On reviewing the clutter-actor.c code using
_apply_modelview_transform_recursive I noticed various comments stating
that it will never call the stage's ->apply_transform vfunc to transform
into eye coordinates, but actually looking at the implementation that's
not true. The comments probably got out of sync with an earlier
implementation that had that constraint. This removes the miss-leading
comments and also updates various uses of the api where we were manually
applying the stage->apply_transform.
Instead of using the cogl_vertex_buffer API this uses the more concise
cogl_primitive API instead. The aim is to get rid of the
cogl_vertex_buffer API eventually so we should be trying out the
replacement API wherever possible.
This makes sure we don't try and draw paint-volumes or culling results
during a pick cycle since that results in us reading back invalid ids
from the pick-buffer.
This adds CLUTTER_PAINT=disable-offscreen-redirect to help diagnose
problems with the correct opacity changes. This just makes it so that
it never installs the flatten effect so it will never automatically
redirect an actor offscreen.
The G_CONST_RETURN define in GLib is, and has always been, a bit fuzzy.
We always used it to conform to the platform, at least for public-facing
API.
At first I assumed it has something to do with brain-damaged compilers
or with weird platforms where const was not really supported; sadly,
it's something much, much worse: it's a define that can be toggled at
compile-time to remove const from the signature of public API. This is a
truly terrifying feature that I assume was added in the past century,
and whose inception clearly had something to do with massive doses of
absynthe and opium — because any other explanation would make the
existence of such a feature even worse than assuming drugs had anything
to do with it.
Anyway, and pleasing the gods, this dubious feature is being
removed/deprecated in GLib; see bug:
https://bugzilla.gnome.org/show_bug.cgi?id=644611
Before deprecation, though, we should just remove its usage from the
whole API. We should especially remove its usage from Cally's internals,
since there it never made sense in the first place.
If an actor or the stage to which it belongs are being destroyed then
there is no point in queueing a redraw that will not be seen anyway.
Bailing out early also avoids the case in which a redraw is queued
during destruction wil cause redraw entries will be added to the Stage,
which will take references on it and cause the Stage never to be
finalized.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2652
With the instantiatable ClutterShaderEffect, the only reason for
ClutterShader to exist is to make the ClutterActor::paint implementation
miserable.
Yes, ClutterShader doesn't use a FBO, so it's "more efficient" on
ClutterTextures. It's also generally wrong unless you know *exactly* how
the actor's pipeline is set up — something we cannot even guarantee
internally unless we start doing lame type checks.
In _clutter_actor_queue_redraw_with_clip, there was the possibility that
the actor will add itself to the stage's redraw queue without keeping track
of the allocated list member.
In clutter_actor_unparent, the redraw queue entry was being invalidated
before the mapped notify signal was being fired, meaning that queueing a
redraw of an unmapped actor in the mapped notification callback could
cause a crash.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2621
_clutter_stage_queue_actor_redraw returns a pointer to the
ClutterStageQueueRedrawEntry struct which it allocates. The actor is
expected to store a pointer to this so that it doesn't need to search
the list of queued redraws next time a queue redraw is called. However
_clutter_actor_queue_redraw_full wasn't storing this pointer which
meant that it thought every queue redraw was the first queue
redraw. That meant that queueing a redraw with a clip or an effect
would override any previous attempts to queue a redraw instead of
trying to combine them.
I think this happened because the old queue_redraw_with_clip also
didn't store the pointer and queue_redraw_full was based on that.
This adds a virtual to ClutterActor so that an actor subclass can
report whether it has overlapping primitives. ClutterActor uses this
to determine whether it needs to use ClutterFlattenEffect to implement
the opacity property. The default implementation of the virtual
returns TRUE which means that most actors will end up being redirected
offscreen when the opacity != 255. ClutterTexture and ClutterRectangle
override this to return FALSE because they should never need to be
redirected. ClutterClone overrides it to divert to the source.
The values for the ClutterOffscreenRedirect enum have changed to:
AUTOMATIC_FOR_OPACITY
The actor will only be redirected if has_overlaps returns TRUE and
the opacity is < 255
ALWAYS_FOR_OPACITY
The actor will always be redirected if the opacity < 255 regardless
of the return value of has_overlaps
ALWAYS
The actor will always be redirected offscreen.
This means that the property can't be used to prevent the actor from
being redirected but only to increase the likelihood that it will be
redirected.
ClutterActor now adds and removes the flatten effect depending on
whether flattening is needed directly in clutter_actor_paint(). There
are new internal versions of add/remove_effect that don't queue a
redraw. This means that ClutterFlattenEffect is now just a no-op
subclass of ClutterOffscreen. It is only needed because
ClutterOffscreen is abstract. Removing the effect also makes it so
that the cached image will be freed as soon as an actor is repainted
without being flattened.
This adds a property which can be used to redirect the actor through
an FBO before painting so that it becomes flattened in an image. The
image can be used as a cache to avoid having to repaint the actor if
something unrelated in the scene changes. It can also be used to
implement correct opacity even if the actor has overlapping
primitives. The property is an enum that takes three values:
CLUTTER_OFFSCREEN_REDIRECT_NEVER: The default behaviour which is to
never flatten the actor.
CLUTTER_OFFSCREEN_REDIRECT_ALWAYS: The actor is always redirected
through an FBO.
CLUTTER_OFFSCREEN_REDIRECT_ONLY_FOR_OPACITY: The actor is only
redirected through an FBO if the paint opacity is not 255. This
value would be used if the actor wants correct opacity. It will
avoid the overhead of using an FBO whenever the actor is fully
opaque.
The property is implemented by installing a ClutterFlattenEffect.
ClutterFlattenEffect is a new internal class which subclasses
ClutterOffscreen to redirect the painting to an FBO. When
ClutterOffscreen paints, the effect sets an opacity override on the
actor so that the image will always contain the actor at full
opacity. The opacity is then applied to the resulting image before
painting it to the stage. This means the actor does not need to be
redrawn while the opacity is being animated.
The effect has a high internal priority so that it will always occur
before any other effects and it gets hidden from the application.
When calling clutter_actor_clear_constraints the layout of the actor
may change so we need to queue a relayout. Similarly when the effects
are cleared we need to queue a redraw.
This adds a priority property to all ClutterActorMetas. The
ClutterMetaGroup keeps the list sorted so that higher priority metas
remain at the beginning of the list. The priority is a signed integer
with the default as zero. An actor meta can therefore be put before
all default metas with a positive number, or after with a negative
number.
There are constants to set an 'internal' priority. The intention is
that applications wouldn't be allowed to use these values so that we
can keep special internal metas to that are before or after all
application metas.
The property isn't a real GObject property because for now it is
completely internal and only used to implement the 'transparency'
property of ClutterActor. ClutterMetaGroup doesn't currently resort
the list if the property changes so if we wanted to make it public we
should either make it construct-only or make the meta group listen for
changes on the property and resort accordingly.
The methods in ClutterActor that get the list of metas now use a new
function that filters out internal metas from the meta
group. Similarly for clearing the metas, the internal metas are left
in.
This adds a new public function to queue a rerun of an effect. If
nothing else queues a redraw then when the effect's actor is painted
the effect will be run without the CLUTTER_EFFECT_RUN_ACTOR_DIRTY
flag. This allows parametrised offscreen effects to report that they
need to redraw the image without having to redraw the underlying
actor. This will be used to implement the 'transparency' effect of
ClutterActor.
If multiple redraws are queued with different effects then redrawing
is started from the one that occurs last in the list of effects.
Internally the function is a wrapper around the new function
_clutter_actor_queue_redraw_full. This is intended to be the sole
point of code for queuing redraws on an actor. It has parameters for
the clip and the effect. The other two existing functions to queue a
redraw (one with a clip and one without) now wrap around this function
by passing a NULL effect.
This adds a new virtual to ClutterEffect which is intended to be a
more flexible replacement for the pre and post_paint functions. The
implementation of a run virtual would look something like this:
void
effect_run (ClutterEffect *effect,
ClutterEffectRunFlags flags)
{
/* Set up state */
/* ... */
/* Chain to the next item in the paint sequence */
clutter_actor_continue_paint (priv->actor);
/* Clean up state */
/* ... */
}
ClutterActor now just calls this virtual instead of the pre_paint and
post_paint functions. It keeps track of the next effect in the list so
that it knows what to do when clutter_actor_continue_paint is
called. clutter_actor_continue_paint is a new function added just for
implementing effects.
The default implementation of the run virtual just calls pre_paint and
post_paint so that existing effects will continue to work.
An effect is allowed to conditionally skip calling
clutter_actor_continue_paint(). This is useful to implement effects
that cache the image of an actor. The flags parameter can be used to
determine if the actor is dirty since the last paint. ClutterActor
sets this flag whenever propagated_one_redraw is TRUE which means that
a redraw for this actor or one of its children was queued.
The id pool used for the actor's id should be a per-stage field. At some
point, we might have a Stage mapped to multiple framebuffers, or each
Stage mapped to a different framebuffer; also, on backend with low
color precision we don't want to exhaust the size of the available ids
with a global pool. Finally, it's yet another thing we can remove from
the global Clutter context.
Having the id pool allocated per-stage, and the pick id assigned on
Actor:mapped will make the whole pick-id more reliable and future proof.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2633https://bugzilla.gnome.org/show_bug.cgi?id=647876
Do not use the generic GType class name: we have a :name property on
ClutterActor that is generally used for debugging purposes — so we
should use it when creating debugging spew in a consistent way.
This extends visualization for CLUTTER_PAINT=redraws so it now also
draws outlines for actors to show how they are being culled. Actors get
a green outline if they are fully inside the clip region, blue if fully
outside and greeny-blue if only partially inside.
