Commit Graph

3864 Commits

Author SHA1 Message Date
Robert Bragg
670ea32dbd vertex-buffer: port to CoglVertexAttributes + CoglPrimitive
As part of an ongoing effort to reduce the number of draw paths we have
in Cogl this re-works CoglVertexBuffer to use the CoglVertexAttribute
and CoglPrimitive APIs instead of using raw GL.
2010-11-03 18:09:15 +00:00
Robert Bragg
69b1f756d1 primitive: adds immutable ref/unref mechanism
This adds a way to mark that a primitive is in use so that modifications
will generate a warning. The plan is to use this mechanism when batching
primitives in the journal to warn users that mid-scene modifications of
primitives is not allowed.
2010-11-03 18:04:31 +00:00
Robert Bragg
2d58d3f1b6 primitive: Adds convenience constructors
This adds convenience primitive constructors named like:
  cogl_primitive_new_p3 or
  cogl_primitive_new_p3c4 or
  cogl_primitive_new_p3t2c4
where the letters correspond to the interleved vertex attributes layouts
such as CoglP3Vertex which is a struct with 3 float x,y,z members for
the [p]osition, or CoglP3T2C4Vertex which is a struct with 3 float x,y,z
members for the [p]osition, 2 float s,t members for the [t]exture
coordinates and 4 unsigned byte r,g,b,a members for the [c]olor.

The hope is that people will find these convenient enough to replace
cogl_polygon.
2010-11-03 18:04:31 +00:00
Robert Bragg
0cd077dc7e cogl: Adds experimental CoglPrimitive API
A CoglPrimitive is a retainable object for drawing a single primitive,
such as a triangle strip, fan or list.

CoglPrimitives build on CoglVertexAttributes and CoglIndices which
themselves build on CoglVertexArrays and CoglIndexArrays respectively.

A CoglPrimitive encapsulates enough information such that it can be
retained in a queue (e.g. the Cogl Journal, or renderlists in the
future) and drawn at some later time.
2010-11-03 18:04:31 +00:00
Robert Bragg
dd63078bd3 cogl: Adds experimental CoglVertexAttribute API
A CoglVertexAttribute defines a single attribute contained in a
CoglVertexArray. I.e. a CoglVertexArray is simply a buffer of N bytes
intended for containing a collection of attributes (position, color,
normals etc) and a CoglVertexAttribute defines one such attribute by
specifying its start offset in the array, its type, the number of
components and the stride etc.
2010-11-03 18:04:26 +00:00
Robert Bragg
3d14fbc308 cogl: Adds experimental CoglIndices API
CoglIndices define a range of indices inside a CoglIndexArray. I.e. a
CoglIndexArray is simply a buffer of N bytes and you can then
instantiate multiple CoglIndices collections that define a sub-region of
a CoglIndexArray by specifying a start offset and an index data type.
2010-11-03 18:04:00 +00:00
Robert Bragg
8ca80e47c4 cogl: Adds experimental CoglVertexArray type
This adds a new CoglVertexArray object which is a subclass of CoglBuffer
used to hold vertex attributes. A later commit will add a
CoglVertexAttribute API which will be used to describe the attributes
inside a CoglVertexArray.
2010-11-03 18:04:00 +00:00
Robert Bragg
3aba41e202 cogl: Adds experimental CoglIndexArray type
A CoglIndexArray is a subclass of CoglBuffer and will be used to hold
vertex indices. A later commit will add a CoglIndices API which will
allow describing a range of indices inside a CoglIndexArray.
2010-11-03 18:04:00 +00:00
Robert Bragg
eac167df1c buffer: adds immutable ref/unref mechanism
This adds an internal mechanism to mark that a buffer is in-use so that
a warning can be generated if the user attempts to modify the buffer.

The plans is for the journal to use this mechanism so that we can warn
users about mid-scene modifications of buffers.
2010-11-03 18:03:55 +00:00
Robert Bragg
efa11f8a8f buffer: make _bind() return base pointer
We now make _cogl_buffer_bind return a base pointer for the bound buffer
which can be used with OpenGL. The pointer will be NULL for GPU based
buffers or may point to an malloc'd buffer. Since OpenGL expects an
offset instead of a pointer when dealing with buffer objects this means
we can handle fallback malloc buffers and GPU buffers in a consistent
way.
2010-11-03 17:28:45 +00:00
Robert Bragg
35ddc5407e material: Bail out faster if re-flushing unchanged material
This allows _cogl_material_flush_gl_state to bail out faster if
repeatedly asked to flush the same material and we can see the material
hasn't changed.

