At least for the time being, we only expose the parts of the API that we
want to use internally and for new, out-of-tree Content implementations.
The full PaintNode tree API will be made public in 1.12 once we branch
master.
ClutterActor should be able to hold all transitions, even the ones that
have been explicitly created.
This will allow to add new transitions types in the future, like the
keyframe-based one, or the transition group.
It should be possible to ask a timeline what is its duration, taking
into account eventual repeats, and which repeat is the one currently
in progress.
These two functions allow writing animations that depend on the current
state of another timeline.
It should be possible to set up the delay of a transition, but since
we start the Transition instance before returning control to the caller,
we cannot use clutter_actor_get_transition() to do it without something
extra-awkward, like:
transition = clutter_actor_get_transition (actor, "width");
clutter_timeline_stop (transition);
clutter_timeline_set_delay (transition, 1000);
clutter_timeline_start (transition);
for each property involved. It's much easier to add a delay to the
easing state of an actor.
The ClutterBrightnessContrastEffect effect class allows changing the
brightness and contrast levels of an actor.
Modified-by: Emmanuele Bassi <ebassi@linux.intel.com>
Modified-by: Neil Roberts <neil@linux.intel.com>
https://bugzilla.gnome.org/show_bug.cgi?id=656156
It is sometimes useful to be able to have better control on when a
repaint function is called. Currently, all repaint functions are called
prior to the stages update phase of the frame processing.
We can introduce flags to represent the point in the frame update
process in which we wish Clutter called the repaint function.
As a bonus, we can also add a flag that causes adding a repaint function
to spin the master clock.
This adds a virtual function to ClutterInputDevice to translate a
keycode from the hardware_keycode member of ClutterKeyEvent to an
evdev keycode. The function can fail so that input backends that don't
have a sensible way to translate to evdev keycodes can return FALSE.
There are implementations for evdev, wayland and X. The X
implementation assumes that the X server is using an evdev driver in
which case the hardware keycodes are the evdev codes plus 8.
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
Now that ClutterActor has a default paint volume, subclasses may wish
to retrieve it without chaining up to the parent's implementation of
the get_paint_volume() function.
The get_default_paint_volume() returns a ClutterPaintVolume pointer
to the paint volume as computed by the default implementation of the
get_paint_volume() virtual function; it can only be used immediately,
as it's not guaranteed to survive across multiple frames.
Creating PaintVolume instances is not possible, and it's not recommended
anyway. It is, though, necessary to union paint volumes, especially with
2D boxes, in some cases.
Clutter should provide a simple convenience function that allows
unioning volumes to boxes in a moderately efficient way.
https://bugzilla.gnome.org/show_bug.cgi?id=670021
Sometimes a subclass of ClutterOffscreenEffect wants to paint with a
completely custom material. In that case it is awkward to modify the
material returned owned by ClutterOffscreenEffect so it makes more
sense to just get the texture and manage its own material.
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
There are times when we don't want to remove all children and count of
the reference count to drop to 0 to ensure destruction; there are cases,
such as managed environments, where it's preferable to ensure that the
children of an actor get actually destroyed.
Being able to easily set the number of repeats has been a request for
the animation framework for some time now. The usual way to implement
this is: connect to the ::completed signal, use a static counter, and
stop the timeline when the counter hits a specific spot.
In the same light as the :auto-reverse property, we can make it easier
to implement this common functionality by adding a :repeat-count
property that, when set, limits the amount of loops that a Timeline can
perform before stopping itself.
In fact, we can implement the :loop property in terms of the
:repeat-count property just by using a sentinel value mapping to
"infinity", and map loop=FALSE to repeat-count=0, and loop=TRUE to
repeat-count=-1.
The reverse of position_to_coords().
While providing documentation on how to implement it using the
PangoLayout API, I realized that the verbosity of it all, plus the usage
of the Pango API, was not worth it, and decided to expose the method we
are using internally.
Iterating over children and ancestors of an actor is a relatively common
operation. Currently, you only have one option: start a for() loop, get
the first child of the actor, and advance to the next sibling for the
list of children; or start a for() loop and advance to the parent of the
actor.
