It would be useful to be able to share the Timeline across different
animator instances, or with different animation constructs. Also this
allows sharing definitions of Timelines in ClutterScript.
The arguments for remove_key() can be NULL, but there is an extraneous
assertion that fails if they are. The pre-conditions should match the
documentation, in this case.
A sub-class of ClutterBox might add ChildMeta support, and since
pack_at() does not go through clutter_container_add_actor(), we
need to manually call the create_child_meta() ourselves.
It is conceivable that Container implementations might add children
outside of the Container::add() implementation - e.g. for packing at
a specific index. Since the addition (and removal) might happen outside
the common path we need to expose all the API that is implicitly called
by ClutterContainer when adding and removing a child - namely the
ChildMeta creation and destruction.
Previously the GLES2 backend needed a special wrapper for
glBindTexture because it needed to know the internal GL format of the
texture in order to correctly implement the GL_MODULATE texture env
mode. When GL_MODULATE is used then the RGB values are taken from the
previous texture layer rather than being fetched from the
texture. However since the material API was added Cogl no longer uses
the GL_MODULATE texture env mode but instead always uses GL_COMBINE.
Compiling the GLES2 backend broke since the more-texture-backends
branch merge because the cogl_get_internal_gl_format function was
removed and there was one place in GLES2 specific code that was using
this to bind the texture.
The texture layer combine functions are now hard coded to GL_COMBINE
instead of GL_MODULATE. The combine function can be customized with
all the parameters of GL_COMBINE. A shader is generated to implement
the given parameters.
Currently it will try to generate code for the constant color but it
will use a uniform which does not exist.
The GLES2 backend for Cogl is failing to compile because
GL_MAX_TEXTURE_UNITS is not defined. Let's define it and provide a
wrapper which uses GL_MAX_TEXTURE_IMAGE_UNITS or
COGL_GLES2_MAX_TEXTURE_UNITS, whichever is the smallest.
A bogus ClutterInterpolation argument had been carried from
clutter_animator_set_interpolation to clutter_animator_get_interpolation
in copy and paste.
GLib 2.24 (but starting from the 2.23.2 unstable release) added a new
macro for collecting GValues from a va_list.
The newly added G_VALUE_COLLECT_INIT() macro should be used in place
of initializing the GValue and calling G_VALUE_COLLECT(), and improves
the collection performances by avoiding multiple checks, free and
initialization calls.
The installed _HEADERS should be the public ones and the enumeration
types; repeating clutter-x11-texture-pixmap.h breaks with automake 1.11
and doesn't strictly make any sense.
http://bugzilla.openedhand.com/show_bug.cgi?id=2002
When set_container() is called with a NULL container we cannot use the
passed pointer to unset the CLUTTER_ACTOR_NO_LAYOUT flag. We should
store a back pointer to the container as object data (there's no need
to add a Private data structure in this case) and unset the flag on the
back pointer instead.
Previously only ClutterGroup was able to set the CLUTTER_ACTOR_NO_LAYOUT
flag which allows clutter-actor.c to avoid a relayout when showing or
hiding fixed layout containers. Instead of it being the responsibility
of the container to set this flag this patch makes the layout manager
itself decide in the ::set_container method. This way both ClutterBox
and ClutterGroup can take advantage of the optimization.
g_list_insert_sorted inserts the new actor before all others that
compare equal so for the normal case when all actors have depth==0
this has the surprising behaviour of layering the actors in reverse
order. To fix this it now manually inserts the actor in the right
place by searching until it finds an actor at a higher depth and
inserting before that.
http://bugzilla.openedhand.com/show_bug.cgi?id=1988
This reverts commit 939e56e2b1.
Changing the depth sort function to have inconsistent behaviour for
nodes that compare equal breaks the stability of g_list_sort. It ends
up so that every time clutter_container_sort_depth_order is called the
order of all actors with the same depth is reversed.
http://bugzilla.openedhand.com/show_bug.cgi?id=1988
To aid in the debugging of Clutter stage resize issues this adds a
COGL_DEBUG=opengl option that will trace "some select OpenGL calls"
(currently just glViewport calls)
Most Cogl debugging code conditions are marked as G_UNLIKELY with the
intention of having the CPU branch prediction always assume the
path is disabled so having debugging support in release binaries has
negligible overhead.
This patch simply fixes a few cases where we weren't using G_UNLIKELY.
COGL_DEBUG=all wasn't previously useful as there are several options
that change the behaviour of Cogl and all together wouldn't help anyone
debug anything.
This patch makes it so COGL_DEBUG=all|verbose now only enables options
that don't change the behaviour of Cogl, i.e. they only affect the
amount of noise we'll print to a terminal.
In addition to that this patch also improves the output from
COGL_DEBUG=help so we now print a table of options including one liner
descriptions of what each option enables.
Some of the ClutterDebugFlags are not meant as a logging facility: they
actually change Clutter's behaviour at run-time.
It would be useful to have this distinction ratified, and thus split
ClutterDebugFlags into two: one DebugFlags for logging facilities and
another set of flags for behavioural changes.
This split is warranted because:
• it should be possible to do "CLUTTER_DEBUG=all" and only have
log messages on the output
• it should be possible to use behavioural modifiers even on a
Clutter that has been compiled without debugging messages
support
The commit adds two new debugging flags:
ClutterPickDebugFlags - controlled by the CLUTTER_PICK environment
variable
ClutterPaintDebugFlags - controlled by the CLUTTER_PAINT environment
variable
The PickDebugFlags are:
nop-picking
dump-pick-buffers
While the PaintDebugFlags is:
disable-swap-events
The mechanism is equivalent to the CLUTTER_DEBUG environment variable,
but it does not depend on the debug level selected when configuring and
compiling Clutter. The picking and painting debugging flags are
initialized at clutter_init() time.
http://bugzilla.openedhand.com/show_bug.cgi?id=1991
The motion event compression should be affected by the device field of
the event; that is: we should compress motion events coming from the
same device.
