Conflicts:
clutter/cogl/gl/cogl-texture.c
clutter/cogl/gles/cogl-primitives.c
* cogl-material:
clutter-{clone-,}texture weren't updating their material opacity.
Updates GLES1 support for CoglMaterial
Normalizes gl vs gles code in preperation for synching material changes
Removes cogl_blend_func and cogl_alpha_func
Fully integrates CoglMaterial throughout the rest of Cogl
[cogl-material] Restore the GL_TEXTURE_ENV_MODE after material_rectangle
[cogl-material] Make the user_tex_coords parameter of _rectangle const
[test-cogl-material] Remove return value from material_rectangle_paint
Add cogl-material.h and cogl-matrix.h to libclutterinclude_HEADERS
[cogl-material] improvements for cogl_material_rectangle
[cogl-material] Adds a cogl_material_set_color function
[cogl-material] Some improvements for how we sync CoglMaterial state with OpenGL
[cogl-material] Converts clutter-texture/clutter-clone-texture to the material API
[doc] Hooks up cogl-material reference documentation
Updates previous GLES multi-texturing code to use CoglMaterial
Adds a CoglMaterial abstraction, which includes support for multi-texturing
[doc] Hooks up cogl-matrix reference documentation
Adds CoglMatrix utility code
[tests] Adds an interactive unit test for multi-texturing
[multi-texturing] This adds a new cogl_multi_texture API for GL,GLES1 + GLES2
ClutterClone supercedes ClutterCloneTexture, since it can clone
every kind of actor -- including composite ones.
This is another "brain surgery with a shotgun" kind of commit: it
removes CloneTexture and updates every test case using CloneTexture
to ClutterClone. The API fallout is minimal, luckily for us.
The hope is that this function makes it easier to extend the font
settings with more flags without having to add a function for every
setting.
A new flag for enabling hinting has been added. If set, this changes
the font options on the global PangoContext and any newly created
PangoContexts. The options are only set if the flag is changed from
the default so it won't override any detailed setting chosen by the
backend.
cogl_set_source_color4ub was previously used to set a transparent
white source color according to the actors opacity, but since
cogl_set_source_color now always implies you want a solid fill we
we use cogl_material_set_color4ub to achieve the same result.
This updates cogl/gles in line with the integration of CoglMaterial throughout
Cogl that has been done for cogl/gl.
Note: This is still buggy, but at least it builds again and test-actors works.
Some GLES2 specific changes were made, but these haven't been tested yet.
This changes all GLES code to use the OpenGL function names instead of
the cogl_wrap_* names. For GLES2 we now define the OpenGL name to point
to the wrapper, as opposed to defining the wrapper to point to the
OpenGL name for GLES1.
I've also done a quick pass through gl/cogl.c and gles/cogl.c to make
them more easily comparable. (most of the code is now identical)
The GL blend function and alpha function are now controlled by the material
code, and even internally Cogl should now be using the material API when
it needs control of these.
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
Step two: rename the object and its methods.
While we're at it, adhere more strictly to the coding style
practises; rename :clone-source to :source; add a setter method
for the :source property; take a reference on the source actor
to avoid it disappearing while we're still accessing it.
Like clutter_timeline_advance(), calling advance_to_marker() will
not emit ::new-frame for the frame where the marker is set on; it
will also not emit ::marker-reached for the marker we are advancing
the timeline to.
When calling clutter_timeline_advance(), a timeline will not emit
the ::new-frame signal for the frame we are advancing to, as this
would break the invariants of the timeline behaviour.
The documentation should make this clear.
The clutter_timeline_new() constructor is not checking the full
range of the passed :fps property. The ParamSpec of the property
and the setter method perform this check, so the ctor should as
well.
The "is-timeline-complete" condition is pretty long, spanning
four lines and four logical sub-conditions. It is possible to
neatly move it into an is_complete() function and make the
code more readable.
The long description of the ClutterTimeline class is very C
developer-oriented. Since many language bindings will refer to
the C API reference we should probably be more verbose and
language agnostic -- at least in the class description.
The methods documentation also requires a little pass to increase
the consistency of the terminology, the grammar and the syntax.
Finally, comments never killed anyone.
Since not every timeline will have markers it's unfair to make
all of them crete two empty hash tables (with a preallocated
fixed size).
This commit moves the responsibility of creating the hash tables
to the marker API itself, and adds the relative checks.
Since we are using milliseconds granularity to integrate timelines
with the GLib main loop, we cannot allow values of the :fps
property bigger than 1000. This means validating the fps value both
in the GParamSpec and the clutter_timeline_set_speed() accessor
function.
This should also fix floating point exceptions when trying to
perform "n_frames = milliseconds / (1000 / fps)".