Since we can rely on the material age incrementing when any material
property changes or any associated layer property changes then we can
track the age of the material after flushing so it can be compared with
the age of the material if it is subsequently re-flushed. If the age is
the same we only have to re-assert the texture object state.
2010-11-03 17:28:45 +00:00
Robert Bragg
bbf27e6b28 material-node: track if node owns reference on parent
MaterialNodes are used for the sparse graph of material state and layer
state. In the case of materials there is the idea of weak materials that
don't take a reference on their parent and in that case we need to be
careful not to unref our parent during
_cogl_material_node_unparent_real. This adds a has_parent_reference
member to the CoglMaterialNode struct so we now know when to skip the
unref.
2010-11-03 17:28:45 +00:00
Robert Bragg
e5202d6a0d cogl-object: correctly free user_data_array in _unref
If there is private data associated with a CoglObject then there may be
a user_data_array that needs to be freed. The code was mistakenly
freeing the array inside the loop that was actually iterating over the
user data array notifying the objects destruction instead of waiting
until all the data entries had been destroyed.
2010-11-03 17:28:45 +00:00
Owen W. Taylor
0b4b1ca1ca Don't leave stale invalidated queued redraws around
Once an actor had _clutter_stage_queue_redraw_entry_invalidate()
called on it once, then priv->queue_redraw_entry would point to
an entry with entry->actor NULL. _clutter_stage_queue_actor_redraw()
doesn't handle this case and no further redraws would be queued.

To fix this, NULL out priv->queue_redraw_entry() and then make sure
we free the invalidated entry in
_clutter_stage_maybe_finish_queue_redraws() just as we do for
still valid entries.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2389
2010-11-03 15:43:55 +00:00
Neil Roberts
02a3670e88 win32: Fix a couple of build warnings
* clutter-backend-win32 had an unused variable

* clutter-event-win32 was using the abs function without including
  stdlib.h
2010-11-01 15:21:04 +00:00
Neil Roberts
f13f545aa9 clutter-backend-win32: Use g_object_unref on the stage manager
Previously when trying to destroy all of the stages in the backend
dispose function it would poke directly in the ClutterStageManager
struct to get the list. In 8613013ab0 the defintion of
ClutterStageManager moved to a different header which isn't included
by the Win32 backend so it wouldn't compile. In that commit the X11
backend was changed to unref the stage manager instead of poking in
the internals so we should do the same for the win32 backend.
2010-11-01 15:14:07 +00:00
Damien Lespiau
907490d795 clone: Remove checks in set_source_internal()
One of the ideas behind _internal() functions is to be able to have a
version of the original one without checks (among other things). As
these functions are either static or private to the library, we control
the arguments given to it, and thus no need for checking them again
here.
2010-11-01 12:16:53 +00:00
Damien Lespiau
a318fe5ca5 texture: Warn when the file loaded from a ClutterScript can't be found
Telling the user about files not found when loading a ClutterScript with
ClutterTextures in it is very useful and can save a few minutes (or
hours) of frustation because it "does not work".
2010-11-01 11:43:35 +00:00
Neil Roberts
2ee0e40848 Merge cogl-program-{gl,gles}.c into one cogl-program.c
This merges the two implementations of CoglProgram for the GLES2 and
GL backends into one. The implementation is more like the GLES2
version which would track the uniform values and delay sending them to
GL. CoglProgram is now effectively just a GList of CoglShaders along
with an array of stored uniform values. CoglProgram never actually
creates a GL program, instead this is left up to the GLSL material
backend. This is necessary on GLES2 where we may need to relink the
user's program with different generated shaders depending on the other
emulated fixed function state. It will also be necessary in the future
GLSL backends for regular OpenGL. The GLSL and ARBfp material backends
are now the ones that create and link the GL program from the list of
shaders. The linked program is attached to the private material state
so that it can be reused if the CoglProgram is used again with the
same material. This does mean the program will get relinked if the
shader is used with multiple materials. This will be particularly bad
if the legacy cogl_program_use function is used because that
effectively always makes one-shot materials. This problem will
hopefully be alleviated if we make a hash table with a cache of
generated programs. The cogl program would then need to become part of
the hash lookup.

