On win32, test scripts are created with a .exe extension.
Under mingw, a .exe script is launched in 16 bit compatibility mode (through
ntvdm), and so it just does not run.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2619
The test-viewport interactive test is exercising the clip code - a job
better done by the conformance test suite and by the test-clip
interactive test.
The test-project test case was an old test that was barely working after
landing the size allocation API in Clutter 0.8. It has never been fixed,
and it's been of relative use ever since.
The test-offscreen interactive test was a dummy test for the
ClutterStage:offscreen property, which has been deprecated and
not implemented since Clutter 1.0, and never really worked except
briefly in Clutter 0.2 or something.
They are generated at configure time, so it's a good idea to have them
in the main ignore file instead of adding them to the built ignore files
under tests.
By using a new signal, ::create-surface (width, height), it should be
possible for third party code and sub-classes to override the default
surface creation code in CairoSurface.
This commit takes a bit of the patch from:
http://bugzilla.clutter-project.org/show_bug.cgi?id=1878
which cleans up CairoTexture; the idea, mutuated from that bug, is that
the CairoTexture actor checks whether the surface it has it's an image
one, and in that case it uses a Cogl texture as the backing store. In
case the surface is not an image one we assume that the surface itself
has some way of updating the GL state and flush the surface.
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.
Creating new materials for every Texture instance results in a lot of
ARBfp programs being generated/compiled. Since most textures will just
be similar we should create a template material for all of them, and
then copy it in every instance. Cogl will try to optimize the generation
of the program and, hopefully, will reuse the same program most of the
time.
With this change, a simple test shows that loading 48 textures will
result in just two programs being compiled - with and without batching
enabled.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2295
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>
This tests the ARBfp support for cogl_program and cogl_shader using the
shaders Chris Lord adapted from test-shader when he was experimenting
with adding ARBfp support to clutter back in 2008 (See:
http://bugzilla.clutter-project.org/show_bug.cgi?id=1049)
I was fed up to cd into the tests/conform or tests/interactive directories
to launch a specific test. Now, with the power the abs_ variants of
builddir and srcdir we can run specific test from any directory.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2159
Allow using the BindConstraint to bind width and height of a source
actor.
Also, add a test for the BindConstraint showing all types of usages
for this constraint class.
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.
* wip/state-machine:
Do not use wildcards in test-state
script: Implement State deserialization
state: added a "target-state" property
state: documented data structures
Add State interactive tests to the ignore file
state: Documentation and introspection annotation fixes
state: Minor coding style fixes
state: Clean up the header's documentation
state: Constify StateKey accessors
Do not include clutter.h from a Clutter header file
state-machine: made clutter_state_change take a boolean animate argument
state-machine: use clutter_timeline_get_progress
state-machine: add completed signal
state machine: added state machine
Conflicts:
.gitignore
DragAction is an Action sub-class that provides dragging capabilities to
any actor. DragAction has:
• drag-begin, drag-motion and drag-end signals, relaying the event
information like coordinates, button and modifiers to user code;
• drag-threshold property, for delaying the drag start by a given
amount of pixels;
• drag-handle property, to allow using other actors as the drag
handle.
• drag-axis property, to allow constraining the dragging to a specific
axis.
An interactive test demonstrating the various features is also provided.
ClutterAnimator is a class for managing the animation of multiple
properties of multiple actors over time with keyframing of values.
The Animator class is meant to be used to effectively describe
animations using the ClutterScript definition format, and to construct
complex implicit animations from the ground up.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Some tests can be given extra arguments. The test-interactive dispatch
mechanism handles that but the small shell scripts around the wrapper
do not forward the arguments to the wrapper.
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
The build for interactive tests creates symbolic links for the data
under tests/data; it also uses symbolic links for creating "binaries"
for each interactive test. This is less than ideal, though.
Instead, the tests should build a path to the data files by using
a pre-processor define like TESTS_DATADIR; both g_build_filename() and
pre-processor string concatenation can be used to generate a valid
file name with the full path to the files.
The build system should also create wrapper scripts, just like we
do inside the conformance test suite, to be able to launch single
tests.
