Added a video showing the two texture cross-fade.
Modified the example code to animate on key press, so
this video could be captured.
Also altered the stage size to minimise the video size.
Front/back seems like the wrong terminology when discussing
actors arranged in layers. Top/bottom fits better with Clutter
API function names and other recipes, so renamed variables.
Cross-fading between two images is straightforward,
but cycling between more than two is more efficient
if done by copying COGL textures between the
two textures, rather than trying to reposition the
textures.
The example demonstrates how to reuse a pair of
textures to cycle through multiple images.
Modified the code example for the Clutter API version
of the cross-fade to use the same command line
as the COGL version.
This also simplifies the explanation in the recipe.
Also made the COGL code sample more consistent with
the Clutter API code sample.
Added simple image viewer which loads image file names
from a directory, displays the first one, then displays
the next in the list with each key press. Uses the
primitive fade front in/fade back out approach.
Also adapted Emmanuele's example code which uses Cogl
to produce a similar effect, but within a single texture.
This code loads two images specified on the command
line and cross-fades between them.
The tests/accessibility, tests/micro-bench and the examples directory
in the coobook create a lot of non-installed binaries. Since we know who
they are, and we ignore them, we can auto-generate the ignore files as
well.
The rest of Clutter is covered by the main ignore file.
* elliot/cookbook-events-mouse-scroll:
cookbook: Cleaning up grammar and wording in mouse scroll recipe
cookbook: Added more explanation about setting y coord on scrollable
cookbook: Mentioned the animation in the sample code
cookbook: Included video of the scroll example running
cookbook: Made stage slightly smaller for scroll event example
cookbook: Added video showing scrollable actor
cookbook: Added walk through of code example for mouse scroll
cookbook: Fixed link to example in mouse scroll recipe
cookbook: Simplified full scroll example
cookbook: Improved wording and formatting in mouse scroll intro.
cookbook: Handle all possible mouse scroll directions
cookbook: Build mouse scroll example with cookbook
cookbook: Cleaned up redundant comments in code example
cookbook: Added xmlns for XInclude to events docbook file
cookbook: Added basic mouse scroll recipe
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.
Instead of exposing an API that provides an OpenGL state machine style
where you first have to bind the program to the context using
cogl_program_use() followed by updating uniforms using
cogl_program_uniform_xyz we now have uniform setter methods that take an
explicit CoglHandle for the program.
This deprecates cogl_program_use and all the cogl_program_uniform
variants and provides the following replacements:
cogl_program_set_uniform_1i
cogl_program_set_uniform_1f
cogl_program_set_uniform_int
cogl_program_set_uniform_float
cogl_program_set_uniform_matrix
Added some extra explanation, referencing the sample code, to
try to make the scrollable actor example easier to follow. Basically
demonstrates the principles described in the paragraph about
setting the y coordinate for the scrollable actor, but using actual
numbers.
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.
Added a new recipe for creating a non-rectangular
actor using ClutterPath (aka "shaped pick") and
the Cogl primitives API.
Also cleaned up XML alignment in the actors.xml
file.
It's a XSL FAQ to be able to chomp text nodes and we just have to copy
and paste a XSLT 1.0 solution from:
http://dpawson.co.uk/xsl/sect2/N8321.html#d11325e833
Let's then empower our cookbook customization layer to chomp text nodes,
children of programlisting.
The generated cookbook files (either HTML or PDF) do not only depend on
clutter-cookbok.xml but also on all the chapters that compose the
cookbook. Add this dependency to the Makefile rules to have make rebuild
the book when a chapter changes.
Since XML_FILES is now the list of source files, move recipe-template.xml
to EXTRA_DIST.
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.
The simple key press example in the cookbook used a brittle
and incorrect switch statement to test modifier values. Instead,
use logical "&" of the state with the modifiers we're interested
in to check which keys were pressed.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2223
The cookbook should also include fully functional code examples. We can
even XInclude them into the docbook XML itself.
