release events when pointer is outside window as well as re-enabling
keyrepeat.
* clutter/glx/clutter-stage-glx.c: (clutter_stage_glx_realize): select
for KeyPressMask and KeyReleaseMask even with XInput enabled.
* clutter/x11/clutter-backend-x11.c: (_clutter_x11_register_xinput):
Disabled the XInput keyboard code paths (comments and #if 0's)
* clutter/x11/clutter-event-x11.c: (event_translate): always handle
keyboard events without regard to XInput.
* clutter/osx/clutter-osx.h (_clutter_event_osx_put)
* clutter/osx/clutter-event-osx.c (clutter_event_osx_translate,
NSEvent:clutterStage:)
* clutter/osx/clutter-stage-osx.c (EVENT_HANDLER): Since events are
delivered to ClutterGLView, pass the associated ClutterStage directly
to event translation. Avoids relying on being embedded in
ClutterGLWindow, which makes it easier to implement clutter-gtk.
* clutter/osx/clutter-event.osx.c (NSEvent:clutterKeyVal:): Add
comment, on OSX backend the Shift modifier is included in 'keyval'
making it identical to 'unicode_value' Instead of <Shift>a or
<Shift>3 you'd get <Shift>A and <Shift>#
* clutter/cogl/gl/cogl.c:
Temp workaround for 10.4 ATI card OSX folks, see #929
(Tommi Komulainen)
Bug 998 - clutter always captures X input events
* clutter/eglx/clutter-stage-egl.c:
* clutter/glx/clutter-stage-glx.c:
When we disable X event retrival, dont still select for window
events.
* clutter/pango/pangoclutter-render.c: Fixed so that instead
of trying to set the color in prepare_run it uses draw_glyphs
to draw groups of glyphs and requests the color for each part
from Pango.
* clutter/clutter-actor.c:
(clutter_actor_set_min_width),
(clutter_actor_set_min_height),
(clutter_actor_set_natural_width),
(clutter_actor_set_natural_height): Ignore any override of the
minimum and natural size of the stage on backends that only
support static stages.
* clutter/clutter-stage.c (clutter_stage_allocate): Use the
preferred size of the ClutterStage implementation instead of
the display size.
* clutter/clutter-backend.[ch]: Remove get_display_size() and
clutter_backend_get_display_size().
* clutter/eglnative/clutter-backend-egl.c:
* clutter/fruity/clutter-backend-fruity.c:
* clutter/osx/clutter-backend-osx.c:
* clutter/sdl/clutter-backend-sdl.c:
* clutter/win32/clutter-backend-win32.c:
* clutter/x11/clutter-backend-x11.c: Remove get_display_size()
implementations.
* clutter/glx/clutter-glx-texture-pixmap.c:
Move the gl extension probe into the regular object init() rather than
class_init. Should be a little safer.
* clutter/clutter-overview.xml: Split the overview into its own
file, so we gtk-doc can linkify all class names.
* clutter/building-clutter.xml: Split the building instructions
into its own file, for better maintainability.
* clutter/clutter-animation.xml:
* clutter/creating-behaviours.xml:
* clutter/subclassing-ClutterActor.xml: Rename from SGML to XML;
these were not SGML files anyway, but templates.
* clutter/clutter-docs.sgml: Use XInclude instead of the ugly
entities hack.
* clutter/Makefile.am: Update the build.
* clutter/clutter-main.h: Make the priority constants public.
* clutter/clutter-stage.c: Use CLUTTER_PRIORITY_REDRAW.
* clutter/clutter-timeline.c: Use CLUTTER_PRIORITY_TIMELINE.
* clutter/clutter-actor.c:
(clutter_actor_set_min_width),
(clutter_actor_set_min_height),
(clutter_actor_set_natural_width),
(clutter_actor_set_natural_height): Add a comment explaining
the override in place for backends providing a fixed size
on a stage.
* clutter/clutter-actor.c:
(clutter_actor_set_min_width),
(clutter_actor_set_min_height),
(clutter_actor_set_natural_width),
(clutter_actor_set_natural_height): If setting the minimum
and natural width and height on a top-level actor, and on
a backend that provides only static stages, then override
the value and use the size of the display as returned by
the backend.
