Commit Graph

4081 Commits

Author SHA1 Message Date
nobled
9dcb9453ed wayland: use EGL_NO_SURFACE 2011-01-30 22:13:07 +00:00
nobled
0886452dc2 wayland: update to new api
Adapt to changes from this Wayland commit:
"Update surface.attach and change surface.map to surface.map_toplevel"
(82da52b15b49da3f3c7b4bd85d334ddfaa375ebc)
2011-01-28 17:29:48 +00:00
nobled
2a45ea6839 wayland: fix connecting to default socket
Fixes a mistake in commit "wayland: Update to current api"
(e7f62bc936)
2011-01-28 16:50:06 +00:00
nobled
4197bada42 fix ClutterContainer docs 2011-01-28 16:49:07 +00:00
nobled
6bb81a542f egl: Fix build for --with-flavour=opengl-egl-xlib
Make sure the EGL backend doesn't forget to include desktop OpenGL headers.
2011-01-06 17:16:51 +00:00
nobled
530bc2aa70 egl: Don't use obsolete API
Fixes a GCC "implicit declaration of function" warning when compiling.
2011-01-06 16:40:58 +00:00
Kristian Høgsberg
8c23766da8 x11: Create the list of all devices correctly
Linked lists are tricky.
2011-01-06 14:28:41 +00:00
Emmanuele Bassi
2fe20ff3c5 osx: Implement the set_accept_focus() vfunc
Like the x11 and win32 backends, the quartz backend should allow setting
the key focus when showing the stage window.
2010-12-30 12:47:00 +00:00
Emmanuele Bassi
9d6a33d0c8 win32: Implement the set_accept_focus() vfunc
Implement the ClutterStageWindow::set_accept_focus() virtual function in
the win32 backend.

If accept_focus is set to be TRUE then we call SetforegroundWindow()
after calling ShowWindow(). This is similar to what GDK does when
dealing with the same situation.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2500
2010-12-30 12:47:00 +00:00
Emmanuele Bassi
497f39e2f4 x11: Implement the set_accept_focus() vfunc
Actually set the InputHint flag and set the input field of the WM_SPEC
hints depending on the value of the accept-focus bitfield.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2500
2010-12-30 12:47:00 +00:00
Emmanuele Bassi
bbede9fef5 stage: Add :accept-focus property and accessors
Allow the developer to set whether the Stage should receive key focus
when mapped. The implementation is fully backend-dependent. The default
value is TRUE because that's what we've been expecting so far.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2500
2010-12-30 12:44:13 +00:00
Emmanuele Bassi
e1cd6f49b2 stage-window: Add set_accept_focus() vfunc
Allow Stage implementations to set whether or not they want to accept
key focus when being shown.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2500
2010-12-30 12:44:13 +00:00
Johan Bilien
601b958ab1 Fixed a crash when destroying the actor of a LEAVE event
When processing a LEAVE event, one might destroy the actor, so the weak
reference device->actor would be NULL.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2502

