Commit Graph

2586 Commits

Author SHA1 Message Date
Emmanuele Bassi
ccd3b4c886 [animation] Simplify the Animation code
After long deliberation, the Animation class handling of the
:mode, :duration and :loop properties, as well as the conditions
for creating the Alpha and Timeline instances, came out as far too
complicated for their own good.

This is a rework of the API/parameters matrix and behaviour:

  - :mode accessors will create an Alpha, if needed
  - :duration and :loop accessors will create an Alpha and a Timeline
    if needed
  - :alpha will set or unset the Alpha
  - :timeline will set or unset the Timeline

Plus, more documentation on the Animation class itself.

Many thanks to Jonas Bonn <jonas@southpole.se> for the feedback
and the ideas.
2009-05-27 18:28:37 +01:00
Emmanuele Bassi
6fff1bcdc6 [animatable] Allow validation in ::animate_property
The Animatable interface implementation will always have the computed
value applied, whilst the non-Animatable objects go through the
interval validation first to avoid incurring in assertions and
warnings.

The Animatable::animate_property() should also be able to validate the
property it's supposed to interpolate, and eventually discard it. This
requires adding a return value to the virtual function (and its wrapper
function).

The Animation code will then apply the computed value only if the
animate_property() returns TRUE -- unifying the code path with the
non-Animatable objects.
2009-05-27 13:01:31 +01:00
Emmanuele Bassi
7edaf8ece8 [animation] Proxy properties whenever possible
The Animation class should proxy the :mode, :duration and :loop
properties whenever possible, to avoid them going out of sync when
changed using the Alpha and Timeline instances directly.

Currently, if Timeline:duration is changed, querying Animation:duration
will yield the old value, but the animation itself (being driven by
the Timeline) will use the Timeline's :duration new value. This holds
for the :loop and :mode properties as well.

Instead, the getters for the Animation's :duration, :loop and
:mode properties should ask the relevant object -- if any. The
loop, duration and mode values inside AnimationPrivate should only
be used if no Timeline or no Alpha instances are available, or
when creating new instances.
2009-05-27 12:12:11 +01:00
Emmanuele Bassi
1f44c3584c [animation] Defer the timeline handling to the Alpha
The Animation should not directly manipulate a Timeline instance,
but it should defer to the Alpha all handling of the timeline.

This means that:

  - set_duration() and set_loop() will either create a Timeline or
    will set the :duration and :loop properties on the Timeline; if
    the Timeline must be created, and no Alpha instance is available,
    then a new Alpha instance will be created as well and the newly
    create Timeline will be assigned to the Alpha

  - if set_mode() on an Animation instance without an Alpha, the
    Alpha will be created; a Timeline will also be created

  - set_alpha() will replace the Alpha; if the new Alpha does not
    have a Timeline associated then a Timeline will be created using
    the current :duration and :loop properties of Animation; otherwise,
    if the replaced Alpha had a timeline, the timeline will be
    transferred to the new one
2009-05-27 11:52:40 +01:00
Emmanuele Bassi
331d43196d [build] Decouple COGL debug level from Clutter's
Using --enable-debug, which controls Clutter's debug level, also
defines COGL_ENABLE_DEBUG. This should be left to --enable-cogl-debug
instead, since it's the configure switch that controls COGL debug
level.
2009-05-26 17:25:51 +01:00
Emmanuele Bassi
387ab4c142 [doap] Update
Long overdue update of the DOAP file for Clutter

* Repository update

* Add authors
2009-05-25 17:16:44 +01:00
Emmanuele Bassi
733508b80d [build] More spring clean fixes
* Remove the last if...fi with AS_IF

* Put back the regexp for the mingw32 check that commit 0d1c626a
  inadvertedly removed
2009-05-25 16:52:53 +01:00
Emmanuele Bassi
0d1c626a86 [build] Spring cleanup of configure.ac
Let's try to bring configure.ac into this century, shall we?

* Use the proper shell macros AS_IF and AS_CASE instead of if...fi
  and case...esac

* Check for X11 and relative extensions only when building for GLX
  and EGLX backends

* Add documentation on the behaviour of binary_age and interface_age

* Coalesce all the common checks to avoid redundancy

* Escape everything that requires escaping
2009-05-25 14:04:53 +01:00
Emmanuele Bassi
b05d4be19d Use GLib variant of strcasecmp()
The GLib version of strcasecmp() ignores any non-ASCII character,
unlike the original which is locale-dependent.
2009-05-25 12:42:17 +01:00
Emmanuele Bassi
ec374c7ab9 [build] Clean up cogl-pango Makefile 2009-05-25 12:41:16 +01:00
Emmanuele Bassi
71498a6376 [cogl] Remove max_waste argument from Texture ctors
The CoglTexture constructors expose the "max-waste" argument for
controlling the maximum amount of wasted areas for slicing or,
if set to -1, disables slicing.