These operations can be easily done through the ClutterActor API, but
they all require going through the public API, and performing multiple
type checks on the arguments.
Along with the DOM API, it would be nice to have an ancillary, utility
API that uses an iterator structure to hold the state, and can be
advanced in a loop.
https://bugzilla.gnome.org/show_bug.cgi?id=668669
Given the size and scope of the changes in ClutterActor, we ought to
rewrite the overall description of what an actor is, what it does, and
how are you supposed to use it and subclass it.
This adds a --enable-wayland-compositor configure option which will add
support for a ClutterWaylandSurface actor which can be used to aid in
writing Wayland compositors using Clutter by providing a ClutterActor to
represent Wayland client surfaces.
Notably this configure option isn't tied into any particular backend
since conceptually the compositor support can be used in conjunction
with any clutter backend that has corresponding Cogl support.
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
This updates Wayland support in line with upstream changes to the Wayland
API and protocol.
This update means we no longer use the Cogl stub winsys so a lot of code
that had to manually interact with EGL and implement a swap_buffers
mechanism could be removed and instead we now depend on Cogl to handle
those things for us.
This update also adds an input device manager consistent with other
clutter backends.
Note: to use the client side "wayland" clutter backend you need to have
built Cogl with --enable-wayland-egl-platform. If Cogl has been built
with support for multiple winsys backends then you should run
applications with COGL_RENDERER=EGL in the environment.
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
* deprecate-default-stage:
evdev: do not associate device with stage
evdev: don't even process events without a default stage
docs: Note default stage deprecation in README
docs: Remove clutter_stage_get_default()
stage: Deprecate the default stage
script: Do not use clutter_stage_get_default()
cally/actor: Do not use the default stage as a fallback
Try to mop up the default stage mess
performance/*: Do not use clutter_stage_get_default()
interactive/*: Do not use clutter_stage_get_default()
Merge with a11y
micro-bench/*: Do not use clutter_stage_get_default()
accessibility/*: Do not use clutter_stage_get_default()
conform/*: Do not use clutter_stage_get_default()
A lot of the example code in the cookbook and the API reference still
uses the default stage — sometimes as if it were a non-default one,
which once again demonstrates how the default stage was a flawed concept
that just confused people.
The Clutter backend split is opaque enough that should allow us to just
build all possible backends inside the same shared object, and select
the wanted backend at initialization time.
This requires some work in the build system, as well as the
initialization code, to remove duplicate functions that might cause
conflicts at build and link time. We also need to defer all the checks
of the internal state of the platform-specific API to run-time type
checks.
The deprecated sections should be much more prominently separated from
the current API; we can use a new part inside the main reference index
for this.
Keeping the backing Cairo surface of a CairoTexture canvas in sync with
the actor's allocation is tedious and prone to mistakes. We can
definitely do better by simply exposing a property that does the surface
resize and invalidation automagically on ::allocate.
The current "create context/draw/destroy context" pattern presents
various problems. The first issue is that it defers memory management to
the caller of the create() or create_region() methods, which makes
bookkeeping of the cairo_t* harder for language bindings and third party
libraries. The second issue is that, while it's easier for
draw-and-forget texturs, this API is needlessly complicated for contents
that have to change programmatically - and it introduces constraints
like calling the drawing code explicitly after a surface resize (e.g.
inside an allocate() implementation).
By using a signal-based approach we can make the CairoTexture actor
behave like other actors, and like other libraries using Cairo as their
2D drawing API.
The semantics of the newly-introduced ::draw signal are the same as the
one used by GTK+:
- the signal is emitted on invalidation;
- the cairo_t* context is owned by the actor;
- it is safe to have multiple callbacks attached to the same
signal, to allow composition;
- the cairo_t* is already clipped to the invalidated area, so
that Cairo can discard geometry immediately before we upload
the texture data.
There are possible future improvements, like coalescing multiple
invalidations inside regions, and performing clipped draws during
the paint cycle; we could even perform clipped redraws if we know the
extent of the invalidated area.