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2010-12-30 12:27:26 +00:00
Johan Bilien
c95cc8d477 Only reset the relayout_pending flag when actually doing a relayout
If an actor is (unfortunately) queuing a relayout in relayout, you would
end up with (ClutterActor*)stage->needs_allocation set to TRUE and
stage->relayout_pending set to TRUE. But if then in the same cycle, an
actor calls clutter_actor_get_allocation_box, that will trigger another
(recursive) _clutter_stage_maybe_relayout, which will wrongly reset the
relayout pending to FALSE, while not actually performing a new relayout
because of the re-entrancy protection.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2503
2010-12-30 11:48:51 +00:00
Emmanuele Bassi
b6558c5a18 docs: Fixes for the Cogl API reference 2010-12-22 09:52:35 +00:00
Emmanuele Bassi
605e8d6fb5 text: Only paint cursor if we have key focus
If a Text actor does not have key focus then there's no point in showing
the cursor at all.
2010-12-21 10:50:24 +00:00
Emmanuele Bassi
491bbc226e constraints: Remove signal handlers on dispose
Same as commit 2fa8b3a3ab but done for
AlignConstraint and SnapConstraint as well.
2010-12-18 13:24:54 +00:00
Emmanuele Bassi
2fa8b3a3ab bind-constraint: Remove handlers in dispose
We should remove the signal handlers on the source actor when a
BindConstraint is disposed, to avoid dangling pointers and wrong
invocations.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2493
2010-12-18 13:16:23 +00:00
Emmanuele Bassi
6c244c0549 geometry: Avoid sign issues when interpolating
Width and height in ClutterGeometry are unsigned, and this might lead to
overflow and wrap around issues.
2010-12-17 13:53:28 +00:00
Alexandre Quessy
c3313726f0 Fixed a typo in a doc string
http://bugzilla.clutter-project.org/show_bug.cgi?id=2485
2010-12-17 13:37:05 +00:00
Emmanuele Bassi
c444447cd3 timeline: Rename the reverse property to auto-reverse
Other frameworks expose the same functionality as "auto-reverse",
probably to match the cassette tape player. It actually makes sense
for Clutter to follow suit.
2010-12-17 12:07:52 +00:00
Neil Roberts
faaff03730 clutter-stage: Don't always set the projection and viewport matrix
The stage has a dirty flag to record whenever the viewport and
projection matrices need to be flushed. However after flushing these
the flags were never cleared so it would always redundantly update the
state.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2480
2010-12-14 13:12:29 +00:00
Neil Roberts
f595433942 cogl-pipeline-fragend-arbfp: Generate ARBfp if user vertex shader
The ARBfp fragend was bypassing generating a shader if the pipeline
contains a user program. However it shouldn't do this if the pipeline
only contains a vertex shader. This was breaking
test-cogl-just-vertex-shader.
2010-12-14 13:12:28 +00:00
Emmanuele Bassi
52442414d9 cally: Allow memory management for actions
Adding an action should allow passing a user data pointer, and have a
notification action that gets called when removing the action. This
allows introspection and language bindings to attach custom data to the
action - for instance, the real callable object that should be invoked.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2479
2010-12-14 10:07:32 +00:00
Mike Owens
def14e80cb ClutterText: Only grab keyboard focus if keyboard-interactive.
Previously, ClutterText took keyboard focus on mouse-down, regardless
if it were editable or selectable.  Now it checks these properties,
and behaves like other actors if it can't do anything useful with
the focus.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2462
2010-12-14 09:36:28 +00:00
Neil Roberts
7b985f034f Allow multiple CoglAtlases for textures
Previously Cogl would only ever use one atlas for textures and if it
reached the maximum texture size then all other new textures would get
their own GL texture. This patch makes it so that we create as many
atlases as needed. This should avoid breaking up some batches and it
will be particularly good if we switch to always using multi-texturing
with a default shader that selects between multiple atlases using a
vertex attribute.

Whenever a new atlas is created it is stored in a GSList on the
context. A weak weference is taken on the atlas using
cogl_object_set_user_data so that it can be removed from the list when
the atlas is destroyed. The atlas textures themselves take a reference
to the atlas and this is the only thing that keeps the atlas
alive. This means that once the atlas becomes empty it will
automatically be destroyed.

All of the COGL_NOTEs pertaining to atlases are now prefixed with the
atlas pointer to make it clearer which atlas is changing.
2010-12-13 18:59:41 +00:00
Neil Roberts
d01a707623 cogl-atlas: Convert to be a CoglObject subclass
To implement multiple atlases it will be useful to have ref-counting
on the CoglAtlas so it makes sense to convert it to be a CoglObject.
2010-12-13 18:59:41 +00:00
Neil Roberts
d1ddca4eee cogl-shader-boilerplate: Add the 3D texture extension on GLES2
To use the 3D texture extension on GLES2 it has to be enabled with the
following line in GLSL:

#extension GL_OES_texture_3D : enable
2010-12-13 17:29:14 +00:00
Neil Roberts
bdeb555ae1 cogl2-path: Don't flush the enable flags
All of the drawing needed in _cogl_add_path_to_stencil_buffer is done
with the vertex attribute API so there should be no need to flush the
enable flags to enable the vertex array. This was causing problems on
GLES2 where the vertex array isn't available.
2010-12-13 17:29:14 +00:00
Neil Roberts
7dc4b3c894 Remove the GLES2 wrapper
The GLES2 wrapper is no longer needed because the shader generation is
done within the GLSL fragend and vertend and any functions that are
different for GLES2 are now guarded by #ifdefs.
2010-12-13 17:29:14 +00:00
Neil Roberts
1999bee5d2 cogl-pipeline: Use enums for the layer combine values
Once the GLES2 wrapper is removed then we won't have the GLenums
needed for setting up the layer combine state. This adds Cogl enums
instead which have the same values as the corresponding GLenums. The
enums are:

CoglPipelineCombineFunc
CoglPipelineCombineSource
 and
CoglPipelineCombineOp
2010-12-13 17:29:14 +00:00
Neil Roberts
271acaaae5 cogl: upload matrices with uniforms on GLES2
Once the GLES2 wrapper is removed we won't be able to upload the
matrices with the fixed function API any more. The fixed function API
gives a global state for setting the matrix but if a custom shader
uniform is used for the matrices then the state is per
program. _cogl_matrix_stack_flush_to_gl is called in a few places and
it is assumed the current pipeline doesn't need to be flushed before
it is called. To allow these semantics to continue to work, on GLES2
the matrix flush now just stores a reference to the matrix stack in
the CoglContext. A pre_paint virtual is added to the progend which is
called whenever a pipeline is flushed, even if the same pipeline was
flushed already. This gives the GLSL progend a chance to upload the
matrices to the uniforms. The combined modelview/projection matrix is
only calculated if it is used. The generated programs end up never
using the modelview or projection matrix so it usually only has to
upload the combined matrix. When a matrix stack is flushed a reference
is taked to it by the pipeline progend and the age is stored so that
if the same state is used with the same program again then we don't
need to reupload the uniform.
2010-12-13 17:29:13 +00:00
Neil Roberts
67847260bc cogl-matrix-stack: Add _cogl_matrix_stack_has_identity_flag
This adds an internal function to quickly determine whether the top of
the matrix stack is known to be the identity matrix.
2010-12-13 17:28:52 +00:00
Neil Roberts
016005591d cogl-matrix-stack: Convert to be a CoglObject
We will want to use ref-counting on the CoglMatrixStack so it might as
well be a CoglObject.
2010-12-13 17:28:29 +00:00
Robert Bragg
58a2261387 matrix-stack: Make header style consistent
Cogl doesn't follow the Clutter/GTK+ columnized function prototype style
so this updates cogl-matrix-stack.h to match the other Cogl headers.
2010-12-13 17:28:29 +00:00
Robert Bragg
4976d22940 matrix-stack: Adds a stack age counter
Sometimes it would be useful if we could efficiently track when a matrix
stack has been modified. For example on GLES2 we have to upload the
modelview as a uniform to our glsl programs but because the modelview
state is part of the framebuffer state it becomes a bit more tricky to
know when to re-sync the value of the uniform with the framebuffer
state. This adds an "age" counter to CoglMatrixStack which is
incremented for any operation that effectively modifies the top of the
stack so now we can save the age of the stack inside the pipeline
whenever we update modelview uniform and later compare that with the
stack to determine if it has changed.
2010-12-13 17:28:29 +00:00
Neil Roberts
856d43a27c cogl-pipeline: Add internal API to get the layer matrix
This returns the layer matrix given a pipeline and a layer index. The
API is kept as internal because it directly returns a pointer into the
layer private data to avoid a copy into an out-param. We might also
want to add a public function which does the copy.
2010-12-13 17:28:29 +00:00
Neil Roberts
4514d49dda cogl-vertex-attribute: Use glVertexAttribPointer on GLES2
When the GLES2 wrapper is removed we can't use the fixed function API
such as glColorPointer to set the builtin attributes. Instead the GLSL
progend now maintains a cache of attribute locations that are queried
with glGetAttribLocation. The code that previously maintained a cache
of the enabled texture coord arrays has been modified to also cache
the enabled vertex attributes under GLES2. The vertex attribute API is
now the only place that is using this cache so it has been moved into
cogl-vertex-attribute.c
2010-12-13 17:28:29 +00:00
Neil Roberts
1515a8d73a cogl-path: Stroke using the vertex attribute API
Previously when stroking a path it was flushing a pipeline and then
directly calling glDrawArrays to draw the line strip from the path
nodes array. This patch changes it to build a CoglVertexArray and a
series of attributes to paint with instead. The vertex array and
attributes are attached to the CoglPath so it can be reused later. The
old vertex array for filling has been renamed to fill_vbo.
2010-12-13 17:28:28 +00:00
Neil Roberts
3c5fa0cf90 cogl: Move COGL_DEBUG=show-source into cogl-shader.c
The code to display the source when the show-source debug option is
given has been moved to _cogl_shader_set_source_with_boilerplate so
that it will show both user shaders and generated shaders. It also
shows the code with the full boilerplate. To make it the same for
ARBfp, cogl_shader_compile_real now also dumps user ARBfp shaders.
2010-12-13 17:28:28 +00:00
Neil Roberts
8764a0d487 cogl: Add a vertend to generate GLSL
The GLSL vertend is mostly only useful for GLES2. The fixed function
vertend is kept at higher priority than the GLSL vertend so it is
unlikely to be used in any other circumstances.
2010-12-13 17:28:28 +00:00
Neil Roberts
6c34fb7232 cogl-shader-boilerplate: Don't put the color attrib in location 0
Due to Mesa bug 28585 calling glVertexAttrib with attrib location 0
doesn't appear to work. This patch just reorders the vertex and color
attributes in the shader in the hope that Mesa will assign the color
attribute to a different location.
2010-12-13 17:28:28 +00:00
Neil Roberts
cf0ded1361 cogl-shader-boilerplate: Add more builtins for GLES2
Some builtin attributes such as the matrix uniforms and some varyings
were missing from the boilerplate for GLES2. This also moves the
texture matrix and texture coord attribute declarations to
cogl-shader.c so that they can be dynamically defined depending on the
number of texture coord arrays enabled.
2010-12-13 17:22:57 +00:00
Neil Roberts
17d689f794 cogl-pipeline: Rename the fragment_{source,header}_buffer to codegen
We want to reuse the same buffers for vertends so calling them
fragment_* doesn't make sense.
2010-12-13 17:22:57 +00:00
Neil Roberts
a3e53dd029 cogl: Add a fixed function vertend
The vertends are intended to flush state that would be represented in
a vertex program. Code to handle the layer matrix, lighting and
point size has now been moved from the common cogl-pipeline-opengl
backend to the fixed vertend.
2010-12-13 17:22:57 +00:00
Neil Roberts
313adc7bdf cogl: Add a GLSL 'progend'
'progend' is short for 'program backend'. The progend is intended to
operate on combined state from a fragment backend and a vertex
backend. The progend has an 'end' function which is run whenever the
pipeline is flushed and the two pipeline change notification
functions. All of the progends are run whenever the pipeline is
flushed instead of selecting a single one because it is possible that
multiple progends may be in use for example if the vertends and
fragends are different. The GLSL progend will take the shaders
generated by the fragend and vertend and link them into a single
program. The fragend code has been changed to only generate the shader
and not the program. The idea is that pipelines can share fragment
shader objects even if their vertex state is different. The authority
for the progend needs to be the combined authority on the vertend and
fragend state.
2010-12-13 17:22:57 +00:00
Neil Roberts
1e3cdb60d6 cogl-program: Add private functions to check if have each shader type
This adds two internal functions:

gboolean
_cogl_program_has_fragment_shader (CoglHandle handle);

gboolean
_cogl_program_has_vertex_shader (CoglHandle handle);

They just check whether any of the contained shaders are of that type.
2010-12-13 17:22:57 +00:00
Neil Roberts
31f0eb4f71 cogl-pipeline: Make find codegen authority more general
The pipeline function _cogl_pipeline_find_codegen_authority has been
renamed to _cogl_pipeline_find_equivalent_parent and it now takes a
set of flags for the pipeline and layer state that affects the
authority. This is needed so that we can reuse the same code in the
vertend and progends.
2010-12-13 17:22:57 +00:00
Neil Roberts
a1996706a2 cogl-pipeline: Move texture enabling/disabling to fixed fragend
Previously enabling and disabling textures was done whatever the
backend in cogl-pipeline-opengl. However enabling and disabling
texture targets only has any meaning if no fragment shaders are being
used so this patch moves the code to cogl-pipeline-fragend-fixed.

The GLES2 wrapper has also been changed to ignore enabledness when
deciding whether to update texture coordinate attribute pointers.
2010-12-13 17:22:57 +00:00
Neil Roberts
952878aab1 Rename CoglPipelineBackend to CoglPipelineFragend
The current Cogl pipeline backends are entirely concerned with the
fragment processing state. We also want to eventually have separate
backends to generate shaders for the vertex processing state so we
need to rename the fragment backends. 'Fragend' is a somewhat weird
name but we wanted to avoid ending up with illegible symbols like
CoglPipelineFragmentBackendGlslPrivate.
2010-12-13 17:22:57 +00:00