Commit Graph

31268 Commits

Author SHA1 Message Date
515350a77f [actor] Rename focus-in and focus-out signals
For consistency, and since those signals are key-related, the
::focus-in signal is not ::key-focus-in and the ::focus-out
signal is now ::key-focus-out.
2009-05-06 17:56:40 +01:00
d0ad5a8abb [text] Expose position_to_coords()
The clutter_text_position_to_coords() is useful for ClutterText
subclasses.

See bug:

  http://bugzilla.openedhand.com/show_bug.cgi?id=1521

Based on a patch by: Raymond Liu <raymond.liu@intel.com>
2009-05-06 17:18:12 +01:00
a28b9f31eb [text] Add ClutterText::delete_selection()
Add a method for deleting the current selection inside a Text actor.

This is useful for subclasses.

See bug:

  http://bugzilla.openedhand.com/show_bug.cgi?id=1521

Based on a patch by: Raymond Liu <raymond.liu@intel.com>
2009-05-06 17:13:33 +01:00
ab1dcb8033 [animation] Remove InitiallyUnowned from Animation
ClutterAnimation currently inherits the initial floating reference
semantics from GInitiallyUnowned. An Animation is, though, meant to
be used as a top-level object, like a Timeline or a Behaviour, and
not "owned" by another object. For this reason, the initial floating
reference does not make any sense.
2009-05-06 17:01:44 +01:00
d6d208da7d Remove Units from the public API
With the recent change to internal floating point values, ClutterUnit
has become a redundant type, defined to be a float. All integer entry
points are being internally converted to floating point values to be
passed to the GL pipeline with the least amount of conversion.

ClutterUnit is thus exposed as just a "pixel with fractionary bits",
and not -- as users might think -- as generic, resolution and device
independent units. not that it was the case, but a definitive amount
of people was convinced it did provide this "feature", and was flummoxed
about the mere existence of this type.

So, having ClutterUnit exposed in the public API doubles the entry
points and has the following disadvantages:

  - we have to maintain twice the amount of entry points in ClutterActor
  - we still do an integer-to-float implicit conversion
  - we introduce a weird impedance between pixels and "pixels with
    fractionary bits"
  - language bindings will have to choose what to bind, and resort
    to manually overriding the API
    + *except* for language bindings based on GObject-Introspection, as
      they cannot do manual overrides, thus will replicate the entire
      set of entry points

For these reason, we should coalesces every Actor entry point for
pixels and for ClutterUnit into a single entry point taking a float,
like:

  void clutter_actor_set_x (ClutterActor *self,
                            gfloat        x);
  void clutter_actor_get_size (ClutterActor *self,
                               gfloat       *width,
                               gfloat       *height);
  gfloat clutter_actor_get_height (ClutterActor *self);

etc.

The issues I have identified are:

  - we'll have a two cases of compiler warnings:
    - printf() format of the return values from %d to %f
    - clutter_actor_get_size() taking floats instead of unsigned ints
  - we'll have a problem with varargs when passing an integer instead
    of a floating point value, except on 64bit platforms where the
    size of a float is the same as the size of an int

To be clear: the *intent* of the API should not change -- we still use
pixels everywhere -- but:

  - we remove ambiguity in the API with regard to pixels and units
  - we remove entry points we get to maintain for the whole 1.0
    version of the API
  - we make things simpler to bind for both manual language bindings
    and automatic (gobject-introspection based) ones
  - we have the simplest API possible while still exposing the
    capabilities of the underlying GL implementation
2009-05-06 16:44:47 +01:00
c2abdd5e82 [docs] Add Animation get_type() function
We need to reference clutter_animation_get_type() if we want the
properties, signals and object hierarchy to show up in the API
reference
2009-05-06 16:43:52 +01:00
7afdfb080b [docs] Document the destructor for Timeline
The rest of the API reference lists the destructor for the class
inside the constructor's return value -- except Timeline.
2009-05-06 16:42:57 +01:00
aff4cf1103 Remove metacity-dialog.c from POTFILES.in as well 2009-05-05 17:11:30 -04:00
41bb885486 [model] Add a private row mutator to ClutterModelIter
When calling clutter_model_iter_next () / clutter_model_iter_prev () we need
to update the row for the iterator. In order to improve the peformance of
iterating this change adds a private row mutator and switches ClutterListModel
to use it.
2009-05-05 20:18:28 +01:00
b2fbc2c95c [list-model] Use an internal iterator for comparisons
In order to carry out various comparisons for e.g. identifying the first
iterator in the model we need a ClutterModelIter. This change switches from
creating a new iterator each time to reusing an existing iterator.
2009-05-05 19:39:26 +01:00
9883f6e679 Select for crossing events on stage and overlay
If the input region has been shaped, then clutter needs to
receive EnterNotify/LeaveNotify events in order to properly
send enter and leave events to actors when the pointer crosses
the boundary of the stage.

http://bugzilla.gnome.org/show_bug.cgi?id=578250
2009-05-05 13:57:23 -04:00
72562cda58 [actor] Add ActorFlags accessor methods
The flags field of ClutterActor should have accessor methods for,
language bindings.

