(element-type) should have a full name like Clutter.Actor rather than
a non-namespaced name like Actor. gobject-introspection has become
more strict about this with the recent scanner rewrite.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2301
• Use addprefix instead of manually concatenating $(srcdir)
• Use AM_V_GEN instead of QUIET_GEN, to avoid inter-dependencies
• Do basic checks on GLIB_MKENUMS and GLIB_GENMARSHAL being defined
• Do checks on the required variables being defined
What happens now if you rename an enum inside a header:
• glib-mkenums generates the header file
• a comparison is made with the previous version of the heade is made
and no difference is found as you don't remove or create enums
• the compilation of the generated mkenums c file fails because it has
not been regenerated with the new, renamed, enum.
That's why the generated clutter-enum-types.c needs to depend on the
headers too.
Of course such scenario should not happen in stable releases as enums
are part of the API, but renaming enums happens in the development cycle
and create compilation errors (very annoying when doing git bissects for
instance).
*** This is an API change ***
Replaced the original drag-threshold property with two separate
horizontal (x-drag-threshold) and vertical (y-drag-threshold)
thresholds.
It is some times necessary to have different drag thresholds for the
horizontal and vertical axes. For example, when a draggable actor is
inside a horizontal scrolling area, only vertical movement must begin
dragging. That can be achieved by setting the x-drag-threshold to
G_MAXUINT while y-drag-threshold is something usual, say, 20 pixels.
This is different than drag axis, because after the threshold
has been cleared by the pointer, the draggable actor can be dragged
along both axes (if allowed by the drag-axis property).
http://bugzilla.clutter-project.org/show_bug.cgi?id=2291
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Creating new materials for every Texture instance results in a lot of
ARBfp programs being generated/compiled. Since most textures will just
be similar we should create a template material for all of them, and
then copy it in every instance. Cogl will try to optimize the generation
of the program and, hopefully, will reuse the same program most of the
time.
With this change, a simple test shows that loading 48 textures will
result in just two programs being compiled - with and without batching
enabled.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2295
When disposing a material layer of type 'texture' we should check that
the texture handle is still valid before calling cogl_handle_unref().
This avoids an assertion failure when disposing a ClutterTexture.
Uses ClutterAnimator to implement a reasonably complex
animation of a single actor (movement along a path with
simultaneous scaling).
Provides a metaphor for thinking about ClutterAnimator
animations (stage directions) and explains keys and key
frames in some depth. Also compares ClutterAnimator
with other possible approaches to this type of animation
(implicit animations, ClutterState).
Added another JSON example to show how transitions can
be easily overlapped when using ClutterAnimator (two
sequences of 5 transitions, simultaneous with two
sequences of 1 transition).
Modified the C JSON loader program so it can be used with
this example as well.
Some debugging tools might require full visibility for the Clutter
symbols; for this reason, and to match what the Clutter dependencies
already allow, we should provide a configure switch to disable linking
with the -Bsymbolic flag.
This patch merges in substantial work from
Emmanuele Bassi <ebassi@linux.intel.com>
* Use new introspection --include-uninstalled API since we don't want
to try to find the clutter-1.0.pc file before it's installed.
* Use --pkg-export for Clutter-1.0.gir, since we want the .gir file to
contain the associated pkg-config file.
* Drop the use of --pkg for dependencies; those come from the associated
.gir files. (Actually, --pkg is almost never needed)
* Add --quiet
http://bugzilla.clutter-project.org/show_bug.cgi?id=2292
Intel CE3100 and CE4100 have several planes (framebuffers) and a
hardware blender to blend the planes togeteher to produce the final
image.
clutter_cex100_set_plane() lets you configure which framebuffer clutter
will use for its rendering.
• Use the public COGL_HAS_GLES[12] define instead of the HAVE_COGL_*
ones which are private and defined in config.h,
• Install clutter-egl-headers.h which is needed by clutter-egl.h,
• Remove clutter-stage.h as it's uneeded and does not work since the
single clutter.h include policy,
• Install the egl headers into their own egl directory as the x11 and
glx backends do. The include should then be <clutter/egl/clutter-egl.h>,
so document it. It does not really break anything as nobody could
have used those broken headers.
Intel CE3100 and CE4100 SoCs are designed for TVs. They have separate
framebuffers that are blended together by a piece of hardware to make
the final output. The library that allows you to initialize and
configure those planes is called GDL. A EGL GDL winsys can then be
use with those planes as NativeWindowType to select which plane to use.
This patch adds a new ClutterBackendCex100 backend that can be
selected at compile time with the new --with-flavour=cex100 option.
Some minor fixes here and there: missing include, wrongly placed #endif,
unused variable warning fixes, missing #ifdef.
Make ClutterStageEGL a subclass of either ClutterStageX11 or GObject
depending if you compile with X11 support (EGLX) or not (native).
*** This is an API change ***
The create_target() virtual function should return a CoglHandle to a
texture; clutter_offscreen_effect_get_target(), instead, returns a
CoglMaterial to be painted in the implementation of the paint_target()
virtual function.
Instead of equating textures with materials, and confusing the user of
the API, we should mark the difference more prominently.
First of all, we should return a CoglMaterial* (now that we have that
as a public type) in get_target(); having handles all over the place
does not make it easier to distinguish the semantics of the virtual
functions.
Then we should rename create_target() to create_texture(), to make it
clear that what should be returned is a texture that is used as the
backing for the offscreen framebuffer.
Added a recipe explaining how to connect signals to handlers
in the JSON definition used by ClutterScript; also shows
how to connect the signals in code once the JSON has been
loaded.
Includes guidelines on writing handlers (i.e. need to use
-export-dynamic and non-static functions) and example
which connects a handler for motion events on a rectangle.
GEnum nicknames can be used to set properties in JSON
definitions, so added a callout to the JSON example explaining
this, and showing how to derive the nickname for an enumeration
value.
Modified the example code to use nicknames as well.
As JSON can make use of nicknames for GEnum properties,
mentioned this in the table mapping C property values
to their JSON equivalents (as the nick name is a much
shorter and cleaner way of setting a property in JSON).
Wrote an introduction to using ClutterScript with JSON. Focus
is on explaining why you might want to use it, basic principles
of operation (with annotated JSON sample), and how to map
data types from C to JSON.
Written simultaneously with a short recipe (uses the same sample
code) showing how to load a JSON file and retrieve objects
from it in code.
Commented the ClutterScript example so it can be used
inline as part of the recipe, rather than as an
example in the appendix (it's too simple to warrant
a separate appendix).
New script chapter needs an introduction.
While writing the introduction, also slightly changed the
emphasis of the recipe (towards refactoring an existing
application to use ClutterScript) and incorporated example
code into documentation.