The environment variable to disable mipmapping should also be
a command line switch, and be handled like the rest of Clutter's
environment variables/command line switches.
The ClutterFixed type and symbols are now equivalent to the native
float type. In order to remove ambiguity and clean up the code, any
usage of ClutterFixed and relative macros has been removed.
Clutter is able to show debug messages written using the CLUTTER_NOTE()
macro at runtime, either by using an environment variable:
CLUTTER_DEBUG=...
or by using a command line switch:
--clutter-debug=...
--clutter-no-debug=...
Both are parsed during the initialization process by using the
GOption API.
COGL would benefit from having the same support.
In order to do this, we need a cogl_get_option_group() function in
COGL that sets up a GOptionGroup for COGL and adds a pre-parse hook
that will check the COGL_DEBUG environment variable. The OptionGroup
will also install two command line switches:
--cogl-debug
--cogl-no-debug
With the same semantics of the Clutter ones.
During Clutter initialization, the COGL option group will be attached
to the GOptionContext used to parse the command line options passed
to a Clutter application.
Every debug message written using:
COGL_NOTE (SECTION, "message format", arguments);
Will then be printed only if SECTION was enabled at runtime.
This whole machinery, like the equivalent one in Clutter, depends on
a compile time switch, COGL_ENABLE_DEBUG, which is enabled at the same
time as CLUTTER_ENABLE_DEBUG. Having two different symbols allows
greater granularity.
Mipmapped text is enabled by default in Clutter but it can cause
problems on some drivers so it is convenient to have an environment
variable to disable it for all apps.
An assert to verify there was no error when generating a buffer object
for the vertex buffer API was being hit when running the GLES1 conformance
tests.
Bug #1457 - Creating a new texture messes up the cogl material state
cache; reported by Neil Roberts
We still don't have caching of bound texture state so we always have to
re-bind the texture when flushing the GL state of any material layers.
Bug #1460 - Handling of flags in cogl_material_set_color
Cogl automatically enables/disables blending based on whether the source color
has an alhpa < 1.0, or if any textures with an alpha component are in use, but
it wasn't doing it quite right.
At the same time I removed some of the dirty flags which on second thought
are nothing more than micro-optimsations that only helped clutter the code.
thanks to Owen Taylor for reporting the bug
Since the CoglMatrix type was added for supporting texture matrices recently
it made sense to be consistent accross the Cogl API and use the Cogl type
over the GL style GLfloat m[16] arrays.
The INCLUDES directive should only contain pre-processor flags, since
we're passing it also to the introspection scanner.
Using AM_CFLAGS for compiler flags, like debug flags and maintainer
flags, is more indicated.
Bug 1442 - multistage, same-window resize events invalidate stage
When ensuring that the GL context is attached to the correct
ClutterStage we need to set the SYNC_MATRICES flag on the stage
itself. This is needed in case the size of the new stage does
not match the size of the old -- thus requiring a call to
glViewport() when the paint cycle starts.
cogl_wrap_glActiveTexture needs to call the GL version of
glActiveTexture otherwise the subsequent calls to glBindTexture will
all be using texture unit 0. This fixes test-cogl-multitexture.
Previously the texture unit settings were stored in growable GArrays
and every time a new texture unit was encountered it would expand the
arrays. However the array wasn't copied when stored in a
CoglGles2WrapperSettings struct so all settings had the same
array. This meant that it wouldn't detect that a different program is
needed if a texture unit is disabled or enabled.
The texture unit settings arrays are all now a fixed size and the
enabledness of each unit is stored in a bit mask. Therefore the
settings can just be copied around by assignment as before.
This puts a limit on the number of texture units accessible by Cogl
but I think it is worth it to make the code simpler and more
efficient. The material API already poses a limit on the number of
texture units it can use.
configure.ac: Check for gobject-introspection
build/introspection.m4: Include the file that defines the
GOBJECT_CHECK_INTROSPECTION m4 macro in case we want to disable
the introspection data generation.
clutter/json/Makefile.am: Build the .gir for "ClutterJson"
(json-glib as part of the Clutter library)
clutter/Makefile.am: Build the .gir for clutter, compile the
Clutter and ClutterJson girs into typelibs, and install them.