Slicing is really relevant only for large images that are never
repeated, so it's a useful feature only in controlled use cases.
Specifying the amount of wasted area is, on the other hand, just
a way to mess up this feature; 99% the times, you either pull this
number out of thin air, hoping it's right, or you try to do the
right thing and you choose the wrong number anyway.

Instead, we can use the CoglTextureFlags to control whether the
texture should not be sliced (useful for Clutter-GST and for the
texture-from-pixmap actors) and provide a reasonable value for
enabling the slicing ourself. At some point, we might even
provide a way to change the default at compile time or at run time,
for particular platforms.

Since max_waste is gone, the :tile-waste property of ClutterTexture
becomes read-only, and it proxies the cogl_texture_get_max_waste()
function.

Inside Clutter, the only cases where the max_waste argument was
not set to -1 are in the Pango glyph cache (which is a POT texture
anyway) and inside the test cases where we want to force slicing;
for the latter we can create larger textures that will be bigger than
the threshold we set.

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Signed-off-by: Robert Bragg <robert@linux.intel.com>
Signed-off-by: Neil Roberts <neil@linux.intel.com>
2009-05-23 19:35:19 +01:00
Emmanuele Bassi
87465355d3 Add repaint functions
Sometimes it is necessary for third party code to have a
function called during the redraw process, so that you can
update the scenegraph before it is painted.
2009-05-23 19:33:04 +01:00
Emmanuele Bassi
5cde6a598f [git ignore] Add test-text-perf 2009-05-23 19:33:04 +01:00
Neil Roberts
654c26a130 [actor] In paint when opacity == 0, clear the queued_redraw flag
If we are short-circuiting the paint when the opacity is zero we still
need to clear the queued_redraw flag otherwise it won't be possible to
queue another redraw of the actor until something else has caused a
paint first.
2009-05-22 14:50:37 +01:00
Emmanuele Bassi
c262ab0b63 Merge branch 'master' into 1.0-integration
* master:
  [cogl-vertex-buffer] Ensure the clip state before rendering
  [test-text-perf] Small fix-ups
  Add a test for text performance
  [build] Ensure that cogl-debug is disabled by default
  [build] The cogl GE macro wasn't passing an int according to the format string
  Use the right internal format for GL_ARB_texture_rectangle
  [actor_paint] Ensure painting is a NOP for actors with opacity = 0
  Make backface culling work with vertex buffers
2009-05-22 12:00:33 +01:00
Neil Roberts
b3fe1b8a8a [cogl-vertex-buffer] Ensure the clip state before rendering
Before any rendering is done by Cogl it needs to ensure the clip stack
is set up correctly by calling cogl_clip_ensure. This was not being
done for the Cogl vertex buffer so it would still use the clip from
the previous render.
2009-05-22 11:48:34 +01:00
Damien Lespiau
309f680d32 [texture] size-change closure is now VOID:FLOAT,FLOAT
Now that everything is float, the marsharlling function of the
size-change signal should reflect that fact.

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-05-22 09:09:31 +01:00
Neil Roberts
a1b0160da7 [test-text-perf] Small fix-ups
- Fix a typo in a for loop in create_label which left 'i'
  uninitialised and caused a crash if you're unlucky.

- Set the CLUTTER_VBLANK=none environment variable.

- Don't quit on a keypress.

- Trailing whitespace tidy up.
2009-05-21 17:43:41 +01:00
Owen W. Taylor
8724a16452 Add a test for text performance
Add tests/test-text-perf, which allows testing text performance as
a function of the length of text strings and font size.
2009-05-21 17:37:43 +01:00
Neil Roberts
d513c1c540 Merge branch 'pango-vbo' into 1.0-integration
This makes it cache the geometry of PangoLayouts into a VBO as
described in bug #1572.
2009-05-21 16:52:23 +01:00
Neil Roberts
7e18109f9b [cogl-pango-display-list] Use GL_TRIANGLES under GLES
GLES doesn't support GL_QUADS. This patch makes it use GL_TRIANGLES
instead in that case. Unfortunately this means submitting two extra
vertices per quad. It could be better to use indexed elements once
CoglVertexBuffers gains support for that.
2009-05-21 15:51:25 +01:00
Robert Bragg
78a4f1de0d [build] Ensure that cogl-debug is disabled by default
The new cogl-debug option was accidentally being enabled by default since
configure.ac checked the 'default_enable' variable not 'cogl_default_enable'
2009-05-21 15:25:31 +01:00
Robert Bragg
14c3ef1f8d [build] The cogl GE macro wasn't passing an int according to the format string
This patch simply updates the arguments passed to g_warning inline with the
given format string.
2009-05-21 15:10:38 +01:00
Owen W. Taylor
5481681e5c Use the right internal format for GL_ARB_texture_rectangle
When ClutterGLXTexturePixmap uses GL_ARB_texture_rectangle,
it needs to pass the right internal format (GL_RGB or GL_RGBA)
when it initializes the texture with glTexImage2D() or later
handling won't recognize the alpha channel.