Each CoglProgram now has an age counter which is incremented every
time a shader is added. This is used by the material backends to
detect when we need to create a new GL program for the user program.

The internal _cogl_use_program function now takes a GL program handle
rather than a CoglProgram. It no longer needs any special differences
for GLES2. The GLES2 wrapper function now also uses this function to
bind its generated shaders.

The ARBfp shaders no longer store a copy of the program source but
instead just directly create a program object when cogl_shader_source
is called. This avoids having to reupload the source if the same
shader is used in multiple materials.

There are currently a few gross hacks to get the GLES2 backend to work
with this. The problem is that the GLSL material backend is now
generating a complete GL program but the GLES2 wrapper still needs to
add its fixed function emulation shaders if the program doesn't
provide either a vertex or fragment shader. There is a new function in
the GLES2 wrapper called _cogl_gles2_use_program which replaces the
previous cogl_program_use implementation. It extracts the GL shaders
from the GL program object and creates a new GL program containing all
of the shaders plus its fixed function emulation. This new program is
returned to the GLSL material backend so that it can still flush the
custom uniforms using it. The user_program is attached to the GLES2
settings struct as before but its stored using a GL program handle
rather than a CoglProgram pointer. This hack will go away once the
GLSL material backend replaces the GLES2 wrapper by generating the
code itself.

Under Mesa this currently generates some GL errors when glClear is
called in test-cogl-shader-glsl. I think this is due to a bug in Mesa
however. When the user program on the material is changed the GLSL
backend gets notified and deletes the GL program that it linked from
the user shaders. The program will still be bound in GL
however. Leaving a deleted shader bound exposes a bug in Mesa's
glClear implementation. More details are here:

https://bugs.freedesktop.org/show_bug.cgi?id=31194
2010-10-28 19:51:42 +01:00
Neil Roberts
65d7a113ee cogl: Use separate materials for set_source_color and texture
Previously cogl_set_source_color and cogl_set_source_texture modified
a single global material. If an application then mixes using
cogl_set_source_color and texture then the material will constantly
need a new ARBfp program because the numbers of layers alternates
between 0 and 1. This patch just adds a second global material that is
only used for cogl_set_source_texture. I think it would still end up
flushing the journal if cogl_set_source_texture is used with multiple
different textures but at least it should avoid a recompile unless the
texture target also changes. It might be nice to somehow attach a
material to the CoglTexture for use with cogl_set_source_texture but
it would be difficult to implement this without creating a circular
reference.
2010-10-27 15:07:03 +01:00
Robert Bragg
89cedc7800 Move IndicesType and VerticesMode typedefs to cogl-types.h
This moves the CoglIndicesType and CoglVerticesMode typedefs from
cogl-vertex-buffer.h to cogl-types.h so they can be shared with the
anticipated cogl vertex attribute API.
2010-10-26 17:25:33 +01:00
Robert Bragg
e3bf83eab5 buffer: BufferBindTarget + BufferUsageHint enum renaming
This renames the BufferBindTarget + BufferUsageHint enums to match the
anticipated new APIs for "index arrays" and "vertex arrays" as opposed
to using the terms "vertices" or "indices".
2010-10-26 17:25:27 +01:00
Robert Bragg
9efe7ca5bc buffer: warn if (offset + size) > buffer->size
previously we would silently bail out if the given offset + data size
would overflow the buffer size. Now we use g_return_val_if_fail so we
get a warning if we hit this case.
2010-10-26 16:40:54 +01:00
Robert Bragg
b2963b4eef pixel-array: Remove some benign variables
There were some completely unused static global variables declared in
cogl-pixel-array.c which this patch removes.
2010-10-26 16:16:50 +01:00
Robert Bragg
902c18ad87 pixel-array: Remove flags member and flag macros
There are no flags associated with pixel-arrays so we don't need the
flags member or flag macros.
2010-10-26 16:16:40 +01:00
Robert Bragg
1c8b355bbb buffer: Add a store_created bit field member
This adds a store_created bit field to CoglBuffer so we know if the
underlying buffer has been allocated yet. Previously the code was trying
to do something really wrong by accidentally using the
COGL_PIXEL_ARRAY_FLAG_IS_SET macro (note "PIXEL_ARRAY") and what is more
odd was the declaration of a CoglPixelArray *pixel_array in
cogl-buffer.c which the buffer was being cast too before calling using
the macro. Probably this was the fall-out of some previous code
re-factoring.
2010-10-26 16:16:29 +01:00
Robert Bragg
d5188c26b6 buffer: remove flag macros
All the macros get used for are to |= (a new flag bit), &= ~(a flag bit)
or use the & operator to test if a flag bit is set. I haven't found the
code more readable with these macros, but several times now I've felt
the need to double check if these macros do anything else behind the
hood or I've forgotten what flags are available so I've had to go to the
macro definition to see what the full enum names are for the flags (the
macros use symbol concatenation) so I can search for the definition of
all the flags. It turns out they are defined next to the macro so you
don't have to search far, but without the macro that wouldn't have been
necessary.