Also move GCC_FLAGS from $(INCLUDES) to $(AM_CFLAGS) since it includes
non-preprocessor flag like -Wall.
See also:
http://bugzilla.openedhand.com/show_bug.cgi?id=1450
Based on a patch by: Owen W. Taylor <otaylor@fishsoup.net>
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Add annotations such as (transfer-none) (out) (element-type ClutterActor),
and so forth to the doc comments as appropriate.
The annotations added here are a combination of the annotations previously
in gir-repository for Clutter and annotations found in a review of all
return values with that were being parsed with a transfer of "full".
http://bugzilla.openedhand.com/show_bug.cgi?id=1452
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Bug 1464 - clutter_timeline_list_markers should set n_markers=0 when
there are no markers
If no markers are registered and we bail out we should also set the
n_markers out parameter to 0 so that code checking the number of
markers will still work.
Bug 1465 - clutter_path_parse_description should check p==NULL
When accepting a stringified path description, ClutterPath methods
and the parser should not accept NULL or empty strings.
Bug 1463 - clutter_color_lighten(darken) unexpected because of
ClutterFixed=>float
These two functions contained ClutterFixed constants represented as
integers which are no longer valid since the cogl-float branch
merge. They are now converted to ClutterFixed from float constants
using CLUTTER_FLOAT_TO_FIXED (which is now a no-op).
Thanks to Zhang Wei for reporting.
This causes clutter to skip all the GL work of state changes and
texturing if the opacity was 0. This is done in ClutterTexture and not
ClutterActor to ensure that pre and post paint signals work correctly.
Other expensive actors should be doing the same thing.
The call to "cmp" to compare a built file with its current version
should use the -s (silent) command line switch. This avoids a ugly
message on the console when building Clutter the first time.
When setting the COGL texture handle for a ClutterTexture the
texture will be set as the first layer of the material used
by the ClutterTexture. The documentation should clarify this
point.
The :texture and :material properties of ClutterTexture use a
Clutter-provided GType shielding from CoglHandle. Since CoglHandle
now has a GType we can use COGL_TYPE_HANDLE instead.
This commit also removes the conditional compilation of the
:material property, as it makes little sense now that the
Materials API has landed.
COGL types should be registered inside the GType system, for
bindings and type checking inside properties and signals.
CoglHandle is a boxed type with a ref+unref semantics; slightly evil
from a bindings perspective (we cannot associate custom data to it),
but better than nothing.
The rest of the exposed types are enumerations or bitmasks.
The COGL_DEFINE_HANDLE macro generates a cogl_is_<type> function
as well, to check whether a CoglHandle opaque pointer is of type
<type>.
The handle for CoglMaterial does not export cogl_is_material() in
its installed header.
The rotation angle calculated in clutter_behaviour_rotate_alpha_notify
gets applied to each actor using clutter_behaviour_actors_foreach. The
angle is a ClutterFixed value. Before the cogl float branch merge it
was stuffed into a gpointer using GPOINTER_TO_UINT. The pointer was
then converted back to a uint and cast to a ClutterFixed which worked
out fine even for negative numbers.
After the cogl-float merge the angle is effectively a gfloat. This
gets cast to a uint and stored in a pointer and converted back to a
float via a uint at the other end. However this fails for negative
numbers because a uint -> float conversion can't take advantage of
overflow to preserve the sign so you end up with a large number.
It also had the side effect that it only rotated in whole degrees.
This commit fixes the problem by just passing the ClutterFixed value
inside a closure struct instead of trying to stuff it into a pointer.
Bug 1167 - clutter_effect_rotate improperly clamps negative angles
The rotation angle properties had a minimum value of 0.0 but the
rotation works fine with a negative value so the limitation is
unnecessary. This makes rotation using the ClutterAnimation API more
flexible because it was previously not possible to rotate
counter-clockwise from the 0.0 position.