* clutter/eglnative/clutter-stage-egl.c:
(clutter_stage_egl_realize): Remove the setting of the
minimum and natural width and height.
* clutter/clutter-stage.c:
(clutter_stage_allocate): Minor optimization.
(clutter_stage_init): Do not set the minimum size of the
stage wrapper, and require that the backends set the size
themselves.
* clutter/clutter-backend.c:
(clutter_backend_get_display_size): Provide a fallback for
backends not implementing get_display_size().
* clutter/clutter-stage.c:
(clutter_stage_allocate): Add debug messages.
* clutter/sdl/clutter-backend-sdl.c:
(clutter_backend_sdl_get_display_size),
(clutter_backend_sdl_class_init): Implement get_display_size()
on the SDL backend.
* clutter/clutter-backend.h:
* clutter/clutter-backend.c:
(clutter_backend_get_display_size): Add a function for getting the
display size out of the backend.
* clutter/clutter-stage.c:
(clutter_stage_allocate): When allocating on a backend with a
static stage, we simply ignore the passed box and override it with
the size of the display.
* clutter/eglnative/clutter-backend-egl.c:
(clutter_backend_egl_get_display_size),
(clutter_backend_egl_class_init): Implement get_display_size() by
returning the size of the EGL surface.
* clutter/fruity/clutter-backend-fruity.c:
(clutter_backend_egl_get_display_size),
(clutter_backend_egl_class_init): Ditto as above.
* clutter/x11/clutter-backend-x11.c:
(clutter_backend_x11_get_display_size),
(clutter_backend_x11_class_init): Implement get_display_size() by
returning the DisplayWidth and DisplayHeight of the current
screen.
(clutter_stage_win32_realize): Use a more direct method to choose
the best pixel format instead of ChoosePixelFormat because
otherwise if the display's depth is 16 then it will prefer the
non-accelerated software implementation when the requested depth
is 24.
* clutter/clutter-stage.c:
(clutter_stage_allocate): Check if the stage provided by the
backend is static (i.e. a framebuffer that cannot be resized)
and interrupt the allocation chain there.
* clutter/eglnative/clutter-stage-egl.c:
(clutter_stage_egl_class_init): Remove the ::allocate empty
stub.
actor clip being enabled or disabled in an actor paint
method. Otherwise the clip stack can be become unbalanced. This
was happening in ClutterEntry until it was fixed in revision 2983.
Bug 989 - Add a search path for clutter script assets
* clutter/clutter-script.h:
* clutter/clutter-script.c:
(clutter_script_finalize),
(clutter_script_add_search_paths),
(clutter_script_lookup_filename): Add the ability to define multiple
search paths inside ClutterScript and to look up a specific filename
inside those search paths. This is useful to define a set of
directories where the assets for a UI definition are and still
reference those assets by their name instead of the full path. (989,
based on a patch by Matthew Allum)
* clutter/clutter-texture.c:
(clutter_texture_set_custom_property): Use the newly added
clutter_script_lookup_filename() function.
* clutter/cogl/gles/cogl-gles2-wrapper.c: All of the settings and
uniforms are now proxied into COGL variables instead of setting
the GL uniforms directly. Just before glDrawArrays is executed a
shader is generated using the given settings to avoid using 'if'
statements. The shaders are cached.
* clutter/cogl/gles/cogl-fixed-vertex-shader.glsl:
* clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: The shaders
are now split into parts using comments instead of 'if' statements
so that the simplest shader can be generated on the fly.
* clutter/cogl/gles/stringify.sh: Now splits up the shader sources
into separate C strings where deliminated by special comments.
* clutter/cogl/gles/cogl-program.h:
* clutter/cogl/gles/cogl-program.c: A custom shader can no longer
be directly linked with the fixed-functionality replacement
because the replacement changes depending on the settings. Instead
the bound shader is linked with the appropriate replacement shader
just before glDrawArrays is executed. The custom uniform variables
must also be proxied through COGL variables because their location
can change when relinked.