See bug 1354:
http://bugzilla.openedhand.com/show_bug.cgi?id=1354
If a ClutterTexture does not sync size, it should be possible to
change the texture size without causing a relayout.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
There is some GL work and a repaint anytime the clip is set
or unset, so avoid that if it isn't really changed.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The stage will usually be painted before the first ConfigureNotify
arrives so we need to set the SYNC_MATRICES flag to ensure that the
viewport will be correct for that paint. Unfortunately this means that
the viewport will be set again once the ConfigureNotify is received
but compared to rendering an initial invalid scene I think it is the
lesser of two evils.
When calling clutter_behaviour_apply() the new actor is prepended
to the list of actors to which a behaviour is applied; this breaks
the rest of methods working on the actors list, e.g.:
# adding actors
apply(actor_0);
apply(actor_1);
apply(actor_2);
# expected: [ actor_0, actor_1, actor_2 ]
[ actor_2, actor_1, actor_0 ] = get_actors();
# expected: actor_2
actor_0 = get_nth_actor(2);
This commit fixes the inconsistency in the returned values.
The Cogl primitives broke for GLES 1.1 and 2 after the cogl-float
branch merge.
CoglPathNode was still being declared as GLfixed for the GLES backend
but it was being filled with float values so they were all ending up
as numbers < 1.
glDrawArrays was being called with GL_FIXED so this has been changed
to GL_FLOAT.
The scanline rasterizer had a leftover hardcoded ClutterFixed constant
to add a small amount to the height of each line.
struct _CoglFloatVec2 has been removed because it is no longer used
anywhere.
The special check to invert the progress when the timeline direction
is backwards is not necessary because the actual frame number will be
decreasing in that case. Inverting just makes it progress forwards
again.
This is more apparent since the float-alpha-value branch merge because
the clutter_linear function directly returns the value from
get_progress. For example in test-depth, the animations loop instead
of oscillating back and forth.
The documentation has been updated to reflect the fact that the anchor
point will move when the actor changes size if it was specified using
a gravity value. The new functions for setting the scale center and z
rotation gravity are also documented.
Currently only the Z axis rotation center can be set using a gravity
but the other rotations also store their center as an AnchorCoord for
consistency. Specifying the center as a gravity makes less sense for
the other axes because the actors have no size along the Z axis.
The rotation angles are now stored as gdoubles and the fixed point *x
entry points have been removed.
The Z rotation can now be set with a gravity center using the
following new function:
void clutter_actor_set_z_rotation_from_gravity (ClutterActor *self,
gdouble angle,
ClutterGravity gravity);
This sets the center point from which the scaling will occur. This can
be used insetad of the anchor point to avoid moving the actor. Like
the anchor point, it can be specified as either a coordinate in units
or a gravity enum.
To set the center you can use two new variants of set_scale:
clutter_actor_set_scale_full (ClutterActor *self,
gdouble scale_x,
gdouble scale_y,
int center_x,
int center_y);
or
clutter_actor_set_scale_with_gravity (ClutterActor *self,
gdouble scale_x,
gdouble scale_y,
ClutterGravity gravity);
The ClutterFixed variants of the set_scale functions have been removed
and the scale value is now always stored as a double.
This makes it so when the anchor point is set using a gravity enum
then the anchor point moves when the actor changes size. A new
property is added for the anchor point gravity. If the anchor point is
set from gravity then the position in units can also be retreived with
the regular API.
A new union type is used to store the anchor point with helper
accessor functions. The hope is these can be reused for the scale and
rotation center points.
The clutter_stage_get_resolution() and fixed-point API are just
shorthands for:
clutter_backend_get_resolution (default_backend);
And as such do not fit at all in the ClutterStage class. The only
reason for their existence was the ClutterUnit conversion macros,
which have now been fixed to use the default backend through a
function call instead.
Thus, we can safely remove the stage entry points.
The maintainer compiler flags we use trigger warnings and errors
in the autogenerated code that gtk-doc creates to scan the header
and source files. Since we cannot control that, and we must run
a distcheck with both --enable-gtk-doc and --enable-maintainer-flags
turned on, we need to use less-strict compiler flags when inside
the doc/reference subdirectories.
The way to do this is to split the maintainer compiler flags into
their own Makefile variable, called MAINTAINER_CFLAGS. The we
can use $(MAINTAINER_CFLAGS) in the INCLUDES or _CFLAGS sections
of each part of the source directories we wish to check with the
anal retentiveness suited for maintainers.
* float-alpha-value:
[script] Parse easing modes by name
[docs] Update the easing modes documentation
[animation] Implement new easing functions
[animation] Move the alpha value to floating point
Since we allow overriding the paint() implementation through the
::paint signal to change the way an actor is being painted, we
should also allow overriding the pick() implementation using a
::pick signal.
The script converted calls to COGL_FIXED_MUL(x,y) to (x*y). However
this fails for cases like this:
COGL_FIXED_MUL(a + b, c)
which become
(a + b * c)
The meaning of this is of course different because multiplication has
a higher precedence than addition.