The examples should be built with the coobook, so that we can always
make sure they are up to date.
* elliot/cookbook-include-videos:
cookbook: Tweak so that videos sit inside a paragraph for better spacing
docs: Note the P_() macro in the HACKING file
cookbook: Added support for inline video
Conflicts:
doc/cookbook/Makefile.am
Explains how to make an actor transparent so that other actors
are visible through it.
Also explains a bit more generally about opacity and how
it's computed from the actor, container, and color; and how actor
visibility is affected by depth (fog) and depth order.
Amended Makefile to copy content of videos directory into
installation directories. Also copies videos and images
into the html/ directory during the build, so that the
built cookbook can be viewed locally (for testing without
having to install).
Added an XSLT template to transform Docbook <inlinemediaobject>
elements into HTML 5 <video> elements, with a fallback to
link to the video displayed for browsers without HTML 5 support.
Added note to "Contributing" appendix explaining how to put
video into a recipe.
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
This adds a publicly exposed experimental API for a 3D texture
backend. There is a feature flag which can be checked for whether 3D
textures are supported. Although we require OpenGL 1.2 which has 3D
textures in core, GLES only provides them through an extension so the
feature can be used to detect that.
The textures can be created with one of two new API functions :-
cogl_texture_3d_new_with_size
and
cogl_texture_3d_new_from_data
There is also internally a new_from_bitmap function. new_from_data is
implemented in terms of this function.
The two constructors are effectively the only way to upload data to a
3D texture. It does not work to call glTexImage2D with the
GL_TEXTURE_3D target so the virtual for cogl_texture_set_region does
nothing. It would be possible to make cogl_texture_get_data do
something sensible like returning all of the images as a single long
image but this is not currently implemented and instead the virtual
just always fails. We may want to add API specific to the 3D texture
backend to get and set a sub region of the texture.
All of those three functions can throw a GError. This will happen if
the GPU does not support 3D textures or it does not support NPOTs and
an NPOT size is requested. It will also fail if the FBO extension is
not supported and the COGL_TEXTURE_NO_AUTO_MIPMAP flag is not
given. This could be avoided by copying the code for the
GL_GENERATE_MIPMAP TexParameter fallback, but in the interests of
keeping the code simple this is not yet done.
This adds a couple of functions to cogl-texture-driver for uploading
3D data and querying the 3D proxy
texture. prep_gl_for_pixels_upload_full now also takes sets the
GL_UNPACK_IMAGE_HEIGHT parameter so that 3D textures can have padding
between the images. Whenever 3D texture is uploading, both the height
of the images and the height of all of the data is specified (either
explicitly or implicilty from the CoglBitmap) so that the image height
can be deduced by dividing by the depth.
There are many places in the texture backend that need to do
conversion using the CoglBitmap code. Currently none of these
functions can throw an error but they do return a value to indicate
failure. In future it would make sense if new texture functions could
throw an error and in that case they would want to use a CoglBitmap
error if the failure was due to the conversion. This moves the
internal CoglBitmap error from the quartz backend to be public in
cogl-bitmap.h so that it can be used in this way.
* elliot/cookbook-consistency:
cookbook: Fixed typo
cookbook: Fix build so CSS files get installed
cookbook: Moved paragraph where it logically belongs
cookbook: Added some judicious note elements
cookbook: Added more information for contributors
cookbook: Link out to docbook site
cookbook: Made docbook element usage consistent
cookbook: Additional selectors in CSS stylesheet
cookbook: Copy the CSS file into the HTML build directory
Introduces basic concepts (timelines, alphas, frames)
common to different parts of the Clutter animation API.
Gives a high level overview of the three different
approaches to animation (implicit, ClutterAnimator,
ClutterState).
Added a new recipe (based on the skeleton in the
animations section of the cookbook) about inverting
an animation by reversing the direction of its timeline.
Uses clutter_actor_animate() as the basic approach,
but mentions ClutterState and ClutterAnimator as well.