When rendering a clone before this commit the clone's opacity was
combined with the opacity of the source but this is not usually the
desired effect. Instead the clone's opacity (combined with its
parents) should completely override the opacity of the source.
cogl_paint_init was a bit too miscellaneous; it mainly cleared the color, depth
and stencil buffers but arbitrarily it also disabled fogging and lighting.
It no longer disables lighting, since we know Cogl never enables lighting and
disabling of fog is now handled with a seperate function.
Since I noticed cogl_set_fog was taking a density argument documented as
"Ignored" I've also added a mode argument to cogl_set_fog which exposes the
exponential fog modes which can make use of the density.
Bug #1453 - Asynchronous texture loading can starve cpu.
Add a mutex that is held in the loader threads during the image
decoding. We were spawning and starting a thread for each asynchronously
loaded texture. This can cause cpu / memory starvation when many pixbuf
loaders allocate their temporary memory at the same time.
Also added -fno-strict-aliasing to MAINTAINER_CFLAGS in configure.ac
to avoid incorrect warnings caused by the static mutex code.
The clutter_get_current_event_time() function will return the event
timestamp coming from a Clutter event. Clutter might synthesize or
throttle events, so the function cannot be used when dealing with
backend-specific use cases.
The X11 backend is the only backend supported by Clutter that makes
use of timestamps, so it's altogether fitting that it should come
with a specific function to deal with the timestamps of the X events.
In generate_enter_leave_events it passes the device pointer from the
event to set_motion_last_actor but it was reading it directly from
event->motion.device. However the function is also used to process
button events so it would read from the wrong location in this case.
The device location in the union happened to be in the same place as
the click_count field of ClutterButtonEvent so it only mattered if the
click_count is non-zero. The X11 backend doesn't set this but
Clutter-GTK does so it was causing a crash.
Bug 1178 - No enter / leave events on actors when pointer leaves the
stage window
This patch causes the Win32 backend to emit CLUTTER_LEAVE events when
a WM_MOUSELEAVE event is received in the same way that f505536 does
for the X11 backend.
Windows will only send WM_MOUSELEAVE events if they are previously
requested using TrackMouseEvent so this needs to be called whenever
the mouse enters the window. There is no WM_MOUSELEAVE event but we
can detect when the mouse enters because we get a WM_MOUSEMOVE event.
All GL functions that are defined in a version later than 1.1 need to
be called through cogl_get_proc_address because the Windows GL DLL
does not export them to directly link against.
Bug 1178 - No enter / leave events on actors when pointer leaves the
stage window
The patch is mostly thanks to Johan Bilien with small modifications
based on suggestions by Owen Taylor.
The X11 backend now listens for enter and leave notifications. Leave
notifications get translated directly to a CLUTTER_LEAVE
event. Clutter can detect these special events because the source
actor is NULL in which case it sets the source actor to the last known
actor and then sets the last known actor to NULL.
Enter notifications just get translated to CLUTTER_MOTION events which
will cause Clutter to generate an enter event through the usual code
path.
clutter-x11.h declares clutter_x11_set_display twice, which means code using
clutter doesn't compile cleanly with -Wredundant-decls.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Moved clutter_stage_set_title() before call to clutter_actor_realize()
to ensure _NET_WM_NAME is set early enough for use by interested WM's,
Signed-off-by: Shane Bryan <shane.bryan@linux.intel.com>
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The clutter_get_current_event_time() is a global function for
retrieving the timestamp of the current event being propagated
by Clutter. Such function avoids the need to propagate the
timestamp from within user code.
ClutterListModel has been added as a terminal class in case we
decided to change API or implementation.
Apparently, it's a lot more resilient than we expected -- or far
too few are using it and reporting bugs. Once common issue, though,
is that it cannot be subclassed, hence it's fairly limited in its
usage.
In the hope that more developers will start using it, here's a
patch that makes ListModel a fully subclassable object.
