The ffs function is defined in C99 so if we want to use it in Cogl we
need to provide a fallback for MSVC. This adds a configure check for
the function and then a fallback using a while loop if it is not
available.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2491
If we have to copy the bitmap to do the premultiplication then we were
previously using the rowstride of the source image as the rowstride
for the new image. This is wasteful if the source image is a subregion
of a larger image which would make it use a large rowstride. If we
have to copy the data anyway we might as well compact it to the
smallest rowstride. This also prevents the copy from reading past the
end of the last row of pixels.
An internal function called _cogl_bitmap_copy has been added to do the
copy. It creates a new bitmap with the smallest possible rowstride
rounded up the nearest multiple of 4 bytes. There may be other places
in Cogl that are currently assuming we can read height*rowstride of
the source buffer so they may want to take advantage of this function
too.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2491
The builtin vertex attribute for the normals was incorrectly checked
for as 'cogl_normal' however it is defined as cogl_normal_in in the
shader boilerplate and for the name generated by CoglVertexBuffer.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2499
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
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
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
Keeping the Cogl 2.0 API reference in the build is getting far more
troublesome than it's worth.
It's breaking distcheck far too often, and it makes it impossible to
rebuild the build environment from tarballs - which is something that
some distributions (namely: the Debian-based ones, but not limited to
them) do in order to change build scripts using their own rules.
Added 3 examples for the box layout recipe:
1) Simple box layout demonstrating how to set actor properties
2) Trivial menu implementation using box layout
3) Demonstration app which enables tweaking and testing
of layout property interactions
Also inlined example 1 in the solution section and added
more explanatory text in the discussion.
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.
The test-viewport interactive test is exercising the clip code - a job
better done by the conformance test suite and by the test-clip
interactive test.
The test-project test case was an old test that was barely working after
landing the size allocation API in Clutter 0.8. It has never been fixed,
and it's been of relative use ever since.
The test-offscreen interactive test was a dummy test for the
ClutterStage:offscreen property, which has been deprecated and
not implemented since Clutter 1.0, and never really worked except
briefly in Clutter 0.2 or something.
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
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.
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
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
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.
When determining the maximum number of layers we also need to take
into account GL_MAX_VERTEX_ATTRIBS on GLES2. Cogl needs one vertex
attrib for each texture unit plus two for the position and color.