This adds a new API call to enable point sprite coordinate generation
for a material layer:
void
cogl_material_set_layer_point_sprite_coords_enabled (CoglHandle material,
int layer_index,
gboolean enable);
There is also a corresponding get function.
Enabling point sprite coords simply sets the GL_COORD_REPLACE of the
GL_POINT_SPRITE glTexEnv when flusing the material. There is no
separate application control for glEnable(GL_POINT_SPRITE). Instead it
is left permanently enabled under the assumption that it has no affect
unless GL_COORD_REPLACE is enabled for a texture unit.
http://bugzilla.openedhand.com/show_bug.cgi?id=2047
* 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
I had changed the build so CSS files get put into
the HTML build directory; but done it in such
a way that they were then being ignored during
install. Fixed this.
There was a note about constants for keys and
where they are defined in Clutter header files; but
the sentence about where key modifiers are defined
was outside the note. Logically, they belong
together.
In some cases, there were blocks of text which
were really asides/interrupts to the flow, but
which weren't explicitly marked as such. I fixed
them by turning them into <note> blocks.
Made usage of docbook elements consistent across
recipes; to ensure the conventions are kept by others,
added a section about how to write and style recipes.
Make Cally follow the single-include header file policy of Clutter and
Cogl; this means making cally.h the single include header, and requires
a new cally-main.h file for the functions defined by cally.h.
Also:
• clean up the licensing notice and remove the FSF address;
• document the object structures (instance and class);
• G_GNUC_CONST-ify the get_type() functions;
• reduce the padding for CallyActor sub-classes;
• reduce the amount of headers included.
The documentation for cogl_vertex_buffer_indices_get_for_quads was
using ugly ASCII art to draw the diagrams. These have now been
replaced with PNG figures.
CoglMaterialWrapMode was missing from the cogl-sections.txt file so it
wasn't getting displayed. There were also no documented return values
from the getters.
Create two HTML versions of the cookbook:
• single page
• multiple pages
Use the online version of the DocBook XHTML XSL, and disable the PDF
generation until we can restore it.
Use a modified version of the Poky Handbook CSS for the HTML version of
the Cookbook.
Promote Elliot as author.
Re-license from the GPLv2.0 to the CC BY-NC-SA 2.0.
Apparently, xsltproc recognizes a directory if it has a '/' at the end
of its path, and not by doing the sensible thing and stat()'ing the
argument for the --output option.
This adds two new API calls- cogl_path_set_fill_rule and
cogl_path_get_fill_rule. This allows modifying the fill rule of the
current path. In addition to the previous default fill rule of
'even-odd' it now supports the 'non-zero' rule. The fill rule is a
property of the path (not the Cogl context) so creating a new path or
preserving a path with cogl_path_get_handle affects the fill rule.
Attached patch contains a cookbook recipe about key press event
handling.
It covers both a simple approach (connecting a callback to a
key-press-event signal which manually analyses the key and
modifiers), and a more complicated one based on a binding pool.
There's also some discussion of the two approaches.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2162
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The cookbook contains a commented-out recipe covering scaling images
inside a texture while retaining their aspect ratio; the attached
patch fleshes out this recipe.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2163
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
This adds a separate variable name "CLUTTER_SONAME_INFIX" to define the
infix for the clutter library that gets linked. Currently the WINSYS
corresponds to the directory we enter when building to compile the
window system and input support, but it is desirable to be able to
define multiple flavours that use the same WINSYS but should result in
different library names.
For example we are planning to combine the eglx and eglnative window
systems into one "egl" winsys but we will need to preserve the current
library names for the eglx and eglnative flavours.
cogl_ortho is one of those APIs whos style was, for better or worse,
copied from OpenGL and for some inexplicable reason the near and far
arguments are inconsistent with the left, right, top, bottom arguments
because they don't take z coordinates they take a "distance" which
should be negative for a plane behind the viewer.
