If a Texture has been set to:
• keep its size synchronized with the image data
• maintain the aspect ratio of the image data
then it should also change its request mode depending on the orientation
of the image data, so that layout managers have a fighting chance of
sizing it correctly.
Added initialization of minimum window size property on Cocoa
side. This property works when user change window size by mouse
dragging. But when size is changed by clutter_actor_set_size this
property will not help and was added another check in
clutter_stage_osx_resize. Also osx_get_geometry was refactoried
because it returns incorrect values in many cases but now size is
saved in [Window reshape] in requisition_width/height and this value
will be returned in any case to frontend.
It's important step of initialization because all features calls from
font rendering libs based on this parameter. By default it equals to
-1 and test-text-cache test crashes in this case.
Trick with hiding view while showing the stage affects on responder
chain. The main view ceases to be first responder and we should
manually set first responder.
Problem was in incorrect application initialization.
[NSApplication sharedApplication] should be call in backend init(not
in init stage). It doesn't require any data and only makes a
connection to window server.
Cleanup clutter_backend_osx_post_parse function and move context
initialization to clutter_backend_osx_create_context. The OpenGL pixel
format attributes were taken as is. Also move bringing application to
foreground in clutter_stage_osx_realize, it seems there is best place
for it.
Viewport didn't initialized before OGL drawing and it causes crash on
assert so added viewport initalization to
clutter_stage_osx_realize. Also showing the stage causes drawing
function but other part of the system(in particular conformance tests)
don't expect it and aren't ready at this moment.
Mention the XFixes extension for compositors using input regions to let
events "pass through" the stage.
Thanks to: Robert Bragg <robert@linux.intel.com>
When we disable the event retrieval, we now just disable the X11 event
source, not the event selection. We need to make that clear to
applications, especially compositors, which might expect complete
control over the selection.
Currently, we select input events and GLX events conditionally,
depending on whether the user has disabled event retrieval.
We should, instead, unconditionally select input events even with event
retrieval disabled because we need to guarantee that the Clutter
internal state is maintained when calling clutter_x11_handle_event()
without requiring applications or embedding toolkits to select events
themselves. If we did that, we'd have to document the events to be
selected, and also update applications and embedding toolkits each time
we added a new mask, or a new class of events - something that's clearly
not possible.
See:
http://bugzilla.clutter-project.org/show_bug.cgi?id=998
for the rationale of why we did conditional selection. It is now clear
that a compositor should clear out the input region, since it cannot
assume a perfectly clean slate coming from us.
See:
http://bugzilla.clutter-project.org/show_bug.cgi?id=2228
for an example of things that break if we do conditional event
selection on GLX events. In that specific case, the X11 server ≤ 1.8
always pushed GLX events on the queue, even without selecting them; this
has been fixed in the X11 server ≥ 1.9, which means that applications
like Mutter or toolkit integration libraries like Clutter-GTK would stop
working on recent Intel drivers providing the GLX_INTEL_swap_event
extension.
This change has been tested with Mutter and Clutter-GTK.
* elliot/cookbook-animations-rotating:
cookbook: Added recipe for animated rotation of an actor
cookbook: Add explanation about including code samples
cookbook: Make filename used in video example consistent
cookbook: Add example code for animated rotation
This makes the gles2 cogl_program_use consistent with the GL version by
not binding the program immediately and instead leaving it to
cogl-material.c to bind the program when actually drawing something.
Previously custom uniforms were tracked in _CoglGles2Wrapper but as part
of a process to consolidate the gl/gles2 shader code it seems to make
sense for this state to be tracked in the CoglProgram object instead.
http://bugzilla.o-hand.com/show_bug.cgi?id=2179
Instead of having to query GL and translate the GL enum into a
CoglShaderType each time cogl_shader_get_type is called we now keep
track of the type in CoglShader.
The Animatable interface was created specifically for the Animation
class. It turns out that it might be fairly useful to others - such as
ClutterAnimator and ClutterState.
The newly-added API in this cycle for querying and accessing custom
properties should not require that we pass a ClutterAnimation to the
implementations: the Animatable itself should be enough.
This is necessary to allow language bindings to wrap
clutter_actor_animate() correctly and do type validation and
demarshalling between native values and GValues; an Animation instance
is not available until the animate() call returns, and validation must
be performed before that happens.
There is nothing we can do about the animate_property() virtual
function - but in that case we might want to be able to access the
animation from an Animatable implementation to get the Interval for
the property, just like ClutterActor does in order to animate
ClutterActorMeta objects.
XGetGeometry is a great piece of API, since it gets a lot of stuff that
are moderately *not* geometry related - the root window, and the depth
being two.
Since we have multiple conditions depending on the result of that call
we should split them up depending on the actual error - and each of them
should have a separate error message. This makes debugging simpler.
It's possible - though not recommended - that user code causes the
destruction of an actor in one of the notification handlers for
flag-based properties. We should protect the multiple notification
emission with g_object_ref/unref.
New recipe covering how to animate rotation of
an actor (in all axes).
Covers various factors affecting rotation animation
(like orientation of axes, parent rotation/orientation),
as well as trying to make rotations easier to visualise
(e.g. describing how rotation direction is affected by
those factors, how a rotation can be expected to look
when animated). Uses implicit animations for code examples.
Also refers to a full code example which uses ClutterState.
Nothing was storing the shader type when a shader was created so it
would get confused about whether it was a custom vertex or fragment
shader.
Also the 'type' member of CoglShader was a GLenum but the only place
that read it was treating it as if it was CoglShaderType. This changes
it be CoglShaderType.