Commit Graph

1568 Commits

Author SHA1 Message Date
Robert Bragg
ef4052c18d Changes cogl_rectangle to take x1, y1, x2, y2 args not x1, y1, width, height
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.)
2009-01-28 17:20:15 +00:00
Robert Bragg
6048a0544a Adds some debug code to _cogl_journal_flush_quad_batch
The code is #if 0 guarded, but when uncommented it outlines all drawn
rectangles with an un-blended red, green or blue border. This may e.g. help
with debugging texture slicing issues or blending issues, plus it looks quite
cool.
2009-01-28 17:20:15 +00:00
Neil Roberts
e30c5b33b9 Undeprecate clutter_actor_set_scale_with_gravity
The scale center has returned so this function is available again but
it was still deprecated so you couldn't use it.
2009-01-28 16:24:02 +00:00
Neil Roberts
3e68b23ea8 Merge branch 'scale-center'
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
2009-01-28 15:39:51 +00:00
Neil Roberts
1cd313477b [clutter-actor] Use G_STMT_START/END instead of do { } while (0)
In the TRANSFORM_ABOUT_ANCHOR_COORD macro it now uses G_STMT_START and
G_STMT_END instead of directly using do/while because it's more
readable.
2009-01-28 15:33:34 +00:00
Neil Roberts
d7c275f5e5 [cogl-texture] Fix order of tex coords when compensating for waste
When drawing a texture with waste in _cogl_multitexture_unsliced_quad
it scales the texture coordinates so that the waste is not
included. However the formula was the wrong way around so it was
calculating as if the texture coordinates are ordered x1,x2,y1,y2 but
it is actually x1,y1,x2,y2.
2009-01-28 12:57:06 +00:00
Neil Roberts
e72042648c [cogl-texture] Reset size of vertex log after drawing a polygon
Otherwise trying to render a rectangle after a polygon doesn't work
because it expects the array to be empty when it starts logging
vertices.
2009-01-28 12:24:11 +00:00
Neil Roberts
eda1d08f76 Fix rectangles_with_multitexture_coords for sliced without tex coords
When the texture is sliced it drops back to a fallback function and
passes it the texture coordinates from the rectangle. However if no
tex coords are given it would crash. Now it passes the default
0.0->1.0 tex coords instead.
2009-01-28 12:24:10 +00:00
Neil Roberts
7df1987652 Fix _cogl_texture_unsliced_quad when no texture coordinates are given
If no texture coordinates are given then texture_unsliced_quad tries
to generate its own coordinates. However it also tries to read the
texture coordinates to check if they are in [0.0,1.0] range so it will
crash before it reaches that.
2009-01-28 12:24:10 +00:00
Emmanuele Bassi
9b7fa2cb04 Reuse the layers list
Instead of getting the layers list twice from the Material, we
can reuse the list when we need to retrieve the first layer.
2009-01-28 11:57:49 +00:00
Emmanuele Bassi
b3e02869cd Remove gtk-doc annotation
The _cogl_material_flush_layers_gl_state() function is static,
so it should not have a gtk-doc annotation.
2009-01-28 11:57:49 +00:00
Emmanuele Bassi
b08a011512 Fix typo in the :clone getter method
The :clone property getter method, clutter_clone_get_source(), was
defined using the wrong name of clutter_clone_get_clone_source().
2009-01-28 11:57:49 +00:00
Neil Roberts
2722909b76 Fix building GLES after _cogl_texture_handle_from_pointer got removed
Commit a688b1db removed the function and replaced it with a direct
cast. This was also being used in the GL ES so the build broke.
2009-01-28 10:56:47 +00:00
Neil Roberts
6b9da72ab0 Directly set backend font options in clutter_set_font_flags
Instead of having a separate set of font options that override the
backend options when clutter_set_font_flags is called, it now just
directly sets the backend font options. So now the font flags are just
a convenience wrapper around the backend font options.