Also, the set_flags() and unset_flags() methods should actively
emit notifications for the changed properties.
2009-05-05 18:08:53 +01:00
fc991e9b67 [actor] Add the :realized property
The :realized property is the only missing property for an actor flag.
2009-05-05 15:36:29 +01:00
ea91834407 Remove metacity-dialog and always use zenity
This is a merge of metacity commits 0b3f45bb1b and 3d0bfbb4f4
2009-05-05 15:57:58 +02:00
90c35f8181 Allow the compositor to see ButtonPress events for buttons 4 or 5 2009-05-05 09:46:36 +01:00
2a8c160569 MetaScreen::keyboard-grabbed property
gboolean read-only property that tracks the all_keys_grabbed flag of
  MetaScreen.
2009-05-05 09:39:29 +01:00
1d5117a607 Create a MetaAltTabHandler abstraction to allow alternate implementations
http://bugzilla.gnome.org/show_bug.cgi?id=580917
2009-05-04 10:25:58 -04:00
99d0f41d98 Push the tab/workspace popup abstraction completely into screen.c
Also, use MetaWindows as the tab_popup keys rather than using (X) Windows
and then having to map back and forth everywhere, which is silly since
we never actually want the X Window.

http://bugzilla.gnome.org/show_bug.cgi?id=580917
2009-05-04 10:25:58 -04:00
7b522c0de8 Split screen->tab_popup and screen->ws_popup
http://bugzilla.gnome.org/show_bug.cgi?id=580917
2009-05-04 10:25:58 -04:00
cbf4be04fc Reorganize tab popup code a bit more cleanly.
Rather than trying to reverse-engineer what kind of tab/workspace
popup to create from within meta_display_begin_grab_op(), just create
the popup directly from do_choose_window()/handle_workspace_switch()
after completing the grab, since they already know which kind they
want.

Also add meta_screen_destroy_tab_popup()/_destroy_workspace_popup()
rather than having meta_display_end_grab_op() poke into MetaScreen's
internals itself.

http://bugzilla.gnome.org/show_bug.cgi?id=580917
2009-05-04 10:25:58 -04:00
f55509aadd Fix some broken indentation and simplify nested if()s
http://bugzilla.gnome.org/show_bug.cgi?id=580917
2009-05-04 10:25:58 -04:00
7e369d63b3 Remove some old compositor-related code that mutter doesn't need
http://bugzilla.gnome.org/show_bug.cgi?id=580917
2009-05-04 10:25:58 -04:00
93c5769722 [cogl-material] Adds a cogl_material_set_color4f convenience function
This is simply a wrapper around cogl_color_set_from_4f and
cogl_material_set_color. We already had a prototype for this, it was
an oversight that it wasn't already implemented.
2009-05-02 04:12:26 +01:00
353187ce49 [cogl-material] Adds a cogl_material_set_color4f convenience function
This is simply a wrapper around cogl_color_set_from_4f and
cogl_material_set_color. We already had a prototype for this, it was
an oversight that it wasn't already implemented.
2009-05-02 04:12:26 +01:00
869a2b4167 [cogl-offscreen] Cleans up the cogl offscreen API and adds documentation
There were several functions I believe no one is currently using that were
only implemented in the GL backend (cogl_offscreen_blit_region and
cogl_offscreen_blit) that have simply been removed so we have a chance to
think about design later with a real use case.

There was one nonsense function (cogl_offscreen_new_multisample) that
sounded exciting but in all cases it just returned COGL_INVALID_HANDLE
(though at least for GL it checked for multisampling support first!?)
it has also been removed.

The MASK draw buffer type has been removed. If we want to expose color
masking later then I think it at least would be nicer to have the mask be a
property that can be set on any draw buffer.

The cogl_draw_buffer and cogl_{push,pop}_draw_buffer function prototypes
have been moved up into cogl.h since they are for managing global Cogl state
and not for modifying or creating the actual offscreen buffers.

This also documents the API so for example desiphering the semantics of
cogl_offscreen_new_to_texture() should be a bit easier now.
2009-05-02 04:12:26 +01:00
a5cdfdfd87 [cogl-offscreen] Cleans up the cogl offscreen API and adds documentation
There were several functions I believe no one is currently using that were
only implemented in the GL backend (cogl_offscreen_blit_region and
cogl_offscreen_blit) that have simply been removed so we have a chance to
think about design later with a real use case.

