This function was #if 0'd before we released Clutter 1.0 so there's no
implementation of it. At some point we thought it might assist with
developers breaking out into raw OpenGL. Breaking out to raw GL is a
difficult problem though so we decided instead we will wait for a specific
use case to arrise before trying to support it.
Actors, unlike objects, can effectively go away whilst being
animated - usually because of an explicit destoy().
The Animation created by clutter_actor_animate() and friends
should keep a weak reference on the actor and eventually
get rid of the animation itself in case the actor goes away
whilst being animated.
_cogl_material_get_layer expects a CoglMaterial* pointer but it was
being called with a CoglHandle. This doesn't matter because the
CoglHandle is actually just the CoglMaterial* pointer anyway but it
breaks the ability to change the _cogl_material_pointer_from_handle
macro.
• Use the same style for the Cogl API reference as the one used for
the Clutter API reference.
• Fix the introspection annotations for cogl_bitmap_get_size_from_file()
The imported Mesa matrix code has some documentation annotations
that make gtk-doc very angry. Since it's all private anyway we
can safely make gtk-doc ignore the offending stuff.
$(COGL_DRIVER)/cogl-defines.h is generated in the configure script so
it ends up in the build directory. Therefore the build rule for
cogl/cogl-defines.h should depend on the file in $(builddir) not
$(srcdir).
The deprecation notices in gtk-doc should also refer to the
release that added the deprecation, and if the deprecated
symbol has been replaced by something else then the new symbol
should be correctly referenced.
The main COGL header cogl.h is currently created at configure time
because it conditionally includes the driver-dependent defines. This
sometimes leads to a stale cogl.h with old definitions which can
break the build until you clean out the whole tree and start from
scratch.
We can generate a stable cogl-defines.h at build time from the
equivalent driver-dependent header and let cogl.h include that
file instead.
_cogl_feature_check expects the array of function names to be
terminated with a NULL pointer but I forgot to add this. This was
causing crashes depending on what happened to be in memory after the
array.
For VBOs, we don't need to check for the extension if the GL version
is greater than 1.5. Non-power-of-two textures are given in 2.0.
We could also assume shader support in GL 2.0 except that the function
names are different from those in the extension so it wouldn't work
well with the current mechanism.
Previously if you need to depend on a new GL feature you had to:
- Add typedefs for all of the functions in cogl-defines.h.in
- Add function pointers for each of the functions in
cogl-context-driver.h
- Add an initializer for the function pointers in
cogl-context-driver.c
- Add a check for the extension and all of the functions in
cogl_features_init. If the extension is available under multiple
names then you have to duplicate the checks.
This is quite tedious and error prone. This patch moves all of the
features and their functions into a list of macro invocations in
cogl-feature-functions.h. The macros can be redefined to implement all
of the above tasks from the same header.
The features are described in a struct with a pointer to a table of
functions. A new function takes the feature description from this
struct and checks for its availability. The feature can take a list of
extension names with a list of alternate namespaces (such as "EXT" or
"ARB"). It can also detect the feature from a particular version of
GL.
The typedefs are now gone and instead the function pointer in the Cogl
context just directly contains the type.
Some of the functions in the context were previously declared with the
'ARB' extension. This has been removed so that now all the functions
have no suffix. This makes more sense when the extension could
potentially be merged into GL core as well.
There is a new internal Cogl function called _cogl_check_driver_valid
which looks at the value of the GL_VERSION string to determine whether
the driver is supported. Clutter now calls this after the stage is
realized. If it fails then the stage is marked as unrealized and a
warning is shown.
_cogl_features_init now also checks the version number before getting
the function pointers for glBlendFuncSeparate and
glBlendEquationSeparate. It is not safe to just check for the presence
of the functions because some drivers may define the function without
fully implementing the spec.
The GLES version of _cogl_check_driver_valid just always returns TRUE
because there are no version requirements yet.