This was causing breakages in cogl_texture_quad_sw when the vertex
coordinates are not in increasing order. This was the case in
test-backface-culling when NPOTs are not available.
Improve clutter_sinx() by replacing the low precision CFX_SIN_STEP
with a multiply/divide pair. This reduces the maximum error from
1.8e-04 to 2.4e-05.
http://bugzilla.openedhand.com/show_bug.cgi?id=1314
Based on a patch by Owen W. Taylor <otaylor@fishsoup.net>
Since a pick is really a paint operation, we can safely get
the allocation box, instead of using get_width() and get_height().
This should help cutting down the function calls. If we were
feeling adventurous, we could even use the allocation directly
from the private data structure.
Based on a patch by Gwenole Beauchesne <gbeauchesne@splitted-desktop.org>
Compute the value of the camera distance as exactly half the xx
component of the projection matrix. The heuristically derived
value for 60 degrees was off by about 0.016%, causing noticeable
blurring, and other field of view angles which didn't have the
heuristic adjustment off by much more.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
If an actor is not set as visible, or if it is in a section of
the scenegraph that it's set as not visible (e.g. one of the
parents is not visible) then we should not queue a redraw for
it.
Patch based on code from Michael Boccara <michael@graphtech.co.il>
The intention behind ::queue-redraw is to be able to block the
default handler by attaching a callback and calling one of the
g_signal_stop_emission variants.
However this doesn't work, because ::queue-redraw has the
G_SIGNAL_RUN_FIRST flag instead of G_SIGNAL_RUN_LAST.
The GValue and GParamSpec integration of ClutterUnit was still
using the old, fixed-point based logic.
Storing ClutterUnits in a GValue should use floating point values,
and ClutterParamSpecUnit should follow suit.
Instead of recomputing the number of units needed to fit in
an em each time clutter_units_em() is called, we can store this
value into the default Backend along with the resolution and
font name. The value should also be updated each time the
resolution and font are changed, to keep it up to date.
The coordinates of each ButtonEvent are relative to the stage that
received the event, so we should document this in the structure
annotation.
It should also be mentioned that the coordinates can be transformed
into actor-relative coordinates by using transform_stage_point().
An em is a unit of measurement in typography, equal to the point
size of the current font.
It should be possible to convert a value expressed in em to
ClutterUnits by using the current font and the current DPI as
stored by the default backend.
The stage-with/height-percentage converters had been broken by
the multiple-stages support of Clutter 0.8. They are also made
useless by the fact that Units are now floating point values.
The millimeters and typographic points converters also depended
on the default stage, but they can be reworked to use the default
DPI coming from the default Backend instead.
Boolean arguments for functions are pretty evil and usually
lead to combinatorial explosion of parameters in case multiple
settings are added.
In the case of the COGL texture constructors we have a boolean
argument for enabling the auto-mipmapping; it is conceivable that
we might want to add more settings for a COGL texture without
breaking API or ABI compatibility, so the boolean argument should
become a bitmask.
The internals have not been changed: instead of checking for
a non-zero value, we check for a bitmask being set.
ClutterMedia was a rough cut at a simple media API; it needs some
re-evaluation before 1.0 in order to keep it simple to use, and
simple to implement.
- ClutterMedia:position
The position property accessors collide with the corresponding
ClutterActor methods, which make it impossible to bind them in
high-level languages:
video_texture.set_position()
video_texture.get_position()
In order to resolve the collision, we have to go through the
GObject properties API:
video_texture.set('position', value)
value = video_texture.get('position')
A :position in seconds is also a GStreamer-ism, and should rather
be converted to a :progress property, with a normalized value
between 0 and 1. the current position in seconds would then simply
be progress*duration. For non-seekable streams, 0.0 would always
be returned. This makes it easier to use the progress inside
animations, Timelines or ClutterPath instances.
- ClutterMedia:volume should be renamed to :audio-volume and normalized
as well, instead of being a floating point value between 0 and 100.
- ClutterMedia:buffer-percent should just be :buffer-fill and normalized
between 0.0 and 1.0
This better reflects the fact that the api manages sets of vertex attributes,
and the attributes really have no implied form. It is only when you use the
attributes to draw that they become mesh like; when you specify how they should
be interpreted, e.g. as triangle lists or fans etc. This rename frees up the
term "mesh", which can later be applied to a concept slightly more fitting.
E.g. at some point it would be nice to have a higher level abstraction that
sits on top of cogl vertex buffers that adds the concept of faces. (Somthing
like Blender's mesh objects.) There have also been some discussions over
particle engines, and these can be defined in terms of emitter faces; so some
other kind of mesh abstraction might be usefull here.
Okey; to summarise the changes...
We have converted Clutter and Cogl over to using floating point internally
instead of 16.16 fixed, but we have maintained the cogl-fixed API as a
utility to applications in case they want to implement their own optimizations.