The more common use of the _IS_SET macro is actually more concise
expanded and imho since it doesn't hide anything in a separate header
file the code is more readable without the macro.
2010-10-26 13:21:11 +01:00
Robert Bragg
bc3a26d035 material: Adds _cogl_material_get_layer_texture
This is a counter part for _cogl_material_layer_get_texture which takes
a layer index instead of a direct CoglMaterialLayer pointer. The aim is
to phase out code that directly iterates the internal layer pointers of
a material since the layer pointers can change if any property of any
layer is changed making direct layer pointers very fragile.
2010-10-26 13:06:54 +01:00
Robert Bragg
0288ba3911 material: add internal layer filter getters
This adds internal _cogl_material_get_layer_filters and
_cogl_material_get_layer_{min,mag}_filter functions which can be used to
query the filters associated with a layer using a layer_index, as
opposed to a layer pointer. Accessing layer pointers is considered
deprecated so we need to provide layer_index based replacements.
2010-10-26 13:04:05 +01:00
Robert Bragg
6fd26630ba material: Adds missing get_layer_wrap_mode_xyz prototypes
This adds missing getter function prototypes for
cogl_material_get_layer_wrap_mode_{s,t,p}
2010-10-26 13:02:23 +01:00
Robert Bragg
32ae904d81 vertex-buffer: remove the unstrided CBO type
When we come to submitting the users given attributes we sort them into
different types of buffers. Previously we had three types; strided,
unstrided and multi-pack. Really though unstrided was just a limited
form of multi-pack buffer and didn't imply any hind of special
optimization so this patch consolidates some code by reducing to just
two types; strided and multi-pack.
2010-10-26 12:38:15 +01:00
Robert Bragg
94e0619785 material: Adds _cogl_material_pre_paint_for_layer
This is a counter part for _cogl_material_layer_pre_paint which takes a
layer index instead of a direct CoglMaterialLayer pointer. The aim is to
phase out code that directly iterates the internal layer pointers of a
material since the layer pointers can change if any property of any
layer is changed making direct layer pointers very fragile.
2010-10-26 12:17:27 +01:00
Robert Bragg
701a693661 cogl: Adds {push,pop,get}_source functions
This exposes the idea of a stack of source materials instead of just
having a single current material. This allows the writing of orthogonal
code that can change the current source material and restore it to its
previous state. It also allows the implementation of new composite
primitives that may want to validate the current source material and
possibly make override changes in a derived material.
2010-10-26 12:08:20 +01:00
Emmanuele Bassi
bf6c635e9d Merge branch 'private-cleanup'
* private-cleanup:
  Add copyright notices
  Clean up clutter-private.h/6
  Clean up clutter-private.h/5
  Clean up clutter-private.h/4
  Clean up clutter-private.h/3
  Clean up clutter-private.h/2
  Clean up clutter-private.h/1
2010-10-25 23:44:53 +01:00
Chris Lord
cb7d2943ea state: Correct the documentation
Correct the argument order and replace all occurrences of
clutter_state_change() with the appropriate clutter_state_set_state() or
clutter_state_warp_to_state().
2010-10-25 17:21:20 +01:00
Chris Lord
bfc1583d76 state: Fix warping to the current state during transitions
If you warp to a state, it should be immediately set. Check if the
animation is in progress when warping to a state and don't short-circuit
in the already-set check if we're not animating.
2010-10-25 17:21:20 +01:00
Chris Lord
35c35de55c state: Handle setting keys for the current target state
Add special behaviour when you set the key of the current target state:
- If the state is transitioning, add/modify the interval so that the new
  key transitions from the current time (taking into account pre-delay) to
  its target final property
- If the state is set but has already finished animating/was warped to,
  set the property immediately
2010-10-25 17:21:20 +01:00
Chris Lord
73dcbedc80 state: Fix crasher when removing the last key of a transitioning state
If ClutterState is in the middle of a transition and you remove all the
keys from the target state, the target state will be destroyed without
stopping the animation/unsetting the target state. This caused an invalid
memory access.
2010-10-25 17:21:20 +01:00
Chris Lord
5700b34b9c state: Allow setting a NULL state
Allow setting a %NULL state. This has the effect of unsetting the current
state and stopping all animation. This allows you to, for example, start
a state transition, set the state to NULL, alter the state transition
and then resume it again, by just setting it.
2010-10-25 17:21:20 +01:00
Emmanuele Bassi
ef6b46d826 Merge branch 'wip/path-constraint'
* wip/path-constraint:
  docs: Add PathConstraint
  tests: Add a PathConstraint interactive test
  Add ClutterPathConstraint
  actor-box: Add setters for origin and size
2010-10-25 17:09:46 +01:00
Emmanuele Bassi
f6ab7eccd9 docs: Add PathConstraint 2010-10-25 16:09:40 +01:00
Emmanuele Bassi
6b2cbb9908 Add ClutterPathConstraint
ClutterPathConstraint is a simple Constraint implementation that
modifies the allocation of the Actor to which is has been applied using
a progress value and a ClutterPath.
2010-10-25 15:46:04 +01:00
Emmanuele Bassi
3f6ec0ba5a actor-box: Add setters for origin and size 2010-10-25 15:45:35 +01:00
Neil Roberts
6da18b6e4f win32: Fix clutter_win32_disable_event_retrieval
There was previously a flag that gets set when this function was
called but nothing checked it so the function effectively did
nothing. Also the flag was a member of the backend struct but this
can't be used because the function should be called before
clutter_init so the backend is not ready yet. This patch makes the
event disabling work more like the X11 backend and set a global
variable instead.
2010-10-25 13:19:18 +01:00
Ole André Vadla Ravnås
e6099cdd4b win32: Use _clutter_actor_rerealize() like X11 backend does
http://bugzilla.clutter-project.org/show_bug.cgi?id=1654
2010-10-25 13:19:18 +01:00
Neil Roberts
e66c679e84 win32: Add a public clutter_win32_handle_event function
This function handles a single windows message. The idea is that it
could be used by clutter-gtk to forward on events from a
GdkEventFilter. The function replaces the old message_translate()
function. That function didn't translate the event anymore anyway and
instead it could generate multiple events so
clutter_win32_handle_event seems like a more appropriate name. The
function returns TRUE or FALSE depending on whether the event was
completely handled instead of setting call_window_proc.
2010-10-25 13:19:17 +01:00
Neil Roberts
52744c0d9d clutter-stage: Set the Cogl framebuffer size after allocating
When handling an allocation on the stage, Clutter uses the oppurtunity
to inform Cogl of the new size of the framebuffer so that it can
handle the viewport correctly. It queries the size of the window
implementation using a backend virtual function. However it was doing
this before letting the backend handle the allocation so on Win32 it
would end up using the previous framebuffer size. This wasn't
affecting the X11 backend because in that case the resizes are
asynchronous so setting the stage size causes one allocation which
ends up sending a window size request. Eventually a ConfigureNotify is
received which causes the size of the stage to be set again and
another allocation is fired meaning the framebuffer size will be set
again this time with the correct size. In Win32 the resizes are
synchronous so we don't have this second allocation.
2010-10-25 13:19:17 +01:00
Neil Roberts
cc7977988c cogl-context-winsys: Avoid zero-length arrays
When compiling for non-glx platforms the winsys feature data array
ends up empty. Empty arrays cause problems for MSVC so this patch adds
a stub entry so that the array always has at least one entry.