There was one nonsense function (cogl_offscreen_new_multisample) that
sounded exciting but in all cases it just returned COGL_INVALID_HANDLE
(though at least for GL it checked for multisampling support first!?)
it has also been removed.

The MASK draw buffer type has been removed. If we want to expose color
masking later then I think it at least would be nicer to have the mask be a
property that can be set on any draw buffer.

The cogl_draw_buffer and cogl_{push,pop}_draw_buffer function prototypes
have been moved up into cogl.h since they are for managing global Cogl state
and not for modifying or creating the actual offscreen buffers.

This also documents the API so for example desiphering the semantics of
cogl_offscreen_new_to_texture() should be a bit easier now.
2009-05-02 04:12:26 +01:00
cb344560dc add cogl_push_draw_buffer() and cogl_pop_draw_buffer()
These are necessary if nesting redirections to an fbo,
otherwise there's no way to know how to restore
previous state.

glPushAttrib(GL_COLOR_BUFFER_BIT) would save draw buffer
state, but also saves a lot of other stuff, and
cogl_draw_buffer() relies on knowing about all draw
buffer state changes. So we have to implement a
draw buffer stack ourselves.

Signed-off-by: Robert Bragg <robert@linux.intel.com>
2009-05-02 04:12:26 +01:00
e47b198225 add cogl_push_draw_buffer() and cogl_pop_draw_buffer()
These are necessary if nesting redirections to an fbo,
otherwise there's no way to know how to restore
previous state.

glPushAttrib(GL_COLOR_BUFFER_BIT) would save draw buffer
state, but also saves a lot of other stuff, and
cogl_draw_buffer() relies on knowing about all draw
buffer state changes. So we have to implement a
draw buffer stack ourselves.

Signed-off-by: Robert Bragg <robert@linux.intel.com>
2009-05-02 04:12:26 +01:00
c8862e35cc [cogl] Only expose CoglBitmap as a CoglHandle
It was inconsistent that we exposed the CoglBitmap struct instead of an
opaque CoglHandle.
2009-05-02 04:12:26 +01:00
d5fc61102f [cogl] Only expose CoglBitmap as a CoglHandle
It was inconsistent that we exposed the CoglBitmap struct instead of an
opaque CoglHandle.
2009-05-02 04:12:26 +01:00
66cb117056 [cogl-material] make _cogl_material_layer_free check for an invalid texture handle
It is valid in some situations to have a material layer with an invalid texture
handle (e.g. if you setup a texture combine mode before setting the texture)
and so _cogl_material_layer_free needs to check for a valid handle before
attempting to unref it.
2009-05-02 04:12:25 +01:00
ee57192f47 [cogl-material] make _cogl_material_layer_free check for an invalid texture handle
It is valid in some situations to have a material layer with an invalid texture
handle (e.g. if you setup a texture combine mode before setting the texture)
and so _cogl_material_layer_free needs to check for a valid handle before
attempting to unref it.
2009-05-02 04:12:25 +01:00
7e9685294e [cogl] Updates all file headers and removes lots of trailing white space
Adds missing notices, and ensures all the notices are consistent. The Cogl
blurb also now reads:

 * Cogl
 *
 * An object oriented GL/GLES Abstraction/Utility Layer
2009-05-02 04:12:25 +01:00
f85377372c [cogl] Updates all file headers and removes lots of trailing white space
Adds missing notices, and ensures all the notices are consistent. The Cogl
blurb also now reads:

 * Cogl
 *
 * An object oriented GL/GLES Abstraction/Utility Layer
2009-05-02 04:12:25 +01:00
2d94b3f46f [cogl] Adds a bitfield argument to cogl_clear for specifying which buffers to clear
Redundant clearing of depth and stencil buffers every render can be very
expensive, so cogl now gives control over which auxiliary buffers are
cleared.

Note: For now clutter continues to clear the color, depth and stencil buffer
each paint.
2009-05-02 04:12:12 +01:00
741c4bb5e9 [cogl] Adds a bitfield argument to cogl_clear for specifying which buffers to clear
Redundant clearing of depth and stencil buffers every render can be very
expensive, so cogl now gives control over which auxiliary buffers are
cleared.

Note: For now clutter continues to clear the color, depth and stencil buffer
each paint.
2009-05-02 04:12:12 +01:00
fa9efe4828 Accumulate small deltas
The clutter frame source tries to average out the frame deltas so that
if one frame takes 1 interval plus a little bit of extra time then the
next frame will be 1 interval minus that little bit of extra
time. Therefore the deltas can sometimes be less than the frame
interval. ClutterTimeline should accumulate these small differences
otherwise it will end up missing out frames so the total duration of
the timeline will be a lot longer.