May whatever god you believe in have mercy on your eventual soul.
The main COGL header file is generated at configure time. If something
changes in the template, though, the file will not be regenerated.
Adding cogl.h to the BUILT_SOURCES list will allow the regeneration to
happen.
Key events can come from different input devices, so they need a
ClutterInputDevice member like the pointer-related events. This
field is reserved for future use.
To convert from a TextureQuality to a COGL filter enumeration
we need to perform two function calls. Since we need both filters
when calling cogl_texture_set_filters() we can safely consolidate
the two conversion functions into one. This also allows using a
shorter function name, thus reducing the lenght of the lines
involved and, more importantly preventing Emmanuele from crying.
This hides a number of internal structs and enums from the docs, and moves
some functions to more appropriate sections as well as misc description
updates (mostly for the vertex buffer api)
Fixes some blending issues when using color arrays since we were
conflicting with the cogl_enable state + fixes a texture layer
validation bug.
Adds a basic textured triangle to test-vertex-buffer-contiguous.
Otherwise if the dipose method is called twice the material will
already be destroyed when texture_free_gl_resources is called so it
will issue a warning about an invalid handle.
When the quad log contains multiple textures (such as when a sliced
texture is drawn) it dispatches the log with multiple calls to
flush_quad_batch and walks a pointer along the list of vertices.
However this pointer was being incremented by only one vertex so the
next quad would be drawn with three of the vertices from the last
quad.
The 'no_slice' property means the texture should never be sliced. We
want cogl to create a texture with any amount of waste so we pass
max_waste as -1. However this got broken in commit 168d55 so that the
meaning got negated (no_slice enabled slicing).
The current code that handles the invariant that the new parent
of an actor needing a layout should also be queued for relayout
is hitting the short-circuiting we do in the queue_relayout()
method.
In order to fix this we can forcibly set the actor to need a
width/height request and an allocation; then we queue a relayout
on the parent.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The :alignment property is prone to generate confusion: developers
will set it thinking that the contents of a ClutterText will
automagically align themselves.
Instead of using the generic term :alignment, and following the
GTK+ convention, we should use a more specific term, conveying the
actual effect of the property: alignment of the lines with respect
to each other, and not to the overall allocated area.
See bug 1428:
http://bugzilla.openedhand.com/show_bug.cgi?id=1428
When setting the cogl texture, the ClutterTexture takes a reference to
the Cogl handle but the material takes an additional reference when it
is set as the layer. Nothing was unrefing the temporary reference so
the textures were being leaked.
The opacity of the source actor when painted from the clone should be
combined with the opacity of the clone as well as the clone's parents,
instead of just the parents.
The quad drawing code keeps track of the number of texture units that
have the tex coord array enabled so that in the next call it can
disabled any that are no longer enabled. However it was using 'i+1' as
the count but 'i' is already set to 'n_layers' from the previous for
loop.
Therefore it was disabling an extra texture unit. This doesn't
normally matter but it was causing GLES 2 to pointlessly realize an
extra unit.
- In cogl-material.h it directly sets the values of the
CoglMaterialLayerCombineFunc to some GL_* constants. However these
aren't defined in GLES 2 beacuse it has no fixed function texture
combining. Instead the CGL_* versions are now used. cogl-defines.h
now sets these to either the GL_* version if it is available,
otherwise it directly uses the number.
- Under GLES 2 cogl-material.c needs to access the CoglTexture struct
so it needs to include cogl-texture-private.h
- There are now #define's in cogl-gles2-wrapper.h to remap the GL
function names to the wrapper names. These are disabled in
cogl-gles2-wrapper.c by defining COGL_GLES2_WRAPPER_NO_REMAP.
- Added missing wrappers for glLoadMatrixf and glMaterialfv.
- Renamed the TexEnvf wrapper to TexEnvi because the latter is used
instead from the material API.
Cogl previously tried to cache the currently bound texture when
drawing through the material API to avoid excessive GL calls. However,
a few other places in Cogl and Clutter rebind the texture as well so
this can cause problems.