Eventually the function could also check for mandatory extensions if
there were any.
http://bugzilla.openedhand.com/show_bug.cgi?id=1875
We can not process events for a stage that has been destroyed so we
should make sure that the events for the stage are removed from the
global event queue during dispose.
http://bugzilla.openedhand.com/show_bug.cgi?id=1882
Both ClutterAlpha:mode and ClutterAnimation:mode can be defined using:
• an integer id
• the "nick" field of the AnimationMode GEnumValue
• a custom, tweener-like string
All these methods should be documented.
Like in ClutterAlpha, ClutterAnimation:mode must be overridden when
parsing a Script definition, as we accept both a numeric id and the
string id for easing modes.
When _cogl_add_path_to_stencil_buffer is used to draw a path we don't
need to clear the entire stencil buffer. Instead it can clear just the
bounding box of the path. This adds an extra parameter called
'need_clear' which is only set if the stencil buffer is being used for
clipping.
http://bugzilla.openedhand.com/show_bug.cgi?id=1829
When the text direction changes we should evict the cached layouts
to avoid stale entries in case the direction change produces a layout
with the same size.
Every actor should have a property for retrieving (and setting) the
text direction.
The text direction is used to provide a consisten behaviour in both
left-to-right and right-to-left languages. For instance, ClutterText
should perform key navigation following text direction. Layout
managers should also take into account text direction to derive the
right packing order for their children.
Instead of using PangoDirection directly we should use the
ClutterTextDirection enumeration.
We also need a pair of accessor functions for setting and
getting the default text direction.
This fixes a warning about an uninitialised value. It could also
potentially fix some crashes for example if the enable_flags value
happened to include a bit for enabling a vertex array if no vertex
buffer pointer was set.
While loading a JPEG from disk (with clutter_texture_new_from_file),
I got the following:
<Error>: CGBitmapContextCreate: unsupported parameter combination: 8
integer bits/component; 24 bits/pixel; 3-component colorspace;
kCGImageAlphaNone; 3072 bytes/row.
<Error>: CGContextDrawImage: invalid context
Looking around, I found that CGBitmapContextCreate can't make 24bpp
offscreen pixmaps without an alpha channel...
This fixes the bug, and seems to not break other things...
http://bugzilla.openedhand.com/show_bug.cgi?id=1159
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Apple where nice and changed API between releases. This patch checks the
version of the compilation environment and tries to use the right parameter
type.
http://bugzilla.openedhand.com/show_bug.cgi?id=1866
In the new Clutter world backend stage implementations should be lightweight
objects implementing the ClutterStageWindow interface and not ClutterActor
subclasses.
This patch performs various cut-n-pastes to acheive that for the OSX backend
http://bugzilla.openedhand.com/show_bug.cgi?id=1864
ClutterBehaviour should implement the Scriptable interface
and parse ClutterAlpha when implicitly defined, instead of
having this ad hoc code inside ClutterScriptParser itself.
After all, only ClutterBehaviour supports Alpha defined
implicitly.
The ClutterScriptParser should do most of the heavy-lifting for
parsing a JSON object member defining another JSON object into
a GObject property defined using a GParamSpecObject.
cogl_clip_push, and cogl_clip_push_window_rect which are now deprecated were
used in various places internally so this just switches to using the
replacement functions.
cogl_clip_push() which accepts a rectangle in model space shouldn't have
been defined to take x,y,width,height arguments because this isn't consistant
with other Cogl API dealing with model space rectangles. If you are using a
coordinate system with the origin at the center and the y+ extending up,
then x,y,width,height isn't as natural as (x0,y0)(x1,y1). This API has
now been replace with cogl_clip_push_rectangle()
(As a general note: the Cogl API should only use the x,y,width,height style
when the appropriate coordinate space is defined by Cogl to have a top left
origin. E.g. window coordinates, or potentially texture coordinates)
cogl_clip_push_window_rect() shouldn't have been defined to take float
arguments since we only clip with integral pixel precision. We also
shouldn't have abbreviated "rectangle". This API has been replaced with
cogl_clip_push_window_rectangle()
cogl_clip_ensure() wasn't documented at all in Clutter 1.0 and probably
no one even knew it existed. This API isn't useful, and so it's now
deprecated. If no one complains we may remove the API altogether for
Clutter 1.2.
