Commit Graph

4486 Commits

Author SHA1 Message Date
Emmanuele Bassi
4f0769d69d docs: Update missing documentation 2011-06-13 13:47:09 +01:00
Emmanuele Bassi
8625f07c3b script: Plug a leak
The SignalInfo structure gained a couple of string fields that should be
deallocated when destroying the structure.
2011-06-13 13:47:09 +01:00
Emmanuele Bassi
a9dd5abfcc script: Allow warping to states
Do not just allow animating states connected to signals: add a "warp"
optional key that ends up calling clutter_state_warp_to_state(). This
is useful for debugging.
2011-06-13 13:47:09 +01:00
Emmanuele Bassi
3017a48228 Skip introspection for GValue ↔ CoglFixed API
It's pointless to introspect an API that it's not meant to be used
through introspection.
2011-06-13 13:47:09 +01:00
Emmanuele Bassi
d9c1a2ebbb script: Use a weak ref to remove the signal emission hook
When an object goes away we should remove the emission hook for the
state transitions, to avoid leaving hooks around.
2011-06-13 13:47:09 +01:00
Emmanuele Bassi
b33973f9f8 script: Rename "state" → "states"
Make it clear that the key used when defining a state-based signal is
linked to the states of a ClutterState.
2011-06-13 13:47:08 +01:00
Emmanuele Bassi
29d7c5a297 script: Allow resolving signals states added from code
Currently, defining states for object signals can only be done by
defining a ClutterState inside the ClutterScript definition. We should
allow creating a (named) ClutterState in code, and associating it to a
ClutterScript instance — and have the Script resolve the "state" field
of a signal definition correctly.
2011-06-13 13:47:08 +01:00
Emmanuele Bassi
dd8cf63a62 script: Allow connecting signal to ClutterState states
One of the uses of a ClutterState state machine along with ClutterScript
is to provide a quick way to transition from state to state in response
to signal emitted on specific instances.

Connecting a real function, in code, to a specific signal does not
improve the ease of use of ClutterScript to define scenes.

By adding a new signal definition to the current one we can have both a
simple way to define application logic in code and in the UI definition
file.

The new syntax is trivial:

  {
    "name" : <signal name>,
    "state" : <state machine script id>,
    "target-state" : <target state>
  }

The ClutterState instance is identified by its script id, and the target
state is resolved at run-time, so it can be defined both in
ClutterScript or in code. Ideally, we should find a way to associate a
default ClutterState instance to the ClutterScript one that parses the
definition; this way we would be able to remove the "state" member, or
even "style" the behaviour of an object by replacing the ClutterState
instance.

The implementation uses a signal emission hook, to avoid knowing the
signal signature; we check the emitter of the signal against the object
that defined the signal, to avoid erroneous state changes.
2011-06-13 13:47:08 +01:00
Robert Bragg
7b4f7cd3e0 build: include <cairo.h> not <cairo/cairo.h>
cairo.h is intended to be included as <cairo.h> not <cairo/cairo.h> as
is the style for clutter.h. If you have installed cairo to a custom
prefix then using cairo/cairo.h can result in unintentional use of the
system cairo headers, or if they aren't installed then it will result in
a failure to find the header.
2011-06-10 17:57:18 +01:00
Neil Roberts
d151d789f6 clutter-text: Use the ink rect in the paint volume
Previously ClutterText was just reporting the allocation as the paint
volume. The preferred size of a ClutterText is just the logical
rectangle of the layout. A pango layout can sometimes draw outside of
its logical rectangle for example with an italicised font with large
serifs. Additionally, ClutterText doesn't make any attempt to clip the
text if the actor gets allocated a size too small for the text so it
would also end up drawing outside of the paint volume in that case. To
fix this, the paint volume is now reported as the ink rect of the
Pango layout. The rectangle for the cursor and selection is also
unioned into that because it won't necessarily be within the ink
rectangle.

The function for drawing the selection rectangles has been split up
into a generic function that calculates the rectangles that need to be
drawn and a function that draws them. That way the get_paint_volume
virtual can share the code to calculate the rectangles.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2599
2011-06-10 14:02:07 +01:00
Neil Roberts
a20a8071ed clutter-text: Don't move the cursor to the left when at pos 0
When the cursor is at the leftmost position in the text the drawn
pixel position is moved to the left by the size of the cursor. There's
no explanation for why this happens and it doesn't seem to make any
sense so this patch removes it. It makes multi-line texts looks odd
because the cursor ends up at a different horizontal position when it
is on the first line from any other line. It also makes using
priv->cursor_pos difficult in any other part of the code because the
paint function modifies it.

