This removes a lot of code from test-cogl-primitives to make it easier
to follow. The TestCoglBox custom actor has gone and instead a blank
ClutterGroup is created with a paint signal handler.
Instead of rendering constantly and updating when a GTimer elapses a
second, a ClutterTimeline is used with 1 fps and a new redraw is
queued every frame.
The custom main loop is replaced with a regular call to clutter_main.
This fixes the close button of the stage window so you can quit
without having to press Ctrl+C.
The special check to invert the progress when the timeline direction
is backwards is not necessary because the actual frame number will be
decreasing in that case. Inverting just makes it progress forwards
again.
This is more apparent since the float-alpha-value branch merge because
the clutter_linear function directly returns the value from
get_progress. For example in test-depth, the animations loop instead
of oscillating back and forth.
The documentation has been updated to reflect the fact that the anchor
point will move when the actor changes size if it was specified using
a gravity value. The new functions for setting the scale center and z
rotation gravity are also documented.
The rotation centers are now tested in a similar way to the anchor
point and scale centers.
The notification handling code has been simplified a bit to handle the
increased amount of properties.
Currently only the Z axis rotation center can be set using a gravity
but the other rotations also store their center as an AnchorCoord for
consistency. Specifying the center as a gravity makes less sense for
the other axes because the actors have no size along the Z axis.
The rotation angles are now stored as gdoubles and the fixed point *x
entry points have been removed.
The Z rotation can now be set with a gravity center using the
following new function:
void clutter_actor_set_z_rotation_from_gravity (ClutterActor *self,
gdouble angle,
ClutterGravity gravity);
This sets the center point from which the scaling will occur. This can
be used insetad of the anchor point to avoid moving the actor. Like
the anchor point, it can be specified as either a coordinate in units
or a gravity enum.
To set the center you can use two new variants of set_scale:
clutter_actor_set_scale_full (ClutterActor *self,
gdouble scale_x,
gdouble scale_y,
int center_x,
int center_y);
or
clutter_actor_set_scale_with_gravity (ClutterActor *self,
gdouble scale_x,
gdouble scale_y,
ClutterGravity gravity);
The ClutterFixed variants of the set_scale functions have been removed
and the scale value is now always stored as a double.
This makes it so when the anchor point is set using a gravity enum
then the anchor point moves when the actor changes size. A new
property is added for the anchor point gravity. If the anchor point is
set from gravity then the position in units can also be retreived with
the regular API.
A new union type is used to store the anchor point with helper
accessor functions. The hope is these can be reused for the scale and
rotation center points.
The clutter_stage_get_resolution() and fixed-point API are just
shorthands for:
clutter_backend_get_resolution (default_backend);
And as such do not fit at all in the ClutterStage class. The only
reason for their existence was the ClutterUnit conversion macros,
which have now been fixed to use the default backend through a
function call instead.
Thus, we can safely remove the stage entry points.
Since we override the clean-generic target in order to remove
the shell scripts we create for each conformance test unit, we
cannot use CLEANFILES to remove the test reports.
The maintainer compiler flags we use trigger warnings and errors
in the autogenerated code that gtk-doc creates to scan the header
and source files. Since we cannot control that, and we must run
a distcheck with both --enable-gtk-doc and --enable-maintainer-flags
turned on, we need to use less-strict compiler flags when inside
the doc/reference subdirectories.
The way to do this is to split the maintainer compiler flags into
their own Makefile variable, called MAINTAINER_CFLAGS. The we
can use $(MAINTAINER_CFLAGS) in the INCLUDES or _CFLAGS sections
of each part of the source directories we wish to check with the
anal retentiveness suited for maintainers.
* float-alpha-value:
[script] Parse easing modes by name
[docs] Update the easing modes documentation
[animation] Implement new easing functions
[animation] Move the alpha value to floating point
Since we allow overriding the paint() implementation through the
::paint signal to change the way an actor is being painted, we
should also allow overriding the pick() implementation using a
::pick signal.