http://bugzilla.openedhand.com/show_bug.cgi?id=1586

Signed-off-by: Robert Bragg <robert@linux.intel.com>
2009-05-21 15:10:37 +01:00
Robert Bragg
2c6719502a [actor_paint] Ensure painting is a NOP for actors with opacity = 0
Since it is convenient to use geometry with an opacity of 0 for input only
purposes it's a worthwhile optimization to avoid submitting anything
for such actors while painting.
2009-05-21 15:10:37 +01:00
Neil Roberts
f13c3ee309 Make backface culling work with vertex buffers
Backface culling is enabled as part of cogl_enable so the different
rendering functions in Cogl need to explicitly opt-in to have backface
culling enabled. Cogl vertex buffers should allow backface culling so
they should check whether it is enabled and then set the appropriate
cogl_enable flag.
2009-05-21 14:57:07 +01:00
Neil Roberts
3fc64dfaa7 [pango-render] Keep a reference to the first line to detect layout changes
In order to cope with the situation where an application renders with
a PangoLayout, makes some changes and then renders again with the same
layout, CoglPangoRenderer needs to detect that the changes have
occured so that it can recreate the display list. This is acheived by
keeping a reference to the first line of the layout. When the layout
is changed Pango will clear the layout pointer in the first line and
create a new line. So if the layout pointer in the line becomes NULL
then we know the layout has changed. This trick was suggested by
Behdad Esfahbod in this email:

http://mail.gnome.org/archives/gtk-i18n-list/2009-May/msg00019.html
2009-05-21 12:17:12 +01:00
Neil Roberts
085be4cebc [cogl-pango-render] Fix the positioning when calling cogl_pango_render_layout
When a position is given to cogl_pango_render_layout_subpixel it
translates the GL matrix by the coordinates. However it was not
dividing by PANGO_SCALE so the coordinates were completely wrong.
2009-05-21 12:09:16 +01:00
Emmanuele Bassi
1985fa75b1 [texture] Use a box instead of int coordinates
Most of the operations involving the texture's allocated area require
floats -- either for computations or for setting the geometry into
COGL. So it doesn't make any sense to use get_allocation_coords() and
cast everything to floats.
2009-05-20 17:38:58 +01:00
Emmanuele Bassi
3428e4dd1d [actor] Do not try to dereference NULL data
If the shader_data bound to an Actor is NULL we should not try to access
its members.
2009-05-20 17:26:39 +01:00
Emmanuele Bassi
f8f54989be Merge commit 'origin/master' into 1.0-integration
Conflicts:
	clutter/clutter-texture.c
	clutter/cogl/gl/cogl-fbo.c
2009-05-20 16:49:22 +01:00
Emmanuele Bassi
4f5a5f38f7 Add more padding in Model and ModelIter classes
ClutterModel and ClutterModelIter have 4 padding slots, but if they
have to survive the 1.x API cycle they will need at least twice that
amount.
2009-05-20 16:06:09 +01:00
Emmanuele Bassi
c74586d019 [cogl] Do no include gprintf.h
We are not using any of the g_printf* family of functions, so we
can import glib.h instead.
2009-05-20 15:21:32 +01:00
Emmanuele Bassi
1f1d19f634 [cogl] Move debugging to a configure-time switch
Currently, COGL depends on defining debug symbols by manually
modifying the source code. When it's done, it will forcefully
print stuff to the console.

Since COGL has also a pretty, runtime selectable debugging API
we might as well switch everything to it.

In order for this to happen, configure needs a new:

        --enable-cogl-debug

command line switch; this will enable COGL debugging, the
CoglHandle debugging and will also turn on the error checking
for each GL operation.