The original patch that added this can be traced back to Tidy commit
c356487c15. There's no explanation in the commit message either.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2599
2011-06-10 13:07:11 +01:00
Emmanuele Bassi
46cab9c8c6 event: Add clutter_event_set_source() declaration
The function was defined but not declared in the header.
2011-06-09 15:40:26 +01:00
Emmanuele Bassi
b91ec2a82e Fix deprecation guards for ClutterGLXTexturePixmap 2011-06-09 15:28:39 +01:00
Emmanuele Bassi
23a9980c72 click-action: Add support for long press detection
A long press is a special form of click action; the default
implementation uses a single signal with multiple states: query, action
and cancel. On click we use the "query" state to check whether the
ClutterClickAction supports long presses; if the callback returns TRUE
then we install a timeout and we either emit the "activate" state when
the timeout expires or we emit the "cancel" state if the pointer leaves
the actor, or if the pointer moves outside a certain threshold. If the
long press reached the "activate" state then we skip the clicked signal
emission.
2011-06-09 15:12:41 +01:00
Emmanuele Bassi
93207d08f8 settings: Add the :long-press-duration
A property to control the minimum time that has to elapse before a press
is recognized as a long press. This will be used by ClutterClickAction,
but it can be shared across touch-based gestures.
2011-06-09 14:43:34 +01:00
Emmanuele Bassi
2b81d90dd7 Eliminate G_CONST_RETURN
The G_CONST_RETURN define in GLib is, and has always been, a bit fuzzy.

We always used it to conform to the platform, at least for public-facing
API.

At first I assumed it has something to do with brain-damaged compilers
or with weird platforms where const was not really supported; sadly,
it's something much, much worse: it's a define that can be toggled at
compile-time to remove const from the signature of public API. This is a
truly terrifying feature that I assume was added in the past century,
and whose inception clearly had something to do with massive doses of
absynthe and opium — because any other explanation would make the
existence of such a feature even worse than assuming drugs had anything
to do with it.

Anyway, and pleasing the gods, this dubious feature is being
removed/deprecated in GLib; see bug:

  https://bugzilla.gnome.org/show_bug.cgi?id=644611

Before deprecation, though, we should just remove its usage from the
whole API. We should especially remove its usage from Cally's internals,
since there it never made sense in the first place.
2011-06-07 16:06:24 +01:00
Tomeu Vizoso
e636a0bbce Sync allocation in ClutterBoxLayout with the one in GtkBox
https://bugzilla.gnome.org/show_bug.cgi?id=650487

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2011-06-07 14:43:52 +01:00
Craig R. Hughes
9ecddeb1c3 osx: Handle bare modifier keypresses
http://bugzilla.clutter-project.org/show_bug.cgi?id=2644
2011-06-07 14:39:01 +01:00
Emmanuele Bassi
22cc9b35cb stage: Bail out of do_update() when no impl is set
If the Stage has been destroyed the StageWindow implementation is not
going to be available, but the IN_DESTRUCTION flag will have already
been cleared.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2656
2011-06-07 14:34:19 +01:00
Emmanuele Bassi
19c986c0c6 actor: Avoid queueing redraws during destruction
If an actor or the stage to which it belongs are being destroyed then
there is no point in queueing a redraw that will not be seen anyway.
Bailing out early also avoids the case in which a redraw is queued
during destruction wil cause redraw entries will be added to the Stage,
which will take references on it and cause the Stage never to be
finalized.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2652
2011-06-07 14:25:17 +01:00
Emmanuele Bassi
835fc2381c Deprecate ClutterShader
With the instantiatable ClutterShaderEffect, the only reason for
ClutterShader to exist is to make the ClutterActor::paint implementation
miserable.

Yes, ClutterShader doesn't use a FBO, so it's "more efficient" on
ClutterTextures. It's also generally wrong unless you know *exactly* how
the actor's pipeline is set up — something we cannot even guarantee
internally unless we start doing lame type checks.
2011-06-07 14:09:53 +01:00
Emmanuele Bassi
53483896a8 shader-effect: Allow instantiating ShaderEffect
ClutterShaderEffect doesn't require to be sub-classed in order to be
useful. It is possible to just create an instance, set the source and
the uniforms, and attach it to an actor. This should effectively replace
ClutterShader for good.
2011-06-07 14:09:53 +01:00
Alexandre Franke
1a85b87fc9 Fix typo 2011-06-02 22:16:45 +02:00
Robert Bragg
588d97c2c7 culling: Use vertex_count not '4' to determine partial culls
We were mistakenly using the constant 4 to determine the number of
vertices that need to be culled for a paint-volume to be considered
fully culled too. This is only ok for 2d volumes and was resulting in
some 3d volumes being considered culled whenever 4 out of 8 vertices
were culled. This fix is simply to reference the vertex_count variable
instead of assuming 4.
2011-06-02 21:02:11 +01:00
Øyvind Kolås
ba8cc8e064 stage: ensure correct stage is current when picking
_clutter_stage_do_pick called by interactive picking and
clutter_stage_get_actor_at_pos could be accidentally reading back the wrong
actor id's if an other stage has had a more recent render due to animation.

