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
Since all conformance tests share the same state we should not touch
stuff like the stage size; sharing is already fairly complex and adds a
lot of caveats on the implementation of a conformance test unit, and if
we make tests influence later ones then we might slip in bugs or false
negatives - thus defeating the whole point of a conformance test suite.
The g_assert_cmpint() macro prints out not just the assertion condition
but also the assertion contents; this is useful to catch wrong values
without incrementing the verbosity of the test itself.
Since the "internal" state is global, it will leak onto actors that you
didn't intend for it to, because it applies not just to the actors you
create, but also to any actors *they* create. Eg, if you have a dialog
box class, you might push/pop_internal around creating its buttons, so
that those buttons get marked as internal to the dialog box. But
ctx->internal_child will still be set during the *button*'s constructor
as well, and so, eg, the label and icon inside the button actor will
*also* be marked as internal children, even if that isn't what the
button class wanted.
The least intrusive change at this point is to make push_internal() and
pop_internal() two methods of the Actor class, and take a ClutterActor
pointer as the argument - thus moving the locality of the internal_child
counter to the Actor itself.
http://bugzilla.openedhand.com/show_bug.cgi?id=1990
When creating a Cogl sub-texture, if the full texture is also a sub
texture it will now just offset the x and y and reference the full
texture instead. This avoids one level of indirection when rendering
the texture which reduces the chances of getting rounding errors in
the calculations.
The test was calling g_object_get to fetch the "opacity-start" property
(unsigned int) into a guint8 local variable. It's a bit of a mean trap
given that the getter function returns guint8 values so this also adds a
comment explaining what's going on.
* animator-parser:
docs: Describe the Animation definition syntax
animator: Provide a ClutterScript parser
animator: Allow retrieving type property type from a key
script: Use a node when resolving an animation mode
The whole point of having the Animator class is that the developer can
describe a complex animation using ClutterScript. Hence, ClutterAnimator
should hook into the Script machinery and parse a specific description
format for its keys.
ClutterAnimator is a class for managing the animation of multiple
properties of multiple actors over time with keyframing of values.
The Animator class is meant to be used to effectively describe
animations using the ClutterScript definition format, and to construct
complex implicit animations from the ground up.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
This adds three new texture backends.
- CoglTexture2D: This is a trimmed down version of CoglTexture2DSliced
which only supports a single texture and only works with the
GL_TEXTURE_2D target. The code is a lot simpler so it has a less
overheads than dealing with slices. Cogl will use this wherever
possible.
- CoglSubTexture: This is used to get a CoglHandle to represent a
subregion of another texture. The texture can be used as if it was a
standalone texture but it does not need to copy the resources.
- CoglAtlasTexture: This collects RGB and RGBA textures into a single
GL texture with the aim of reducing texture state changes and
increasing batching. The backend will try to manage the atlas and
may move the textures around to close gaps in the texture. By
default all textures will be placed in the atlas.
When running tests under Valgrind it would be useful to pass a
suppression file for the known one-off allocations done by Clutter
and by its dependencies. This trims the output of Valgrind and
improves the ability to actually spot leaks.