cogl_clip_stack_save() and cogl_clip_stack_restore() were originally added
to allow us to save/restore the clip when switching to/from offscreen
rendering. Now that offscreen draw buffers are defined to own their clip
state and the state will be automatically saved and restored this API is now
redundant and so deprecated.
For a long time now the GLES driver for Cogl has supported a fallback
scanline rasterizer for filling paths when no stencil buffer is available,
but now that we build the same cogl-primitives code for GL and GLES I
thought it may sometimes be useful for debugging to force Cogl to use the
scanline rasterizer instead of the current stencil buffer approach.
In order to know if a layout property exists and retrieve its
description in form of a GParamSpec, we need a wrapper API inside
ClutterLayoutManager. This allows introspecting a LayoutManager
sub-class and eventually serialize and deserialize it.
The ClutterScript parser needs to be extended to parse child properties
and apply them after an actor has been added to a container. In order to
distinguish child properties from regular GObject properties we can use
the "child::" prefix, e.g.:
{
"type" : "ClutterRectangle",
"id" : "child-01",
"child::has-focus" : true,
...
}
Parsing child properties can be deferred to the ClutterScriptable
interface, just like regular properties.
These files were practically identical, except the gles code had additional
support for filling paths without a stencil buffer. All the driver code has
now been moved into cogl/cogl-primitives.c
All the ClutterColor parsing rules should be coalesced inside
clutter_script_parse_color(): object, array and string notations
are the canonical ways of defining a ClutterColor inside a
ClutterScript definition. Having a single function in charge of
the parsing cleans up the code.
Currently, ClutterScriptParser will construct the object (using the
construct-only and construct parameters), apply the properties from
the ClutterScript definition, and eventuall will add children and
behaviours.
The construction phase should be more compartimentalized: the objects
should be constructed first and eventual children and behaviours
added. Then, once an object is requested or when the parsing process
has terminated, all the properties should be applied.
This change allows us to set up the actors before setting their
non-construct properties.
ClutterScript is currently a mix of parser-related code and
the ClutterScript object. All the parser-related code should
be moved inside a private class, ClutterScriptParser, inheriting
from JsonParser.
Instead of counting on a JsonNode pointer to survive we should take
a copy. This allows keeping unresolved properties across different
ClutterScript passes.
It's useful when initialzing offscreen draw buffers to be able to ask
Cogl to create a texture of a given size and with the default internal
pixel format.
When rendering to an fbo for supporting clutter_texture_new_from_actor we
render to an fbo with the same size as the source actor, but with a viewport
the same size as the stage. We offset the viewport so when we render the
source actor in its normal transformed stage position it lands on the fbo.
Previously we were rounding the transformed position given as a float by
truncating the fraction (just using a C cast) but that resulted in an
incorrect pixel offset when rendering offscreen depending on the source
position.
We now simply + 0.5 before casting (or -0.5 for negative numbers)
For supporting clutter_texture_new_from_actor(): when updating a
ClutterTexture's fbo we previously set up an offset frustum in the
perspective matrix before rendering source actors to an offscreen draw
buffer so as to give a perspective as if it were being drawn at its
original stage location.
Now that Cogl supports offset viewports there is a simpler way...
When we come to render the source actor to our offscreen draw buffer we
now copy the projection matrix from the stage; we create a viewport
that's also the same size as the stage (though larger than the offscreen
draw buffer) and as before we apply the modelview transformations of
the source actors ancestry before painting it.