This also makes the ClutterText labels automatically update when the
font flags are changed because they will respond to the 'font-changed'
signal from the backend.
2009-01-27 17:11:02 +00:00
Neil Roberts
89b0b00dd1 Listen for the font-changed signal on the backend in ClutterText
Whenever a ClutterText is created it now connects to the font-changed
signal. When it is emitted the layout cache is dirtied and a relayout
is queued. That way changes to the font options or resolution will
cause an immediate update to the labels in the scene.
2009-01-27 17:07:02 +00:00
Emmanuele Bassi
1b578fb9c7 [docs] Documentation fixes
Update the COGL API reference to avoid a lot of warnings coming
from gtk-doc.
2009-01-27 16:53:01 +00:00
Emmanuele Bassi
865f04decd Removed unused conditional
USE_COGL_MATERIAL is a left-over from the development branch.
2009-01-27 16:40:51 +00:00
Emmanuele Bassi
3cfc7fb1ca Merge branch 'generic-actor-clone'
* 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.
2009-01-27 16:14:35 +00:00
Emmanuele Bassi
a688b1db01 Fallout from cogl-material merge
When enabling the maintainer CFLAGS the compiler got very angry
at the code that has been merged.
2009-01-27 16:02:04 +00:00
Robert Bragg
840941fdfe Adds padding to CoglColor to future proof it a bit
This adds enough padding to allow us to change to an internal float storage
for the color components if needs be in the future.
2009-01-27 15:20:16 +00:00
Robert Bragg
70d7d16f13 Support scaling on the z axis with cogl_scale
This simply adds a z argument to cogl_scale and updates clutter-actor.c
to pass 1.0 for the z scale.
2009-01-27 15:20:13 +00:00
Robert Bragg
e9a45c7744 Merge branch 'cogl-material'
Conflicts:

	clutter/cogl/gl/cogl-texture.c
	clutter/cogl/gles/cogl-primitives.c

* cogl-material:
 clutter-{clone-,}texture weren't updating their material opacity.
 Updates GLES1 support for CoglMaterial
 Normalizes gl vs gles code in preperation for synching material changes
 Removes cogl_blend_func and cogl_alpha_func
 Fully integrates CoglMaterial throughout the rest of Cogl
 [cogl-material] Restore the GL_TEXTURE_ENV_MODE after material_rectangle
 [cogl-material] Make the user_tex_coords parameter of _rectangle const
 [test-cogl-material] Remove return value from material_rectangle_paint
 Add cogl-material.h and cogl-matrix.h to libclutterinclude_HEADERS
 [cogl-material] improvements for cogl_material_rectangle
 [cogl-material] Adds a cogl_material_set_color function
 [cogl-material] Some improvements for how we sync CoglMaterial state with OpenGL
 [cogl-material] Converts clutter-texture/clutter-clone-texture to the material API
 [doc] Hooks up cogl-material reference documentation
 Updates previous GLES multi-texturing code to use CoglMaterial
 Adds a CoglMaterial abstraction, which includes support for multi-texturing
 [doc] Hooks up cogl-matrix reference documentation
 Adds CoglMatrix utility code
 [tests] Adds an interactive unit test for multi-texturing
 [multi-texturing] This adds a new cogl_multi_texture API for GL,GLES1 + GLES2
2009-01-27 15:19:34 +00:00
Emmanuele Bassi
86e95a779a Remove CloneTexture from the API
ClutterClone supercedes ClutterCloneTexture, since it can clone
every kind of actor -- including composite ones.

This is another "brain surgery with a shotgun" kind of commit: it
removes CloneTexture and updates every test case using CloneTexture
to ClutterClone. The API fallout is minimal, luckily for us.
2009-01-27 15:18:45 +00:00
Neil Roberts
418fb995c8 Replace clutter_set_use_mipmapped_text with clutter_set_font_flags
The hope is that this function makes it easier to extend the font
settings with more flags without having to add a function for every
setting.

A new flag for enabling hinting has been added. If set, this changes
the font options on the global PangoContext and any newly created
PangoContexts. The options are only set if the flag is changed from
the default so it won't override any detailed setting chosen by the
backend.
2009-01-27 14:43:44 +00:00
Robert Bragg
28f9749e8e clutter-{clone-,}texture weren't updating their material opacity.
cogl_set_source_color4ub was previously used to set a transparent
white source color according to the actors opacity, but since
cogl_set_source_color now always implies you want a solid fill we
we use cogl_material_set_color4ub to achieve the same result.
2009-01-27 14:26:50 +00:00
Robert Bragg
4a7fa6d0fa Updates GLES1 support for CoglMaterial
This updates cogl/gles in line with the integration of CoglMaterial throughout
Cogl that has been done for cogl/gl.

Note: This is still buggy, but at least it builds again and test-actors works.
Some GLES2 specific changes were made, but these haven't been tested yet.
2009-01-27 14:26:50 +00:00
Robert Bragg
60e81f0fda Normalizes gl vs gles code in preperation for synching material changes
This changes all GLES code to use the OpenGL function names instead of
the cogl_wrap_* names. For GLES2 we now define the OpenGL name to point
to the wrapper, as opposed to defining the wrapper to point to the
OpenGL name for GLES1.