This adds a public function to get the bounds of the current clipped
redraw on a stage. This should only be called while the stage is being
painted. The function diverts to a virtual function on the
ClutterStageWindow implementation. If the function isn't implemented
or it returns FALSE then the entire stage is reported. The clip bounds
are in integer pixel coordinates in the stage's coordinate space.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2421
* swipe-action:
test-swipe-action: Clean up the test code
docs: Add the new actions to the API reference
gesture-action: Remove the multi-device entry points
swipe-action: Remove the required devices call
swipe-action: Clean up
gesture-action: Clean up
Add ClutterSwipeAction and ClutterGestureAction
This adds a virtual to ClutterActor so that an actor subclass can
report whether it has overlapping primitives. ClutterActor uses this
to determine whether it needs to use ClutterFlattenEffect to implement
the opacity property. The default implementation of the virtual
returns TRUE which means that most actors will end up being redirected
offscreen when the opacity != 255. ClutterTexture and ClutterRectangle
override this to return FALSE because they should never need to be
redirected. ClutterClone overrides it to divert to the source.
The values for the ClutterOffscreenRedirect enum have changed to:
AUTOMATIC_FOR_OPACITY
The actor will only be redirected if has_overlaps returns TRUE and
the opacity is < 255
ALWAYS_FOR_OPACITY
The actor will always be redirected if the opacity < 255 regardless
of the return value of has_overlaps
ALWAYS
The actor will always be redirected offscreen.
This means that the property can't be used to prevent the actor from
being redirected but only to increase the likelihood that it will be
redirected.
ClutterActor now adds and removes the flatten effect depending on
whether flattening is needed directly in clutter_actor_paint(). There
are new internal versions of add/remove_effect that don't queue a
redraw. This means that ClutterFlattenEffect is now just a no-op
subclass of ClutterOffscreen. It is only needed because
ClutterOffscreen is abstract. Removing the effect also makes it so
that the cached image will be freed as soon as an actor is repainted
without being flattened.
This adds a property which can be used to redirect the actor through
an FBO before painting so that it becomes flattened in an image. The
image can be used as a cache to avoid having to repaint the actor if
something unrelated in the scene changes. It can also be used to
implement correct opacity even if the actor has overlapping
primitives. The property is an enum that takes three values:
CLUTTER_OFFSCREEN_REDIRECT_NEVER: The default behaviour which is to
never flatten the actor.
CLUTTER_OFFSCREEN_REDIRECT_ALWAYS: The actor is always redirected
through an FBO.
CLUTTER_OFFSCREEN_REDIRECT_ONLY_FOR_OPACITY: The actor is only
redirected through an FBO if the paint opacity is not 255. This
value would be used if the actor wants correct opacity. It will
avoid the overhead of using an FBO whenever the actor is fully
opaque.
The property is implemented by installing a ClutterFlattenEffect.
ClutterFlattenEffect is a new internal class which subclasses
ClutterOffscreen to redirect the painting to an FBO. When
ClutterOffscreen paints, the effect sets an opacity override on the
actor so that the image will always contain the actor at full
opacity. The opacity is then applied to the resulting image before
painting it to the stage. This means the actor does not need to be
redrawn while the opacity is being animated.
The effect has a high internal priority so that it will always occur
before any other effects and it gets hidden from the application.
This adds a new public function to queue a rerun of an effect. If
nothing else queues a redraw then when the effect's actor is painted
the effect will be run without the CLUTTER_EFFECT_RUN_ACTOR_DIRTY
flag. This allows parametrised offscreen effects to report that they
need to redraw the image without having to redraw the underlying
actor. This will be used to implement the 'transparency' effect of
ClutterActor.
If multiple redraws are queued with different effects then redrawing
is started from the one that occurs last in the list of effects.
Internally the function is a wrapper around the new function
_clutter_actor_queue_redraw_full. This is intended to be the sole
point of code for queuing redraws on an actor. It has parameters for
the clip and the effect. The other two existing functions to queue a
redraw (one with a clip and one without) now wrap around this function
by passing a NULL effect.
