This should actually ensure that the calculations of the Z translation
for the projection matrix is resolved to "variable * CONSTANT". The
original factors are left in code so it's trivial to revert to the
trigonometric operations if need be, even without reverting this commit.
The ClutterActor::paint signal is deprecated, and connecting to it even
to get notifications will disable clipped redraws because of violations
of the paint volume.
The only actual valid use case for notifications of a successful frame
is on the ClutterStage, so we should add new (experimental) API for it,
so that users can actually subscribe to it — at least if you're writing
a compositor.
Shoving a signal in a performance critical path is not an option, and
I'm not sure I want to commit to an API like this yet. I reserve the
right to revisit this decision in the future.
https://bugzilla.gnome.org/show_bug.cgi?id=698783
New experimental API is added to allow changing the way that redraws
are timed for a stage to include a "sync delay" - a period after
the vertical blanking period where Clutter simply waits for updates.
In detail, the algorithm is that when the master clock is restarted
after drawing a frame (in the case where there are timelines running)
or started fresh in response to a queued redraw or relayout, the
start is scheduled at the next sync point (sync_delay ms after the
predicted vblank period) rather than done immediately.
https://bugzilla.gnome.org/show_bug.cgi?id=692901
Use the buffer_age extension when available to recycle backbuffer contents
instead of blitting from the back to front buffer when doing clipped redraws.
The picking is now done in a pixel that is going to be repaired during the next
redraw cycle for non static scences.
This should improve performance and avoid tearing.
Reviewed-by: Robert Bragg <robert@linux.intel.com>
https://bugzilla.gnome.org/show_bug.cgi?id=669122
This allows us to report to the backend that the stage's back buffer has been trashed
while handling picking. If the backend is keeping track of the contents of back buffers
so it can minimize how much of the stage is redrawn then it needs to know when we do pick
renders so it can invalidate the back buffer.
Based on patch from Robert Bragg <robert@linux.intel.com>
https://bugzilla.gnome.org/show_bug.cgi?id=669122
We often mean that when key_focus == NULL, it's assumed to be on the
stage, and clutter_stage_get_key_focus() reflects this. We also do a
lot of check around the lines of key_focus == NULL instead of also
checking for the stage, so make sure to normalize it so that explicitly
grabbing the stage's key focus will not change our behaviour.
https://bugzilla.gnome.org/show_bug.cgi?id=683301
803b3bafb6 introduced a new issue for
multi touch events.
In the case where 2 touch events for 2 different touch points are
processed in the same iteration, a call to
_clutter_stage_remove_device() when processing the first event will
remove the stage setting of the InputDevice. That means Clutter will
skip the second event, because it can't find a stage to which relate
the event, so no related actor and so no emission.
To fix this we move the _clutter_stage_(add/remove)_device() calls
into the input device. This way the input device can find out exactly
when to call these functions (i.e. when no touch point were previously
active or when no touch point remain active).
https://bugzilla.gnome.org/show_bug.cgi?id=682362
This patch brings 'enter-event' and 'leave-event' generation for touch
based devices. This leads to adding a new API to retrieve coordinates
of a touch point.
https://bugzilla.gnome.org/show_bug.cgi?id=679797
The dispose sequence will keep the object alive, and we need to release
the last reference held by the StageManager before releasing control to
GObject.
The build should not add deprecated/ into the default INCLUDE paths, so
that deprecated headers are clearly separated; this will make it easier
to get rid of them when we branch out for 2.0.
The introspection scanner has become slightly more annoying, in the hope
that people start fixing their annotations. As it turns out, it was the
right move.
The ClutterCanvas content implementation should be used instead, to
avoid stringing along the ClutterTexture API and implementation.
This change requires some minor surgery, as the deprecated section
already contains an header for the previously deprecated methods; plus,
we don't want to deprecate clutter_cairo_set_source_color(). This means
creating a new header to be used for Cairo-related API.
I can't think of any reason why it would do this and there's no
comment explaining it so let's just remove it. The global fog state
has been removed in Cogl 2.0 so it will cause problems later.
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
Some of the Clutter code was using GL types for the primitive types
such as GLint and GLubyte and then passing these to Cogl. This doesn't
make much sense because the Cogl functions directly take native C
types. This patch just replaces them with either a native C type or a
glib type.
Some of the cogl conformance tests are trying to directly call GL for
example to test creating a foreign texture. These tests have been
changed to manually define the GL enum values instead of relying on a
GL header to define them.
This is necessary because Cogl may soon stop including a GL header
from its public headers.
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
The show and hide implementation inside ClutterStage ended up being
recursive, and the hide implementation would actually show the children
of the stage unconditionally.
Whoopsie.
ClutterActor has a background-color property, now; we should use it for
the Stage, re-implement the color property in terms of background-color.
and deprecate the Stage property.
State changes on the Stage are currently deferred to the windowing
system backends, but the code is generally the same, and it should
be abstracted neatly inside the Stage class itself.
There's also the extra caveat for backends that state changes on a
Stage must also emit a ClutterEvent of type CLUTTER_STAGE_STATE, a
requirement that needlessly complicates the backend code.
The only actor that results in a mix of the old Container API and the
new Actor API is ClutterStage. By inheritance, a Stage is a Group, but
we don't want it to behave like a Group - as it already overrides most
of the Actor API, and the reason why it was made as a Group in the
first place was convenience for adding/removing children.
Given that touching Group to make it aware of the new Actor API has
rapidly devolved into a struggle between a Demiurge that tries to
avoid breakage and a Chaos that finds new and interesting ways to
break ClutterGroup, let's declare API bankruptcy here and now.
ClutterStage should override ClutterContainer methods, and use the
layout management of ClutterFixedLayout as the proper class that it
was meant to be ages ago. Let ClutterGroup rot in pieces.
Now that we reinstated Group to its "former glory", we need to ensure
that applications using the deprecated containers with the new DOM API
in ClutterActor can actually work - or, at least, not break horribly.
This actually means making sure that ClutterStage and ClutterGroup can
cope with the DOM, while retaining their old implementations, as well as
their bizarre idiosyncrasies and their utter, utter brokenness.
Instead of chaining up, given that we want to bypass chaining up and
just set the allocation. This also allows us to bail out of the
overridden allocate vfunc check, given that we want the default Actor
behaviour to apply - including eventual layout manager delegates.
The ::redraw virtual function was a throwback from olden times, and has
been thoroughly replaced by the equivalent vfunc on the StageWindow
interface. We can safely remove it, now, and simplify the flow of the
redraw code inside ClutterStage.
The depth cueing through GL fog has been broken for a long while, now.
The fog-related API in Clutter is ridiculously limited, and harks back
to simpler times; the ClutterFog structure is not enough to express all
the GL fog machinery, and required application code to connect to the
Stage's paint implementation and drop into Cogl directly.
Additionally, the fixed pipeline fog machinery in GL simply does not
work with premultiplied alpha, unless you use a shader - and in that
case it would only work for textures. Let's deprecate it, and just
don't do anything if somebody has the brilliant idea of setting the
:use-fog property to TRUE.
We still ship clutter_get_show_fps() and clutter_get_debug_enabled() as
public entry points. Yet another case of missing API review prior to the
1.0 release, so really the bucket stops around my desk.
Let's deprecate these two useless functions, and reduce the API
footprint of Clutter.