The drawing code from test_invalid_texture_layers which draws a
rectangle, a polygon and a vertex buffer has been split out to
separate function. test_using_all_layers now also uses this so that it
will also test the other two primitives. This causes the test to fail
when all of the layers are drawn using a vertex buffer.
http://bugzilla.openedhand.com/show_bug.cgi?id=2132
* wip/state-machine:
Do not use wildcards in test-state
script: Implement State deserialization
state: added a "target-state" property
state: documented data structures
Add State interactive tests to the ignore file
state: Documentation and introspection annotation fixes
state: Minor coding style fixes
state: Clean up the header's documentation
state: Constify StateKey accessors
Do not include clutter.h from a Clutter header file
state-machine: made clutter_state_change take a boolean animate argument
state-machine: use clutter_timeline_get_progress
state-machine: add completed signal
state machine: added state machine
Conflicts:
.gitignore
* wip/constraints: (24 commits)
Add the Cogl API reference to the fixxref extra directories
Document the internal MetaGroup class
Remove the construct-only flag from ActorMeta:name
doc: Remove gtk-doc annotations from the json-glib copy
doc: Fix parameter documentation
Add named modifiers for Action and Constraint
Remove a redundant animation
Set the stage resizable in test-constraints
Use a 9 grid for the constraints test
Miscellaneous documentation fixes
docs: Document animating action and constraint properties
docs: Document BindConstraint and AlignConstraint
constraint: Rename BindConstraint:bind-axis
constraints: Add AlignConstraint
tests: Add a constraints interactive test
constraint: Add BindConstraint
actor: Implement Animatable
animation: Use the new Animatable API for custom properties
animatable: Add custom properties to Animatable
constraint: Add ClutterConstraint base class
...
Conflicts:
configure.ac
The ClutterActor API should have modifier methods for adding, removing
and retrieving Actions and Constraints using the ClutterActorMeta:name
property - mostly, for convenience.
To demonstrate that constraints can be used to reposition actors in a
resizable stage, set the :user-resizable property to TRUE, and spend the
next 15 minutes playing with the stage size.
AlignConstraint is a simple constraint that keeps an actor's position
aligned to the width or height of another actor, multiplied by an
alignment factor.
GLES 2 doesn't have GL_MAX_TEXTURE_UNITS. Instead the cogl backend
uses GL_MAX_TEXTURE_IMAGE_UNITS with a maximum limit of 16. The same
restriction is now used in the test.
DragAction is an Action sub-class that provides dragging capabilities to
any actor. DragAction has:
• drag-begin, drag-motion and drag-end signals, relaying the event
information like coordinates, button and modifiers to user code;
• drag-threshold property, for delaying the drag start by a given
amount of pixels;
• drag-handle property, to allow using other actors as the drag
handle.
• drag-axis property, to allow constraining the dragging to a specific
axis.
An interactive test demonstrating the various features is also provided.
This adds a simple test for ClutterCairoTexture that draws two
rectangles to the cairo surface in an idle callback and then verifies
that they appeared at the right colours in the paint callback. If that
succeeds then the second time the idle callback is invoked it will
replace one of the rectangles with a sub region update and the
following paint callback will again verify the rectangles.
Instead of asking gtester to run ./test-conformance directly we now tell
it to run a list of wrapper scripts. This results in each test being
spawned in a separate process avoiding leakage of state between tests
which has been a big problem with the conformance tests for quite a
while now.
Otherwise it seems that rounding errors will cause the fragments at
the edge of the quad to blend with neighbouring quarters of the
texture which cause the test to fail.
A few of the tests connected to the paint signal but never
disconnected it. Most of these handlers had a call to g_main_quit in
them which meant that it could sometimes cause subsequent tests to
exit after the first frame is painted. Most of the tests don't
validate any of the results until after a couple of frames have been
rendered so this ended up skipping out the test entirely.
To workaround this the test setup function now disconnects all
handlers for the paint signal on the default stage before the test is
run.
The on_paint function for test-cogl-readpixels tries to temporarily
set the projection, modelview and viewport to its own values. However
it was never restoring the saved values so it could affect the results
of subsequent tests.
This adds a test which creates a material using the maximum number of
layers. All of the layers are assigned a white texture except the last
which is set to red. The default combine mode is used for all of the
layers so the final fragment should end up red.
Currently Cogl doesn't provide a way to query the maximum number of
layers so it just uses glGetIntegerv instead. This might cause
problems on GLES 2 because that adds additional restrictions on the
number of layers.
http://bugzilla.openedhand.com/show_bug.cgi?id=2064
This changes the original tests so that it splits the original path
into two sub paths. When adding a new block to the copied path it also
adds another sub path. This further stresses the path copying
mechanism and exposes a bug.