The only trick we need now is to offset the viewport according to the
transformed (to screen space) allocation of the source actor (something we
required previously too). We negatively offset the stage sized viewport
such that the smaller offscreen draw buffer is positioned to sit underneath
the source actor in stage coordinates.
To help keep clutter_texture_paint maintainable this splits out a big
chunk of standalone code that's responsible for updating the fbo when
clutter_texture_new_from_actor has been used.
When updating the FBO for a source actor (to support
clutter_texture_new_from_actor()) we used to simply set an offscreen draw
buffer to be current, paint the source actor and then explicitly set the
window to be current again. This precluded chaining texture_new_from_actor
though because updating another FBO associated with a source actor would end
up restoring the window as the current buffer instead of the previous
offscreen buffer. Now that we use Cogl's draw buffer stack; chaining
clutter_texture_new_from_actor() should be possible.
Before we call glViewport we need to convert Cogl viewport coordinates
(where the origin is defined to be top left) to OpenGL coordinates
(where the origin is defined to be bottom left)
We weren't considering that offscreen rendering is always upside down
and in this case Cogl coordinates == OpenGL coordinates.
Firstly this now uses the draw buffer height not the viewport height
when we need to perform a y = height - y conversion, since (as the
name suggests) we are dealing with window coordinates not viewport
coordinates.
Secondly this skips any conversion when the current draw buffer is an
offscreen draw buffer since offscreen rendering is always forced to be
upside down and in this case Cogl window coordinates == GL window
coordinates.
This new API takes advantage of the recently imported Mesa code to support
inverse matrix calculation. The matrix code keeps track (via internal
flags) of the transformations a matrix represents so that it can select an
optimized inversion function.
Note: although other aspects of the Cogl matrix API have followed a similar
style to Cairo's matrix API we haven't added a cogl_matrix_invert API
because the inverse of a CoglMatrix is actually cached as part of the
CoglMatrix structure meaning a destructive API like cogl_matrix_invert
doesn't let users take advantage of this caching design.
This adds a COGL_DEBUG=matrices debug option that can be used to trace all
matrix manipulation done using the Cogl API. This can be handy when you
break something in such a way that a trace is still comparable with a
previous working version since you can simply diff a log of the broken
version vs the working version to home in on the bug.
This pulls in code from Mesa to improve our matrix manipulation support. It
includes support for calculating the inverse of matrices based on top of a
matrix categorizing system that allows optimizing certain matrix types.
(the main thing we were after) but also adds some optimisations for
rotations.
Changes compared to the original code from Mesa:
- Coding style is consistent with the rest of Cogl
- Instead of allocating matrix->m and matrix->inv using malloc, our public
CoglMatrix typedef is large enough to directly contain the matrix, its
inverse, a type and a set of flags.
- Instead of having a _math_matrix_analyse which updates the type, flags and
inverse, we have _math_matrix_update_inverse which essentially does the
same thing (internally making use of _math_matrix_update_type_and_flags())
but with additional guards in place to bail out when the inverse matrix is
still valid.
- When initializing a matrix with the identity matrix we don't immediately
initialize the inverse matrix; rather we just set the dirty flag for the
inverse (since it's likely the user won't request the inverse of the
identity matrix)
Because Cogl defines the origin for texture as top left and offscreen draw
buffers can be used to render to textures, we (internally) force all
offscreen rendering to be upside down. (because OpenGL defines the origin
to be bottom left)
By forcing the users scene to be rendered upside down though we also reverse
the winding order of all the drawn triangles which may interfere with the
users use of backface culling. This patch ensures that we reverse the
winding order for a front face (if culling is in use) while rendering
offscreen so we don't conflict with the users back face culling.
The debugging function read_pixels_to_file() and _clutter_do_pick were both
directly calling glReadPixels, but we don't wan't Clutter making direct
OpenGL calls and Cogl provides a suitable alternative. It also means
read_pixels_to_file() doesn't need to manually flip the data read due to
differences in Clutter/Cogl coordinate systems.