The Clutter API has not changed (though ClutterFixed and ClutterUnit are now
internally floats) but all Cogl entry points have been changed to accept floats
now instead of CoglFixed.
To summarise the rationale...
There have been a number of issues with using fixed point though out Clutter
and Cogl including: lack of precision, lack of range, excessive format
conversion (GPUs tend to work nativly with IEEE floats) and maintainability.
One of the main arguments for fixed point - performance - hasn't shown
itself to be serious in practice so far since we seem to be more limited
by GPU performance and making improvements regarding how we submit data to
OpenGL[ES]/the GPU has had a more significant impact.
Ref: The recent multiple rectangle queuing changes + the
cogl-texture-agressive-batching branch which show significant performance
gains, and that recent tests on the ipodtouch (ARM + MBX) also showed no
loss of performance running with floats.
So finally; please forgive the inevitable fallout, this is a far reaching
change. There are still a few known issues with the fixed to float
conversion but enough works for all our conformance tests to pass, and the
remaining issues hopefully wont be too tricky to solve. For reference two
tags will be available either side of this change: "cogl-fixed-end" and
"cogl-float-start"
The easing modes for a ClutterAlpha can either be parsed by using
the enumeration "nickname" (the shorthand form of the enumeration
value) or by using the common naming policy used in other
animation frameworks, like:
easeInCubic
easeOutElastic
easeInOutBounce
The ClutterAlpha API reference page should also list the
easing modes Clutter provides by default, by showing the
curves used by each entry in the AnimationMode enumeration.
We can also remove the incomplete graph showing the old
alpha functions.
Instead of using our own homegrown alpha functions, we should
use the easing functions also shared by other animation frameworks,
like jQuery and Tween, in the interests of code portability.
The easing functions have been defined by Robert Penner and
are divided into three categories:
In Out InOut
Each category has a particular curve:
Quadratic
Cubic
Quartic
Quintic
Sinusoidal
Exponential
Circular
In addition, there are "physical" curves:
Elastic
Back (overshooting cubic)
Bounce (exponentially decaying parabolic)
Finally, the Linear curve is also provided as a reference.
The functions are private, and are meant to be used only
through their logical id as provided by the AnimationMode
enumeration.
The tests should be updated as well to match the new
easing functions.
The current Alpha value is an unsigned integer that can be used
implicitly as a fixed point value. This makes writing an alpha
function overshooting below and above the current range basically
impossible without complicating an already complex code, and
creating weird corner cases.
For this reason, the Alpha value should be defined as a floating
point normalized value, spanning a range between 0.0 and 1.0; in
order to allow overshooting, the valid range is extended one unit
below and one unit above, thus making it -1.0 .. 2.0.
This commit updates the various users of the ClutterAlpha API
and the tests cases.
This commit also removes all the current alpha functions exposed
in the public API.
To avoid clashing with all the scripted changes, clutter-fixed.h and
clutter-units.h were manually converted to internally use floats instead of
16.16 fixed numbers.
Note: again no API changes were made in Clutter.
To deal with all the corner cases that couldn't be scripted a number of patches
were written for the remaining 10% of the effort.
Note: again no API changes were made in Clutter, only in Cogl.
This is the result of running a number of sed and perl scripts over the code to
do 90% of the work in converting from 16.16 fixed to single precision floating
point.
Note: A pristine cogl-fixed.c has been maintained as a standalone utility API
so that applications may still take advantage of fixed point if they
desire for certain optimisations where lower precision may be acceptable.
Note: no API changes were made in Clutter, only in Cogl.
Overview of changes:
- Within clutter/* all usage of the COGL_FIXED_ macros have been changed to use
the CLUTTER_FIXED_ macros.
- Within cogl/* all usage of the COGL_FIXED_ macros have been completly stripped
and expanded into code that works with single precision floats instead.
- Uses of cogl_fixed_* have been replaced with single precision math.h
alternatives.
- Uses of COGL_ANGLE_* and cogl_angle_* have been replaced so we use a float for
angles and math.h replacements.
This simplifies the mucking about with the model-view matrix that was previously
done which improves its efficiency when scaling is necessary.
Notably: There should now be no performance advantage to using
ClutterCloneTexture as a special case clone actor since this method is just as
efficient.
The unit test was renamed to test-actor-clone.
Many use cases for clonning an actor don't require running a shader on the
resulting clone image and so requiring FBOs in these cases is overkill and
in-efficient as it requires kicking and synchronizing a render for each clone.
This approach basically just uses the paint function of another actor to
implement the painting for the clone actor with some fiddling of the model-
view matrix to scale according to the different allocation box sizes of
each of the actors.
A simple unit test called test-actors2 was added for testing.