It also tests intersections by drawing a self-intersecting path and a
path with two sub-paths that overlap. Where the path overlaps it
should be inverted.
This renders a texture using different combinations of wrap modes for
the s and t coordinates and then verifies that the expected wrapping
is acheived. The texture is drawn using rectangles, polygons and
vbos. There is also code to test a rectangle using an atlased texture
(which should test the manual repeating) however the validation for
this is currently disabled because it doesn't work.
http://bugzilla.openedhand.com/show_bug.cgi?id=2063
This tests various paths drawing rectangles and verifies that the
expected pixels are filled in. Some of the paths are drawn by copying
an existing path and modifying it which should test the copy-on-write
code.
This updates test-cogl-offscreen to give an example of setting up a
CoglFramebuffer with a Clutter style 2D coordinate system with (0,0) top
left and (framebuffer_width, framebuffer_height) bottom right.
test-cogl-tex-polygon creates a separate material so that it can set
the texture filters. However in the paint functions that use
cogl_polygon it was calling cogl_set_source_texture which replaces the
material and ends up always using GL_LINEAR. This patch makes the
paint functions assume the correct source is set up instead of trying
to select a new source.
Added new "homogeneous" mode to ClutterBoxLayout, that makes layout children
get all the same size.
This is heavily inspired in the "homogeneous" attribute available in GtkBox,
but simplified as we don't have padding nor borders in box layout, only
spacing.
Also added to test-box-layout a key to set/unset homogeneous mode.
* Coding style fixes.
* Added proper test for homogeneous mode in box layout.
* Fix in homogeneous mode.
http://bugzilla.openedhand.com/show_bug.cgi?id=2034
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The test creates a GL_TEXTURE_RECTANGLE_ARB texture using
cogl_texture_new_from_foreign and confirms that rendering it works
correctly. If the rectangle texture extension isn't available then
this test always succeeds.
http://bugzilla.openedhand.com/show_bug.cgi?id=2015
The FlowLayout fails to provide a preferred size in case no sizing is
specified on one axis. It should, instead, have the preferred size of
the sum of its children, depending on the orientation property.
http://bugzilla.openedhand.com/show_bug.cgi?id=2013
cogl_read_pixels() no longer asserts that the format passed in is
RGBA_8888 but instead accepts any format. The appropriate GL enums for
the format are passed to glReadPixels so OpenGL should be perform a
conversion if neccessary.
It currently assumes glReadPixels will always give us premultiplied
data. This will usually be correct because the result of the default
blending operations for Cogl ends up with premultiplied data in the
framebuffer. However it is possible for the framebuffer to be in
whatever format depending on what CoglMaterial is used to render to
it. Eventually we may want to add a way for an application to inform
Cogl that the framebuffer is not premultiplied in case it is being
used for some special purpose.
If the requested format is not premultiplied then Cogl will convert
it. The tests have been changed to read the data as premultiplied so
that they won't be affected by the conversion. Picking in Clutter has
been changed to use COGL_PIXEL_FORMAT_RGB_888 because it doesn't need
the alpha component. clutter_stage_read_pixels is left unchanged
because the application can't specify a format for that so it seems to
make most sense to store unpremultiplied values.
http://bugzilla.openedhand.com/show_bug.cgi?id=1959
Allow a ClutterModel to be constructed through the ClutterScript API.
Currently this allows a model to be generated like like this:
{
"id" : "test-model",
"type" : "ClutterListModel",
"columns" : [
[ "text-column", "gchararray" ],
[ "int-column", "gint" ],
[ "actor-column", "ClutterRectangle" ]
]
}
where 'columns' is an array containing arrays of column-name,
column-type pairs.
http://bugzilla.openedhand.com/show_bug.cgi?id=2007
The adds tests for the remaining layer combine functions, the 1 minus
value operator and the TEXTURE_N source. Note however that Cogl
currently fails when parsing a TEXTURE_N source so the test is
commented out.
We need to make the Stage set the MAPPED flag on itself if we want to
verify the MAPPED state. That was always the case - it just worked
before because the Stage was shown at least once.
It was passing the number of vertices to
cogl_vertex_buffer_draw_elements but instead it should take the
maximum index which would be the number of vertices minus one. This
was causing errors to be reported with the checks filterset of Bugle.
If an actor is lying on the border of the Stage it might miss the LEAVE
event when the pointer of a device leaves the Stage window. Since the
backend is unsetting the Stage back pointer on the InputDevice we can
queue the emission of a LEAVE event on the pointer actor as well.
http://bugzilla.moblin.org/show_bug.cgi?id=9677