The script converted calls to COGL_FIXED_MUL(x,y) to (x*y). However
this fails for cases like this:
COGL_FIXED_MUL(a + b, c)
which become
(a + b * c)
The meaning of this is of course different because multiplication has
a higher precedence than addition.
This was causing breakages in cogl_texture_quad_sw when the vertex
coordinates are not in increasing order. This was the case in
test-backface-culling when NPOTs are not available.
Improve clutter_sinx() by replacing the low precision CFX_SIN_STEP
with a multiply/divide pair. This reduces the maximum error from
1.8e-04 to 2.4e-05.
http://bugzilla.openedhand.com/show_bug.cgi?id=1314
Based on a patch by Owen W. Taylor <otaylor@fishsoup.net>
Since a pick is really a paint operation, we can safely get
the allocation box, instead of using get_width() and get_height().
This should help cutting down the function calls. If we were
feeling adventurous, we could even use the allocation directly
from the private data structure.
Based on a patch by Gwenole Beauchesne <gbeauchesne@splitted-desktop.org>
Compute the value of the camera distance as exactly half the xx
component of the projection matrix. The heuristically derived
value for 60 degrees was off by about 0.016%, causing noticeable
blurring, and other field of view angles which didn't have the
heuristic adjustment off by much more.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
If an actor is not set as visible, or if it is in a section of
the scenegraph that it's set as not visible (e.g. one of the
parents is not visible) then we should not queue a redraw for
it.
Patch based on code from Michael Boccara <michael@graphtech.co.il>
The intention behind ::queue-redraw is to be able to block the
default handler by attaching a callback and calling one of the
g_signal_stop_emission variants.
However this doesn't work, because ::queue-redraw has the
G_SIGNAL_RUN_FIRST flag instead of G_SIGNAL_RUN_LAST.
The GValue and GParamSpec integration of ClutterUnit was still
using the old, fixed-point based logic.
Storing ClutterUnits in a GValue should use floating point values,
and ClutterParamSpecUnit should follow suit.
Instead of recomputing the number of units needed to fit in
an em each time clutter_units_em() is called, we can store this
value into the default Backend along with the resolution and
font name. The value should also be updated each time the
resolution and font are changed, to keep it up to date.
The coordinates of each ButtonEvent are relative to the stage that
received the event, so we should document this in the structure
annotation.
It should also be mentioned that the coordinates can be transformed
into actor-relative coordinates by using transform_stage_point().
An em is a unit of measurement in typography, equal to the point
size of the current font.
It should be possible to convert a value expressed in em to
ClutterUnits by using the current font and the current DPI as
stored by the default backend.
The stage-with/height-percentage converters had been broken by
the multiple-stages support of Clutter 0.8. They are also made
useless by the fact that Units are now floating point values.
The millimeters and typographic points converters also depended
on the default stage, but they can be reworked to use the default
DPI coming from the default Backend instead.
Boolean arguments for functions are pretty evil and usually
lead to combinatorial explosion of parameters in case multiple
settings are added.
In the case of the COGL texture constructors we have a boolean
argument for enabling the auto-mipmapping; it is conceivable that
we might want to add more settings for a COGL texture without
breaking API or ABI compatibility, so the boolean argument should
become a bitmask.
The internals have not been changed: instead of checking for
a non-zero value, we check for a bitmask being set.
ClutterMedia was a rough cut at a simple media API; it needs some
re-evaluation before 1.0 in order to keep it simple to use, and
simple to implement.
- ClutterMedia:position
The position property accessors collide with the corresponding
ClutterActor methods, which make it impossible to bind them in
high-level languages:
video_texture.set_position()
video_texture.get_position()
In order to resolve the collision, we have to go through the
GObject properties API:
video_texture.set('position', value)
value = video_texture.get('position')
A :position in seconds is also a GStreamer-ism, and should rather
be converted to a :progress property, with a normalized value
between 0 and 1. the current position in seconds would then simply
be progress*duration. For non-seekable streams, 0.0 would always
be returned. This makes it easier to use the progress inside
animations, Timelines or ClutterPath instances.
- ClutterMedia:volume should be renamed to :audio-volume and normalized
as well, instead of being a floating point value between 0 and 100.