* layout-manager: (50 commits)
docs: Reword a link
layout, docs: Add more documentation to LayoutManager
layout, docs: Fix description of Bin properties
layout, bin: Use ceilf() instead of casting to int
layout, docs: Add long description for FlowLayout
layout, box: Clean up
layout, box: Write long description for Box
layout, docs: Remove unused functions
layout: Document BoxLayout
layout: Add BoxLayout, a single line layout manager
layout: Report the correct size of FlowLayout
layout: Resizing the stage resizes the FlowLayout box
layout: Use the get_request_mode() getter in BinLayout
layout: Change the request-mode along with the orientation
actor: Add set_request_mode() method
[layout] Remove FlowLayout:wrap
[layout] Rename BinLayout and FlowLayout interactive tests
[layout] Skip invisible children in FlowLayout
[layout] Clean up and document FlowLayout
[layout] Snap children of FlowLayout to column/row
...
As part of an incremental process to have Cogl be a standalone project we
want to re-consider how we organise the Cogl source code.
Currently this is the structure I'm aiming for:
cogl/
cogl/
<put common source here>
winsys/
cogl-glx.c
cogl-wgl.c
driver/
gl/
gles/
os/ ?
utils/
cogl-fixed
cogl-matrix-stack?
cogl-journal?
cogl-primitives?
pango/
The new winsys component is a starting point for migrating window system
code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl.
The utils/ and pango/ directories aren't added by this commit, but they are
noted because I plan to add them soon.
Overview of the planned structure:
* The winsys/ API is the API that binds OpenGL to a specific window system,
be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic
under clutter/{glx,osx,win32 etc} should migrate here.
* Note there is also the idea of a winsys-base that may represent a window
system for which there are multiple winsys APIs. An example of this is
x11, since glx and egl may both be used with x11. (currently only Clutter
has the idea of a winsys-base)
* The driver/ represents a specific varient of OpenGL. Currently we have "gl"
representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing
GLES 1.1 (fixed funciton) and 2.0 (fully shader based)
* Everything under cogl/ should fundamentally be supporting access to the
GPU. Essentially Cogl's most basic requirement is to provide a nice GPU
Graphics API and drawing a line between this and the utility functionality
we add to support Clutter should help keep this lean and maintainable.
* Code under utils/ as suggested builds on cogl/ adding more convenient
APIs or mechanism to optimize special cases. Broadly speaking you can
compare cogl/ to OpenGL and utils/ to GLU.
* clutter/pango will be moved to clutter/cogl/pango
How some of the internal configure.ac/pkg-config terminology has changed:
backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11"
backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la"
clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx"
CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS
clutterbackendlib -> CLUTTER_WINSYS_LIB
CLUTTER_COGL -> COGL_DRIVER # e.g. "gl"
Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps
As the first thing to take advantage of the new winsys component in Cogl;
cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into
cogl/common/cogl.c and this common implementation first trys
_cogl_winsys_get_proc_address() but if that fails then it falls back to
gmodule.
FlowLayout is a layout manager that arranges its children in a
reflowing line; the orientation controls the major axis for the
layout: horizontal, for reflow on the Y axis, and vertical, for
reflow on the X axis.
in tests/interactive/Makefile.am add wrapper.sh to EXTRA_DIST otherwise
interactive unit tests wont be runnable when building from distributed
tarballs.
AM_LDFLAGS is ignored by the LDFLAGS target, and it's also not the right
place to put the libraries used by the linker.
Thanks to Vincent Untz for spotting this.
The perspective test was used essentially to determine whether the
perspective set up in COGL worked correctly. The perspective code
has been changed a lot since Clutter 0.3: we rely on client-side
matrices and we use floating point; so, all the conditions the test
was supposed to verify do not exist anymore.
In order to be ready for the next major version of GLib we need to
disable single header inclusion by using the G_DISABLE_SINGLE_INCLUDES
define in the build process.
The test is a sanity check that dynamic updating of vertex data via the cogl
vertex buffer api works and has reasonable performance. (though it can't be
considered a well designed benchmark since it wastes casual amounts of CPU
time simply choosing pretty colors.)
The code also aims to demonstrate one way of creating, updating and efficiently
drawing a quad mesh structure via the vertex buffer api which could be applied
to lots of different use cases.