This should resolve some multi stage / ClutterGtk related pick id warnings.
2011-06-01 22:46:26 +01:00
Emmanuele Bassi
eed1744612 stage: Use the debug name for the pick buffer dump stem
This avoids overwriting files in the multi-stage case.
2011-06-01 18:34:09 +01:00
Peter Ward
c836b8c53c device: Prevent segfault
When disposing a slave device without a master.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2655
2011-05-31 11:57:20 +01:00
Dan Winship
e83a7851ad clutter-id-pool: fix warning on bad pick
Commit 13ac1fe7 purported to extend the _clutter_id_pool_lookup()
warning to the case where the id referred to a deleted actor, but did
not actually do so, because _clutter_id_pool_remove() set deleted IDs
to 0xdecafbad, not NULL. Fix this.

https://bugzilla.gnome.org/show_bug.cgi?id=650597
2011-05-26 08:48:13 -04:00
Alejandro Piñeiro
46aadb745b [cally] Removed default actions on CallyActor 2011-05-21 00:55:01 +02:00
Alejandro Piñeiro
d007155ac4 [cally] CallyRoot is the parent of any CallyStage object
http://bugzilla.clutter-project.org/show_bug.cgi?id=2597
2011-05-20 14:18:09 +02:00
Alejandro Piñeiro
58adcb4022 [cally] Added old cally Changelog (pre clutter-cally merge)
http://bugzilla.clutter-project.org/show_bug.cgi?id=2484
2011-05-20 14:13:14 +02:00
Alejandro Piñeiro
153532297c [cally] Removing default name and description
Those were added on the old "just for automatic testing" times. That was
somewhat silly on that moment. Now is just silly (ie: having the stage
returning as default name "Stage").

The real description should be set by the app, or provided by the
context of a specific actor feature (like the tooltip on StWidget).

The current information provided by the default description can be
mostly obtained from the ATK_ROLE, and the indirect debugging
advantage of having always a meaningful description is just not enough
to justify them, and you can solve that by proper debug logging.

Fixes: http://bugzilla.clutter-project.org/show_bug.cgi?id=2482
2011-05-20 14:07:47 +02:00
Tomeu Vizoso
e59fff7a3f clutter-offscreen-effect: use target size when setting up the viewport
https://bugzilla.gnome.org/show_bug.cgi?id=650650
2011-05-20 13:27:01 +02:00
Neil Roberts
7d233241f1 Fix include location for cogl-pango.h
In Cogl, cogl-pango.h has moved to <cogl-pango/cogl-pango.h>. When
using the experimental 2.0 API (which Clutter does) it is no longer
possible to include it under the old name of <cogl/cogl-pango.h> so we
need to update the include location.
2011-05-16 16:04:27 +01:00
Chris Lord
f9d7650b97 actor: Ensure the validity of the queue_redraw_entry pointer
In _clutter_actor_queue_redraw_with_clip, there was the possibility that
the actor will add itself to the stage's redraw queue without keeping track
of the allocated list member.

In clutter_actor_unparent, the redraw queue entry was being invalidated
before the mapped notify signal was being fired, meaning that queueing a
redraw of an unmapped actor in the mapped notification callback could
cause a crash.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2621
2011-05-14 01:14:22 +01:00
Emmanuele Bassi
ba4615cd4b text: Check the has_focus flag in selection_paint()
It is the only place were it is used, so it should only be checked
there, and not in the general paint() implementation.
2011-05-13 15:44:08 +01:00
Emmanuele Bassi
729e9985c1 text: Implement the ::has_overlaps virtual
Since ClutterText has overlapping primitives when selecting, or a
visible cursor, then we need to report that to Clutter, to avoid
bleeding colors through when a Text actor is non-fully opaque.
2011-05-13 15:44:08 +01:00
Jasper St. Pierre
94c9c07509 clutter-text: Add a selected-text-color
http://bugzilla.clutter-project.org/show_bug.cgi?id=2595
2011-05-13 15:44:08 +01:00
Neil Roberts
d95258e987 clutter-actor: Store the queue_redraw_entry when queueing a redraw
_clutter_stage_queue_actor_redraw returns a pointer to the
ClutterStageQueueRedrawEntry struct which it allocates. The actor is
expected to store a pointer to this so that it doesn't need to search
the list of queued redraws next time a queue redraw is called. However
_clutter_actor_queue_redraw_full wasn't storing this pointer which
meant that it thought every queue redraw was the first queue
redraw. That meant that queueing a redraw with a clip or an effect
would override any previous attempts to queue a redraw instead of
trying to combine them.