It's more sensible to use 2^n-1 for a max tile-waste value rather
than 2^n, so change the value default from 64 to 63. Example:
191 and 192 will both be sliced to 128+64 rather than having
191=>128+64, 192=>256.
http://bugzilla.openedhand.com/show_bug.cgi?id=1402
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
While X11 Pixmap and Window types only have 32-bits of data, they
are actually 'unsigned long'. Change the "window" and "pixmap"
property of ClutterX11TexturePixmaps to be ulong.
This fixes 64-bit bugs where ClutterGLXTexturePixmap passed a
reference to Pixmap to g_object_get("pixmap", &pixmap, ...);
http://bugzilla.openedhand.com/show_bug.cgi?id=1405
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Since the stage in the EGL native backend only has one size, and it
is determined at realization, we can simply set the SYNC_MATRICES
private flag and let _clutter_stage_maybe_setup_viewport() set up
the GL viewport at the first redraw.
Both clutter_alpha_new_with_func() and clutter_alpha_set_func()
will not register a global alpha function, so we need to update
the documentation to explicitly say so.
The animation mode parameters and properties are now slightly
anonymous unsigned longs, so we need to clarify in the documentation
that the user should either pass a ClutterAnimationMode value or
the result of registering an alpha function.
The animation mode symbolic id might come from the AnimationMode
enumeration or from the clutter_alpha_register_*() family of
functions. For this reason, we should use a gulong instead of
ClutterAnimationMode whenever we have an "animation mode" parameter
or property.
In order to unify alpha functions and animation modes in ClutterAlpha
we should be able to register alpha functions and get a logical id
for them; the logical id will then be available to be used by
clutter_alpha_set_mode().
The registration requires API changes in ClutterAlpha constructors
and methods. It also provides the chance to shift ClutterAlpha
towards the use of animations modes only, and to alpha functions
as a convenience API for language bindings alone.
It looks like the changes to cogl-gles2-wrapper.h were accidentally
committed to the actual file instead of the patch in commit
de27da0e. This commit moves the changes back into the patch so
cogl-gles2-wrapper.h is reverted back to master.
The patches have been updated to apply cleanly.
The patches for the g_warnings in clutter-actor.c have been removed
because master now uses CLUTTER_UNITS_FORMAT so they aren't
necessary. The clutter-units.h patch now sets CLUTTER_UNITS_FORMAT to
'f'.
The changes from the GL version of cogl-texture.c have been mirrored
in the GLES version. This adds the cogl_texture_new_from_bitmap
function and fixes the build errors.
If you try to use the CLUTTER_ACTOR_IS_* macros defined in ClutterActor
like this:
typedef struct { unsigned int reactive : 1; } foo_t;
foo_t f; f.reactive = CLUTTER_ACTOR_IS_REACTIVE (actor);
It will blow up because while the macros evaluate to 0 they can also
evaluate to non-zero values. Since most of the boolean flags in
Clutter and Clutter-based code are going to be stored like in the
example above, we should change the macros and let them evaluate
stricly either to 0 or to 1.
The Effects API and all related symbols have been superceded by
the newly added Animation API and clutter_actor_animate().
This commit removes the Effects implementation, the documentation
and the interactive test/example code.
The ::load-finished signal is emitted only when loading a texture
using clutter_texture_set_from_file(). Since this breaks user
expectations and consistency, we should also emit ::load-finished
when loading a texture from image data.
* async-textures:
Whitespace fixes in ClutterTexture
[async-loading] Do not force the texture size on async load
[async-loading] Update asynchronous image loading
Add API for extracting image size from a file
Update/clean and apply the async-texture patch from bug #1144
Since Clutter changed to using a layout scheme the handling_configure
flag no longer works because the allocate method is not invoked
immediately during the call to set_size from the ConfigureNotify
handler. However it is also no longer neccessary because the resizes
are effectively batched up until a relayout is run so it won't cause
an infinite loop of resize and notify events anyway.
* animation-improvements:
[docs] Add ClutterAnimatable to the API reference
Add license notice to ClutterAnimation files
[docs] Update the ClutterAnimation section
[animation] Extend ClutterAnimation support to all objects
[animation] Use ClutterAnimatable inside Animation
[animation] Add ClutterAnimatable
[animation] Allow registering custom progress function
[animation] Interval::compute_value should return a boolean
Animate ClutterColor properties
ClutterText already has code to try to preserve the x position when
moving up or down. A target x-position is stored and the cursor is
positioned at the nearest point to that in the appropriate line when
up or down is pressed. However the target position was never cleared
so it would always target the x-position of the cursor from the first
time you pressed up or down.
To fix this the patch clears the target position in set_position and
then sets it after the call in real_move_up/down. That way pressing
up or down sets the target position and any other movement will clear
it.
To get an index for the pixel position in the line
pango_layout_line_x_to_index is used. However when x is greater than
the length of the line then the index before the last grapheme is
returned which was causing it to jump to the penultimate
character. The patch makes it add on the trailing value so that it
will jump to the last character.