This adds an internal _clutter_stage_get_active_framebuffer function
that can be used to get a pointer to the current CoglFramebuffer pointer
that is in use, in association with a given stage.
The "active" infix in the function name is there because we shouldn't
assume that a stage will always correspond to only a single framebuffer
so we aren't getting a pointer to a sole framebuffer, we are getting
a pointer to the framebuffer that is currently in use/being painted.
This API is now used for culling purposes where we need to check if we
are currently painting an actor to a framebuffer that is offscreen, that
doesn't correspond to the stage.
This renames the two internal functions _cogl_get_draw/read_buffer
as cogl_get_draw_framebuffer and _cogl_get_read_framebuffer. The
former is now also exposed as experimental API.
Previously we were applying the culling optimization to any actor
painted without considering that we may be painting to an offscreen
framebuffer where the stage clip isn't applicable.
For now we simply expose a getter for the current draw framebuffer
and we can assume that a return value of NULL corresponds to the
stage.
Note: This will need to be updated as stages start to be backed by real
CoglFramebuffer objects and so we won't get NULL in those cases.
To give quick visibility to the things going on relating to clipping and
culling this adds some more CLIPPING debug notes to clutter-actor.c and
clutter-stage.c
There's an optimisation in clutter-actor.c to avoid calculating the
last known paint volume whenever culling and clipped redraws are both
disabled. However there was a small thinko in the logic so that it
would also avoid calculating the paint volume whenever only one of the
debug flags is enabled. This fixes it to explicitly check that the two
flags are not both enabled before skipping the paint volume
calculation.
Previously each time we needed to retrieve the model transform for a
given actor we would call the apply_transform vfunc which would build up
a transformation matrix based on the actor's current anchor point, its
scale, its allocation and rotation. The apply_transform implementation
would repeatedly call API like cogl_matrix_rotate, cogl_matrix_translate
and cogl_matrix_scale.
All this micro matrix manipulation APIs were starting to show up in the
profiles of dynamic applications so this adds priv->transform matrix
cache which maintains the combined result of the actors scale, rotation
and anchor point etc. Whenever something like the rotation changes then
then the matrix is marked as dirty, but so long as the matrix isn't
dirty then the apply_transform vfunc now just calls cogl_matrix_multiply
with the cached transform matrix.
This implements a variation of frustum culling whereby we convert screen
space clip rectangles into eye space mini-frustums so that we don't have
to repeatedly transform actor paint-volumes all the way into screen
coordinates to perform culling, we just have to apply the modelview
transform and then determine each points distance from the planes that
make up the clip frustum.
By avoiding the projective transform, perspective divide and viewport
scale for each point culled this makes culling much cheaper.
OpenGL < 4.0 only supports integer based viewports and internally we
have a mixture of code using floats and integers for viewports. This
patch switches all viewports throughout clutter and cogl to be
represented using floats considering that in the future we may want to
take advantage of floating point viewports with modern hardware/drivers.
This is needed if an effect wants to temporarily override the paint
opacity. It needs to be able to restore the old opacity override in
the post_paint handler otherwise it would replace the effect of the
opacity override from any outer effects.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2541
The shader stack held by ClutterMainContext should only be accessed
using functions, and not directly.
Since it's a stack, we can use stack-like operations: push, pop and
peek.
Let's try and start reducing the size of ClutterActorPrivate by moving
some optional, out-of-band data from it to GObject data.
The ShaderData structure is a prime candidate for this migration: it
does not need to be inspected by the actor, and its relationship with an
actor is transient and optional.
By attaching it to the actor's instance through g_object_set_data() we
neatly tie its lifetime to the instance, and we don't have to care
cleaning it up in the finalize()/dispose() implementation of
ClutterActor itself.
In _clutter_actor_queue_redraw_with_clip it has a local variable to
mark when a new paint volume for the clip is created so that it can be
freed when the function returns. However the actual code to free the
paint volume went missing in 3b789490d2 so the variable did
nothing. This patch just adds the free back in.
This time, in Clutter core.
The ObjC standard library provides a type called 'id', which obviously
requires any library to either drop the useful shadowed variable warning
or stop using 'id' as a variable name.
Yes, it's almost unbearably stupid. Well, at least it's not 'index' in
string.h, or 'y2' in math.h.
The 'in_clone_paint' parameter of the private function
_clutter_actor_set_in_clone_paint() shadowed the private function
in_clone_paint(). Rename this parameter to 'is_in_clone_paint' to remove
a compiler warning.
Replace the opacity_parent with an opacity_override variable, to allow
direct overriding of the paint opacity and simplify this mechanism
somewhat.
This also required a new private flag, in_clone_paint, to maintain the
functionality of the public function clutter_actor_is_in_clone_paint()
Don't use ugly "#undef CLUTTER_DISABLE_DEPRECATED" inside source code
using deprecated symbols; we have the handy CLUTTER_COMPILATION define
that we can use as part of the "disable deprecated" conditional.
Use the internal child list for the default map/unmap vfuncs. This removes
the requirement for non-container composite actors to implement their own
map/unmap functions.
Unrealizing an actor is a recursive process that needs to traverse the
children of an actor to ensure they are also unrealized. This maintains
the invariant that if any given actor is marked as unrealized then you
know that all its children have also been unrealized.
The previous implementation would use the container interface's
foreach_with_internals vfunc to explicitly traverse the children of
container actors but this didn't consider composite actors that aren't
containers.
Since clutter-actor now maintains an explicit list of children we can
also handle composite actors that aren't containers using
_clutter_actor_traverse.
This makes it possible to choose the traversal order; either depth first
or breadth first and when visiting actors in a depth first order there
is now a callback called before children are traversed and one called
after. Some tasks such as unrealizing actors need to explicitly control
the traversal order to maintain the invariable that all children of an
actor are unrealized before we actually mark the parent as unrealized.
The callbacks are now passed the relative depth in the graph of the
actor being visited and instead of only being able to return a boolean
to bail out of further traversal it can now do one of: continue,
skip_children or break. To implement something like unrealize it's
desirable to skip children that you find have already been unrealized.
The last_paint_box for an actor represents its "normal" position - we
shouldn't update it or use it to cull drawing if we are painting
a clone of the actor. Tracking whether we are painting a clone is
done by adding _clutter_actor_push/pop_clone_paint() and a global
"clone paint level".
http://bugzilla.clutter-project.org/show_bug.cgi?id=2396
When transforming a paint-volume or transforming allocation vertices we
are transforming more than one point at a time so we can batch those
together with cogl_matrix_transform_points instead of
cogl_matrix_transform_point. Also in both of these cases we don't need
to do a projective transform so using cogl_matrix_transform_points also
lets us reduce the per-vertex computation.
The Behaviour class and its implementations have been replaced by the
new animation framework API and by the constraints for layout-related
animations.
Currently, we need to make tests build, so we undef DISABLE_DEPRECATED
in specific test cases while they get ported.
The paint volume structure is cached in the Actor it references, and
this causes a reference cycle.
The paint volume is going to be used when painting, so the actor must
still be valid - otherwise Clutter will bail out far before than
accessing the actor pointer in ClutterPaintVolume.
Otherwise, we could have used dispose() to check for a valid actor and
remove a reference if the actor field is !NULL; it feels less clean,
though, since we're effectively managing an extra reference on
ourselves.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2431
For internal usage, writing:
clutter_actor_get_name (actor) != NULL
? clutter_actor_get_name (actor)
: G_OBJECT_TYPE_NAME (actor)
is overly verbose and does two type checks. A simple, internal method
for getting the same result without type checks would be much more
appreciated.
Instead of waiting until clutter_actor_paint to check if there are any
handlers connected to the "paint" signal, we now do the check whenever
the paint-volume is requested in _actor_get_paint_volume_mutable().
Previously we checked in clutter_actor_paint(), but at that time we may
already be using a stage clip that could be derived from an invalid
paint-volume. We used to try and handle that by queuing a follow up,
unclipped, redraw but anyway there was an additional problem with the
previous approach because the checking wasn't enough to always catch
invalid volumes involved in culling (considering that containers may
derive their volume from children that haven't yet been painted)
By moving the check to _get_paint_volume time not only do we now
correctly check children in cases where a container derives its volume
from its children's volumes but we no longer need to queue follow up
redraws to cover up artefacts.
Since we now never queue follow up redraws, this in turn means we should
no longer clobber redraws queued with an explicit clip which was
something affecting gnome-shell since it connects a handler to the paint
signal of the stage.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2388
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
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.
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.
In all the changes made recently to how we handle redraws and adding
support for paint-volumes we stopped looking at explicit clip regions
passed to _clutter_actor_queue_redraw_with_clip.
In _clutter_actor_finish_queue_redraw we had started always trying to
clip the redraw to the paint-volume of the actor, but forgot to consider
that the user may have already determined the clip region for us!
Now we first check if the given clip != NUll and if so we don't need to
calculate the paint-volume of the actor.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2349
Since re-working how redraws are queued it is no longer necessary to
dirty the pick buffer in _clutter_actor_real_queue_redraw since this
should now reliably be handled in _clutter_stage_queue_actor_redraw.
This adds two internal functions relating to explicit traversal of the
scenegraph:
_clutter_actor_foreach_child
_clutter_actor_traverse
_clutter_actor_foreach_child just iterates the immediate children of an
actor, and with a new ClutterForeachCallback type it allows the
callbacks to break iteration early.
_clutter_actor_traverse traverses the given actor and all of its
decendants. Again traversal can be stopped early if a callback returns
FALSE.