I've also done a quick pass through gl/cogl.c and gles/cogl.c to make
them more easily comparable. (most of the code is now identical)
2009-01-27 14:26:50 +00:00
Robert Bragg
427fff032e Removes cogl_blend_func and cogl_alpha_func
The GL blend function and alpha function are now controlled by the material
code, and even internally Cogl should now be using the material API when
it needs control of these.
2009-01-27 14:26:49 +00:00
Robert Bragg
5985eef44c Fully integrates CoglMaterial throughout the rest of Cogl
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.

It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions

It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.

"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.

cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.

Most code that previously did:
  cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
  cogl_set_source_texture (tex_handle);
  cogl_rectangle_with_texture_coords (x, y,....);

In the less likely case where you were blending your source texture with a color
like:
  cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
  cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
  mat = cogl_material_new ();
  cogl_material_set_color4ub (r,g,b,a);
  cogl_material_set_layer (mat, 0, tex_handle));
  cogl_set_source_material (mat);

Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.

For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
  cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
  cogl_set_source_texture (tex_handle);
  cogl_polygon (verts, 3, TRUE);

All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.

Note: The GLES backend has not been updated yet; that will be done in a
following commit.
2009-01-27 14:26:39 +00:00
Emmanuele Bassi
86e4e89bf1 Rename ActorClone to Clone/2
Step two: rename the object and its methods.

While we're at it, adhere more strictly to the coding style
practises; rename :clone-source to :source; add a setter method
for the :source property; take a reference on the source actor
to avoid it disappearing while we're still accessing it.
2009-01-27 14:24:31 +00:00
Emmanuele Bassi
2138b1cbb2 Bug 1388 - Clarify signal emission for advance_to_marker()
Like clutter_timeline_advance(), calling advance_to_marker() will
not emit ::new-frame for the frame where the marker is set on; it
will also not emit ::marker-reached for the marker we are advancing
the timeline to.
2009-01-27 11:25:06 +00:00
Emmanuele Bassi
8608d103f8 Bug 1387 - Clarify new-frame signal emission with advance()
When calling clutter_timeline_advance(), a timeline will not emit
the ::new-frame signal for the frame we are advancing to, as this
would break the invariants of the timeline behaviour.

The documentation should make this clear.
2009-01-27 11:18:09 +00:00
Emmanuele Bassi
43bd4e5d3f [timeline] Check the fps property range in the ctor
The clutter_timeline_new() constructor is not checking the full
range of the passed :fps property. The ParamSpec of the property
and the setter method perform this check, so the ctor should as
well.
2009-01-27 10:35:50 +00:00
Emmanuele Bassi
f753847851 [timeline] Move a complex condition into its own function
The "is-timeline-complete" condition is pretty long, spanning
four lines and four logical sub-conditions. It is possible to
neatly move it into an is_complete() function and make the
code more readable.
2009-01-27 10:33:44 +00:00
Emmanuele Bassi
092db1098c [timeline] Intern signal names
The signal names are static string and thus should be interned
so that Glib can do a simple pointer comparison whenever needed,
instead of a strcmp().
2009-01-27 10:32:15 +00:00
Emmanuele Bassi
7863ca4a55 [timeline] Whitespace fixes 2009-01-27 10:31:53 +00:00
Emmanuele Bassi
2be9cdc267 [timeline] Documentation and comment fixes
The long description of the ClutterTimeline class is very C
developer-oriented. Since many language bindings will refer to
the C API reference we should probably be more verbose and
language agnostic -- at least in the class description.

The methods documentation also requires a little pass to increase
the consistency of the terminology, the grammar and the syntax.

Finally, comments never killed anyone.
2009-01-27 10:27:33 +00:00
Emmanuele Bassi
763de185e9 [timeline] Create markers hash tables on demand
Since not every timeline will have markers it's unfair to make
all of them crete two empty hash tables (with a preallocated
fixed size).

This commit moves the responsibility of creating the hash tables
to the marker API itself, and adds the relative checks.
2009-01-27 09:51:45 +00:00
Emmanuele Bassi
1e071ed859 [timeline] Limit timelines to 1000 frames per second
Since we are using milliseconds granularity to integrate timelines
with the GLib main loop, we cannot allow values of the :fps
property bigger than 1000. This means validating the fps value both
in the GParamSpec and the clutter_timeline_set_speed() accessor
function.

This should also fix floating point exceptions when trying to
perform "n_frames = milliseconds / (1000 / fps)".

See bug 1354:

  http://bugzilla.openedhand.com/show_bug.cgi?id=1354
2009-01-27 09:51:45 +00:00
Havoc Pennington
81f642d4b7 Bug 1414 - avoid relayout of ClutterTexture if not syncing size
If a ClutterTexture does not sync size, it should be possible to
change the texture size without causing a relayout.