For example this was causing test-actors to appear to run very slow.
2009-05-01 15:12:08 +01:00
cf28c023a0 [tests] Manually advance the timelines
The units in the Timeline test suite just rely on the timeline
being a timeout automatically advanced by the main loop. This
is not the case anymore, since the merge of the master-clock.

To make the test units work again we need to "emulate" the master
clock without effectively having a stage to redraw; we do this
by creating a frame source and manually advancing the timelines
we create for test purposes, using the advance_msecs() "protected"
method.
2009-05-01 15:08:42 +01:00
5be29cf9bc [timeline] Expose the msec advancement
The method of ClutterTimeline that advances the timeline by a
delta (in millisecond) is going to be useful for testing the
timeline's behaviour -- and unbreak the timeline test suite that
was broken by the MasterClock merge.
2009-05-01 15:05:51 +01:00
d7a1a168ba [tests] Verify that Clone can paint hidden sources
With the change in commit 87e4e2 painting of hidden source actors
in ClutterClone was fixed. This commit changes the test-actor-clone
to visually verify this.
2009-05-01 12:42:37 +01:00
71473466fa [gitignore] Ignore the new invariants units 2009-05-01 12:42:30 +01:00
1a87e4e252 [clone] Allow painting hidden source actors
With the introduction of the map/unmap flags and the split of the
visible state from the mapped state we require that every part of
a scene graph branch is mapped in order to be painted. This breaks
the ability of a ClutterClone to paint an hidden source actor.

In order to fix this we need to introduce an override flag, similar
in spirit to the current modelview and paint opacity overrides that
Clone is already using.

The override flag, when set, will force a temporary map on a
Clone source (and its children).
2009-05-01 12:33:42 +01:00
5d2d8297e2 [actor] Use foreach_with_internals()
ClutterContainer provides a foreach_with_internals() vfunc for
iterating over all of a container's children, be them added using
the Container API or be them internal to the container itself.

We should be using the foreach_with_internals() function instead
of the plain foreach().
2009-05-01 12:31:06 +01:00
20cd885c3d [ClutterTexture] Check before unrefing the fbo_handle
When replacing the fbo_handle with a new handle it first unrefs the
old handle. This was previously a call to cogl_offscreen_unref which
silently ignored attempts to unref COGL_INVALID_HANDLE. However the
new cogl_handle_unref does check for this so we should make sure the
handle is valid to avoid the warning.
2009-04-30 15:09:04 +01:00
4f692cc3ee [ClutterTexture] Attach the FBO texture to a layer in the material
Bug 1565 - test-fbo case failed in many platform

clutter_texture_new_from_actor was broken because it created the FBO
texture but then never attached it to the material so it was never
used for rendering. The old behaviour in Clutter 0.8 was to assign the
texture directly to priv->tex. In 0.9 priv->tex is replaced with
priv->material which has a reference to the tex in layer 0. So putting
the FBO texture directly in layer 0 more closely matches the original
behaviour.
2009-04-30 15:09:04 +01:00
8e6e09c8ef [events] Added handling of missing type to clutter_event_get_state
clutter_event_get_state wasn't returning the state for
CLUTTER_BUTTON_RELEASE, the information was there it just needed to
be returned correctly.
2009-04-30 11:54:09 +01:00
bb156970de Render pango layouts with vertex buffers
When rendering a pango layout CoglPangoRenderer now records the
operations into a list called a CoglPangoDisplayList. The entries in
the list are either glyph renderings from a texture, rectangles or
trapezoids. Multiple consecutive glyph renderings from the same glyph
cache texture are combined into a single entry. Note the
CoglPangoDisplayList has nothing to do with a GL display list.

After the display list is built it is attached to the PangoLayout with
g_object_set_qdata so that next time the layout is rendered it can
bypass rebuilding it.

The glyph rendering entries are drawn via a VBO. The VBO is attached
to the display list so it can be used multiple times. This makes the
common case of rendering a PangoLayout contained in a single texture
subsequent times usually boil down to a single call to glDrawArrays
with an already uploaded VBO.

The VBOs are accessed via the cogl_vertex_buffer API so if VBOs are
not available in GL it will resort to a fallback.

Note this will fall apart if the pango layout is altered after the
first render. I can't find a way to detect when the layout is
altered. However this won't affect ClutterText because it creates a
new PangoLayout whenever any properties are changed.
2009-04-29 19:53:24 +01:00
6cf71a06c0 Remove debug printf about opacity
Don't print ""setting opacity to %d\n" every time a window's opacity
changes.

http://bugzilla.gnome.org/show_bug.cgi?id=580655
2009-04-29 11:44:15 -04:00
48ac45f060 [gitignore] Update with the new Model test 2009-04-29 15:41:12 +01:00
d2cd636fb6 [docs] Add ClutterModel::get_filter_set() 2009-04-29 15:40:13 +01:00