Print out the cursor and selection positions in order to verify
the behaviour of the Text actor.
This is a likely candidate for a conformance test unit as well.
The picking test has two configurables: the number of actors and
the number of events per frame. It makes sense to have them as
command line options to test with multiple configurations without
having to change defines and recompile.
COGLenum, COGLint and COGLuint which were simply typedefs for GL{enum,int,uint}
have been removed from the API and replaced with specialised enum typedefs, int
and unsigned int. These were causing problems for generating bindings and also
considered poor style.
The cogl texture filter defines CGL_NEAREST and CGL_LINEAR etc are now replaced
by a namespaced typedef 'CoglTextureFilter' so they should be replaced with
COGL_TEXTURE_FILTER_NEAREST and COGL_TEXTURE_FILTER_LINEAR etc.
The shader type defines CGL_VERTEX_SHADER and CGL_FRAGMENT_SHADER are handled by
a CoglShaderType typedef and should be replaced with COGL_SHADER_TYPE_VERTEX and
COGL_SHADER_TYPE_FRAGMENT.
cogl_shader_get_parameteriv has been replaced by cogl_shader_get_type and
cogl_shader_is_compiled. More getters can be added later if desired.
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.
Setting the wrap mode on the PangoLayout seems to have disappeared
during the text-actor-layout-height branch merge so this brings it
back. The test for this in test-text-cache no longer needs to be
disabled.
We also shouldn't set the width on the layout if there is no wrapping
or ellipsizing because otherwise it implicitly enables wrapping. This
only matters if the actor gets allocated smaller than its natural
size.
Three tests are now performed on the picked squares. First there is no
covering actor which is the same as the original test. Then there is a
hidden covering actor which should not affect the results. Finally
there is a covering actor with a clip set on it so that only actors
at the borders of the stage should be pickable.
The wrap mode sub-test inside the ClutterText layout cache test
unit has been broken by the recent changes inside the Text actor.
The sub-test itself might require tweaking.
The cogl_is_* functions were showing up quite high on profiles due to
iterating through arrays of cogl handles.
This does away with all the handle arrays and implements a simple struct
inheritance scheme. All cogl objects now add a CoglHandleObject _parent;
member to their main structures. The base object includes 2 members a.t.m; a
ref_count, and a klass pointer. The klass in turn gives you a type and
virtual function for freeing objects of that type.
Each handle type has a _cogl_##handle_type##_get_type () function
automatically defined which returns a GQuark of the handle type, so now
implementing the cogl_is_* funcs is just a case of comparing with
obj->klass->type.
Another outcome of the re-work is that cogl_handle_{ref,unref} are also much
more efficient, and no longer need extending for each handle type added to
cogl. The cogl_##handle_type##_{ref,unref} functions are now deprecated and
are no longer used internally to Clutter or Cogl. Potentially we can remove
them completely before 1.0.
There is no need for a custom hsl to rgb converter since Clutter implements
this logic; originally it wasn't quite as optimal, but that has now been
fixed.
Using test-cogl-vertex-buffer as a test case which is CPU bound due to
hls -> rgb conversions this alternative algorithm looked to be ~10%
faster when tested on an X61s Lenovo.
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.
Only have load-data-async and load-async properties, both are construct
only and the latter adds the former load-size-async behavior on top of
load-data-async.
The fog and perspective API is currently split in two parts:
- the floating point version, using values
- the fixed point version, using structures
The relative properties are using the structure types, since they
are meant to set multiple values at the same time. Instead of
using bare values, the whole API should be coalesced into two
simple calls using structures to match the GObject properties.
Thus:
clutter_stage_set_fog (ClutterStage*, const ClutterFog*)
clutter_stage_get_fog (ClutterStage*, ClutterFog*)
clutter_stage_set_perspective (ClutterStage*, const ClutterPerspective*)
clutter_stage_get_perspective (ClutterStage*, ClutterPerspective*)
Which supercedes the fixed point and floating point variants.
More importantly, both ClutterFog and ClutterPerspective should
using floating point values, since that's what get passed to
COGL anyway.
ClutterFog should also drop the "density" member, since ClutterStage
only allows linear fog; non-linear fog distribution can be achieved
using a signal handler and calling cogl_set_fog() directly; this keeps
the API compact yet extensible.
Finally, there is no ClutterStage:fog so it should be added.
The ClutterColor API has some inconsistencies:
- the string deserialization function does not match the rest of
the conversion function naming policy; the naming should be:
clutter_color_parse() -> clutter_color_from_string()
and the first parameter should be the ClutterColor that will
be set from the string, not the string itself (a GDK-ism).