The old function ended up returning the length of the string when pos
was zero. This caused it to insert characters at the end when the
cursor was at the beginning of the string.
If an unbound control key is pressed (such as Ctrl+R) it would insert
a rectangle into the text.
Also zero is considered a valid unicode character by
g_unichar_validate so pressing a key such as shift would cause the
current selection to be deleted. The character isn't actually inserted
because insert_unichar disallows zeroes.
The GLES 2 wrapper needs to set up some state before each
draw. Previously this was acheived by wrapping glDrawArrays. Since the
multiple-texture-rectangle branch merge, glDrawElements is used
instead so we also need a wrapper for that.
It was also directly calling glBindTexture. GLES 2 uses a wrapper for
this function so that it can cope with GL_ALPHA format textures. The
format of the current texture needs to be stored as well as the target
and object number for this to work.
The BindingPool constructor should only check for duplicate pools
and then set the :name constructor-only property. If a BindingPool
is created without a name we also make a fuss about it.
It is also possible to simply dispose of a binding pool using
g_object_unref(), as long as it has been created by using
clutter_binding_pool_new() or directly with g_object_new(). Only
BindingPools attached to a class are not owned by the user.
ClutterBindingPool is already "problematic" in terms of memory
management for language bindings and gobject-introspection. It
also lacks a GType.
Turning ClutterBindingPool into a GBoxed would not make much
sense, since it does not adhere to the copy/free semantics. It
could be referenced/unreferenced, but in that case we can just
as well use GObject as a base class instead of reimplemeting
a ref-counted object and then boxing it.
ClutterBindingPool is obviously a terminal class, so we just
hide the instance and class structures.
The size of the texture as retrieved by the filename should
be set as the image size, not as the actor size, in order to
respect the :sync-size property.
When the asynchronous loading process terminates, we queue
a relayout so that the scene is updated.
Provide a main loop-based fallback to the asynchronous loading in
case the GLib threading support hasn't been enabled. This also
allows us to clean up the asynchronous loading machinery and have
it behave consistently across different scenarios.
Emit the ::load-finished even if the asynchronous loading from
disk was not enabled.
Finally, block clutter_texture_set_from_file() until we have an
image width and height, so that querying the texture actor size
after set_from_file() will still yield the correct result even
when asynchronous loading is set.
For the asynchronous loading we need a function call that parses
a file, given its path, and retrieves the image width and height.
This commit adds cogl_bitmap_get_size_from_file() to the CoglBitmap
API.
Add a ClutterStage::queue-redraw signal.
The purpose of this signal is to allow combining the Clutter redraw
idle with another redraw idle such as gtk's (or any other one really;
this is desirable anytime Clutter is not the only thing drawing to
a toplevel window).
To override the default, you would connect to ::queue-redraw and then
stop the signal emission.
By creating an ARGB texture for 24bpp pixmaps we were exposing an undefined
alpha channel to the blending and texture combine stages which resulted in
nasty artefacts. (This issue was seen on i945 + DRI2)
Since we only update the GL viewport when we receive a ConfigureNotify
event on X11, we also need a function to allow other toolkits to tell
a stage that the viewport should be updated.
This commit adds clutter_stage_ensure_viewport(), a function that simply
sets the private SYNC_MATRICES flag on the stage and then queues a
redraw.
This function should be called by libraries integrating Clutter with
other toolkits, like clutter-gtk or clutter-qt.
Continuation of the fix in commit 00a3c69868.
Instead of using a separate flag for the resize process, just
delay the setting of the CLUTTER_ACTOR_SYNC_MATRICES flag on the
stage to the point when we receive a ConfigureNotify event from
X11.
This commit will break the stage embedding into other toolkits.
There is a race condition when we resize a stage before showing
it on X11.
The race goes like this:
- clutter_init() creates the default stage and realize it, which
will cause a 640x480 Window to be created
- call set_size(800, 600) on the stage will cause the Window to be
resized to 800x600
- call show() on the stage for the first time will cause COGL
to set up an 800 by 600 GL viewport
- the Window will be mapped, which will cause X to notify the
window manager that the Window should be resized to 800x600
- the window manager will approve the resize
- X resizes the drawable to 800x600
To fix the race, we need to defer COGL from setting up the viewport
until we receive a ConfigureNotify event and the X server has resized
the Drawable.
In order to defer the call to cogl_setup_viewport() we add a new
private flag, CLUTTER_STAGE_IN_RESIZE; the flag is checked whenever
we need to change the viewport size along with the SYNC_MATRICES
private flag. Thus, cogl_setup_viewport() will be called only if
SYNC_MATRICES is set and IN_RESIZE is not set.
Some of the read-write properties of ClutterText were missing
an implementation in clutter_text_get_property(), as well as
the :position and :selection-bound properties being wrongly
converted from fixed point to integer, passing through floating
point values.