The first intended use for _clutter_actor_traverse is to maintain a
cache pointer to the stage for all actors. In this case we will need to
update the pointer for all descendants of an actor when an actor is
reparented in any way.
This adds a private getter to query the number of children an actor has.
One use planned for this API is to avoid calling get_paint_volume on
such actors. (It's not clear what the best semantics for
get_paint_volume are for actors with children, so we are considering
leaving the semantics undefined for the initial clutter 1.4 release)
We now explicitly track the list of children each actor has in a private
GList. This gives us a reliable way to know how many children an actor
has - even for composite actors that don't implement the container
interface. This also will allow us to directly traverse the scenegraph
in a more generalized fashion. Previously the scenegraph was
more-or-less represented implicitly according the implementation of
paint methods.
When using the CLUTTER_PAINT=paint-volumes debug option we try and show
when a paint volume couldn't be determined by drawing a blue outline of
the allocation instead. There was a typo though and instead we were
drawing an outline the size of the stage instead of for the given actor.
This fixes that and removes a FIXME comment relating to the blue outline
that is now implemented.
This reverts commit ca44c6a7d8abe9f2c548bee817559ea8adaa7a80.
In reality there are probably lots of actors that depend on the exact
semantics as they are documented so this change isn't really acceptable.
For example when the font changes in ClutterText we only queue a
relayout, and since it's possible that the font will have the same size
and the actor won't get a new allocation it wouldn't otherwise queue a
redraw.
Since queue_redraw requests now get deferred until just before a paint
run it is actually no longer a problem to queue the redraw here.
Instead of immediately, recursively emitting the "queue-redraw" signal
when clutter_actor_queue_redraw is called we now defer this process
until all stage updates are complete. This allows us to aggregate
repeated _queue_redraw requests for the same actor avoiding redundant
paint volume transformations. By deferring we also increase the
likelihood that the actor will have a valid paint volume since it will
have an up to date allocation; this in turn means we will more often be
able to automatically queue clipped redraws which can have a big impact
on performance.
Here's an outline of the actor queue redraw mechanism:
The process starts in clutter_actor_queue_redraw or
_clutter_actor_queue_redraw_with_clip.
These functions queue an entry in a list associated with the stage which
is a list of actors that queued a redraw while updating the timelines,
performing layouting and processing other mainloop sources before the
next paint starts.
We aim to minimize the processing done at this point because there is a
good chance other events will happen while updating the scenegraph that
would invalidate any expensive work we might otherwise try to do here.
For example we don't try and resolve the screen space bounding box of an
actor at this stage so as to minimize how much of the screen redraw
because it's possible something else will happen which will force a full
redraw anyway.
When all updates are complete and we come to paint the stage (see
_clutter_stage_do_update) then we iterate this list and actually emit
the "queue-redraw" signals for each of the listed actors which will
bubble up to the stage for each actor and at that point we will
transform the actors paint volume into screen coordinates to determine
the clip region for what needs to be redrawn in the next paint.
Note: actors are allowed to queue a redraw in reseponse to a
queue-redraw signal so we repeat the processing of the list until it
remains empty. An example of when this happens is for Clone actors or
clutter_texture_new_from_actor actors which need to queue a redraw if
their source queues a redraw.
This makes clutter_actor_queue_redraw simply bail out early if the actor
isn't a descendant of a ClutterStage since the request isn't meaningful
and it avoids a crash when trying to queue a clipped redraw against the
stage to clear the actors old location.
This splits out all the clutter_paint_volume code from clutter-actor.c
into clutter-paint-volume.c. Since clutter-actor.c and
clutter-paint-volume.c both needed the functionality of
_fully_transform_vertices, this function has now been moved to
clutter-utils.c as _clutter_util_fully_transform_vertices.
There are too many examples where the default assumption that an actor
paints inside its allocation isn't true, so we now return FALSE in the
base implementation instead. This means that by default we are saying
"we don't know the paint volume of the actor", so developers need to
implement the get_paint_volume virtual to take advantage of culling and
clipped redraws with their actors.
This patch provides very conservative get_paint_volume implementations
for ClutterTexture, ClutterCairoTexture, ClutterRectangle and
ClutterText which all explicitly check the actor's object type to avoid
making any assumptions about subclasses.
We were always explicitly checking priv->needs_allocation in
_clutter_actor_queue_redraw_with_clip, but we only need to do that if
the CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION flag is used.
This initializes priv->last_paint_box with a degenerate box, so a newly
allocated actor added to the scenegraph and made visible only needs to
trigger a redraw of its initial position. If we don't have a valid
last_paint_box though we would instead trigger a full stage redraw.
To make comparing the performance with culling/clipped redraws
enabled/disabled fairer we now avoid querying the paint box when they
are disabled, so that results should reflect how the cost of
transforming paint volumes into screen space etc gets offset against the
benefit of culling.
We have bent the originally documented semantics a bit so now where we
say "Queueing a new layout automatically queues a redraw as well" it
might be clearer to say "Queuing a new layout implicitly queues a redraw
as well if anything in the layout changes".
This should be close enough to the original semantics to not cause any
problems.
Without this change then we we fail to take advantage of clipped redraws
in a lot of cases because queuing a redraw with priv->needs_allocation
== TRUE will automatically be promoted to a full stage redraw since it's
not possible to determine a valid paint-volume.
Also queuing a redraw here will end up registering a redundant clipped
redraw for the current location, doing quite a lot of redundant
transforms, and then later when re-allocated during layouting another
queue redraw would happen with the correct paint-volume.
This uses actor paint volumes to perform culling during
clutter_actor_paint.
When performing a clipped redraw (because only a few localized actors
changed) then as we traverse the scenegraph painting the actors we can
now ignore actors that don't intersect the clip region. Early testing
shows this can have a big performance benefit; e.g. 100% fps improvement
for test-state with culling enabled and we hope that there are even much
more compelling examples than that in the real world,
Most Clutter applications are 2Dish interfaces and have quite a lot of
actors that get continuously painted when anything is animated. The
dynamic actors are often localized to an area of user focus though so
with culling we can completely avoid painting any of the static actors
outside the current clip region.
Obviously the cost of culling has to be offset against the cost of
painting to determine if it's a win, but our (limited) testing suggests
it should be a win for most applications.
Note: we hope we will be able to also bring another performance bump
from culling with another iteration - hopefully in the 1.6 cycle - to
avoid doing the culling in screen space and instead do it in the stage's
model space. This will hopefully let us minimize the cost of
transforming the actor volumes for culling.
This makes clutter_actor_queue_redraw transparently use an actor's paint
volume to queue a clipped redraw.
We save the actors paint box each time it is painted so that when
clutter_actor_queue_redraw is called we can determine the old and new
location of the actor so we know the full bounds of what must be redrawn
to clear its old view and show the new.
This makes _clutter_actor_transform_and_project_box a static function
and removes the prototype from clutter-private.h since it is no longer
used outside clutter-actor.c
The base implementation for the actor queue_relayout method was queuing
an implicit redraw, but there shouldn't be anything implied from the
mere process of queuing a redraw that should force us to queue a redraw.
If actors are moved as a part of relayouting later then they will queue
a redraw. Also clutter_actor_queue_relayout() still also explicitly
queues a redraw so I think this may have been doubly redundant.
If clutter_actor_allocate finds it necessary to update an actors
allocation then it now also queue a redraw of that actor. Currently we
queue redraws for actors very early on when queuing a relayout instead
of waiting to determine the final outcome of relayouting to determine if
a redraw is really required. With this in place we can move away from
preemptive queuing of redraws.
clutter_actor_queue_relayout currently queues a relayout and a redraw,
but the plan is to change it to only queue a relayout and honour the
documentation by assuming that the process of relayouting will
result queuing redraws for any actors whos allocation changes.
This doesn't make that change it just adds an internal
_clutter_actor_queue_only_relayout function which
clutter_actor_queue_relayout now uses as well as calling
clutter_actor_queue_redraw.
There is an internal _clutter_actor_queue_redraw_with_clip API that gets
used for texture-from-pixmap to minimize what we redraw in response to
Damage events. It was previously working in terms of a ClutterActorBox
but it has now been changed so an actor can queue a redraw of volume
instead.
The plan is that clutter_actor_queue_redraw will start to transparently
use _clutter_actor_queue_redraw_with_clip when it can determine a paint
volume for the actor.
This adds a debug option to visualize the paint volumes of all actors.
When CLUTTER_PAINT=paint-volumes is exported in the environment before
running a Clutter application then all actors will have their bounding
volume drawn in green with a label corresponding to the actors type.
This is a fairly extensive second pass at exposing paint volumes for
actors.
The API has changed to allow clutter_actor_get_paint_volume to fail
since there are times - such as when an actor isn't a descendent of the
stage - when the volume can't be determined. Another example is when
something has connected to the "paint" signal of the actor and we simply
have no way of knowing what might be drawn in that handler.
The API has also be changed to return a const ClutterPaintVolume pointer
(transfer none) so we can avoid having to dynamically allocate the
volumes in the most common/performance critical code paths. Profiling was
showing the slice allocation of volumes taking about 1% of an apps time,
for some fairly basic tests. Most volumes can now simply be allocated on
the stack; for clutter_actor_get_paint_volume we return a pointer to
&priv->paint_volume and if we need a more dynamic allocation there is
now a _clutter_stage_paint_volume_stack_allocate() mechanism which lets
us allocate data which expires at the start of the next frame.
The API has been extended to make it easier to implement
get_paint_volume for containers by using
clutter_actor_get_transformed_paint_volume and
clutter_paint_volume_union. The first allows you to query the paint
volume of a child but transformed into parent actor coordinates. The
second lets you combine volumes together so you can union all the
volumes for a container's children and report that as the container's
own volume.