- the fixed point API should not be exposed, especially in the
form of ClutterFixed values
- the non-fixed point HLS conversion functions do not make any
sense. The values returned should be:
hue := range [ 0, 360 ]
luminance := range [ 0, 1 ]
saturation := range [ 0, 1 ]
like the current fixed point API does. Returning a value in
the [ 0, 255 ] range is completely useless
- the clutter_color_equal() should be converted for its use inside
a GHashTable; a clutter_color_hash() should be added as well
- the second parameter of the clutter_color_shade() function should
be the shading factor, not the result (another GDK-ism). this way
the function call can be translated from this:
color.shade(out result, factor)
to the more natural:
color.shade(factor, out result)
This somewhat large commit fixes all these issues and updates the
internal users of the API.
The libdisable-npots library is just used as a helper as part of
make test so it should not be installed.
If noinst_* is used then automake will generate a static library but
this won't work with LD_PRELOAD so we then need an extra custom rule
to link that into a shared library. The custom rule uses the $(LINK)
Makefile var which gets put in the Makefile because of the static
library. We pass libtool a stub -rpath option which causes it to
generate a shared library.
The test now explicitly reads back from the framebuffer to sanity check that
texturing is happening as expected, and it now uses a fixed 2x2 texture instead
of redhand.png since redhand.png doesn't have a power of two size which can
cause the vertex buffer code to complain on hardware not supporting npot
textures.
The TEST_CONFORM_TODO macro is a simple placeholder macro that
adds the test function to the "/todo" namespace and skips the
test.
It can be used for tests that are known to fail because of bugs
that haven't been fixed yet, or because of features not yet
implemented.
test-vertex-buffer-configuous now needs redhand.png so it should be
copied in to the build directory. This is copied from similar code in
the tests/interactive Makefile.
ClutterModel has an interactive test but lacks a conformance
unit for automatic testing.
This is the beginning of that unit, which covers the population
and iteration over a ListModel.
Sometimes a test unit should not be executed depending on a
condition. It would be good to have a macro doing this, along
with TEST_CONFORM_SIMPLE().
Additionally, the skipped unit should be added to a specific
namespace, so that any coverage report will be able to catch it.
For this reason, here's TEST_CONFORM_SKIP() which follows the
syntax:
TEST_CONFORM_SKIP (condition, namespace, function);
If condition evaluates to FALSE the test is skipped and the
unit added to the "/skipped" namespace.
The test no longer requires an XID argument to run; instead it creates its
own X Window. The test now also aims to demonstrate whether mipmapping is
working, and clearly informs you if fallbacks are being used for GLX tfp.
Fixes some blending issues when using color arrays since we were
conflicting with the cogl_enable state + fixes a texture layer
validation bug.
Adds a basic textured triangle to test-vertex-buffer-contiguous.
The test simply creates an odd sized texture with different colors at
each of the four corners. It then renders the texture and verifies
that the colors are the expected values. This should help ensure that
the sliced texture rendering code is working properly.
The :alignment property is prone to generate confusion: developers
will set it thinking that the contents of a ClutterText will
automagically align themselves.
Instead of using the generic term :alignment, and following the
GTK+ convention, we should use a more specific term, conveying the
actual effect of the property: alignment of the lines with respect
to each other, and not to the overall allocated area.
See bug 1428:
http://bugzilla.openedhand.com/show_bug.cgi?id=1428
This makes it consistent with cogl_rectangle_with_{multi,}texture_coords.
Notably the reason cogl_rectangle_with_{multi,}texture_coords wasn't changed
instead is that the former approach lets you describe back facing rectangles.
(though technically you could pass negative width/height values to achieve
this; it doesn't seem as neat.)
Bug 1349 - Using the anchor point to set the scale center is messy
The branch adds an extra center point for scaling which can be used
for example to set a scale about the center without affecting the
position of the actor.
The scale center can be specified as a unit offset from the origin or
as a gravity. If specified as a gravity it will be stored as a
fraction of the actor's size so that the position will track when the
actor changes size.
The anchor point and rotation centers have been modified so they can
be set with a gravity in the same way. However, only the Z rotation
exposes a property to set using a gravity because the other two
require a Z coordinate which doesn't make sense to interpret as a
fraction of the actor's width or height.
Conflicts:
clutter/clutter-actor.c
During the upgrade to cogl material, test-backface-culling was
switched to use cogl_rectangle instead of cogl_texture_rectangle to
draw the textures. However, cogl_rectangle takes a width and height
instead of the the top-left and bottom-right vertices so the
rectangles were being drawn in the wrong place.
* generic-actor-clone:
Remove CloneTexture from the API
[tests] Clean up the Clone interactive test
Rename ActorClone to Clone/2
Rename ActorClone to Clone/1
Improves the unit test to verify more awkward scaling and some corresponding fixes
Implements a generic ClutterActorClone that doesn't need fbos.