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-01-26 16:25:53 +00:00
Havoc Pennington
9ccae46bc1 Bug 1415 - short-circuit setting same clip again
There is some GL work and a repaint anytime the clip is set
or unset, so avoid that if it isn't really changed.

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-01-26 16:22:39 +00:00
Neil Roberts
54f4ed775c Set the SYNC_MATRICES flag when a stage is first realized
The stage will usually be painted before the first ConfigureNotify
arrives so we need to set the SYNC_MATRICES flag to ensure that the
viewport will be correct for that paint. Unfortunately this means that
the viewport will be set again once the ConfigureNotify is received
but compared to rendering an initial invalid scene I think it is the
lesser of two evils.
2009-01-26 10:58:40 +00:00
Emmanuele Bassi
9197646d25 Rename ActorClone to Clone/1
Step one of the ActorClone -> Clone renaming: rename the files.
2009-01-26 10:32:53 +00:00
Emmanuele Bassi
cdb360107b Whitespace fixes for BehaviourEllipse
Simple fallout from the automated conversion scripts that
switched from ClutterFixed to float.
2009-01-24 14:32:10 +00:00
Emmanuele Bassi
171a7647b9 Bug 1395 - apply and get_nth_actor are inconsistent
When calling clutter_behaviour_apply() the new actor is prepended
to the list of actors to which a behaviour is applied; this breaks
the rest of methods working on the actors list, e.g.:

  # adding actors
  apply(actor_0);
  apply(actor_1);
  apply(actor_2);

  # expected: [ actor_0, actor_1, actor_2 ]
  [ actor_2, actor_1, actor_0 ] = get_actors();

  # expected: actor_2
  actor_0 = get_nth_actor(2);

This commit fixes the inconsistency in the returned values.
2009-01-24 14:32:09 +00:00
Neil Roberts
ba068f6bc9 Fix the Cogl primitives for the GLES backend
The Cogl primitives broke for GLES 1.1 and 2 after the cogl-float
branch merge.

CoglPathNode was still being declared as GLfixed for the GLES backend
but it was being filled with float values so they were all ending up
as numbers < 1.

glDrawArrays was being called with GL_FIXED so this has been changed
to GL_FLOAT.

The scanline rasterizer had a leftover hardcoded ClutterFixed constant
to add a small amount to the height of each line.

struct _CoglFloatVec2 has been removed because it is no longer used
anywhere.
2009-01-24 00:26:51 +00:00
Neil Roberts
4d7caa4bd5 [clutter-timeline] Remove the code for backwards timelines in get_progress
The special check to invert the progress when the timeline direction
is backwards is not necessary because the actual frame number will be
decreasing in that case. Inverting just makes it progress forwards
again.

This is more apparent since the float-alpha-value branch merge because
the clutter_linear function directly returns the value from
get_progress. For example in test-depth, the animations loop instead
of oscillating back and forth.
2009-01-23 22:57:36 +00:00
Neil Roberts
9ea6ab76fb Fix gtk-doc reference since the anchor point changes
The documentation has been updated to reflect the fact that the anchor
point will move when the actor changes size if it was specified using
a gravity value. The new functions for setting the scale center and z
rotation gravity are also documented.
2009-01-23 18:41:41 +00:00
Neil Roberts
d5e5d35316 Convert the rotation centers to be AnchorCoords
Currently only the Z axis rotation center can be set using a gravity
but the other rotations also store their center as an AnchorCoord for
consistency. Specifying the center as a gravity makes less sense for
the other axes because the actors have no size along the Z axis.

The rotation angles are now stored as gdoubles and the fixed point *x
entry points have been removed.

The Z rotation can now be set with a gravity center using the
following new function:

void clutter_actor_set_z_rotation_from_gravity (ClutterActor   *self,
                                                gdouble         angle,
                                                ClutterGravity  gravity);
2009-01-23 18:41:41 +00:00
Neil Roberts
e10d255b83 Add a scale center property to ClutterActor
This sets the center point from which the scaling will occur. This can
be used insetad of the anchor point to avoid moving the actor. Like
the anchor point, it can be specified as either a coordinate in units
or a gravity enum.

To set the center you can use two new variants of set_scale:

clutter_actor_set_scale_full (ClutterActor *self,
                              gdouble       scale_x,
                              gdouble       scale_y,
                              int           center_x,
                              int           center_y);

or

clutter_actor_set_scale_with_gravity (ClutterActor   *self,
                                      gdouble         scale_x,
                                      gdouble         scale_y,
                                      ClutterGravity  gravity);

The ClutterFixed variants of the set_scale functions have been removed
and the scale value is now always stored as a double.
2009-01-23 18:41:40 +00:00