Technically this change shouldn't make a difference since we are
calling glReadPixels with GL_RGBA GL_UNSIGNED_BYTE which is a 4
byte format and it should always result in the same value according
to how OpenGL calculates the location of sequential rows.
i.e. k = a/s * ceil(snl/a) where:
a = alignment
s = component size (1)
n = number of components per pixel (4)
l = number of pixels in a row
gives:
k = 4/1 * ceil(4l/4) and k = 1/1 * ceil(4l/1) which are equivalent
I'm changing it because I've seen i915 driver code that bails out of
hardware accelerated paths if the alignment isn't 1, and because
conceptually we have no alignment constraints here so even if the current
value has no effect, when we start reading back other formats it may upset
things.
We were previously calling cogl_flush() after setting up the glPixelStore
state for calling glReadPixels, but flushing the journal could itself
change the glPixelStore state.
Since offscreen rendering is forced to be upside down we don't need to do
any conversion of the users coordinates to go from Cogl window coordinates
to OpenGL window coordinates.
Since we do all offscreen rendering upside down (so that we can have the
origin for texture coordinates be the top left of textures for the cases
where offscreen draw buffers are bound to textures) we don't need to flip
data read back from an offscreen framebuffer before we we return it to the
user.
I was originally expecting the code not to handle offset viewports or
viewports with a different size to the framebuffer, but it turns out the
code worked fine. In the process though I think I made the code slightly
more readable.
cogl_viewport only accepted a viewport width and height, but there are times
when it's also desireable to have a viewport offset so that a scene can be
translated after projection but before hitting the framebuffer.
Because Cogl defines the origin of viewport and window coordinates to be
top-left it always needs to know the size of the current window so that Cogl
window/viewport coordinates can be transformed into OpenGL coordinates.
This also fixes cogl_read_pixels to use the current draw buffer height
instead of the viewport height to determine the OpenGL y coordinate to use
for glReadPixels.
First a few notes about Cogl coordinate systems:
- Cogl defines the window origin, viewport origin and texture coordinates
origin to be top left unlike OpenGL which defines them as bottom left.
- Cogl defines the modelview and projection identity matrices in exactly the
same way as OpenGL.
- I.e. we believe that for 2D centric constructs: windows/framebuffers,
viewports and textures developers are more used to dealing with a top left
origin, but when modeling objects in 3D; an origin at the center with y
going up is quite natural.
The way Cogl handles textures is by uploading data upside down in OpenGL
terms so that bottom left becomes top left. (Note: This also has the
benefit that we don't need to flip the data we get from image decoding
libraries since they typically also consider top left to be the image
origin.)
The viewport and window coords are mostly handled with various y =
height - y tweaks before we pass y coordinates to OpenGL.
Generally speaking though the handling of coordinate spaces in Cogl is a bit
fragile. I guess partly because none of it was design to be, it just
evolved from how Clutter defines its coordinates without much consideration
or testing. I hope to improve this over a number of commits; starting here.
This commit deals with the fact that offscreen draw buffers may be bound to
textures but we don't "upload" the texture data upside down, and so if you
texture from an offscreen draw buffer you need to manually flip the texture
coordinates to get it the right way around. We now force offscreen
rendering to be flipped upside down by tweaking the projection matrix right
before we submit it to OpenGL to scale y by -1. The tweak is entirely
hidden from the user such that if you call cogl_get_projection you will not
see this scale.
We were ignoring the possibility that the current modelview matrix may flip
the incoming rectangle in which case we didn't calculate a valid scissor
rectangle for clipping.
This fixes: http://bugzilla.o-hand.com/show_bug.cgi?id=1809
(Clipping doesn't work within an FBO)
Cogl's support for offscreen rendering was originally written just to support
the clutter_texture_new_from_actor API and due to lack of documentation and
several confusing - non orthogonal - side effects of using the API it wasn't
really possible to use directly.
