This adds a store_created bit field to CoglBuffer so we know if the
underlying buffer has been allocated yet. Previously the code was trying
to do something really wrong by accidentally using the
COGL_PIXEL_ARRAY_FLAG_IS_SET macro (note "PIXEL_ARRAY") and what is more
odd was the declaration of a CoglPixelArray *pixel_array in
cogl-buffer.c which the buffer was being cast too before calling using
the macro. Probably this was the fall-out of some previous code
re-factoring.
All the macros get used for are to |= (a new flag bit), &= ~(a flag bit)
or use the & operator to test if a flag bit is set. I haven't found the
code more readable with these macros, but several times now I've felt
the need to double check if these macros do anything else behind the
hood or I've forgotten what flags are available so I've had to go to the
macro definition to see what the full enum names are for the flags (the
macros use symbol concatenation) so I can search for the definition of
all the flags. It turns out they are defined next to the macro so you
don't have to search far, but without the macro that wouldn't have been
necessary.
The more common use of the _IS_SET macro is actually more concise
expanded and imho since it doesn't hide anything in a separate header
file the code is more readable without the macro.
This is a counter part for _cogl_material_layer_get_texture which takes
a layer index instead of a direct CoglMaterialLayer pointer. The aim is
to phase out code that directly iterates the internal layer pointers of
a material since the layer pointers can change if any property of any
layer is changed making direct layer pointers very fragile.
This adds internal _cogl_material_get_layer_filters and
_cogl_material_get_layer_{min,mag}_filter functions which can be used to
query the filters associated with a layer using a layer_index, as
opposed to a layer pointer. Accessing layer pointers is considered
deprecated so we need to provide layer_index based replacements.
When we come to submitting the users given attributes we sort them into
different types of buffers. Previously we had three types; strided,
unstrided and multi-pack. Really though unstrided was just a limited
form of multi-pack buffer and didn't imply any hind of special
optimization so this patch consolidates some code by reducing to just
two types; strided and multi-pack.
This is a counter part for _cogl_material_layer_pre_paint which takes a
layer index instead of a direct CoglMaterialLayer pointer. The aim is to
phase out code that directly iterates the internal layer pointers of a
material since the layer pointers can change if any property of any
layer is changed making direct layer pointers very fragile.
This exposes the idea of a stack of source materials instead of just
having a single current material. This allows the writing of orthogonal
code that can change the current source material and restore it to its
previous state. It also allows the implementation of new composite
primitives that may want to validate the current source material and
possibly make override changes in a derived material.
* private-cleanup:
Add copyright notices
Clean up clutter-private.h/6
Clean up clutter-private.h/5
Clean up clutter-private.h/4
Clean up clutter-private.h/3
Clean up clutter-private.h/2
Clean up clutter-private.h/1
Correct the argument order and replace all occurrences of
clutter_state_change() with the appropriate clutter_state_set_state() or
clutter_state_warp_to_state().
If you warp to a state, it should be immediately set. Check if the
animation is in progress when warping to a state and don't short-circuit
in the already-set check if we're not animating.
Add special behaviour when you set the key of the current target state:
- If the state is transitioning, add/modify the interval so that the new
key transitions from the current time (taking into account pre-delay) to
its target final property
- If the state is set but has already finished animating/was warped to,
set the property immediately
If ClutterState is in the middle of a transition and you remove all the
keys from the target state, the target state will be destroyed without
stopping the animation/unsetting the target state. This caused an invalid
memory access.
Allow setting a %NULL state. This has the effect of unsetting the current
state and stopping all animation. This allows you to, for example, start
a state transition, set the state to NULL, alter the state transition
and then resume it again, by just setting it.
* wip/path-constraint:
docs: Add PathConstraint
tests: Add a PathConstraint interactive test
Add ClutterPathConstraint
actor-box: Add setters for origin and size
ClutterPathConstraint is a simple Constraint implementation that
modifies the allocation of the Actor to which is has been applied using
a progress value and a ClutterPath.
There was previously a flag that gets set when this function was
called but nothing checked it so the function effectively did
nothing. Also the flag was a member of the backend struct but this
can't be used because the function should be called before
clutter_init so the backend is not ready yet. This patch makes the
event disabling work more like the X11 backend and set a global
variable instead.
This function handles a single windows message. The idea is that it
could be used by clutter-gtk to forward on events from a
GdkEventFilter. The function replaces the old message_translate()
function. That function didn't translate the event anymore anyway and
instead it could generate multiple events so
clutter_win32_handle_event seems like a more appropriate name. The
function returns TRUE or FALSE depending on whether the event was
completely handled instead of setting call_window_proc.