Based on a patch by Ole André Vadla Ravnås
2010-10-25 13:18:25 +01:00
Neil Roberts
f1752ff3ba Avoid mixing declarations and code
Mixing declarations and code causes problems for MSVC as it is a C99
feature so we should try to avoid it.
2010-10-25 13:18:25 +01:00
Neil Roberts
8e3674dcc1 Avoid variable length arrays in clutter-backend-x11
There was an array whose length was define by a static const int
variable. GCC seems to consider this a variable-length array so it
will cause warnings now that -Wvla is enabled. We might as well make
this constant a #define instead to avoid the warning.
2010-10-25 13:18:25 +01:00
Giovanni Campagna
164af55a6e Avoid warnings on ClutterClone with a NULL source
clutter_clone_apply_transform should check the source before calling
methods on it, else criticals will be emitted.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2381
2010-10-25 12:36:00 +01:00
Ole André Vadla Ravnås
276acf5854 binding-pool: Use the correct marshaller 2010-10-25 00:39:13 +01:00
Ole André Vadla Ravnås
c792431538 interval: Remember to chain up to parent in finalize() 2010-10-25 00:31:36 +01:00
Neil Roberts
d5634e37a2 cogl-texture-2d-sliced: Use the other backends for the slices
Instead of directly manipulating GL textures itself,
CoglTexture2DSliced now works in terms of CoglHandles. It creates the
texture slices using cogl_texture_new_with_size which should always
end up creating a CoglTexture2D because the size should fit. This
allows us to avoid replicating some code such as the first pixel
mipmap tracking and it better enforces the separation that each
texture backend is the only place that contains code dealing with each
texture target.
2010-10-22 12:19:04 +01:00
Neil Roberts
61f2f1c024 Support foreign textures in the texture-2d and rectangle backends
This adds two new internal functions to create a foreign texture for
the texture 2d and rectangle backends. cogl_texture_new_from_foreign
will now use one of these backends directly if there is no waste
instead of always using the sliced texture backend.
2010-10-22 12:19:02 +01:00
Emmanuele Bassi
cf46c8197e Add copyright notices 2010-10-21 13:13:00 +01:00
Emmanuele Bassi
46c597a1f6 Clean up clutter-private.h/6
Move all Actor private API to a separate file.
2010-10-21 12:22:17 +01:00
Emmanuele Bassi
cf3a29f224 Clean up clutter-private.h/5
Move PaintVolume private API to a separate header.
2010-10-21 12:22:17 +01:00
Emmanuele Bassi
43edfc9400 Clean up clutter-private.h/4
Move the private Backend API to a separate header.

