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.
Set a parameter on the XSLT transform so that callout elements
are rendered as text rather than graphics (removes the need
to add callout graphics to the build).
There was too much in the example code to cover in a single
recipe, so I trimmed it down to demonstrate simple
UI building (no constraints, effects, animations, or signals).
Added a simple script and program to load it, to support
recipe on ClutterScript for UI definitions.
Also amended the Makefile (following the pattern of
the tests/interactive Makefile) to enable signal
connection from ClutterScript by passing -export-dynamic
to linker.
Commit eae4561929 tried to clean how it checks for the private actor
flags. However the check for the 'IN_DESTRUCTION' flag in the Win32
backend got inverted so it would always clear the current
context. This was causing _cogl_check_driver_valid to fail later and
then the realize would get stuck in a infinite loop.
When we free a state because there are no more keys with it as a target use a
goto to re-initialize temporary variables that have become invalid.
Fixing bug #2273
In 965907deb3 the picking was changed to render the full stage
instead of a single pixel whenever picking is performed more than once
between paints. However the condition in the if-statement was
backwards so it would end up always doing a full stage render.
The glx and egl(x) backends export some internal symbols. Hide these
symbols (using '_' prefix) to reduce ABI differentiation between the
glx and eglx flavours.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2267
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
* elliot/cookbook-textures-crossfade:
cookbook: Use GdkPixbuf instead of getting data from a texture
cookbook: Added a recipe for cross-fading between two images
cookbook: Modified COGL example for consistency
cookbook: Added video of two texture cross-fade
cookbook: Removed unused constant
cookbook: Renamed front/back to top/bottom in cross-fade example
cookbook: Don't need to set keep-aspect-ratio for simple example
cookbook: Modified ordering of statements in cross-fade example
cookbook: Added a longer slideshow example
cookbook: Made code examples more consistent
cookbook: Added example code for texture cross-fading
Post-release version bump to 1.3.13
Release Clutter 1.3.12 (developers snapshot)
Conflicts:
doc/cookbook/examples/Makefile.am
Added a recipe about handling enter, leave, and motion events
on an actor.
Gives some pointers to data available from motion events,
explains a bit about stage-relative and actor-relative coords,
and covers how overlapping actors and reactivity of actors
can affect events occurring.
Examples include a simple scribble app showing how to integrate
pointer events into a more useful context.
Added another example (used for a screenshot) to demonstrate
how pointer events pass through non-reactive actors and how
depth ordering affects whether an actor will emit a pointer
motion signal.
Use clutter_event_get_coords() to get x and y position,
rather than casting to the right event type then directly
accessing members of the event struct.
Decided might be better to cover crossing and motion under
a broader "pointer motion" recipe, so renamed the example
(which only shows pointer crossing event handling).