The default setting for the COGL debug defines is off, since
it slows down the GL operations; enabling it for a particular
debug build is trivial, though.
2009-05-19 16:00:18 +01:00
Emmanuele Bassi
df1a9b7a74 [cogl] Rework the debug messages
COGL has a debug message system like Clutter's own. In parallel,
it also uses a coupld of #defines. Spread around there are also
calls to printf() instead to the more correct g_log* wrappers.

This commit tries to unify and clean up the macros and the
debug message handling inside COGL to be more consistent.
2009-05-19 14:44:29 +01:00
Emmanuele Bassi
529e48fbbe Remove duplicate cogl-internal.h header
The cogl-internal.h header has been moved inside cogl/common in
commit 8a1b4f8326 but has been left behind inside cogl/gl and
cogl/gles.
2009-05-19 14:42:37 +01:00
Emmanuele Bassi
407ac5075f [texture] Add missing accessors
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.
2009-05-19 13:24:56 +01:00
Emmanuele Bassi
3115a61688 [cogl] Rework the GL-error-to-string conversion
The code for the conversion of the GL error enumeration code
into a string is not following the code style and conventions
we follow in Clutter and COGL.

The GE() macro is also using fprintf(stderr) directly instead
of using g_warning() -- which is redirectable to an alternative
logging system using the g_log* API.
2009-05-19 13:24:56 +01:00
Emmanuele Bassi
e725bd21bf [gitignore] Add more gtk-doc droppings 2009-05-19 13:24:46 +01:00
Emmanuele Bassi
cd3acca2b7 [build] Link Cogl against -lm
We use math routines inside Cogl, so it's correct to have it in
the LIBADD line. In normal usage something else was pulling in
-lm, but the introspection is relying on linking against the
convenience library.

Based on a patch by: Colin Walters <walters@verbum.org>

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-05-14 23:23:00 +01:00
Emmanuele Bassi
08ac50faae [build] List cogl-internal.h
During the Makefile clean up, cogl-internal.h got lost and this
broke the dist. Let's put it back in.
2009-05-14 19:51:03 +01:00
Emmanuele Bassi
2f5012e38c [animation] Do not leak timelines
The timeline created when calling set_timeline(NULL) is referenced
even though we implicitly own it. When the Animation is destroyed,
the timeline is then leaked.

Thanks to: Richard Heatley <richard.heatley@starleaf.com>

Fixes bug:

  http://bugzilla.openedhand.com/show_bug.cgi?id=1548
2009-05-14 16:20:12 +01:00
Emmanuele Bassi
21e3901d62 [text] Expose position_to_coords()
The clutter_text_position_to_coords() is useful for ClutterText
subclasses.

See bug:

  http://bugzilla.openedhand.com/show_bug.cgi?id=1521

Based on a patch by: Raymond Liu <raymond.liu@intel.com>
2009-05-14 16:19:15 +01:00
Emmanuele Bassi
ca23838752 [text] Add ClutterText::delete_selection()
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>
2009-05-14 16:16:06 +01:00
Emmanuele Bassi
79cb0a3515 [animation] Remove InitiallyUnowned from Animation
ClutterAnimation currently inherits the initial floating reference
semantics from GInitiallyUnowned. An Animation is, though, meant to
be used as a top-level object, like a Timeline or a Behaviour, and
not "owned" by another object. For this reason, the initial floating
reference does not make any sense.
2009-05-14 16:12:36 +01:00
Emmanuele Bassi
0f7a3b9739 [docs] Add Animation get_type() function
We need to reference clutter_animation_get_type() if we want the
properties, signals and object hierarchy to show up in the API
reference
2009-05-14 16:11:47 +01:00
Emmanuele Bassi
092b41d53b [docs] Document the destructor for Timeline
The rest of the API reference lists the destructor for the class
inside the constructor's return value -- except Timeline.
2009-05-14 16:11:38 +01:00
Dan Winship
1c6580afd6 [cairo-texture] Document redrawing behavior
Document that repeated calls to clutter_cairo_texture_create()
continue drawing on the same cairo_surface_t. Add
clutter_cairo_texture_clear() for when you don't want that behavior.

http://bugzilla.openedhand.com/show_bug.cgi?id=1599

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-05-14 15:53:59 +01:00
Thomas Wood
81a536238d [text] fix problems with scrolling interaction
The cursor x position is already translated, so we do not need to take the
actors allocation into account when calculating scrolling.

Additionally, we need to update the text_x value before running
clutter_text_ensure_cursor_position.
2009-05-14 15:08:31 +01:00
Thomas Wood
a3a5fe5594 [text] scroll to the cursor position if it is outside the allocation
Adjust the text offset to keep the cursor within the allocation. This means
the text will scroll per character
2009-05-14 13:31:51 +01:00