Until now, touch events sort of rely on XI_Enter/XI_Leave events accompanying
the pointer emulating touch in order to have a stage set on the device, These
events won't happen though if it's not a pointer emulating touch which happens
on the stage, causing touch events to be ignored.
Fix this by ensuring that the input device has a stage on XI_TouchBegin itself,
but only if it's not already set, so we don't possibly steal touch events to
an already interacting stage.
https://bugzilla.gnome.org/show_bug.cgi?id=732234
On X11 the pointer will follow a "pointer emulating" touch sequence, so the
pointer will be effectively left inside the stage after that touch is lifted,
even though the master device stage is unset. This makes pointer events get
ignored until the pointer leaves and enters again the stage.
https://bugzilla.gnome.org/show_bug.cgi?id=732234
The 'state' field should be used for pointer events without button
information. Pointer events that have button information should use
the 'button' field.
https://bugzilla.gnome.org/show_bug.cgi?id=732143
Currently, due to the way that Visual Studio 2010+ projects are handled,
the "install" project does not re-build upon changes to the sources, as it
does not believe that its dependencies have changed, although the changed
sources are automatically recompiled. This means that if a part or more
of the solution does not build, or if the sources need some other fixes
or enhancements, the up-to-date build is not copied automatically, which
can be misleading.
Improve on the situation by forcing the "install" project to trigger its
rebuild, so that the updated binaries can be copied. This does trigger an
MSBuild warning, but having that warning is way better than not having an
up-to-date build, especially during testing and development.
The coordinates translated by the XI2 device manager were being clamped using
the X window size kept by StageX11. However, when the stage is fullscreen,
that size is not updated to the screen size, but kept the same in order to
allow going back to it when the stage goes out of fullscreen.
https://bugzilla.gnome.org/show_bug.cgi?id=731268
The vector of libinput and Wayland pointer axis events are in pointer
motion coordinate space. To convert to clutter's internal representation
the vectors need to be scaled to Xi2 scroll steps.
https://bugzilla.gnome.org/show_bug.cgi?id=723560
And get CLUTTER_EVENT_LEAVE out of the touch event compression logic, as
touches are always implicitly grabbed. If no sequence check is done, only
the last touch update would be emitted, even if multiple sequences got
updated.
https://bugzilla.gnome.org/show_bug.cgi?id=730577
Let's cross fingers and hope nobody notices. If this went unnoticed so far, likely
means this function has never been used. If any complain is raised about this, a
stub function should be added (and marked deprecated).
Those are translated into CLUTTER_TOUCH_* ClutterEvents. As the
"NULL" ClutterEventSequence is special cased, the slot=0 value is
avoided.
Frame events are ignored, as there is no Clutter equivalence, and
Cancel events are sent to all current individual touches.
https://bugzilla.gnome.org/show_bug.cgi?id=728968
And ensure the core pointer shares the same stage than the slave
device when those events are set. This fixes problems on the evdev
backend where the last touch unsets the stage on the device, but
nothing sets it back afterwards.
https://bugzilla.gnome.org/show_bug.cgi?id=728968
When an actor carrying canvas content is repainted, it will currently reupload
the data from the buffer to a texture. While this is not a performance problem
on a desktop, some mobile environments take a big performance hit. This
change tracks data changes and only recreates the texture if necessary.
https://bugzilla.gnome.org/show_bug.cgi?id=729144
When an actor carrying canvas content is repainted, it will currently reupload
the data from the buffer to a texture. While this is not a performance problem
on a desktop, some mobile environments take a big performance hit. This
change tracks data changes and only recreates the texture if necessary.
https://bugzilla.gnome.org/show_bug.cgi?id=729144
By creating and starting the timer on clutter_main() an assumption is made
that that is how the main loop will be run for all clutter applications.
With more and more applications moving to GApplication, this assumption no
longer holds true.
Moving to clutter_init() means we are starting the timer earlier than we
should, and by not stopping it when the main loop quits we are taking a
measure that is later than we should. I believe it is safe to consider
those are close enough to the actual beginning and quitting of the main
loop in practice.
https://bugzilla.gnome.org/show_bug.cgi?id=728521
By creating and starting the timer on clutter_main() an assumption is made
that that is how the main loop will be run for all clutter applications.
With more and more applications moving to GApplication, this assumption no
longer holds true.
Moving to clutter_init() means we are starting the timer earlier than we
should, and by not stopping it when the main loop quits we are taking a
measure that is later than we should. I believe it is safe to consider
those are close enough to the actual beginning and quitting of the main
loop in practice.
https://bugzilla.gnome.org/show_bug.cgi?id=728521
Cogl, when built with the SDL winsys, will include the SDL headers when
Cogl-based programs are built, which causes the SDL's wrapper for main()
to be used on Windows, causing an implicit requirement that all Cogl-based
apps must link to SDL2.lib and SDL2main.lib. Avoid this behavior by
defining SDL_MAIN_HANDLED in the CFLAGS of the sample and interactive test
programs