This was causing shaped windows to fail in Mutter because
ClutterGLXTexturePixmap was binding a different texture to update it
while the second texture unit was still active which meant the mask
texture would not be selected when the shaped window was drawn
subsequent times.
Ideally we would fix this by providing a wrapper around glBindTexture
which would affect the cached value. The cache would also have to be
cleared if a selected texture was deleted.
If the source of a ClutterClone does not have a parent actor the
clone will be unable to paint it because it's missing an allocation.
A simple way to fix it is to make the ClutterClone act like a
"foster parent": when it is allocated it will check if the source
actor has a parent and if not it will allocate the source with
its preferred size.
Final bit of integration between ClutterActor and Pango: a simple
method for creating a PangoLayout, pre-filled with text and ready
to be rendered using cogl_pango_render_layout().
This should make writing new Actors rendering custom text in their
paint() implementation easy and reliable.
ClutterText should merge the PangoAttributes set by using
clutter_text_set_attributes() with the attributes generated by
parsing Pango markup.
For this to work we must parse the markup and merge the attributes
we get out of pango_parse_markup() with the attributes set by
the user.
Setting the markup or the attributes on an editable text should
not work for the time being.
When processing a motion event, we need to spin the event loop two extra
times to ensure that any enter/leave events that might have been synthesized
are pumped through (otherwise they end up being pushed down the queue and
never processed).
This tries to make a number of files more comparable with the intention of
moving some code into cogl/common/
Files normalized:
cogl.c
cogl-context.c
cogl-context.h
cogl-texture.c
Someone not sure which cogl_color_set_from_* version is "best" may use
set_from_4d because taking doubles implies higher precision. Currently
it doesn't have any advantage.
This makes it consistent with cogl_rectangle_with_{multi,}texture_coords.
Notably the reason cogl_rectangle_with_{multi,}texture_coords wasn't changed
instead is that the former approach lets you describe back facing rectangles.
(though technically you could pass negative width/height values to achieve
this; it doesn't seem as neat.)
The code is #if 0 guarded, but when uncommented it outlines all drawn
rectangles with an un-blended red, green or blue border. This may e.g. help
with debugging texture slicing issues or blending issues, plus it looks quite
cool.
Bug 1349 - Using the anchor point to set the scale center is messy
The branch adds an extra center point for scaling which can be used
for example to set a scale about the center without affecting the
position of the actor.
The scale center can be specified as a unit offset from the origin or
as a gravity. If specified as a gravity it will be stored as a
fraction of the actor's size so that the position will track when the
actor changes size.
The anchor point and rotation centers have been modified so they can
be set with a gravity in the same way. However, only the Z rotation
exposes a property to set using a gravity because the other two
require a Z coordinate which doesn't make sense to interpret as a
fraction of the actor's width or height.
Conflicts:
clutter/clutter-actor.c
When drawing a texture with waste in _cogl_multitexture_unsliced_quad
it scales the texture coordinates so that the waste is not
included. However the formula was the wrong way around so it was
calculating as if the texture coordinates are ordered x1,x2,y1,y2 but
it is actually x1,y1,x2,y2.
When the texture is sliced it drops back to a fallback function and
passes it the texture coordinates from the rectangle. However if no
tex coords are given it would crash. Now it passes the default
0.0->1.0 tex coords instead.
If no texture coordinates are given then texture_unsliced_quad tries
to generate its own coordinates. However it also tries to read the
texture coordinates to check if they are in [0.0,1.0] range so it will
crash before it reaches that.
Instead of having a separate set of font options that override the
backend options when clutter_set_font_flags is called, it now just
directly sets the backend font options. So now the font flags are just
a convenience wrapper around the backend font options.
This also makes the ClutterText labels automatically update when the
font flags are changed because they will respond to the 'font-changed'
signal from the backend.
Whenever a ClutterText is created it now connects to the font-changed
signal. When it is emitted the layout cache is dirtied and a relayout
is queued. That way changes to the font options or resolution will
cause an immediate update to the labels in the scene.