This commit does a number of things:
- It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h}
files instead which should be easier to maintain.
- internally CoglFbo objects are now called CoglDrawBuffers. A
CoglDrawBuffer is an abstract base class that is inherited from to
implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw
buffers will initially be used to support the
cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will
start to be used internally to represent windows as we aim to migrate some
of Clutter's backend code to Cogl.
- It makes draw buffer objects the owners of the following state:
- viewport
- projection matrix stack
- modelview matrix stack
- clip state
(This means when you switch between draw buffers you will automatically be
switching to their associated viewport, matrix and clip state)
Aside from hopefully making cogl_offscreen_new_to_texture be more useful
short term by having simpler and well defined semantics for
cogl_set_draw_buffer, as mentioned above this is the first step for a couple
of other things:
- Its a step toward moving ownership for windows down from Clutter backends
into Cogl, by (internally at least) introducing the CoglOnscreen draw
buffer. Note: the plan is that cogl_set_draw_buffer will accept on or
offscreen draw buffer handles, and the "target" argument will become
redundant since we will instead query the type of the given draw buffer
handle.
- Because we have a common type for on and offscreen framebuffers we can
provide a unified API for framebuffer management. Things like:
- blitting between buffers
- managing ancillary buffers (e.g. attaching depth and stencil buffers)
- size requisition
- clearing
This ensures that glViewport is called before the first stage paint.
Previously _clutter_stage_maybe_setup_viewport (which is done before we
start painting) was bailing out without calling cogl_setup_viewport because
the CLUTTER_STAGE_IN_RESIZE flag may be set if the stage was resized before
the first paint. (NB: The CLUTTER_STAGE_IN_RESIZE flag isn't removed until
we get an explicit event back from the X server since the window manager may
choose to deny/alter the resize.)
We now special case the first resize - where the viewport hasn't previously
been initialized and use the requested geometry to initialize the
glViewport without waiting for a reply from the server.
Over time the two cogl-fbo.c files have needlessly diverged as bug fixes or
cleanups went into one version but not the other. This tries to bring them
back in line with each other. It should actually be simple enough to move
cogl-fbo.c to be a common file, and simply not build it for GLES 1.1, so
maybe I'll follow up with such a patch soon.
The comment just said: "Some implementation require a clear before drawing
to an fbo. Luckily it is affected by scissor test." and did a scissored
clear, which is clearly a driver bug workaround, but for what driver? The
fact that it was copied into the gles backend (or vica versa is also
suspicious since it seems unlikely that the workaround is necessary for both
backends.)
We can easily restore the workaround with a better comment if this problem
really still exists on current drivers, but for now I'd rather minimize
hand-wavey workaround code that can't be tested.
Just like CLUTTER_CHECK_VERSION does version checking at compile
time, we need a way to verify the version of the library that we
are linking against. This is mostly needed for language bindings
and for run-time loadable modules -- when we'll get those.
Otherwise you can't use the alpha channel of the vertex colors unless
the material has a texture with alpha or the material's color has
alpha less than 255.
Apparently, on 64bit systems the floating point noise is enough
to screw up the float-to-int truncation.
The solution is to round up by 0.5 and then use floorf(). This
gives predictable and correct results on both 32bit and 64bit
systems.
When calling remove_child_meta() we check if there is a LayoutMeta
already attached to the Actor, and if that LayoutMeta matches the
(manager, container, actor) tuple. If the LayoutMeta does not match,
though, we create a new LayoutMeta instance -- in order to remove it
right afterwards.
Instead of doing this, we can simply check for a matching LayoutMeta
and if present, remove it.
In case of an existing, non-matching LayoutMeta, we're left with a
dangling instance, but it does not matter: the removal happens in the
unparenting phase of a ClutterContainer, so either the Actor will be
destroyed and thus the LayoutMeta will be disposed along with it; or
it will be parented to another container, and thus the LayoutMeta
will be replaced.