I think this happened because the old queue_redraw_with_clip also
didn't store the pointer and queue_redraw_full was based on that.
2011-05-13 15:36:38 +01:00
Neil Roberts
701440efd8 clutter-actor: Add a 'has_overlaps' virtual
This adds a virtual to ClutterActor so that an actor subclass can
report whether it has overlapping primitives. ClutterActor uses this
to determine whether it needs to use ClutterFlattenEffect to implement
the opacity property. The default implementation of the virtual
returns TRUE which means that most actors will end up being redirected
offscreen when the opacity != 255. ClutterTexture and ClutterRectangle
override this to return FALSE because they should never need to be
redirected. ClutterClone overrides it to divert to the source.

The values for the ClutterOffscreenRedirect enum have changed to:

AUTOMATIC_FOR_OPACITY

 The actor will only be redirected if has_overlaps returns TRUE and
 the opacity is < 255

ALWAYS_FOR_OPACITY

 The actor will always be redirected if the opacity < 255 regardless
 of the return value of has_overlaps

ALWAYS

 The actor will always be redirected offscreen.

This means that the property can't be used to prevent the actor from
being redirected but only to increase the likelihood that it will be
redirected.

ClutterActor now adds and removes the flatten effect depending on
whether flattening is needed directly in clutter_actor_paint(). There
are new internal versions of add/remove_effect that don't queue a
redraw. This means that ClutterFlattenEffect is now just a no-op
subclass of ClutterOffscreen. It is only needed because
ClutterOffscreen is abstract. Removing the effect also makes it so
that the cached image will be freed as soon as an actor is repainted
without being flattened.
2011-05-13 01:46:32 +01:00
Neil Roberts
7f78237ee5 clutter-actor: Add an 'offscreen-redirect' property
This adds a property which can be used to redirect the actor through
an FBO before painting so that it becomes flattened in an image. The
image can be used as a cache to avoid having to repaint the actor if
something unrelated in the scene changes. It can also be used to
implement correct opacity even if the actor has overlapping
primitives. The property is an enum that takes three values:

CLUTTER_OFFSCREEN_REDIRECT_NEVER: The default behaviour which is to
  never flatten the actor.

CLUTTER_OFFSCREEN_REDIRECT_ALWAYS: The actor is always redirected
  through an FBO.

CLUTTER_OFFSCREEN_REDIRECT_ONLY_FOR_OPACITY: The actor is only
  redirected through an FBO if the paint opacity is not 255. This
  value would be used if the actor wants correct opacity. It will
  avoid the overhead of using an FBO whenever the actor is fully
  opaque.

The property is implemented by installing a ClutterFlattenEffect.
ClutterFlattenEffect is a new internal class which subclasses
ClutterOffscreen to redirect the painting to an FBO. When
ClutterOffscreen paints, the effect sets an opacity override on the
actor so that the image will always contain the actor at full
opacity. The opacity is then applied to the resulting image before
painting it to the stage. This means the actor does not need to be
redrawn while the opacity is being animated.

The effect has a high internal priority so that it will always occur
before any other effects and it gets hidden from the application.
2011-05-13 01:46:32 +01:00
Neil Roberts
8df8d4ff0f clutter-actor: Redraw or relayout when clearing effects or constraints
When calling clutter_actor_clear_constraints the layout of the actor
may change so we need to queue a relayout. Similarly when the effects
are cleared we need to queue a redraw.
2011-05-13 01:46:32 +01:00
Neil Roberts
9423214783 clutter-actor-meta: Add an internal 'priority' property
This adds a priority property to all ClutterActorMetas. The
ClutterMetaGroup keeps the list sorted so that higher priority metas
remain at the beginning of the list. The priority is a signed integer
with the default as zero. An actor meta can therefore be put before
all default metas with a positive number, or after with a negative
number.