The representation of paint volumes has been updated to consider that
2D actors are the most common.
The effect apis, clutter-texture and clutter-group have been update
accordingly.
An Effect implementation might override the paint volume of the actor to
which it is applied to. The get_paint_volume() virtual function should
be added to the Effect class vtable so that any effect can get the
current paint volume and update it.
The clutter_actor_get_paint_volume() function becomes context aware, and
does the right thing if called from within a ClutterEffect pre_paint()
or post_paint() implementation, by allowing all effects in the chain up
to the caller to modify the paint volume.
An actor has an implicit "paint volume", that is the volume in 3D space
occupied when painting itself.
The paint volume is defined as a cuboid with the origin placed at the
top-left corner of the actor; the size of the cuboid is given by three
vectors: width, height and depth.
ClutterActor provides API to convert the paint volume into a 2D box in
screen coordinates, to compute the on-screen area that an actor will
occupy when painted.
Actors can override the default implementation of the get_paint_volume()
virtual function to provide a different volume.
This reorganizes the loop for clutter_actor_contains so that it is a
for loop rather than a while loop. Although this is mostly just
nitpicking, I think this change could make the loop slightly faster if
not optimized because it doesn't perform the self == descendant check
twice and it is clearer.
The documentation for clutter_actor_contains didn't specify what
happens when self==descendant. A strict reading of it might lead you
to think that it would return FALSE because in that case the
descendant isn't an immediate child or a deeper descendant. The code
actually would return TRUE. I think this is more useful so this patch
fixes the docs rather than the code.
This adds a check in clutter_actor_real_queue_redraw after calling
_clutter_actor_get_stage_internal to check in case the actor doesn't yet
have an associated stage so we can avoid passing a NULL stage pointer to
_clutter_stage_set_pick_buffer_valid which could cause a crash.
We have an optimization to track when there are multiple picks per
frame so we can do a full render of the pick buffer to reduce the
number of pick renders for a static scene.
There was a problem though in that we were tracking this information in
the ClutterMainContext, but conceptually this doesn't really make sense
because the pick buffer is associated with a stage framebuffer and there
can be multiple stages for one context.
This patch moves the state tracking to ClutterStage.
This reverts commit d7e86e2696.
This was a half baked patch that was pushed a bit early since it broke
test-texture-pick-with-alpha + the commit message refers to a change on
the wip/paint-box branch that hasn't happened yet.
We have an optimization to track when there are multiple picks per
frames so we can do a full render of the pick buffer to reduce the
number of pick renders for a static scene.
There were two problems with how we were tracking this state though.
Firstly we were tracking this information in the ClutterMainContext, but
conceptually this doesn't really make sense because the pick buffer is
associated with a stage framebuffer and there can be multiple stages for
one context. Secondly - since the change to how redraws are queued - we
weren't marking the pick buffer as invalid when a queuing a redraw, we
were only marking the buffer invalid when signaling/finishing the
queue-redraw process, which is now deferred until just before a paint.
This meant using clutter_stage_get_actor_at_pos after a scenegraph
change could give a wrong result if it just read from an existing (but
technically invalid) pick buffer.
This patch moves the state tracking to ClutterStage, and ensures the
buffer is invalidated in _clutter_stage_queue_actor_redraw.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2283
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The Constraint should plug directly into the allocation mechanism, and
modify the allocation of the actor to which they are applied to. This is
similar to the mechanism used by the Effect class to modify the paint
sequence of an actor.
This adds a verbose warning that will be displayed if
clutter_actor_allocate is passed an actor that isn't a descendent of a
ClutterStage. Layouting should always bubble up from a stage so this
condition is likely to indicate a buggy container that allocating a
child that it has already unparented.
When building actor relative transforms, instead of using the matrix
stack to combine transformations and making assumptions about what is
currently on the stack we now just explicitly initialize an identity
matrix and apply transforms to that.
This removes the full_vertex_t typedef for internal transformation code
and we just use ClutterVertex.
ClutterStage now implements apply_transform like any other actor now
and the code we had in _cogl_setup_viewport has been moved to the
stage's apply_transform instead.
ClutterStage now tracks an explicit projection matrix and viewport
geometry. The projection matrix is derived from the perspective whenever
that changes, and the viewport is updated when the stage gets a new
allocation. The SYNC_MATRICES mechanism has been removed in favour of
_clutter_stage_dirty_viewport/projection() APIs that get used when
switching between multiple stages to ensure cogl has the latest
information about the onscreen framebuffer.
This adds _clutter_actor_get_stage_internal to clutter-private.h since
we plan to use it in clutter-offscreen-effect when preparing to
redirect an actor offscreen.
Comprehensively add (out) annotations to functions parameters
returning int/float/double.
Not handled here: structure out returns like ClutterColor or
ClutterPerspective or GValue that should get (out caller-allocates).
Not handled here: Cogl
http://bugzilla.clutter-project.org/show_bug.cgi?id=2302
This clarifies the documentation for clutter_actor_queue_redraw to
explain that custom actors should call this whenever some private state
changes that affects painting *or* picking.
The idea is that if we see multiple picks per frame then that implies
the visible scene has become static. In this case we can promote the
next pick render to be unclipped so we have valid pick values for the
entire stage. Now we can continue to read from this cached buffer until
the stage contents do visibly change.
Thanks to Luca Bruno on #clutter for this idea!
* wip/table-layout:
Add ClutterTableLayout, a layout showing children in rows and columns
box-layout: Use allocate_align_fill()
bin-layout: Migrate to allocate_align_fill()
actor: Add allocate_align_fill()
test-flow-layout: Use BindConstraints
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.
This adds a wrapper macro to clutter-private that will use
g_object_notify_by_pspec if it's compiled against a version of GLib
that is sufficiently new. Otherwise it will notify by the property
name as before by extracting the name from the pspec. The objects can
then store a static array of GParamSpecs and notify using those as
suggested in the documentation for g_object_notify_by_pspec.
Note that the name of the variable used for storing the array of
GParamSpecs is obj_props instead of properties as used in the
documentation because some places in Clutter uses 'properties' as the
name of a local variable.
Mose of the classes in Clutter have been converted using the script in
the bug report. Some classes have not been modified even though the
script picked them up as described here:
json-generator:
We probably don't want to modify the internal copy of JSON
behaviour-depth:
rectangle:
score:
stage-manager:
These aren't using the separate GParamSpec* variable style.
blur-effect:
win32/device-manager:
Don't actually define any properties even though it has the enum.
box-layout:
flow-layout:
Have some per-child properties that don't work automatically with
the script.
clutter-model:
The script gets confused with ClutterModelIter
stage:
Script gets confused because PROP_USER_RESIZE doesn't match
"user-resizable"
test-layout:
Don't really want to modify the tests
http://bugzilla.clutter-project.org/show_bug.cgi?id=2150
The Animatable interface was created specifically for the Animation
class. It turns out that it might be fairly useful to others - such as
ClutterAnimator and ClutterState.
The newly-added API in this cycle for querying and accessing custom
properties should not require that we pass a ClutterAnimation to the
implementations: the Animatable itself should be enough.
This is necessary to allow language bindings to wrap
clutter_actor_animate() correctly and do type validation and
demarshalling between native values and GValues; an Animation instance
is not available until the animate() call returns, and validation must
be performed before that happens.
There is nothing we can do about the animate_property() virtual
function - but in that case we might want to be able to access the
animation from an Animatable implementation to get the Interval for
the property, just like ClutterActor does in order to animate
ClutterActorMeta objects.
It's possible - though not recommended - that user code causes the
destruction of an actor in one of the notification handlers for
flag-based properties. We should protect the multiple notification
emission with g_object_ref/unref.
Up until now, the "behaviours" member of an actor definition was parsed
by the ClutterScript parser itself - even though it's not strictly
necessary.
In an effort to minimize the ad hoc code in the Script parser, we should
let ClutterActor handle all the special cases that involve
actor-specific members.
The scanner has some issues when parsing valid gtk-doc annotations; we
should make its (and, in return, ours) life easier.
We still get warnings for code declared in <programlisting> sections,
unfortunately.
ClutterActor should allow attaching actions, constraints and effects
just like it allows behaviours, e.g.:
{
...
"constraints" : [
{
"type" : "ClutterAlignConstraint",
"source" : "stage",
"align-axis" : "x-axis",
"factor" : 0.5
},
{
"type" : "ClutterAlignConstraint",
"source" : "stage",
"align-axis" : "y-axis",
"factor" : 0.5
}
],
...
}
or:
{
...
"actions" : [
{
"type" : "ClutterDragAction",
"signals" : [
{ "name" : "drag-end", "handler" : "on_drag_end" }
]
}
],
...
}
In order to do so, we use the Scriptable interface implementation and
add three new custom properties accepting an array; then we parse each
member of the array as a new object.
The marshallers we use for the signals are declared in a private header,
and it stands to reason that they should also be hidden in the shared
object by using the common '_' prefix. We are also using some direct
g_cclosure_marshal_* symbol from GLib, instead of consistently use the
clutter_marshal_* symbol.
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>
Since ClutterEffect is an ActorMeta it should be possible to animate the
properties of named effects using the @effects syntax, just like it
happens for actions and constraints.
ClutterEffect is an abstract class that should be used to apply effects
on generic actors.
The ClutterEffect class just defines what an effect should implement; it
could be defined as an interface, but we might want to add some default
behavior dependent on the internal state at a later point.
The effect API applies to any actor, so we need to provide a way to
assign an effect to an actor, and let ClutterActor call the Effect
methods during the paint sequence.