A ClutterBox might not have a ClutterLayoutManager instance
associated -- for instance, during destruction. We should check
for one before calling methods on it.
When cogl_texture_new_from_data() fails in clutter_texture_set_from_data()
and no GError is provided, the clutter app will segfault when dereferencing
the GError ** and emitting LOAD_FINISHED signal.
Based on a patch by: Haakon Sporsheim <haakon.sporsheim@gmail.com>
http://bugzilla.openedhand.com/show_bug.cgi?id=1806
Some changes to make COGL pass distcheck with Automake 1.11 and
anal-retentiveness turned up to 11.
The "major" change is the flattening of the winsys/ part of COGL,
which is built directly inside libclutter-cogl.la instead of an
intermediate libclutter-cogl-winsys.la object.
Ideally, the whole COGL should be flattened out using a
quasi-non-recursive Automake layout; unfortunately, the driver/
sub-section ships with identical targets and Automake cannot
distinguish GL and GLES objects.
If an actor calls directly or indirectly clutter_actor_queue_relayout()
on itself from within the allocate() implementation it will cause a
relayout cycle. This is usually a condition that should be checked by
ClutterActor and we should emit a warning if it is verified.
ClutterActor should check whether the current instance is being
destroyed and avoid performing operations like:
• queueing redraws
• queueing relayouts
It should also warn if the actor is being parented to an actor
currently being destroyed.
When showing a warning in the state checks we perform to verify that
the invariants are maintained when showing, mapping and realizing, we
should also print out the name of the actor failing the checks. If the
actor has no name, the GType name should be used as a fallback.
When defining an Alpha in ClutterScript we should allow setting
the alpha function by using a custom property. This makes it
possible to have both:
{
"id" : "behaviour-1",
"type" : "ClutterBehaviourDepth",
"alpha" : { "timeline" : "timeline-1", "function" : "alpha_func" },
...
}
And:
{
"id" : "alpha-1",
"type" : "ClutterAlpha",
"timeline" : "timeline-1",
"function" : "alpha_func"
},
{
"id" : "behaviour-1",
"type" : "ClutterBehaviourDepth",
"alpha" : "alpha-1",
...
}
The latter allows defining a single alpha function for multiple
behaviours.
The block that allows setting a GObject property holding an object
instance is conditionally depending on the USE_PIXBUF define. This
makes it impossible to reference an object inside ClutterScript on
platforms not using GdkPixbuf.
When an actor is hidden, the parent actor is not required to
size request or allocate it. (ClutterGroup does, but, for example,
NbtkBoxLayout doesn't.) This means that the
needs_width_request/needs_height_request/needs_allocate can be
stale when we go to show it again - they are set for the actor
but not the parent. Explicitly setting them to FALSE avoids
clutter_actor_relayout() improperly short-circuiting.
http://bugzilla.openedhand.com/show_bug.cgi?id=1831
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The change in commit 3bbc96e17e moved the
:text property setter to use set_text_internal(); this function does not
invalidate the Layout cache and does not queue a relayout, thus breaking
the behaviour of ClutterText when setting the contents of the actor using
the property.
http://bugzilla.openedhand.com/show_bug.cgi?id=1851
Since we no longer depend on the GL matrix API in Cogl we can remove a lot
of wrapper code from the GLES 2 backend. This is particularly nice given
that there was no code shared between the cogl-matrix-stack API and gles2
wrappers so we had a lot of duplicated logic.
The indirection through this API isn't necessary since we no longer
arbitrate between the OpenGL matrix API and Cogl's client side API. Also it
doesn't help to maintain an OpenGL style matrix mode API for internal use
since it's awkward to keep restoring the MODELVIEW mode and easy enough to
directly work with the matrix stacks of interest.
This replaces use of the _cogl_current_matrix API with direct use of the
_cogl_matrix_stack API. All the unused cogl_current_matrix API is removed
and the matrix utility code left in cogl-current-matrix.c was moved to
cogl.c.