This also allows us to finally move the class vtable and instance
structure to a separate file and plug the visibility hole that left
the Backend class bare for everyone to poke into.
2010-10-21 12:22:17 +01:00
Emmanuele Bassi
8613013ab0 Clean up clutter-private.h/3
Move Stage private API to a separate header.
2010-10-21 11:33:26 +01:00
Emmanuele Bassi
999c063784 Clean up clutter-private.h/2
Move StageManager private API to a different header.
2010-10-21 11:30:19 +01:00
Emmanuele Bassi
c1771d152e Clean up clutter-private.h/1
Move DeviceManager/InputDevice private API to a different header.
2010-10-21 10:54:14 +01:00
Emmanuele Bassi
68156c24c1 build: Remove unused Makefile.am
We switched to a non-recursive layout, hence we don't need Makefile.am
in the osx/ and fruity/ sub-directories.
2010-10-19 17:48:15 +01:00
Emmanuele Bassi
dd2f55c6f6 x11: Protect XComposite API calls
Since we allow compiling Clutter without the XComposite extension
available, we need to protect the calls to the XComposite API with
the guards provided by the configure script.
2010-10-19 10:43:50 +01:00
Emmanuele Bassi
21eb49098a script: Fix the memory management
Currently, the memory management in ClutterScript is overly complicated.
The basic design tenet should be:

  - ClutterScript owns a reference on every object it creates

This allows the Script instance to reliably handle the lifetime of the
instances from creation to disposal.

In case of unmerge, the Script instance should destroy any Actor
instance, except for the Stage, and release the reference it owns. The
Stage is special because it's really owned by Clutter itself, and it
should be destroyed explicitly.

When disposing the Script itself, it should just release the reference;
any parented actor, or any InitiallyUnowned instance, will then be
managed by the parent object, as they should, while every GObject
instance will go away, as documented.