Once an effect is attached to an actor we will perform the paint in this
order:
• Effect::pre_paint()
• Actor::paint signal emission
• Effect::post_paint()
Since an effect might collide with the Shader class, we either allow a
shader or an effect for the time being.
When getting the relative modelview matrix we need to reset it to the
stage's initial state or, at least, initialize it to the identity
matrix, instead of assuming we have an empty stack.
While this is totally fine (0 in the pointer context will be converted
in the right internal NULL representation, which could be a value with
some bits to 1), I believe it's clearer to use NULL in the pointer
context.
It seems that, in most case, it's more an overlook than a deliberate
choice to use FALSE/0 as NULL, eg. copying a _COGL_GET_CONTEXT (ctx, 0)
or a g_return_val_if_fail (cond, 0) from a function returning a
gboolean.
New virtual functions cannot go wherever they want, if we need to
preserve the ABI.
Also, the coding style should match the rest of ClutterActor and
Clutter's own coding style.
Added the implementation for clutter_actor_get_accessible, virtual
ClutterActor function, used to obtain the accessible object of
any ClutterActor.
As it is defined virtual, it would be possible to redefine it, so
any custom clutter actor could implement their accessibility object,
withouth relying totally on a accessibility implementation module.
See gtkiconview as example.
http://bugzilla.openedhand.com/show_bug.cgi?id=2070
The ClutterActor API should have modifier methods for adding, removing
and retrieving Actions and Constraints using the ClutterActorMeta:name
property - mostly, for convenience.
By implementing the newly added support for custom animatable
properties, we can allow addressing action and constraint properties
from ClutterAnimation and clutter_actor_animate().
The Constraint base, abstract class should be used to implement Actor
modifiers that affect the way an actor is sized or positioned inside a
fixed layout manager.
ClutterAction is an abstract class that should be used as the ancestor
for objects that change how an actor behaves when dealing with events
coming from user input.
Whenever we are warning inside ClutterActor we prefer the actor's name
to its type, if the name is set. The current code is made less readable
by the use of the ternary operator:
priv->name != NULL ? priv->name : G_OBJECT_TYPE_NAME (self)
This looks like a job for a simple convenience function.
For internal use we should have a get_stage_internal() variant that
avoids type checks and calls to public functions. The implementation
is trivial enough, and it will avoid (scene graph depth + 1) type
checks and (scene graph depth) function calls.
In 125bded81 some comments were introduced to ClutterTexture
complaining that it can have a Cogl texture before being
realized. Clutter always assumes that the single GL context is current
so there is no need to wait until the actor is realized before setting
a texture. This patch replaces the comments with clarification that
this should not be a problem.
The patch also changes the documentation about the realized state in
various places to clarify that it is acceptable to create any Cogl
resources before the actor is realized.
http://bugzilla.openedhand.com/show_bug.cgi?id=2075
The Actor's long description is a bit cluttered; it contains a section
on the actor's box semantics, on the transformation order and on the
event handling.
We should use <refsect2> tags to divide the Actor's description into
logically separated sections.
We should also add a section about the custom Scriptable properties that
ClutterActor defines, and the special handling of unit-based properties.
When emitting signals, one can mark arguments as being "static", ie an
indication this argument will not change during the signal emission.
This allows the signal marshalling code to create static GValues, in
this case not to copy the Color.
http://bugzilla.openedhand.com/show_bug.cgi?id=2073
We decide whether the paint() should be a real paint or a paint in pick
mode depending on the global pick_mode value. Using G_UNLIKELY() on an
operation that most likely is going to be executed once every frame is
going to blow a lot of cache lines and frak with the CPU branch
prediction. Not good.
Add clutter_actor_has_allocation(), a method meant to be used when
deciding whether to call clutter_actor_get_allocation_box() or any
of its wrappers.
The get_allocation_box() method will, in case the allocation is invalid,
perform a costly re-allocation cycle to ensure that the returned box
is valid. The has_allocation() method is meant to be used if we have an
actor calling get_allocation_box() from outside the place where the
allocation is always guaranteed to be valid.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Somebody somewhere decided it would be ok to define 'y1' as a global
function in math.h thus condemning us to repeatedly making commits to
fix these obnoxious compiler warnings about aliasing.
When printing out the property value during a ClutterScript debug run we
generate the value's content using g_strdup_value_contents() - though we
do it unconditionally. The contents might not be printed (they most
likely won't, actually) and will be freed afterwards. This is
unnecessary: we can allocate the contents string after checking if we're
going to print out the debug note, thus avoiding the whole
allocation/free cycle unless strictly needed.
* Add new clutter_geometry_union(), because writing union intersection
is harder than it looks. Fixes two problems with the inline code in
clutter_stage_glx_add_redraw_clip().
1) The ->x and ->y of were reassigned to before using them to
compute the new width and height.
2) since ClutterGeometry has unsigned width, x + width is unsigned,
and comparison goes wrong if either rectangle has a negative
x + width. (We fixed width for GdkRectangle to be signed for GTK+-2.0,
this is a potent source of bugs.)
* Use in clutter_stage_glx_add_redraw_clip()
* Account for the case where the incoming rectangle is empty, and don't
end up with the stage being entirely redrawn.
* Account for the case where the stage already has a degenerate
width and don't end up with redrawing only the new rectangle and not
the rest of the stage.
The better fix here for the second two problems is to stop using a 0
width to mean the entire stage, but this should work for now.
http://bugzilla.openedhand.com/show_bug.cgi?id=2040
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The documentation and name of the get_transformation_matrix function
implies that 'matrix' is purely an out parameter. However it wasn't
initializing the matrix before calling the 'apply_transform' virtual
so it was basically just a wrapper for the virtual. The virtual
assumes the matrix parameter is in/out and applies the actor's
transformation on top of any existing transformations. This causes
unexpected semantics that are inconsistent with the documentation.
A new (internal only currently) API, _clutter_actor_queue_clipped_redraw
can be used to queue a redraw along with a clip rectangle in actor
coordinates. This clip rectangle propagates up to the stage and clutter
backend which may optionally use the information to optimize stage
redraws. The GLX backend in particular may scissor the next redraw to
the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage
subregion.
The intention is that any actors that can naturally determine the bounds
of updates should queue clipped redraws to reduce the cost of updating
small regions of the screen.
Notes:
» If GLX_MESA_copy_sub_buffer isn't available then the GLX backend
ignores any clip rectangles.
» queuing multiple clipped redraws will result in the bounding box of
each clip rectangle being used.
» If a clipped redraw has a height > 300 pixels then it's promoted into
a full stage redraw, so that the GPU doesn't end up blocking too long
waiting for the vsync to reach the optimal position to avoid tearing.
» Note: no empirical data was used to come up with this threshold so
we may need to tune this.
» Currently only ClutterX11TexturePixmap makes use of this new API. This
is done via a new "queue-damage-redraw" signal that is emitted when
the pixmap is updated. The default handler queues a clipped redraw
with the assumption that the pixmap is being painted as a rectangle
covering the actors transformed allocation. If you subclass
ClutterX11TexturePixmap and change how it's painted you now also
need to override the signal handler and queue your own redraw.
Technically this is a semantic break, but it's assumed that no one
is currently doing this.
This still leaves a few unsolved issues with regards to optimizing sub
stage redraws that need to be addressed in further work so this can only
be considered a stepping stone a this point:
» Because we have no reliable way to determine if the painting of any
given actor is being modified any optimizations implemented using
_clutter_actor_queue_redraw_with_clip must be overridable by a
subclass, and technically must be opt-in for existing classes to avoid
a change in semantics. E.g. consider that a user connects to the paint
signal for ClutterTexture and paints a circle instead of a rectangle.
In this case any original logic to queue clipped redraws would be
incorrect.
» Currently only the implementation of an actor has enough information
with which to queue clipped redraws. E.g. It is not possible for
generic code in clutter-actor.c to queue a clipped redraw when hiding
an actor because actors have no way to report a "paint box". (remember
actors can draw outside their allocation and actors with depth may
also be projected outside of their allocation)
» The current plan is to add a actor_class->get_paint_cuboid()
virtual so actors can report a bounding cube for everything they
would draw in their current state and use that to queue clipped
redraws against the stage by projecting the paint cube into stage
coordinates.
» Our heuristics for promoting clipped redraws into full redraws to
avoid blocking the GPU while we wait for the vsync need improving:
» vsync issues aren't relevant for redirected/composited applications
so they should use different heuristics. In this case we instead
need to trade off the cost of blitting when using glXCopySubBuffer
vs promoting to a full redraw and flipping instead.
* stage-min-size-rework:
docs: Update minimum size accessors
actor: Use the TOPLEVEL flag instead of a type check
[stage] Use min-width/height props for min size
Since using addresses that might change is something that finally
the FSF acknowledge as a plausible scenario (after changing address
twice), the license blurb in the source files should use the URI
for getting the license in case the library did not come with it.
Not that URIs cannot possibly change, but at least it's easier to
set up a redirection at the same place.
As a side note: this commit closes the oldes bug in Clutter's bug
report tool.
http://bugzilla.openedhand.com/show_bug.cgi?id=521
If the actor is an internal child of another actor then we should call
unparent() when destroying it, like clutter_actor_reparent() does;
otherwise we'll leak the actor, since the parent holds a reference to
it.
http://bugzilla.openedhand.com/show_bug.cgi?id=2009
Instead of shadowing these properties with different properties with the
same names on stage, actually use them. Behaviour should be identical,
except the minimum stage size can now be enforced by setting the
min-width/height properties as well as using the set_minimum_size
function.