This cache of the gl matrix mode lets us avoid repeat calls to glMatrixMode
in _cogl_matrix_stack_flush_to_gl when we have lots of sequential modelview
matrix modifications.
This goes a bit further than the previous patch, and as a special case
we now simply represent identity matrices using a boolean, and only
lazily initialize them when they need to be modified.
The journal always uses an identity matrix since it uses software
transformation. Currently it manually uses glLoadMatrix since previous
experimentation showed that the cogl-matrix-stack gave bad performance, but
it would be nice to fix performance so we only have to care about one path
for loading matrices.
For the common case where we do:
cogl_matrix_stack_push()
cogl_matrix_stack_load_identity()
we were effectively initializing the matrix 3 times. Once due to use of
g_slice_new0, then we had a cogl_matrix_init_identity in
_cogl_matrix_state_new for good measure, and then finally in
cogl_matrix_stack_load_identity we did another cogl_matrix_init_identity.
We don't use g_slice_new0 anymore, _cogl_matrix_state_new is documented as
not initializing the matrix (instead _cogl_matrix_stack_top_mutable now
takes a boolean to choose if new stack entries should be initialised) and so
we now only initialize once in cogl_matrix_stack_load_identity.
This relates back to an earlier commitment to stop using the OpenGL matrix
API which is considered deprecated. (ref 54159f5a1d)
The new texture matrix stacks are hung from a list of (internal only)
CoglTextureUnit structures which the CoglMaterial code internally references
via _cogl_get_texure_unit ().
So we would be left with only the cogl-matrix-stack code being responsible
for glMatrixMode, glLoadMatrix and glLoadIdentity this commit updates the
journal code so it now uses the matrix-stack API instead of GL directly.
• Fix list_stages() and peek_stages() documentation
• Fix clutter_text_set_preedit_string() arguments in the header
to match source and documentation
• Add clutter_units_cm() to the private section for Units
• Rename the LayoutManager section
• Add FlowLayout:homogeneous accessors
* layout-manager: (50 commits)
docs: Reword a link
layout, docs: Add more documentation to LayoutManager
layout, docs: Fix description of Bin properties
layout, bin: Use ceilf() instead of casting to int
layout, docs: Add long description for FlowLayout
layout, box: Clean up
layout, box: Write long description for Box
layout, docs: Remove unused functions
layout: Document BoxLayout
layout: Add BoxLayout, a single line layout manager
layout: Report the correct size of FlowLayout
layout: Resizing the stage resizes the FlowLayout box
layout: Use the get_request_mode() getter in BinLayout
layout: Change the request-mode along with the orientation
actor: Add set_request_mode() method
[layout] Remove FlowLayout:wrap
[layout] Rename BinLayout and FlowLayout interactive tests
[layout] Skip invisible children in FlowLayout
[layout] Clean up and document FlowLayout
[layout] Snap children of FlowLayout to column/row
...
The layout manager reference should have some documentation on how
to use a LayoutManager object inside a container and how to implement
a LayoutManager sub-class correctly.
The JSON conditional rules can be moved outside the introspection
conditional ones to avoid a nested check, as all the JSON rules do
is setting up variables that may or may not be used.
The Journal can be considered a standalone component, so even though
it's currently only used to log quads, it seems better to split it
out into its own file.
When we implement atlas textures we will probably want to use the spans API
to handle texture repeating so it doesn't make sense to leave the code in
cogl-texture-2d-sliced.c. Since it's a standalone set of data structures
and algorithms it also seems reasonable to split out from cogl-texture.
cogl-texture-2d-sliced provides an implementation of CoglTexture and this
seperation lays the foundation for potentially supporting atlas textures,
pixmap textures (as in GLX_EXT_texture_from_pixmap) and fast-path
GL_TEXTURE_{1D,2D,3D,RECTANGLE} textures in a maintainable fashion.