ClutterUnits should not be used interchangeably as, or with
ClutterFixed values. ClutterUnits should also not be assumed
to be integers.
This commit fixes the last few improper usages of ClutterUnit
values, and adds a CLUTTER_UNITS_FORMAT macro for safely printing
ClutterUnit values with printf().
* animatable-iface:
[docs] Add ClutterAnimatable to the API reference
Add license notice to ClutterAnimation files
[animation] Use ClutterAnimatable inside Animation
[animation] Add ClutterAnimatable
Instead of limiting the use of ClutterAnimation to ClutterActor
instances, relax the constraint to include all GObject classes.
ClutterAnimation is not using actor-specific API, since it is
only using properties.
The only actor-based API is the clutter_actor_animate() family
of functions.
ClutterAnimation should check if the object is implementing the
Animatable interface, and if so delegate to it the computation
of the value along the interval initial and final value, depending
on the progress.
The ClutterAnimatable interface is meant to be used by GObject
classes to override the value computation for an animatable
property within the boundaries of an interval.
It is composed of a single virtual function, animate_property();
its implementation will receive the ClutterAnimation used to
animate the object; the property name; the initial and final
interval values; and the progress factor as retrieved by the
Alpha object bound to the Animation instance.
A ClutterInterval can change the way the progress is computed
by subclassing and overriding the ::compute_value() virtual function.
It should also be possible to register a custom progress function
in the same way it is possible to register a custom transformation
function between two GValues.
This commit adds an internal, global hash table that maintains a
GType <-> progress function association; each ClutterInterval
will check if there is a progress function registered for the
GType of the initial and final values of the interval and, if
it has been found, it will call it to compute the value of the
interval depending on the progress factor.
If the computation of the interval value depending on the progress
was not successful, ClutterInterval::compute_value() should return
this information to the caller.
Bug 1289 - Draw multiple glyphs at once
The multiple-texture-rectangle branch adds a new Cogl texture function
called cogl_texture_multiple_rectangles which is used to draw multiple
rectangles out of a texture using a single GL call. This is
significantly faster than drawing the rectangles with individual calls
on some platforms. The Pango renderer now uses this to speed up
rendering.
The conflicts are just due to the whitespace fixes in cb569a5.
Conflicts:
clutter/cogl/gl/cogl-context.c
clutter/cogl/gl/cogl-context.h
clutter/cogl/gl/cogl-texture.c
An editable ClutterText should not use pango_layout_set_markup(),
as the contents of the text actor will not match the text.
Only read-only text actors should parse the contents for Pango
markup.
If the Text actor is neither editable nor has its cursor set
to visible, then we should not be ensuring the cursor position.
This fixes a failure in the conformance test unit for the
layout cache.
Merge branch 'text-actor'
* text-actor: (108 commits)
Re-align ClutterText header file
[text] Fix cursor sizing
Comments and whitespace fixes to ClutterText
[docs] Add newly added :single-line-mode accessors
Update the ignore file
[tests] Add text field interactive test
[text] Add single-line-mode to ClutterText
[text] Fix the deletion actions
[text] Use cached length when possible
[tests] Add unit for the ClutterText:password-char property
[docs] Update the Text section
[text] Coalesce text visibility and password character
Allow localizations to change the text direction
Clean up the update_pango_context() function
Pass the PangoContext, not the MainContext
Revert the logic of the PangoContext check
Remove the binding pool entry from the list
Remove BindingPool::list_actions()
Add ClutterActor::create_pango_context()
Rename the PangoContext creation functions
...
The cursor should be slightly smaller than the height of the actor, to
allow for painting a border. Let's pad it by 1 pixel on the top and 1
on the bottom.
Also, we should use the cursor size everywhere and not use hardcoded
magic numbers.
Allow using ClutterText as a single line text field. This is useful for
text fields that accept just a single line of contents by default, and
respond to the Enter key press to execute some action.
The :single-line-mode property enables this behaviour inside ClutterText
by clipping and scrolling the contents of the PangoLayout if they do
not fit the allocated width of the Text actor.
When using the delete-prev action from the end of the text we end
up either missing the first glyph we have to delete or falling
through the last one in the text.
This commit fixes both issues.
Since clutter_text_set_text() measures the length of the text
each time, we should use the cached length instead of recomputing
the text length each time. This should save us some time when
dealing with long, multi-byte texts.
The rest of Cogl expects the texture mode to be GL_MODULATE so it
needs to be restored after calling cogl_material_rectangle. Otherwise
cogl_texture_rectangle will fail to blend with the Cogl color properly
and all of the labels will be black.
Using two properties to set a password entry can be construed as
both cumbersome and a gtk-ism. And rightly so on both counts.
The :text-visible property has also conflicting semantics with the
:cursor-visible one: while the latter hides the cursor, the former
changes the display of the contents of the Text actor. It is, thus,
not a matter of "visibility" but of "rendering".