Since the "internal" state is global, it will leak onto actors that you
didn't intend for it to, because it applies not just to the actors you
create, but also to any actors *they* create. Eg, if you have a dialog
box class, you might push/pop_internal around creating its buttons, so
that those buttons get marked as internal to the dialog box. But
ctx->internal_child will still be set during the *button*'s constructor
as well, and so, eg, the label and icon inside the button actor will
*also* be marked as internal children, even if that isn't what the
button class wanted.
The least intrusive change at this point is to make push_internal() and
pop_internal() two methods of the Actor class, and take a ClutterActor
pointer as the argument - thus moving the locality of the internal_child
counter to the Actor itself.
http://bugzilla.openedhand.com/show_bug.cgi?id=1990
Since get_paint_opacity() recurses through the hierarchy it might lead
to a lot of type checks while we walk the parent-child chain. We can
split the recursive function from the public entry point and perform the
type check just once.
This replaces code like this:
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
with:
clutter_actor_queue_redraw (self);
clutter_actor_queue_redraw internally knows what can be optimized when
the actor is not visible, but it also knows that the queue_redraw signal
must always be sent in case a ClutterClone is cloning a hidden actor.
• Add the function name in the warning, since the text is the same in
both clutter_actor_raise() and clutter_actor_lower().
• If an actor has a name then prefer it to the type name.
Since we're allowing allocation cycles saying that calling
queue_relayout() inside an allocation cycle "is not allowed" is kind of
confusing. We should say that "it is not recommended".
* device-manager: (37 commits)
x11: Re-enable XI1 extension keyboards
x11: Always handle core device events before XI events
docs: Documentation fixes for DeviceManager
device-manager: Fix the signals definition
docs: Add sections for InputDevice and DeviceManager
docs: Add clutter_input_device_get_device_name()
tests: Print out the device details on motion
Always register core devices
device: Remove unused is_default member
win32: Experimental implementation of device support
tests: Print the device name, as well as its Id
x11: Fill out the :name property of the InputDevices
device: Add the :name property to InputDevice
x11: Store core devices on the X11 Backend singleton
device: Unset the cursor actor when leaving the stage
device: Add pointer actor getter
x11: Discard the LeaveNotify for off-stage ButtonRelease
device: Do not overwrite the stage for an InputDevice
event: Off-stage button releases have a click count of 1
event: Scroll events do not have click count
...
The :opacity property is defined using a GParamSpecUchar. This usually
leads to issues with language bindings that don't have an 'unsigned
char' type and that need to explicitly handle the conversion between
G_TYPE_UCHAR and G_TYPE_INT or G_TYPE_UINT.
The property definition already specifies an interval size of [0, 255]
on the values; more importantly, GObject already implicitly transforms
between G_TYPE_UCHAR and G_TYPE_UINT (the GValue transformation
functions are registered at type system initialization time) so
switching between a GParamSpecUchar and a GParamSpecUint should not be
an ABI break.
I have tested a simple program using the opacity property before and
after the change and I cannot see any run-time warnings related to this
issue.
UProf is a small library that aims to help applications/libraries provide
domain specific reports about performance. It currently provides high
precision timer primitives (rdtsc on x86) and simple counters, the ability
to link statistics between optional components at runtime and makes report
generation easy.
This adds initial accounting for:
- Total mainloop time
- Painting
- Picking
- Layouting
- Idle time
The timing done by uprof is of wall clock time. It's not based on stochastic
samples we simply sample a counter at the start and end. When dealing with
the complexities of GPU drivers and with various kinds of IO this form of
profiling can be quite enlightening as it will be able to represent where
your application is blocking unlike tools such as sysprof.
To enable uprof accounting you must configure Clutter with --enable-profile
and have uprof-0.2 installed from git://git.moblin.org/uprof
If you want to see a report of statistics when Clutter applications exit you
should export CLUTTER_PROFILE_OUTPUT_REPORT=1 before running them.
Just a final word of caution; this stuff is new and the manual nature of
adding uprof instrumentation means it is prone to some errors when modifying
code. This just means that when you question strange results don't rule out
a mistake in the instrumentation. Obviously though we hope the benfits out
weigh e.g. by focusing on very key stats and by having automatic reporting.
Currently, ClutterActor detects a relayout cycle (an actor causing a
relayout to be queued from within an allocate() function) and aborts
after printing out a warning. This might be a little bit too anal
retentive, and it currently breaks GTK+ embedding inside clutter-gtk
so we should probably relax the behaviour a bit. Now we just emit the
warning but we still go ahead with the relayout.
* animate-layout-manager:
layout-manager: Document the animation support
layout-manager: Rewind the timeline in begin_animation()
box-layout: Remove the allocations hash table
docs: Clean up the README file
layout: Let begin_animation() return the Alpha
box-layout: Add knobs for controlling animations
box-layout: Animate layout properties
layout: Add animation support to LayoutManager
Add ActorBox animation methods
ClutterActor checks, when destroying and reparenting, if the parent
actor implements the Container interface, and automatically calls the
remove() method to perform a clean removal.
Actors implementing Container, though, might have internal children;
that is, children that are not added through the Container API. It is
already possible to iterate through them using the Container API to
avoid breaking invariants - but calling clutter_actor_destroy() on
these children (even from the Container implementation, and thus outside
of Clutter's control) will either lead to leaks or to segmentation
faults.
Clutter needs a way to distinguish a clutter_actor_set_parent() done on
an internal child from one done on a "public" child; for this reason, a
push/pop pair of functions should be available to Actor implementations
to mark the section where they wish to add internal children:
➔ clutter_actor_push_internal ();
...
clutter_actor_set_parent (child1, parent);
clutter_actor_set_parent (child2, parent);
...
➔ clutter_actor_pop_internal ();
The set_parent() call will automatically set the newly added
INTERNAL_CHILD private flag on each child, and both
clutter_actor_destroy() and clutter_actor_unparent() will check for the
flag before deciding whether to call the Container's remove method.
ClutterActorBox should have an interpolate() method that allows to
compute the intermediate values between two states, given a progress
value, e.g.:
clutter_actor_box_interpolate (start, end, alpha, &result);
Another utility method, useful for layout managers, is a modifier
that clamps the members of the actor box to the nearest integer
value.
Some actor implementation might avoid imposing any layout on their
children. The Actor base class usually assumes some sort of layout
management is in place, so it will queue relayouts when, for instance,
an actor is shown or is hidden. If the parent of the actor does not
impose any layout, though, showing or hiding one of its children will
not affect the layout of the others.
An example of this kind of container is ClutterGroup.
By adding a new Actor flag, CLUTTER_ACTOR_NO_LAYOUT, and by making
the Group actor set it on itself, the Actor base class can now decide
whether or not to queue a relayout. The flag is not meant to be used
by application code, and should only be set when implementing a new
container.
http://bugzilla.openedhand.com/show_bug.cgi?id=1838
clutter_actor_get_preferred_width/height currently caches only one size
requests, for a given height / width.
It's common for a layout manager to call get_preferred_width with 2
different heights during the same allocation cycle. Typically once in
the size request, once in the allocation. If
clutter_actor_get_preferred_width is called
alternatively with 2 different for_height, the cache is totally
inefficient, and we end up always querying the actor size even
when the actor does not need a re-allocation.
http://bugzilla.openedhand.com/show_bug.cgi?id=1876
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Every actor should have a property for retrieving (and setting) the
text direction.
The text direction is used to provide a consisten behaviour in both
left-to-right and right-to-left languages. For instance, ClutterText
should perform key navigation following text direction. Layout
managers should also take into account text direction to derive the
right packing order for their children.
cogl_clip_push, and cogl_clip_push_window_rect which are now deprecated were
used in various places internally so this just switches to using the
replacement functions.
If an actor calls directly or indirectly clutter_actor_queue_relayout()
on itself from within the allocate() implementation it will cause a
relayout cycle. This is usually a condition that should be checked by
ClutterActor and we should emit a warning if it is verified.
ClutterActor should check whether the current instance is being
destroyed and avoid performing operations like:
• queueing redraws
• queueing relayouts
It should also warn if the actor is being parented to an actor
currently being destroyed.
When showing a warning in the state checks we perform to verify that
the invariants are maintained when showing, mapping and realizing, we
should also print out the name of the actor failing the checks. If the
actor has no name, the GType name should be used as a fallback.
When an actor is hidden, the parent actor is not required to
size request or allocate it. (ClutterGroup does, but, for example,
NbtkBoxLayout doesn't.) This means that the
needs_width_request/needs_height_request/needs_allocate can be
stale when we go to show it again - they are set for the actor
but not the parent. Explicitly setting them to FALSE avoids
clutter_actor_relayout() improperly short-circuiting.
http://bugzilla.openedhand.com/show_bug.cgi?id=1831
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The IN_DESTRUCTION flag is set around the unrealization and disposal of
the actor in clutter_actor_destroy() but is never unset (it's set twice
instead).
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
ClutterClone bases its preferred size on the preferred size of
the source actor, so it needs to invalid its cached preferred
size when the preferred size of the source actor changes.
In order for this to work, we need to have notification when
the size of the source actor changes, so add a ::queue-relayout
signal to ClutterActor.
Then connect to this from ClutterClone and queue a relayout
on the clone when a relayout is queued on the source.
http://bugzilla.openedhand.com/show_bug.cgi?id=1755
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
It is possible to unset the size of an actor specified with set_width()
and set_height() by using:
clutter_actor_set_size (actor, -1, -1);
Which works by unsetting the :min-*-set and the :natural-*-set properties.