* generic-actor-clone:
Remove CloneTexture from the API
[tests] Clean up the Clone interactive test
Rename ActorClone to Clone/2
Rename ActorClone to Clone/1
Improves the unit test to verify more awkward scaling and some corresponding fixes
Implements a generic ClutterActorClone that doesn't need fbos.
Conflicts:
clutter/cogl/gl/cogl-texture.c
clutter/cogl/gles/cogl-primitives.c
* cogl-material:
clutter-{clone-,}texture weren't updating their material opacity.
Updates GLES1 support for CoglMaterial
Normalizes gl vs gles code in preperation for synching material changes
Removes cogl_blend_func and cogl_alpha_func
Fully integrates CoglMaterial throughout the rest of Cogl
[cogl-material] Restore the GL_TEXTURE_ENV_MODE after material_rectangle
[cogl-material] Make the user_tex_coords parameter of _rectangle const
[test-cogl-material] Remove return value from material_rectangle_paint
Add cogl-material.h and cogl-matrix.h to libclutterinclude_HEADERS
[cogl-material] improvements for cogl_material_rectangle
[cogl-material] Adds a cogl_material_set_color function
[cogl-material] Some improvements for how we sync CoglMaterial state with OpenGL
[cogl-material] Converts clutter-texture/clutter-clone-texture to the material API
[doc] Hooks up cogl-material reference documentation
Updates previous GLES multi-texturing code to use CoglMaterial
Adds a CoglMaterial abstraction, which includes support for multi-texturing
[doc] Hooks up cogl-matrix reference documentation
Adds CoglMatrix utility code
[tests] Adds an interactive unit test for multi-texturing
[multi-texturing] This adds a new cogl_multi_texture API for GL,GLES1 + GLES2
ClutterClone supercedes ClutterCloneTexture, since it can clone
every kind of actor -- including composite ones.
This is another "brain surgery with a shotgun" kind of commit: it
removes CloneTexture and updates every test case using CloneTexture
to ClutterClone. The API fallout is minimal, luckily for us.
The hope is that this function makes it easier to extend the font
settings with more flags without having to add a function for every
setting.
A new flag for enabling hinting has been added. If set, this changes
the font options on the global PangoContext and any newly created
PangoContexts. The options are only set if the flag is changed from
the default so it won't override any detailed setting chosen by the
backend.
cogl_set_source_color4ub was previously used to set a transparent
white source color according to the actors opacity, but since
cogl_set_source_color now always implies you want a solid fill we
we use cogl_material_set_color4ub to achieve the same result.
This updates cogl/gles in line with the integration of CoglMaterial throughout
Cogl that has been done for cogl/gl.
Note: This is still buggy, but at least it builds again and test-actors works.
Some GLES2 specific changes were made, but these haven't been tested yet.
This changes all GLES code to use the OpenGL function names instead of
the cogl_wrap_* names. For GLES2 we now define the OpenGL name to point
to the wrapper, as opposed to defining the wrapper to point to the
OpenGL name for GLES1.
I've also done a quick pass through gl/cogl.c and gles/cogl.c to make
them more easily comparable. (most of the code is now identical)
The GL blend function and alpha function are now controlled by the material
code, and even internally Cogl should now be using the material API when
it needs control of these.
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
Step two: rename the object and its methods.
While we're at it, adhere more strictly to the coding style
practises; rename :clone-source to :source; add a setter method
for the :source property; take a reference on the source actor
to avoid it disappearing while we're still accessing it.
Like clutter_timeline_advance(), calling advance_to_marker() will
not emit ::new-frame for the frame where the marker is set on; it
will also not emit ::marker-reached for the marker we are advancing
the timeline to.
When calling clutter_timeline_advance(), a timeline will not emit
the ::new-frame signal for the frame we are advancing to, as this
would break the invariants of the timeline behaviour.
The documentation should make this clear.
