'linear on two axes and linear
between mipmap levels' can be effectively approximated to
'trilinear'.
I mean, if even the OpenGL official wiki says:
Unfortunately, what most people think of as "trilinear" is not linear
filtering of a 3D texture, but what in OpenGL terms is GL_LINEAR mag
filter and GL_LINEAR_MIPMAP_LINEAR in the min filter in a 2D texture.
That is, it is bilinear filtering of each appropriate mipmap level,
and doing a third linear filter between the adjacent mipmap levels.
Hence the term "trilinear".
-- http://www.opengl.org/wiki/Texture
then the horse has already been flogged to death, and I don't intend to
be accused of necrophilia and sadism by flogging it some more.
Prior art: every single GL tutorial in the history of ever;
CoreAnimation's scaling filter enumerations.
If people want to start using 1D or 3D textures they they are probably
going to be using Cogl API directly, and that has the GL naming scheme
for minification and magnification filters anyway.
It's a bit late in the game for changing the emission of the paint
signal with actors that use paint nodes - mostly because we have both
implicit paint nodes (background color, content) and explicit paint
nodes (the paint_node virtual).
When we branch for 1.12 we can revert this change.