Calling set_width(-1) and set_height(-1) separately, though, doesn't work
thus implicitly breaking the assumption that set_size() is nothing more
than set_width()+set_height(). This was obviously due to the face that
pre-1.0 set_width() and set_height() took an unsigned integer as an
argument.
ClutterActor parses positional and dimensional properties with a
custom deserializer. We need to:
- handle G_TYPE_INT64, the default integer type for JSON-GLib
- use G_TYPE_FLOAT for properties, since Actor switched to it
for the pixel-based ones
This makes ClutterScript work again.
The "catch all" warning for a the mapped invariant violation is too
generic: it doesn't tell you why the invariant was broken in case
we are trying to map an unparented actor - e.g. through a Clone.
The vertex that should be used by the apply_relative_transform
is the one passed in as const, and the result should be placed
inside the non-const ClutterVertext. Currently, we are using
the latter, and thus the function is completely useless.
It would be useful inside a custom actor's paint function to be able to
tell if this is a primary paint call, or if we are in fact painting on
behalf of a clone.
In Mutter we have an optimization not to paint occluded windows; this is
desirable for the windows per se, to conserve bandwith to the card, but
if something like an application switcher is using clones of these windows,
they will not get painted either; currently we have no way of
differentiating between the two.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1685
The clutter_actor_get_allocation_coords() is not used, and since
the switch to floats in the Actor's API, it returns exactly what
the get_allocation_box() returns.
Currently, the transformation matrix for an actor is constructed
from scenegraph-related accessors. An actor, though, can call COGL
API to add new transformations inside the paint() implementation,
for instance:
static void
my_foo_paint (ClutterActor *a)
{
...
cogl_translate (-scroll_x, -scroll_y, 0);
...
}
Unfortunately these transformations will be completely ignored by
the scenegraph machinery; for instance, getting the actor-relative
coordinates from event coordinates is going to break badly because
of this.
In order to make the scenegraph aware of the potential of additional
transformations, we need a ::apply_transform() virtual function. This
vfunc will pass a CoglMatrix which can be used to apply additional
operations:
static void
my_foo_apply_transform (ClutterActor *a, CoglMatrix *m)
{
CLUTTER_ACTOR_CLASS (my_foo_parent_class)->apply_transform (a, m);
...
cogl_matrix_translate (m, -scroll_x, -scroll_y, 0);
...
}
The ::paint() implementation will be called with the actor already
using the newly applied transformation matrix, as expected:
static void
my_foo_paint (ClutterActor *a)
{
...
}
The ::apply_transform() implementations *must* chain up, so that the
various transformations of each class are preserved. The default
implementation inside ClutterActor applies all the transformations
defined by the scenegraph-related accessors.
Actors performing transformations inside the paint() function will
continue to work as previously.
The clutter_actor_pick() function just emits the ::pick signal
on the actor. Nobody should be using it, since the paint() method
is already context sensitive and will result in a ::pick emission
by itself. The clutter_actor_pick() is just confusing things.
The clutter_context_get_default() function is private, but shared
across Clutter. For this reason, it should be prefixed by '_' so
that the symbol is hidden from the shared object.
ActorBox should have methods for easily extracting the X and Y
coordinates of the origin, and the width and height separately.
These methods will make it easier for high-level language bindings
to manipulate ActorBox instances and avoid the Geometry type.
The Vertex and ActorBox boxed types are meant to be used across
the API, but are fairly difficult to bind. Their memory management
is also unclear, and has to go through the indirection of
g_boxed_copy() and g_boxed_free().
We can't short-circuit the emission of ::queue-redraw for not-visible
actors, since ClutterClone uses that signal to know when things need
to be redrawn.
Calling clutter_actor_queue_redraw() out of clutter_actor_real_map() /
clutter_actor_real_unmap() was causing the flag state to get set
incorrectly from _clutter_actor_set_enable_paint_unmapped(), because
a paint queueing a redraw was not expected.
Moving queuing the redraw to clutter_actor_hide()/show() fixes this, and
also fixes a problem where showing a child of a cloned actor wouldn't
cause the clone to be repainted.
http://bugzilla.openedhand.com/show_bug.cgi?id=1484
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Due to the accumulation of floating point errors, natural_width
and min_width can diverge significantly even if the math for
computing them is correct. So just clamp natural_width to
min_width instead of warning about it.
http://bugzilla.openedhand.com/show_bug.cgi?id=1632
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
If we are cloning an source actor with an unmapped parent, then when
we temporarily map the source actor:
- We need to skip the check that a mapped actor has a mapped
parent.
- We need to realize the actor's parents before mapping it,
or we'll get an assertion failure in clutter_actor_update_map_state()
because an actor with an unmapped parent is !may_be_realized.
http://bugzilla.openedhand.com/show_bug.cgi?id=1633
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Clutter short-circuits painting when an actor's opacity is
zero. However if the actor is being painted from a ClutterClone then
it will be painted using the clone's opacity instead so the test was
broken.
The mapping and unmapping of the X11 stage implementation is
a bit bong. It's asynchronous, for starters, when it really
can avoid it by tracking the state internally.
The ordering of the map/unmap sequence is also broken with
respect to the resizing.
By tracking the state internally into StageX11 we can safely
remove the MapNotify and UnmapNotify X event handling.
In theory, we should use _NET_WM_STATE a lot more, and reuse
the X11 state flags for fullscreening as well.
Sometimes it is useful to be able to track changes in the allocation
flags, like the absolute origin, inside children of a container.
Using the notify::allocation signal is not enough, in these cases, so
we need a specific signal that gives us both the allocation box and the
allocation flags.
Instead of passing a boolean value, the ::allocate virtual function
should use a bitmask and flags. This gives us room for expansion
without breaking API/ABI, and allows to encode more information to
the allocation process instead of just changes of absolute origin.
Units as they have been implemented since Clutter 0.4 have always been
misdefined as "logical distance unit", while they were just pixels with
fractionary bits.
Units should be reworked to be opaque structures to hold a value and
its unit type, that can be then converted into pixels when Clutter needs
to paint or compute size requisitions and perform allocations.
The previous API should be completely removed to avoid collisions, and
a new type:
ClutterUnits
should be added; the ability to install GObject properties using
ClutterUnits should be maintained.
If the application code calls for destruction of an actor we need
to make sure that the actor is unrealized before running the dispose
sequence; otherwise, we might trigger an assertion failure on composite
actors.
All the underlying implementation and the public entry points have
been switched to floats; the only missing bits are the Actor properties
that deal with positioning and sizing.
This usually means a major pain when dealing with GValues and varargs
functions. While GValue will warn you when dealing with the wrong
conversions, varags will simply die an horrible (and hard to debug)
death via segfault. Nothing much to do here, except warn people in the
release notes and hope for the best.
The allocate_available_size() method is a convenience method in
the same spirit as allocate_preferred_size(). While the latter
will allocate the preferred size of an actor regardless of the
available size provided by the actor's parent -- and thus it's
suitable for simple fixed layout managers like ClutterGroup -- the
former will take into account the available size provided by the
parent and never allocate more than that; it is, thus, suitable
for simple fluid layout managers.
If we are short-circuiting the paint when the opacity is zero we still
need to clear the queued_redraw flag otherwise it won't be possible to
queue another redraw of the actor until something else has caused a
paint first.
* master:
[cogl-vertex-buffer] Ensure the clip state before rendering
[test-text-perf] Small fix-ups
Add a test for text performance
[build] Ensure that cogl-debug is disabled by default
[build] The cogl GE macro wasn't passing an int according to the format string
Use the right internal format for GL_ARB_texture_rectangle
[actor_paint] Ensure painting is a NOP for actors with opacity = 0
Make backface culling work with vertex buffers
Since it is convenient to use geometry with an opacity of 0 for input only
purposes it's a worthwhile optimization to avoid submitting anything
for such actors while painting.
The verify_map_state() internal method is conditionally compiled
if we have CLUTTER_ENABLE_DEBUG set; for this reason, all calls to
that method should be made conditional.
When destroying a top-level actor we can actually relax the verification
of the map state, since it might be fully asynchronous and we might not
re-enter inside the mainloop in time to receive the unmap notification.
For consistency, and since those signals are key-related, the
::focus-in signal is not ::key-focus-in and the ::focus-out
signal is now ::key-focus-out.
With the recent change to internal floating point values, ClutterUnit
has become a redundant type, defined to be a float. All integer entry
points are being internally converted to floating point values to be
passed to the GL pipeline with the least amount of conversion.
ClutterUnit is thus exposed as just a "pixel with fractionary bits",
and not -- as users might think -- as generic, resolution and device
independent units. not that it was the case, but a definitive amount
of people was convinced it did provide this "feature", and was flummoxed
about the mere existence of this type.
So, having ClutterUnit exposed in the public API doubles the entry
points and has the following disadvantages:
- we have to maintain twice the amount of entry points in ClutterActor
- we still do an integer-to-float implicit conversion
- we introduce a weird impedance between pixels and "pixels with
fractionary bits"
- language bindings will have to choose what to bind, and resort
to manually overriding the API
+ *except* for language bindings based on GObject-Introspection, as
they cannot do manual overrides, thus will replicate the entire
set of entry points
For these reason, we should coalesces every Actor entry point for
pixels and for ClutterUnit into a single entry point taking a float,
like:
void clutter_actor_set_x (ClutterActor *self,
gfloat x);
void clutter_actor_get_size (ClutterActor *self,
gfloat *width,
gfloat *height);
gfloat clutter_actor_get_height (ClutterActor *self);
etc.