The clutter_timeline_new() constructor is not checking the full
range of the passed :fps property. The ParamSpec of the property
and the setter method perform this check, so the ctor should as
well.
The "is-timeline-complete" condition is pretty long, spanning
four lines and four logical sub-conditions. It is possible to
neatly move it into an is_complete() function and make the
code more readable.
The long description of the ClutterTimeline class is very C
developer-oriented. Since many language bindings will refer to
the C API reference we should probably be more verbose and
language agnostic -- at least in the class description.
The methods documentation also requires a little pass to increase
the consistency of the terminology, the grammar and the syntax.
Finally, comments never killed anyone.
Since not every timeline will have markers it's unfair to make
all of them crete two empty hash tables (with a preallocated
fixed size).
This commit moves the responsibility of creating the hash tables
to the marker API itself, and adds the relative checks.
Since we are using milliseconds granularity to integrate timelines
with the GLib main loop, we cannot allow values of the :fps
property bigger than 1000. This means validating the fps value both
in the GParamSpec and the clutter_timeline_set_speed() accessor
function.
This should also fix floating point exceptions when trying to
perform "n_frames = milliseconds / (1000 / fps)".
See bug 1354:
http://bugzilla.openedhand.com/show_bug.cgi?id=1354
If a ClutterTexture does not sync size, it should be possible to
change the texture size without causing a relayout.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
There is some GL work and a repaint anytime the clip is set
or unset, so avoid that if it isn't really changed.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The stage will usually be painted before the first ConfigureNotify
arrives so we need to set the SYNC_MATRICES flag to ensure that the
viewport will be correct for that paint. Unfortunately this means that
the viewport will be set again once the ConfigureNotify is received
but compared to rendering an initial invalid scene I think it is the
lesser of two evils.
When calling clutter_behaviour_apply() the new actor is prepended
to the list of actors to which a behaviour is applied; this breaks
the rest of methods working on the actors list, e.g.:
# adding actors
apply(actor_0);
apply(actor_1);
apply(actor_2);
# expected: [ actor_0, actor_1, actor_2 ]
[ actor_2, actor_1, actor_0 ] = get_actors();
# expected: actor_2
actor_0 = get_nth_actor(2);
This commit fixes the inconsistency in the returned values.
The Cogl primitives broke for GLES 1.1 and 2 after the cogl-float
branch merge.
CoglPathNode was still being declared as GLfixed for the GLES backend
but it was being filled with float values so they were all ending up
as numbers < 1.
glDrawArrays was being called with GL_FIXED so this has been changed
to GL_FLOAT.
The scanline rasterizer had a leftover hardcoded ClutterFixed constant
to add a small amount to the height of each line.
struct _CoglFloatVec2 has been removed because it is no longer used
anywhere.
The special check to invert the progress when the timeline direction
is backwards is not necessary because the actual frame number will be
decreasing in that case. Inverting just makes it progress forwards
again.
This is more apparent since the float-alpha-value branch merge because
the clutter_linear function directly returns the value from
get_progress. For example in test-depth, the animations loop instead
of oscillating back and forth.
The documentation has been updated to reflect the fact that the anchor
point will move when the actor changes size if it was specified using
a gravity value. The new functions for setting the scale center and z
rotation gravity are also documented.
Currently only the Z axis rotation center can be set using a gravity
but the other rotations also store their center as an AnchorCoord for
consistency. Specifying the center as a gravity makes less sense for
the other axes because the actors have no size along the Z axis.
The rotation angles are now stored as gdoubles and the fixed point *x
entry points have been removed.
The Z rotation can now be set with a gravity center using the
following new function:
void clutter_actor_set_z_rotation_from_gravity (ClutterActor *self,
gdouble angle,
ClutterGravity gravity);
This sets the center point from which the scaling will occur. This can
be used insetad of the anchor point to avoid moving the actor. Like
the anchor point, it can be specified as either a coordinate in units
or a gravity enum.