If an actor is on the boundary of a Stage and the pointer for a device
enters the Stage over that actor, the sequence of events currently is:
➔ ENTER (source: actor, related: NULL)
➔ MOTION
Thus the Stage never gets an ENTER event. This is a regression from
Clutter 1.0.
The correct sequence is:
➔ ENTER (source: stage, related: NULL)
➔ ENTER (source: actor, related: stage)
➔ MOTION
This also maps to the sequence of events sythesized by Clutter when
leaving the Stage through an actor overlapping the Stage boundary.
http://bugzilla.moblin.org/show_bug.cgi?id=9781
The introduction of the StageManager in 0.8 implied that the first Stage
instance to be created was automatically assigned the status of "default
stage". This was all well and good, since the default stage was created
behind the curtains by the initialization sequence.
Now that the initialization sequence does not create a default stage any
longer, it means that the first stage created using clutter_stage_new()
gets to be the default, and all special and warm and fuzzy - which also
means that the first stage created by clutter_stage_new() cannot be
destroyed or handled as any other stage. Whoopsie.
Let's go back to the old semantics: the stage created by the first
invocation of clutter_stage_get_default() is the default stage, and
nothing else can be set as default. One day we'll be able to break the
API and the whole default stage business will be a thing of the past.
Embedding toolkits should benefit from a proper documentation of
clutter_input_device_update_from_event(): its meaning, its use and
the caveats for the "update_stage" argument.
We now never query the width and height of the given texture object
from OpenGL. The problem is that the user may be creating a Cogl
texture from a texture_from_pixmap object where glTexImage2D was
never called and the texture_from_pixmap spec doesn't clarify that
it's reliable to query the width from OpenGL.
This should address:
http://bugzilla.openedhand.com/show_bug.cgi?id=1502
Thanks to Johan Bilien for reporting
Embedding toolkits most likely will disable the event handling, so all
the input device code will not be executed. Unfortunately, the newly
added synthetic event generation of ENTER and LEAVE event pairs depends
on having input devices.
In order to unbreak things without reintroducing the madness of the
previous code we should allow embedding toolkits to just update the
state of an InputDevice by using the data contained inside the
ClutterEvent. This strategy has two obvious reasons:
• the embedding toolkit is creating a ClutterEvent by translating
a toolkit-native event anyway
• this is exactly what ClutterStage does when processing events
We are, essentially, deferring input device handling to the embedding
toolkits, just like we're deferring event handling to them.
The DeviceManager class should be abstract in Clutter, and implemented
by each backend, as different backends will have different ways to
detect, initialize and list devices; the X11 backend alone has *two*
ways of dealing with devices.
This commit makes DeviceManager an abstract class and delegates the
device initialization and enumeration to per-backend sub-classes.
The responsible for creating the device manager is, obviously, the
backend singleton.
The X11 and Win32 backends have been updated to the new layout; the
Win32 backend has been updated blindly, so it might require additional
testing.
ConfigureNotify is delivered on window movements too, but there is no
need to queue a relayout on these as the viewport hasn't changed size.
Check for the window actually changing size on ConfigureNotify before
queueing a relayout.
This fixes laggy window movement when moving a window in response to
Clutter mouse motion events.
The size and position of the window rectangle for clipping in
try_pushing_rect_as_window_rect is calculated by projecting the
rectangle coordinates. Due to rounding errors, this can end up with
slightly off numbers like 34.999999. These were then being cast
directly to an integer so it could end up off by one.
This uses a new macro called COGL_UTIL_NEARBYINT which is a
replacement for the C99 nearbyint function.
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
As well as manually setting the geometry size, we needed to queue a
relayout. This is what the ConfigureNotify handler would normally do,
but we don't get this event when using a foreign window (obviously).
This should fix resizing in things like gtk-clutter.
If we get into the resize function and it's a foreign window, set the
geometry size so that the allocate will set the backend size and call
glViewport.
Setting/unsetting fullscreen on a mapped or unmapped window now works
correctly.
If you unfullscreen a window that was initially full-screened, it will
unset the fullscreen hint and the WM will likely push the size down to
the largest valid size.
If the window was previously un-fullscreened, Clutter will restore the
previous size.
Fullscreening also now works if the WM switches the hint without the
application's knowledge (as happens when you resize a window to the size
of the screen, for example, with stock metacity).
If FBOs aren't supported then it will end up very slow to reorganize
the atlas. Also currently the CoglTexture2D backend will refuse to
create any textures anyway so the full atlas texture won't be created.
cogl_texture_2d_new may fail in certain circumstances so
cogl_atlas_texture_reserve_space should detect this and also
fail. This will cause cogl_texture_new to fallback to a sliced
texture.
Thanks to Vladimir Ivakin for reporting this problem.
When we resize, we relied on the stage's allocate to re-initialise the
GL viewport. Unfortunately, if we resized within Clutter, the new size
was cached before the window is actually resized, so glViewport wasn't
being called after resizing (some of the time, it's a race condition).
Change the way resizing works slightly so that we only resize when the
geometry size doesn't match our preferred size, and queue a relayout on
ConfigureNotify so the glViewport gets called.
Also change window creation slightly so that setting the size of a
window before it's realized works correctly.