- ClutterMedia:buffer-percent should just be :buffer-fill and normalized
between 0.0 and 1.0
This better reflects the fact that the api manages sets of vertex attributes,
and the attributes really have no implied form. It is only when you use the
attributes to draw that they become mesh like; when you specify how they should
be interpreted, e.g. as triangle lists or fans etc. This rename frees up the
term "mesh", which can later be applied to a concept slightly more fitting.
E.g. at some point it would be nice to have a higher level abstraction that
sits on top of cogl vertex buffers that adds the concept of faces. (Somthing
like Blender's mesh objects.) There have also been some discussions over
particle engines, and these can be defined in terms of emitter faces; so some
other kind of mesh abstraction might be usefull here.
Okey; to summarise the changes...
We have converted Clutter and Cogl over to using floating point internally
instead of 16.16 fixed, but we have maintained the cogl-fixed API as a
utility to applications in case they want to implement their own optimizations.
The Clutter API has not changed (though ClutterFixed and ClutterUnit are now
internally floats) but all Cogl entry points have been changed to accept floats
now instead of CoglFixed.
To summarise the rationale...
There have been a number of issues with using fixed point though out Clutter
and Cogl including: lack of precision, lack of range, excessive format
conversion (GPUs tend to work nativly with IEEE floats) and maintainability.
One of the main arguments for fixed point - performance - hasn't shown
itself to be serious in practice so far since we seem to be more limited
by GPU performance and making improvements regarding how we submit data to
OpenGL[ES]/the GPU has had a more significant impact.
Ref: The recent multiple rectangle queuing changes + the
cogl-texture-agressive-batching branch which show significant performance
gains, and that recent tests on the ipodtouch (ARM + MBX) also showed no
loss of performance running with floats.
So finally; please forgive the inevitable fallout, this is a far reaching
change. There are still a few known issues with the fixed to float
conversion but enough works for all our conformance tests to pass, and the
remaining issues hopefully wont be too tricky to solve. For reference two
tags will be available either side of this change: "cogl-fixed-end" and
"cogl-float-start"
The easing modes for a ClutterAlpha can either be parsed by using
the enumeration "nickname" (the shorthand form of the enumeration
value) or by using the common naming policy used in other
animation frameworks, like:
easeInCubic
easeOutElastic
easeInOutBounce
The ClutterAlpha API reference page should also list the
easing modes Clutter provides by default, by showing the
curves used by each entry in the AnimationMode enumeration.
We can also remove the incomplete graph showing the old
alpha functions.
Instead of using our own homegrown alpha functions, we should
use the easing functions also shared by other animation frameworks,
like jQuery and Tween, in the interests of code portability.
The easing functions have been defined by Robert Penner and
are divided into three categories:
In Out InOut
Each category has a particular curve:
Quadratic
Cubic
Quartic
Quintic
Sinusoidal
Exponential
Circular
In addition, there are "physical" curves:
Elastic
Back (overshooting cubic)
Bounce (exponentially decaying parabolic)
Finally, the Linear curve is also provided as a reference.
The functions are private, and are meant to be used only
through their logical id as provided by the AnimationMode
enumeration.
The tests should be updated as well to match the new
easing functions.
The current Alpha value is an unsigned integer that can be used
implicitly as a fixed point value. This makes writing an alpha
function overshooting below and above the current range basically
impossible without complicating an already complex code, and
creating weird corner cases.
For this reason, the Alpha value should be defined as a floating
point normalized value, spanning a range between 0.0 and 1.0; in
order to allow overshooting, the valid range is extended one unit
below and one unit above, thus making it -1.0 .. 2.0.
This commit updates the various users of the ClutterAlpha API
and the tests cases.
This commit also removes all the current alpha functions exposed
in the public API.
To avoid clashing with all the scripted changes, clutter-fixed.h and
clutter-units.h were manually converted to internally use floats instead of
16.16 fixed numbers.
Note: again no API changes were made in Clutter.
To deal with all the corner cases that couldn't be scripted a number of patches
were written for the remaining 10% of the effort.
Note: again no API changes were made in Clutter, only in Cogl.