When handling an allocation on the stage, Clutter uses the oppurtunity
to inform Cogl of the new size of the framebuffer so that it can
handle the viewport correctly. It queries the size of the window
implementation using a backend virtual function. However it was doing
this before letting the backend handle the allocation so on Win32 it
would end up using the previous framebuffer size. This wasn't
affecting the X11 backend because in that case the resizes are
asynchronous so setting the stage size causes one allocation which
ends up sending a window size request. Eventually a ConfigureNotify is
received which causes the size of the stage to be set again and
another allocation is fired meaning the framebuffer size will be set
again this time with the correct size. In Win32 the resizes are
synchronous so we don't have this second allocation.
When compiling for non-glx platforms the winsys feature data array
ends up empty. Empty arrays cause problems for MSVC so this patch adds
a stub entry so that the array always has at least one entry.
Based on a patch by Ole André Vadla Ravnås
There was an array whose length was define by a static const int
variable. GCC seems to consider this a variable-length array so it
will cause warnings now that -Wvla is enabled. We might as well make
this constant a #define instead to avoid the warning.
Instead of directly manipulating GL textures itself,
CoglTexture2DSliced now works in terms of CoglHandles. It creates the
texture slices using cogl_texture_new_with_size which should always
end up creating a CoglTexture2D because the size should fit. This
allows us to avoid replicating some code such as the first pixel
mipmap tracking and it better enforces the separation that each
texture backend is the only place that contains code dealing with each
texture target.
This adds two new internal functions to create a foreign texture for
the texture 2d and rectangle backends. cogl_texture_new_from_foreign
will now use one of these backends directly if there is no waste
instead of always using the sliced texture backend.
Move the private Backend API to a separate header.
This also allows us to finally move the class vtable and instance
structure to a separate file and plug the visibility hole that left
the Backend class bare for everyone to poke into.
Since we allow compiling Clutter without the XComposite extension
available, we need to protect the calls to the XComposite API with
the guards provided by the configure script.
Currently, the memory management in ClutterScript is overly complicated.
The basic design tenet should be:
- ClutterScript owns a reference on every object it creates
This allows the Script instance to reliably handle the lifetime of the
instances from creation to disposal.
In case of unmerge, the Script instance should destroy any Actor
instance, except for the Stage, and release the reference it owns. The
Stage is special because it's really owned by Clutter itself, and it
should be destroyed explicitly.
When disposing the Script itself, it should just release the reference;
any parented actor, or any InitiallyUnowned instance, will then be
managed by the parent object, as they should, while every GObject
instance will go away, as documented.
This commit is based on a patch by:
Henrik Hedberg <hhedberg@innologies.fi>
http://bugzilla.clutter-project.org/show_bug.cgi?id=2316
By using a new signal, ::create-surface (width, height), it should be
possible for third party code and sub-classes to override the default
surface creation code in CairoSurface.
This commit takes a bit of the patch from:
http://bugzilla.clutter-project.org/show_bug.cgi?id=1878
which cleans up CairoTexture; the idea, mutuated from that bug, is that
the CairoTexture actor checks whether the surface it has it's an image
one, and in that case it uses a Cogl texture as the backing store. In
case the surface is not an image one we assume that the surface itself
has some way of updating the GL state and flush the surface.
Always use pageflipping, but avoid full repaint by copying back dirty
regions from front to back. Additionally, we dealy copying back until
we're ready to paint the new frame, so we can avoid copying areas that
will be repainted anyway.
This is the least amount of copying per frame we can get away with at all
and at the same time we don't have to worry about stalling the GPU on
synchronized blits since we always pageflip.
When we don't use a window system drawable, we can't query the color
masks at context initialization time. Do it lazily so we're sure to have
a current context with a valid framebuffer.
We need to make sure that redraws queued for actors on a stage are for
actors actually in the stage. So in clutter_actor_unparent() descend
through the children and remove redraws. Just removing the actor itself
isn't good enough since an entire hierarchy can be removed from the
stage without breaking it up into individual actors.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2359
This is based on an original patch from Owen Taylor who debugged the
root cause of this bug; thanks.
In the case that an unclipped redraw of an actor is queued after a
clipped we should update any existing ClutterStageQueueRedrawEntry
so entry->has_clip = FALSE and free the previous clip.
Instead of using the allocation-changed signal, use the queue-relayout
signal on the source to queue a relayout on the actor to which the
BindConstraint has been attached to.