This adds a new virtual to ClutterEffect which is intended to be a
more flexible replacement for the pre and post_paint functions. The
implementation of a run virtual would look something like this:
void
effect_run (ClutterEffect *effect,
ClutterEffectRunFlags flags)
{
/* Set up state */
/* ... */
/* Chain to the next item in the paint sequence */
clutter_actor_continue_paint (priv->actor);
/* Clean up state */
/* ... */
}
ClutterActor now just calls this virtual instead of the pre_paint and
post_paint functions. It keeps track of the next effect in the list so
that it knows what to do when clutter_actor_continue_paint is
called. clutter_actor_continue_paint is a new function added just for
implementing effects.
The default implementation of the run virtual just calls pre_paint and
post_paint so that existing effects will continue to work.
An effect is allowed to conditionally skip calling
clutter_actor_continue_paint(). This is useful to implement effects
that cache the image of an actor. The flags parameter can be used to
determine if the actor is dirty since the last paint. ClutterActor
sets this flag whenever propagated_one_redraw is TRUE which means that
a redraw for this actor or one of its children was queued.
This backend hasn't been used for years now and so because it is
untested code and almost certainly doesn't work any more it would be a
burdon to continue trying to maintain it. Considering that we are now
looking at moving OpenGL window system integration code down from
Clutter backends into Cogl that will be easier if we don't have to
consider this backend.
The OffscreenEffect class needs to expose a way for sub-classes to
track the size of FBO it creates, in case it has to do some geometry
deformations like the DeformEffect sub-classes.
Let's move the private symbol we used internally in 1.6 to fix
DeformEffect to the list of public symbols of OffscreenEffect.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2570
Creating a synthetic event requires direct access to the ClutterEvent
union members; this access does not map in bindings to high-level
languages, especially run-time bindings using GObject-Introspection.
It's also midly annoying from C, as it unnecessarily exposes the guts of
ClutterEvent - something we might want to fix in the future.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2575
Make sure users get the idea that clutter_init()
has a return value that needs to be checked.
These were fixed via sed magic:
sed -i -s -e "s/clutter_init (.*)/\
if (& != CLUTTER_INIT_SUCCESS)\n return 1/"\
doc/*/*/*.{c,xml} doc/*/*.xml
http://bugzilla.clutter-project.org/show_bug.cgi?id=2574
When synthesizing events coming from input devices it should be
possible to just call a setter function, to avoid a huge switch
on the type of the event.
Clutter should also store the device pointer inside the private
data, for faster access of the pointer in allocated events.
Finally, the get_device_id() and get_device_type() accessors should
just be wrappers around clutter_event_get_device(), to reduce the
amount of code duplication.
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
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.
Since EGA colors are apparently all the rage in other toolkits, Clutter
should not be left out. On top of the usual CGA/EGA palette the static
colors also include the Tango Icon palette, which at least is more
pleasant to the eye.
Static colors are accessed through an enumeration by using
clutter_color_get_static(), or using the short-hand pre-processor
macros.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2066
* wip/path-constraint:
docs: Add PathConstraint
tests: Add a PathConstraint interactive test
Add ClutterPathConstraint
actor-box: Add setters for origin and size
This function handles a single windows message. The idea is that it
could be used by clutter-gtk to forward on events from a
GdkEventFilter. The function replaces the old message_translate()
function. That function didn't translate the event anymore anyway and
instead it could generate multiple events so
clutter_win32_handle_event seems like a more appropriate name. The
function returns TRUE or FALSE depending on whether the event was
completely handled instead of setting call_window_proc.
The interpolate() method does what it says on the tin: it interpolates
between two colors using the given factor.
ClutterColor uses it to register a progress function for Intervals.
The internal copy of JSON-GLib was meant to go away right after the 1.0
release, given that JSON-GLib was still young and relatively unknown.
Nowadays, many projects started depending on this little library, and
distributions ship it and keep it up to date.
Keeping a copy of JSON-GLib means keeping it up to date; unfortunately,
this would also imply updating the code not just for the API but for the
internal implementations.
Starting with the 1.2 release, Clutter preferably dependend on the
system copy; with the 1.4 release we stopped falling back automatically.