This commit is based on a patch by:

  Henrik Hedberg <hhedberg@innologies.fi>

http://bugzilla.clutter-project.org/show_bug.cgi?id=2316
2010-10-19 01:42:19 +01:00
Emmanuele Bassi
20a359cc53 debug: Do not use '&' in the messages
Use ':' as a separator between G_STRLOC and the debug message, like we
do for warnings.
2010-10-19 01:42:19 +01:00
Emmanuele Bassi
78d4073f8e Remove unused variables 2010-10-19 01:42:19 +01:00
Damien Lespiau
32270730bd build: Fix EGL/CEX100 build with GLES2
Some headers files have been renamed or removed and the gles(2) did not
compile anymore, fix that.
2010-10-18 16:08:47 +01:00
Emmanuele Bassi
0f613ea134 cairo-texture: Allow overriding the surface creation
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.
2010-10-18 11:26:45 +01:00
Emmanuele Bassi
050e775da2 Move more classes to install_properties() 2010-10-18 11:26:45 +01:00
Emmanuele Bassi
8429aa8d75 Remove unnecessary GLib version checks
We now depend on a newer version of GLib than those checks tested for.
2010-10-18 11:26:45 +01:00
Emmanuele Bassi
7dd09e2186 Use G_DEFINE_BOXED_TYPE for all boxed types
We actually need a couple more macros for registering GValue
transformation functions. Those should be added to upstream
GLib.
2010-10-18 11:26:45 +01:00
Emmanuele Bassi
09a830d294 Remove conditional wrappers for property installation/notification
For the time being, just keep the #define's.
2010-10-18 11:26:45 +01:00
Emmanuele Bassi
9caf11f2d8 Use G_DEFINE_INTERFACE
GObject provides us with a nice, safe macro for defining interface
types.
2010-10-18 11:26:44 +01:00
Emmanuele Bassi
2b4ee9ab54 actor: Add more checks to the redraw queue 2010-10-15 16:05:44 +01:00
Emmanuele Bassi
56c89bd86b osx: Fix glib.h include path
The fix for removing glib/gmain.h introduced the wrong path for glib.h.
2010-10-15 12:40:43 +01:00
Roland Peffer
d842619755 osx: Add button mask to the modifier state translation
The modifier state translation is missing the CLUTTER_BUTTON*_MASK.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2365

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2010-10-14 18:23:02 +01:00
Kristian Høgsberg
134ce072e7 The amazing lazy-copy-back-repaint-page-flip
Always use pageflipping, but avoid full repaint by copying back dirty
regions from front to back.  Additionally, we dealy copying back until
we're ready to paint the new frame, so we can avoid copying areas that
will be repainted anyway.

This is the least amount of copying per frame we can get away with at all
and at the same time we don't have to worry about stalling the GPU on
synchronized blits since we always pageflip.
2010-10-14 16:23:05 +01:00
Kristian Høgsberg
cb5582c4ab Add wayland backend
This adds a clutter backend for running under the wayland window system.
Initial cogl framebuffer integration by Robert Bragg.
2010-10-14 16:23:05 +01:00
Kristian Høgsberg
a7cf98ebfc Initialize color masks lazily
When we don't use a window system drawable, we can't query the color
masks at context initialization time.  Do it lazily so we're sure to have
a current context with a valid framebuffer.
2010-10-14 16:23:05 +01:00
Robert Bragg
f456116c18 When unparenting an actor, remove queued redraws for all descendants
We need to make sure that redraws queued for actors on a stage are for
actors actually in the stage. So in clutter_actor_unparent() descend
through the children and remove redraws. Just removing the actor itself
isn't good enough since an entire hierarchy can be removed from the
stage without breaking it up into individual actors.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2359

This is based on an original patch from Owen Taylor who debugged the
root cause of this bug; thanks.
2010-10-14 16:19:55 +01:00
Robert Bragg
07f2dba7e2 stage: handle unclipped redraw following clipped
In the case that an unclipped redraw of an actor is queued after a
clipped we should update any existing ClutterStageQueueRedrawEntry
so entry->has_clip = FALSE and free the previous clip.
2010-10-14 15:29:33 +01:00
Emmanuele Bassi
e6418a9dec constraints: Remove unused variable 2010-10-12 15:44:57 +01:00
Emmanuele Bassi
4e724aed46 bind-constraint: Use ::queue-relayout
Instead of using the allocation-changed signal, use the queue-relayout
signal on the source to queue a relayout on the actor to which the
BindConstraint has been attached to.