The ::allocation-changed signal is not always enough, given that a
BindConstraint can use the position as well as the size of an actor to
drive the allocation of another; in this regard, it's much similar
to a ClutterClone, which requires a notification on every change, even
potential, and not just real ones, given the short-circuiting done
inside ClutterActor.
Instead of delegating the check for the ActorMeta:enabled property to
the sub-classes of ClutterActorMeta, ClutterActor can do the check prior
to using the ClutterActorMeta instances.
The interpolate() method does what it says on the tin: it interpolates
between two colors using the given factor.
ClutterColor uses it to register a progress function for Intervals.
When picking a size for the last slice in a texture, Cogl would always
pick the biggest power of two size that doesn't create too much
waste and is less than or equal to the previous slice size. However
this can end up creating a texture that is bigger than needed if there
is a smaller power of two.
For example, if the maximum waste is 127 (the current default) and we
try to create a texture that is 257 pixels wide it will decide that
the next power of two (512) is too much waste (255) so it will create
the first slice at 256 pixels wide. Then we only have 1 pixel left to
allocate but Cogl would pick the next smaller size that has a small
enough waste which is 128. But of course 1 is already a power of two
so that's redundantly oversized by 127.
This patch fixes it so that whenever it finds a size that would be big
enough, instead of using exactly that it picks the next power of two
up from the size we need to fill.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2355
A Clone:source property might be NULL, and we should not penalize
performance when we can just bail out early, because that would kind of
defeat the point.
Whenever the allocation is changed on a child of a ClutterTableLayout
and animations are not in effect then it would store a copy of the
allocation in the child meta data. However it was not freeing the old
copy of the allocation so it would end up with a small leak.
Instead of just changing it to free the old value this patch makes it
store the allocation inline in the meta data struct because it seems
that the size of an actor box is already quite small compared to the
size of the meta data struct so it is probably not worth having a
separate allocation for it. To detect the case when there has not yet
been an allocation a separate boolean is used instead of storing NULL.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2358
All the nifty things you discover when translating strings not exposed
to anyone. First the clutter-wide record of the number of typos in one
string. Second, ClutterTexture happened to have the only property blurbs
ending with a '.', remove them.
the "position" property of ClutterText is really the position of the
cursor. Rename the nick accordingly not to confuse it with the position
of the actor itself and be consistent with all the other cursor-related
properties.
The descriptions for the 'y-align' and 'x-align' properties talk about a
layer and a layer manager. It seems that these properties are the
alignement factors relative to the BinLayout, so document them
accordingly.
There are ordering issues in the pixmap destruction with current and
past X11 server, Mesa and dri2. Under some circumstances, an X pixmap
might be destroyed with the GLX pixmap still referencing it, and thus
the X server will decide to destroy the GLX pixmap as well; then, when
Cogl tries to destroy the GLX pixmap, it gets BadDrawable errors.
Clutter 1.2 used to trap + sync all calls to glXDestroyPixmap(), but
then we assumed that the ordering issue had been solved. So, we're back
to square 1.
I left a Big Fat Comment™ right above the glXDestroyPixmap() call
referencing the bug and the reasoning behind the trap, so that we don't
go and remove it in the future without checking that the issue has been
in fact solved.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2324
After commit 8dd8fbdb some errors appear if you try work directly
against cally:
* cally.pc.in removed some elements. After install clutter, doing
pkg-config --cflags cally-1.0
fails due missing winsys
* cally headers were moved from clutter-1.0/cally to
clutter-1.0/clutter/cally. Applications using it (yes I know,
nobody is officially using it) would require to:
* Change their include.
* Add directly a dependency to cally, in order to use the cally.pc
file with the correct directory include.
Note: Take into account that accessibility support still works (ie:
clutter_get_accessibility_enabled). This bug only prevents
applications to work directly against cally (ie: create a CallyActor
subclass)
http://bugzilla.clutter-project.org/show_bug.cgi?id=2353
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Landing the paint-box branch accidentally added two slots to the
ClutterEffectClass vtable, plus the get_paint_volume() function
pointer. This is an ABI break from 1.4.
Like we do for the Quartz backend, we should turn on the -xobjective-c
compiler flag for the Fruity backend.
This does not mean that the backend actually works.
The marshaller was defined as OBJECT,OBJECT,PARAM but the signal
definition used only two arguments. Since the signal never worked
and we never got any report about it, nobody could be possibly
using the ::child-notify signal.