The 1.6 cycle finally removes the internal copy and requires a copy of
JSON-GLib installed on the target system in order to compile Clutter.
The keysyms defines in clutter-keysyms.h are generated from the X11 key
symbols headers by doing the equivalent of a pass of sed from XK_* to
CLUTTER_*. This might lead to namespace collisions, down the road.
Instead, we should use the CLUTTER_KEY_* namespace.
This commit includes the script, taken from GDK, that parses the X11
key symbols and generates two headers:
- clutter-keysyms.h: the default included header, with CLUTTER_KEY_*
- clutter-keysyms-compat.h: the compatibility header, with CLUTTER_*
The compat.h header file is included if CLUTTER_DISABLE_DEPRECATED is
not defined - essentially deprecating all the old key symbols.
This does not change any ABI and, assuming that an application or
library is not compiling with CLUTTER_DISABLE_DEPRECATED, the source
compatibility is still guaranteed.
When animating an actor through clutter_actor_animate() and friends we
might want forcibly detach the animation instance from the actor in
order to start a new one - for instance, in response to user
interaction.
Currently, there is no way to do that except in a very convoluted way,
by emitting the ::completed signal and adding a special case in the
signal handlers; this is due to the fact that clutter_actor_animate()
adds more logic than the one added by clutter_animation_set_object(),
so calling set_object(NULL) or unreferencing the animation instance
itself won't be enough.
The right way to approach this is to add a new method to Clutter.Actor
that detaches any eventual Animation currently referencing it.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2051
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.
*** 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.
It can be useful to be able to forcibly break the grab set up by the
ClickAction. The newly added release() method provides a mechanism to
release the grab and unset the :held state of the ClickAction.
This removes all references to SDL in the build instructions as the
backend is no longer available. The OpenGL version required is only
1.2 not 1.4. The Windows build instructions were out of date and have
been replaced with a link to the wiki instead.
A TableLayout is a layout manager that allocates its children in rows
and columns. Each child is assigned to a cell (or more if a cell span
is set).
The supported child properties are:
• x-expand and y-expand: if this cell with try to allocate the
available extra space for the table.
• x-fill and y-fill: if the child will get all the space available in
the cell.
• x-align and y-align: if the child does not fill the cell, then
where the child will be aligned inside the cell.
• row-span and col-span: number of cells the child will allocate for
itself.
Also, the TableLayout has row-spacing and col-spacing for specifying
the space in pixels between rows and between columns.
We also include a simple test of the layout manager, and the
documentation updates.
The TableLayout was implemented starting from MxTable and
ClutterBoxLayout.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2038
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Layout managers are using the same code to allocate a child while taking
into consideration:
• horizontal and vertical alignment
• horizontal and vertical fill
• the preferred minimum and natural size, depending
on the :request-mode property
• the text direction for the horizontal alignment
• an offset given by the fixed position properties
Given the amount of code involved, and the amount of details that can go
horribly wrong while copy and pasting such code in various classes - let
alone various projects - Clutter should provide an allocate() variant
that does the right thing in the right way. This way, we have a single
point of failure.
Some apps or some use cases don't need to clear the stage on immediate
rendering GPUs. A media player playing a fullscreen video or a
tile-based game, for instance.
These apps are redrawing the whole screen, so we can avoid clearing the
color buffer when preparing to paint the stage, since there is no
blending with the stage color being performed.
We can add an private set of hints to ClutterStage, and expose accessors
for each potential hint; the first hint is the 'no-clear' one.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2058
* cally-merge:
cally: Add introspection generation
cally: Improving cally doc
cally: Cleaning CallyText
cally: Refactoring "window:create" and "window:destroy" emission code
cally: Use proper backend information on CallyActor
cally: Check HAVE_CONFIG_H on cally-util.c
docs: Fix Cally documentation
cally: Clean up the headers
Add binaries of the Cally examples to the ignore file
docs: Add Cally API reference
Avoid to load cally module on a11y examples
Add accessibility tests
Initialize accessibility support on clutter_init
Rename some methods and includes to avoid -Wshadow warnings
Cally initialization code
Add Cally