This updates the documentation to explain this.
* wip/deform-effect:
docs: Add DeformEffect and PageTurnEffect to the API reference
effect: Add PageTurnEffect
effect: Add DeformEffect
offscreen-effect: Traslate the modelview with the offsets
docs: Fix Effect subclassing section
It is often useful to determine if one actor is an ancestor of
another. Add a method to do that.
http://bugzilla.openedhand.com/show_bug.cgi?id=2162
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
By default, ShaderEffect creates a fragment shader; in order to be able
to deprecate ClutterShader we need a way for ShaderEffect sub-classes to
create a vertex shader if needed - By using a write-only, constructor
only property.
ClutterShader has, internally, a ClutterShaderType enumeration that can
be used exactly for this. We just need to expose it and create a GObject
property for ClutterShaderEffect.
We only had getters for the red, green, blue and alpha channels of a
color. This meant that, if you wanted to change, say, the alpha
component of a color, one would need to query the red, green and blue
channels and use set_from_4ub() or set_from_4f().
Instead of this, just provide some setters for CoglColor, using the same
naming scheme than the existing getters.
For some operations on pre-multiplied colors (say, replace the alpha
value), you need to unpremultiply the color.
This patch provides the counterpart to cogl_color_premultiply().
• 3 general fixes (typos, copy/paste),
• ignore cogl-object-private.h,
• cogl_fixed_atani() was in reality cogl_fixed_atan(), fixed in commit
43564f05.
• Fix the cogl-vector section: sections must have a </SECTION> tag at
the end. Also the cogl-vector section was added in the middle of the
cogl-buffer one. Let's shiffle it out and add that </SECTION> tag.
This provides a mechanism for associating private data with any
CoglObject. We expect Clutter will use this to associate weak materials
with normal materials.
Various headers are build in builddirs (clutter-marshal.h, mkenums
headers and cogl-define.h) so we need to add the corresponding include
paths for gtk-doc to build its scanner.
ClutterInterval.compute_value() computes the new value given a progress
and copies it to a given GValue. Since most of the time we want to pass
that very same value to another function that copies it again, we should
have a compute_value() variant that stores that computed value inside
ClutterInterval and returns a pointer to it. This way we initialize the
result GValue just once and we never copy it, as long as the Interval
instance is valid.
* wip/constraints: (24 commits)
Add the Cogl API reference to the fixxref extra directories
Document the internal MetaGroup class
Remove the construct-only flag from ActorMeta:name
doc: Remove gtk-doc annotations from the json-glib copy
doc: Fix parameter documentation
Add named modifiers for Action and Constraint
Remove a redundant animation
Set the stage resizable in test-constraints
Use a 9 grid for the constraints test
Miscellaneous documentation fixes
docs: Document animating action and constraint properties
docs: Document BindConstraint and AlignConstraint
constraint: Rename BindConstraint:bind-axis
constraints: Add AlignConstraint
tests: Add a constraints interactive test
constraint: Add BindConstraint
actor: Implement Animatable
animation: Use the new Animatable API for custom properties
animatable: Add custom properties to Animatable
constraint: Add ClutterConstraint base class
...
Conflicts:
configure.ac
This adds a math utility API for handling 3 component, single precision
float vectors with the following; mostly self explanatory functions:
cogl_vector3_init
cogl_vector3_init_zero
cogl_vector3_equal
cogl_vector3_equal_with_epsilon
cogl_vector3_copy
cogl_vector3_free
cogl_vector3_invert
cogl_vector3_add
cogl_vector3_subtract
cogl_vector3_multiply_scalar
cogl_vector3_divide_scalar
cogl_vector3_normalize
cogl_vector3_magnitude
cogl_vector3_cross_product
cogl_vector3_dot_product
cogl_vector3_distance
Since the API is experimental you will need to define
COGL_ENABLE_EXPERIMENTAL_API before including cogl.h if you want to use
the API.