There are constants to set an 'internal' priority. The intention is
that applications wouldn't be allowed to use these values so that we
can keep special internal metas to that are before or after all
application metas.

The property isn't a real GObject property because for now it is
completely internal and only used to implement the 'transparency'
property of ClutterActor. ClutterMetaGroup doesn't currently resort
the list if the property changes so if we wanted to make it public we
should either make it construct-only or make the meta group listen for
changes on the property and resort accordingly.

The methods in ClutterActor that get the list of metas now use a new
function that filters out internal metas from the meta
group. Similarly for clearing the metas, the internal metas are left
in.
2011-05-13 01:46:32 +01:00
Neil Roberts
00b733a85a clutter-effect: Add clutter_effect_queue_rerun
This adds a new public function to queue a rerun of an effect. If
nothing else queues a redraw then when the effect's actor is painted
the effect will be run without the CLUTTER_EFFECT_RUN_ACTOR_DIRTY
flag. This allows parametrised offscreen effects to report that they
need to redraw the image without having to redraw the underlying
actor. This will be used to implement the 'transparency' effect of
ClutterActor.

If multiple redraws are queued with different effects then redrawing
is started from the one that occurs last in the list of effects.

Internally the function is a wrapper around the new function
_clutter_actor_queue_redraw_full. This is intended to be the sole
point of code for queuing redraws on an actor. It has parameters for
the clip and the effect. The other two existing functions to queue a
redraw (one with a clip and one without) now wrap around this function
by passing a NULL effect.
2011-05-13 01:46:32 +01:00
Neil Roberts
11443ed480 clutter-offscreen-effect: Don't redraw the actor if cached offscreen
When painting an actor, it now tries to determine if the last paint of
the offscreen was using the same matrix and the actor isn't dirty. If
so, it can skip calling clutter_actor_continue_paint and avoid
actually painting the actor. Instead just the offscreen image will be
painted.
2011-05-13 01:46:32 +01:00
Neil Roberts
c3aa4d24bf clutter-effect: Add a 'run' virtual
This adds a new virtual to ClutterEffect which is intended to be a
more flexible replacement for the pre and post_paint functions. The
implementation of a run virtual would look something like this:

void
effect_run (ClutterEffect *effect,
            ClutterEffectRunFlags flags)
{
  /* Set up state */
  /* ... */

  /* Chain to the next item in the paint sequence */
  clutter_actor_continue_paint (priv->actor);

  /* Clean up state */
  /* ... */
}

ClutterActor now just calls this virtual instead of the pre_paint and
post_paint functions. It keeps track of the next effect in the list so
that it knows what to do when clutter_actor_continue_paint is
called. clutter_actor_continue_paint is a new function added just for
implementing effects.

The default implementation of the run virtual just calls pre_paint and
post_paint so that existing effects will continue to work.

An effect is allowed to conditionally skip calling
clutter_actor_continue_paint(). This is useful to implement effects
that cache the image of an actor. The flags parameter can be used to
determine if the actor is dirty since the last paint. ClutterActor
sets this flag whenever propagated_one_redraw is TRUE which means that
a redraw for this actor or one of its children was queued.
2011-05-13 01:46:31 +01:00
Neil Roberts
f5ace7b2a5 win32: Use the Cogl WGL winsys
Cogl now has a full WGL winsys so Clutter doesn't need to directly
deal with WGL itself.
2011-05-10 17:06:33 +01:00
Emmanuele Bassi
043f804452 Make the pick id pool per Stage
The id pool used for the actor's id should be a per-stage field. At some
point, we might have a Stage mapped to multiple framebuffers, or each
Stage mapped to a different framebuffer; also, on backend with low
color precision we don't want to exhaust the size of the available ids
with a global pool. Finally, it's yet another thing we can remove from
the global Clutter context.

Having the id pool allocated per-stage, and the pick id assigned on
Actor:mapped will make the whole pick-id more reliable and future proof.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2633

https://bugzilla.gnome.org/show_bug.cgi?id=647876
2011-05-06 17:47:41 +01:00
Emmanuele Bassi
f6e6c803d9 Deprecate actor id
The actor's id, which is currently used to generate the pick color,
should not be part of the public API: it's an internal detail of the
pick implementation, and having it exposed is like punching a hole
through the abstraction.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2633

https://bugzilla.gnome.org/show_bug.cgi?id=647876
2011-05-06 17:47:41 +01:00
Emmanuele Bassi
ea502fd492 build: Depend on cogl-pango-1.0
For both builds and introspection.
2011-05-06 17:21:00 +01:00