To set the center you can use two new variants of set_scale:
clutter_actor_set_scale_full (ClutterActor *self,
gdouble scale_x,
gdouble scale_y,
int center_x,
int center_y);
or
clutter_actor_set_scale_with_gravity (ClutterActor *self,
gdouble scale_x,
gdouble scale_y,
ClutterGravity gravity);
The ClutterFixed variants of the set_scale functions have been removed
and the scale value is now always stored as a double.
This makes it so when the anchor point is set using a gravity enum
then the anchor point moves when the actor changes size. A new
property is added for the anchor point gravity. If the anchor point is
set from gravity then the position in units can also be retreived with
the regular API.
A new union type is used to store the anchor point with helper
accessor functions. The hope is these can be reused for the scale and
rotation center points.
The clutter_stage_get_resolution() and fixed-point API are just
shorthands for:
clutter_backend_get_resolution (default_backend);
And as such do not fit at all in the ClutterStage class. The only
reason for their existence was the ClutterUnit conversion macros,
which have now been fixed to use the default backend through a
function call instead.
Thus, we can safely remove the stage entry points.
The maintainer compiler flags we use trigger warnings and errors
in the autogenerated code that gtk-doc creates to scan the header
and source files. Since we cannot control that, and we must run
a distcheck with both --enable-gtk-doc and --enable-maintainer-flags
turned on, we need to use less-strict compiler flags when inside
the doc/reference subdirectories.
The way to do this is to split the maintainer compiler flags into
their own Makefile variable, called MAINTAINER_CFLAGS. The we
can use $(MAINTAINER_CFLAGS) in the INCLUDES or _CFLAGS sections
of each part of the source directories we wish to check with the
anal retentiveness suited for maintainers.
* float-alpha-value:
[script] Parse easing modes by name
[docs] Update the easing modes documentation
[animation] Implement new easing functions
[animation] Move the alpha value to floating point
Since we allow overriding the paint() implementation through the
::paint signal to change the way an actor is being painted, we
should also allow overriding the pick() implementation using a
::pick signal.
The script converted calls to COGL_FIXED_MUL(x,y) to (x*y). However
this fails for cases like this:
COGL_FIXED_MUL(a + b, c)
which become
(a + b * c)
The meaning of this is of course different because multiplication has
a higher precedence than addition.
This was causing breakages in cogl_texture_quad_sw when the vertex
coordinates are not in increasing order. This was the case in
test-backface-culling when NPOTs are not available.
Improve clutter_sinx() by replacing the low precision CFX_SIN_STEP
with a multiply/divide pair. This reduces the maximum error from
1.8e-04 to 2.4e-05.
http://bugzilla.openedhand.com/show_bug.cgi?id=1314
Based on a patch by Owen W. Taylor <otaylor@fishsoup.net>
Since a pick is really a paint operation, we can safely get
the allocation box, instead of using get_width() and get_height().
This should help cutting down the function calls. If we were
feeling adventurous, we could even use the allocation directly
from the private data structure.
Based on a patch by Gwenole Beauchesne <gbeauchesne@splitted-desktop.org>
Compute the value of the camera distance as exactly half the xx
component of the projection matrix. The heuristically derived
value for 60 degrees was off by about 0.016%, causing noticeable
blurring, and other field of view angles which didn't have the
heuristic adjustment off by much more.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
If an actor is not set as visible, or if it is in a section of
the scenegraph that it's set as not visible (e.g. one of the
parents is not visible) then we should not queue a redraw for
it.
Patch based on code from Michael Boccara <michael@graphtech.co.il>
The intention behind ::queue-redraw is to be able to block the
default handler by attaching a callback and calling one of the
g_signal_stop_emission variants.
However this doesn't work, because ::queue-redraw has the
G_SIGNAL_RUN_FIRST flag instead of G_SIGNAL_RUN_LAST.
The GValue and GParamSpec integration of ClutterUnit was still
using the old, fixed-point based logic.
Storing ClutterUnits in a GValue should use floating point values,
and ClutterParamSpecUnit should follow suit.