The ::allocation-changed signal is not always enough, given that a
BindConstraint can use the position as well as the size of an actor to
drive the allocation of another; in this regard, it's much similar
to a ClutterClone, which requires a notification on every change, even
potential, and not just real ones, given the short-circuiting done
inside ClutterActor.
2010-10-12 14:09:47 +01:00
Emmanuele Bassi
5c82b2551c constraints: Do not check for :enabled
ClutterActor will do it for us.
2010-10-12 14:09:17 +01:00
Emmanuele Bassi
3f27afde24 actor: Use an explicit check for NULL
Follow the coding style, and don't use the implicit C boolean
equivalence for NULL pointers.
2010-10-12 14:08:07 +01:00
Emmanuele Bassi
3b72fdb20c actor: Queue a relayout when adding/removing constraints
Constraints change the way an actor is allocated; this warrants a
relayout.
2010-10-12 14:07:27 +01:00
Emmanuele Bassi
91a9a355c3 actor: Check CluterActorMeta:enabled
Instead of delegating the check for the ActorMeta:enabled property to
the sub-classes of ClutterActorMeta, ClutterActor can do the check prior
to using the ClutterActorMeta instances.
2010-10-12 14:07:17 +01:00
Emmanuele Bassi
3f6b82c9c9 actor: Add debugging note for allocation changes 2010-10-12 14:04:05 +01:00
Emmanuele Bassi
89a389cd2b actor-box: Split out ActorBox into its own file
clutter-actor.c is getting way too large, so splitting it up wherever
possible makes sense.
2010-10-11 15:57:22 +01:00
Emmanuele Bassi
7a54bdc65d vertex: Register progress function
This allows animating properties storing a ClutterVertex.
2010-10-11 15:52:50 +01:00
Emmanuele Bassi
4931802fee geometry: Register a progress function
This allows animating properties storing a ClutterGeometry.
2010-10-11 15:44:09 +01:00
Emmanuele Bassi
a5fc90d4d9 actor-box: Register a progress function
So that we can animate properties storing ClutterActorBox.
2010-10-11 15:39:19 +01:00
Emmanuele Bassi
2f21c851ea script: Fix annotation for get_object()'s return value 2010-10-11 15:39:19 +01:00
Emmanuele Bassi
dcf2662616 interval: Remove special casing for ClutterColor
ClutterColor registers a progress function on type initialization, so we
don't need to special case it any more.
2010-10-11 15:39:19 +01:00
Emmanuele Bassi
d5376bf317 color: Add Color.interpolate() method
The interpolate() method does what it says on the tin: it interpolates
between two colors using the given factor.

ClutterColor uses it to register a progress function for Intervals.
2010-10-11 15:39:19 +01:00
Neil Roberts
7e112472b5 cogl-texture-2d-sliced: Use the smallest possible waste
When picking a size for the last slice in a texture, Cogl would always
pick the biggest power of two size that doesn't create too much
waste and is less than or equal to the previous slice size. However
this can end up creating a texture that is bigger than needed if there
is a smaller power of two.

For example, if the maximum waste is 127 (the current default) and we
try to create a texture that is 257 pixels wide it will decide that
the next power of two (512) is too much waste (255) so it will create
the first slice at 256 pixels wide. Then we only have 1 pixel left to
allocate but Cogl would pick the next smaller size that has a small
enough waste which is 128. But of course 1 is already a power of two
so that's redundantly oversized by 127.

This patch fixes it so that whenever it finds a size that would be big
enough, instead of using exactly that it picks the next power of two
up from the size we need to fill.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2355
2010-10-11 14:40:04 +01:00
Emmanuele Bassi
1f106b35a9 Whitespace alignment fixes 2010-10-11 13:52:09 +01:00
Emmanuele Bassi
68d656c61b paint-volume: Add arguments checks
In some cases we access the arguments in public functions without, or
prior to checking the arguments.
2010-10-11 13:51:12 +01:00
Owen W. Taylor
8089af3c1b ClutterClone: Handle clone_source == NULL for get_paint_volume()
It's valid to have a ClutterClone without a clone source; in this
case the paint volume is empty.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2360
2010-10-11 13:43:39 +01:00