The issues I have identified are:
- we'll have a two cases of compiler warnings:
- printf() format of the return values from %d to %f
- clutter_actor_get_size() taking floats instead of unsigned ints
- we'll have a problem with varargs when passing an integer instead
of a floating point value, except on 64bit platforms where the
size of a float is the same as the size of an int
To be clear: the *intent* of the API should not change -- we still use
pixels everywhere -- but:
- we remove ambiguity in the API with regard to pixels and units
- we remove entry points we get to maintain for the whole 1.0
version of the API
- we make things simpler to bind for both manual language bindings
and automatic (gobject-introspection based) ones
- we have the simplest API possible while still exposing the
capabilities of the underlying GL implementation
The flags field of ClutterActor should have accessor methods for,
language bindings.
Also, the set_flags() and unset_flags() methods should actively
emit notifications for the changed properties.
With the introduction of the map/unmap flags and the split of the
visible state from the mapped state we require that every part of
a scene graph branch is mapped in order to be painted. This breaks
the ability of a ClutterClone to paint an hidden source actor.
In order to fix this we need to introduce an override flag, similar
in spirit to the current modelview and paint opacity overrides that
Clone is already using.
The override flag, when set, will force a temporary map on a
Clone source (and its children).
ClutterContainer provides a foreach_with_internals() vfunc for
iterating over all of a container's children, be them added using
the Container API or be them internal to the container itself.
We should be using the foreach_with_internals() function instead
of the plain foreach().
Bug 1547 - when an actor is unmapped while owning the focus, it should
release it
When an actor is unmapped while owning the focus, the should release it.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Bug 1138 - No trackable "mapped" state
* Add a VISIBLE flag tracking application programmer's
expected showing-state for the actor, allowing us to
always ensure we keep what the app wants while tracking
internal implementation state separately.
* Make MAPPED reflect whether the actor will be painted;
add notification on a ClutterActor::mapped property.
Keep MAPPED state updated as the actor is shown,
ancestors are shown, actor is reparented, etc.
* Require a stage and realized parents to realize; this means
at realization time the correct window system and GL resources
are known. But unparented actors can no longer be realized.
* Allow children to be unrealized even if parent is realized.
Otherwise in effect either all actors or no actors are realized,
i.e. it becomes a stage-global flag.
* Allow clutter_actor_realize() to "fail" if not inside a toplevel
* Rework clutter_actor_unrealize() so internally we have
a flavor that does not mess with visibility flag
* Add _clutter_actor_rerealize() to encapsulate a somewhat
tricky operation we were doing in a couple of places
* Do not realize/unrealize children in ClutterGroup,
ClutterActor already does it
* Do not realize impl by hand in clutter_stage_show(),
since showing impl already does that
* Do not unrealize in various dispose() methods, since
ClutterActor dispose implementation already does it
and chaining up is mandatory
* ClutterTexture uses COGL while unrealizable (before it's
added to a stage). Previously this breakage was affecting
ClutterActor because we had to allow realize outside
a stage. Move the breakage to ClutterTexture, by making
ClutterTexture just use COGL while not realized.
* Unrealize before we set parent to NULL in clutter_actor_unparent().
This means unrealize() implementations can get to the stage.
Because actors need the stage in order to detach from stage.
* Update clutter-actor-invariants.txt to reflect latest changes
* Remove explicit hide/unrealize from ClutterActor::dispose since
unparent already forces those
Instead just assert that unparent() occurred and did the right thing.
* Check whether parent implements unrealize before chaining up
Needed because ClutterGroup no longer has to implement unrealize.
* Perform unrealize in the default handler for the signal.
This allows non-containers that have children to work properly,
and allows containers to override how it's done.
* Add map/unmap virtual methods and set MAPPED flag on self and
children in there. This allows subclasses to hook map/unmap.
These are not signals, because notify::mapped is better for
anything it's legitimate for a non-subclass to do.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
If we need to check that the layout sequence is correct in
terms of order of execution and with respect to caching, then
having a CLUTTER_DEBUG_LAYOUT debug flag would make things
easier.
Clutter was complaining about netural width smaller than minimum widths
(differences around 0.0005) by using an epsilon value of 1e-4 for these
floating point comparisons, these warnings have now been silenced.
Bug 1454 - move queue_redraw virtualization to ClutterActor
The ClutterActor::queue-redraw signal allows parent containers to
track whether their children need a redraw.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
A common use of setting clip is to keep an actor inside its allocation;
right now to do this you have to set up a callback on notify::allocation.
There's no overhead added by sticking another bit in ClutterActor
clip-to-allocation that will clip painting to the allocation if set.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Bug 1499 - clutter_actor_notify_if_geometry_changed causes sync
layout cycles
Whenever clutter_actor_set_{width,height,x,y,size...} is used, extra
synchronous size requests are triggered in
clutter_actor_notify_if_geometry_changed.
If the get_preferred_width() and get_preferred_height() implementations
are particularly costly (e.g. ClutterText) this will result in a performance
impact.
To avoid excessive allocation or requisition cycles we use the
cached values and flags. If we don't have an allocation, we assume
that we need to notify all the properties; if we don't have a size
requisition we notify only width and height; finally, if we do have
a valid allocation we notify only on the changed values.
Add missing (out) annotations to the doc comments for ClutterActor methods
with multiple return values.
Fix the definition of clutter_actor_get_allocation_vertices() to be
consistent with the declaration and have verts[4] rather than verts[].x
http://bugzilla.openedhand.com/show_bug.cgi?id=1481
The ClutterFixed type and symbols are now equivalent to the native
float type. In order to remove ambiguity and clean up the code, any
usage of ClutterFixed and relative macros has been removed.
Since the CoglMatrix type was added for supporting texture matrices recently
it made sense to be consistent accross the Cogl API and use the Cogl type
over the GL style GLfloat m[16] arrays.
Add annotations such as (transfer-none) (out) (element-type ClutterActor),
and so forth to the doc comments as appropriate.
The annotations added here are a combination of the annotations previously
in gir-repository for Clutter and annotations found in a review of all
return values with that were being parsed with a transfer of "full".
http://bugzilla.openedhand.com/show_bug.cgi?id=1452
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Bug 1167 - clutter_effect_rotate improperly clamps negative angles
The rotation angle properties had a minimum value of 0.0 but the
rotation works fine with a negative value so the limitation is
unnecessary. This makes rotation using the ClutterAnimation API more
flexible because it was previously not possible to rotate
counter-clockwise from the 0.0 position.
When rendering a clone before this commit the clone's opacity was
combined with the opacity of the source but this is not usually the
desired effect. Instead the clone's opacity (combined with its
parents) should completely override the opacity of the source.
The current code that handles the invariant that the new parent
of an actor needing a layout should also be queued for relayout
is hitting the short-circuiting we do in the queue_relayout()
method.
In order to fix this we can forcibly set the actor to need a
width/height request and an allocation; then we queue a relayout
on the parent.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Final bit of integration between ClutterActor and Pango: a simple
method for creating a PangoLayout, pre-filled with text and ready
to be rendered using cogl_pango_render_layout().
This should make writing new Actors rendering custom text in their
paint() implementation easy and reliable.
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
* 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.
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>
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.
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);
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.
This makes it so when the anchor point is set using a gravity enum
then the anchor point moves when the actor changes size. A new
property is added for the anchor point gravity. If the anchor point is
set from gravity then the position in units can also be retreived with
the regular API.
A new union type is used to store the anchor point with helper
accessor functions. The hope is these can be reused for the scale and
rotation center points.
Since we allow overriding the paint() implementation through the
::paint signal to change the way an actor is being painted, we
should also allow overriding the pick() implementation using a
::pick signal.
Since a pick is really a paint operation, we can safely get
the allocation box, instead of using get_width() and get_height().
This should help cutting down the function calls. If we were
feeling adventurous, we could even use the allocation directly
from the private data structure.
Based on a patch by Gwenole Beauchesne <gbeauchesne@splitted-desktop.org>
If an actor is not set as visible, or if it is in a section of
the scenegraph that it's set as not visible (e.g. one of the
parents is not visible) then we should not queue a redraw for
it.
Patch based on code from Michael Boccara <michael@graphtech.co.il>
The stage-with/height-percentage converters had been broken by
the multiple-stages support of Clutter 0.8. They are also made
useless by the fact that Units are now floating point values.
The millimeters and typographic points converters also depended
on the default stage, but they can be reworked to use the default
DPI coming from the default Backend instead.
To deal with all the corner cases that couldn't be scripted a number of patches
were written for the remaining 10% of the effort.
Note: again no API changes were made in Clutter, only in Cogl.
This is the result of running a number of sed and perl scripts over the code to
do 90% of the work in converting from 16.16 fixed to single precision floating
point.
Note: A pristine cogl-fixed.c has been maintained as a standalone utility API
so that applications may still take advantage of fixed point if they
desire for certain optimisations where lower precision may be acceptable.
Note: no API changes were made in Clutter, only in Cogl.
Overview of changes:
- Within clutter/* all usage of the COGL_FIXED_ macros have been changed to use
the CLUTTER_FIXED_ macros.
- Within cogl/* all usage of the COGL_FIXED_ macros have been completly stripped
and expanded into code that works with single precision floats instead.
- Uses of cogl_fixed_* have been replaced with single precision math.h
alternatives.
- Uses of COGL_ANGLE_* and cogl_angle_* have been replaced so we use a float for
angles and math.h replacements.
Many use cases for clonning an actor don't require running a shader on the
resulting clone image and so requiring FBOs in these cases is overkill and
in-efficient as it requires kicking and synchronizing a render for each clone.
This approach basically just uses the paint function of another actor to
implement the painting for the clone actor with some fiddling of the model-
view matrix to scale according to the different allocation box sizes of
each of the actors.
A simple unit test called test-actors2 was added for testing.