Instead of setting the :text-visible and :invisible-char properties
to have a password text field, the Text actor should just have a
single :password-char property holding a Unicode character. If the
value of the :password-char is non-zero, the Text actor will use the
Unicode character to render the contents of the text entry.
This commit removes the following methods:
clutter_text_set_text_visible()
clutter_text_get_text_visible()
clutter_text_set_invisible_char()
clutter_text_get_invisible_char()
And the following properties:
ClutterText:text-visible
ClutterText:invisible-char
In favour of:
clutter_text_set_password_char()
clutter_text_get_password_char()
And:
ClutterText:password-char
Thus making obvious what use the property and accessor methods are
for and simplifying the process of creating a simple password text
field to:
text = clutter_text_new ();
clutter_text_set_password_char (CLUTTER_TEXT (text), '*');
The locale translators of Clutter are also the ones that should set
the default direction of the text in a Clutter user interface.
This commit adds a translatable string that defines the direction
of the text; the translation authors will change it to the correct
value and that will determine the default direction.
The default text direction can be overridden by using the
CLUTTER_TEXT_DIRECTION environment variable, or by using the
--clutter-text-direction command line switch. In any other case,
the locale will determine the text direction, as it should.
It was always reading one pixel lower than requested. If y was 0 then
it would try to read below the lowest line.
Thanks to Geoff Gustafson for spotting.
Clutter has a set of command line options that are added to every
application by means of clutter_init() or by obtaining the Clutter
GOptionGroup and using g_option_context_parse(). Thus, every Clutter
application will automatically have an --help command line switch
showing the list of options and their description.
At the moment, Clutter does not enable localization of the help,
thus making it less than useful on non-English locales.
This patch enables the machinery to create a localization file and
load it when initializing Clutter, by means of the GLib macros and
locale.h API we already use.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
When updating the PangoContext with the current options (font name,
options, resolution) pass the PangoContext instead of the Clutter
MainContext structure pointer.
When removing a binding entry from the binding pool we should not
only remove it from the hash table, but also from the linked list
we use to iterate over inside the block/unblock_action() pair.
The clutter_binding_pool_list_actions() was not implemented. The
utility of a call listing all the action names is also debatable:
all the functions related to the key bindings take the key symbol
and modifiers -- except the block_action() and unblock_action()
pair.
Sometimes an actor needs to set specific font rendering options on
the PangoContext without changing settings for every other text-rendering
actor.
In order to do this, we need a new public method to create a Pango
context object -- preset with all the default settings -- owned by the
developer and not shared with the rest of Clutter.
This new method is called clutter_actor_create_pango_context(); while
it does not strictly depend on a ClutterActor, it is a good idea to
have it inside the ClutterActor API to map the current get_pango_context()
method and in case we start storing screen-specific data to the Actor
itself during the 1.x API cycle.
The _clutter_context_create_pango_context() should create a new
context; the function returning the PangoContext stored inside the
MainContext structure should be named _get_pango_context() instead.
The following functions are fixed:
clutter_animation_set_actor
clutter_animation_set_timeline
clutter_animation_set_alpha
This is related to bug 1392 which discusses the problem for
behaviour_set_alpha.
Bug 1392 - behaviour_set_alpha set same alpha twice lead to warning
and destroy the input alpha
The following functions are fixed:
clutter_actor_set_shader
clutter_alpha_set_timeline
clutter_behaviour_set_alpha
clutter_clone_texture_set_parent_texture
They either now reference the new value before destroying the old
value, or just return immediately if the values are the same.
It previously attempted to set the mode on the alpha using
clutter_animation_set_mode_internal, but this was setting the mode on
priv->alpha. At that point in the code priv->alpha is always NULL.
clutter_animation_set_mode_internal now takes a parameter to specify
which alpha to modify.
As of now, a key binding installed into a BindingPool is always there
and cannot be changed.
This is problematic for sub-classes trying to override the callback
or the action for a given key binding.
This commit adds the ability to override the closure for an existing
key binding inside a binding pool -- assumed the caller knows the
key symbol and modifiers used to install the key binding in the first
place.
Otherwise the call to clutter_alpha_set_func sets the mode back to
CLUTTER_CUSTOM_MODE so clutter_alpha_get_mode won't get back the same
value that was set.
* units-rework:
[texture] Do not mix fixed point and units values
[tests] Fix the actor detection
[units] Do not use fixed point and units interchangeably
The API has been changed to take an explicit length for the number of
texture coordinates passed, and it's now documented that if there are
more layers to the current material than the number of texture coords
passed, then default coordinates will be generated for the other
layers.
cogl_material_rectangle should now handle the case where a single
sliced texture is supplied as a material layer by falling back to
cogl_texture_rectangle. We are nearly at the point that
cogl_texture_rectangle could be deprecated. A few issues remain
though, such as not considering waste in cogl_material_rectangle.