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Author SHA1 Message Date
Emmanuele Bassi
8613013ab0 Clean up clutter-private.h/3
Move Stage private API to a separate header.
2010-10-21 11:33:26 +01:00
Emmanuele Bassi
999c063784 Clean up clutter-private.h/2
Move StageManager private API to a different header.
2010-10-21 11:30:19 +01:00
Emmanuele Bassi
c1771d152e Clean up clutter-private.h/1
Move DeviceManager/InputDevice private API to a different header.
2010-10-21 10:54:14 +01:00
Emmanuele Bassi
7dd09e2186 Use G_DEFINE_BOXED_TYPE for all boxed types
We actually need a couple more macros for registering GValue
transformation functions. Those should be added to upstream
GLib.
2010-10-18 11:26:45 +01:00
Emmanuele Bassi
09a830d294 Remove conditional wrappers for property installation/notification
For the time being, just keep the #define's.
2010-10-18 11:26:45 +01:00
Emmanuele Bassi
f753b0c4a1 Wrap g_object_class_install_properties()
GObject ≥ 2.26.0 added a nice convenience call for installing properties
from an array of GParamSpec. Since we're already storing all GParamSpec
in an array in order to use them with g_object_notify_by_pspec(), this
turns out nicely for us.

Since we do not depend on GLib 2.26 (yet), we need to provide a simple
private wrapper that implements the fall back to the default
g_object_class_install_property() call.

ClutterDragAction has been converted as a proof of concept.
2010-09-30 10:33:24 +01:00
Robert Bragg
51fca9d968 actor: Adds private _clutter_actor_traverse API
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.
2010-09-29 15:13:01 +01:00
Robert Bragg
9a1abbc713 actor: Adds private _clutter_actor_get_n_children
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)
2010-09-29 15:13:01 +01:00
Robert Bragg
3b789490d2 actor: defer queue-redraw signaling
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.
2010-09-29 15:13:00 +01:00
Robert Bragg
7d8effd5e2 paint_volume: add private api to change reference actor
For Clone actors we will need a way to report the volume of the source
actor as the volume of the clone actor. To make this work though we need
to be able to replace the reference to the source actor with a reference
to the clone actor instead. This adds a private
_clutter_paint_volume_set_reference_actor function to do that.
2010-09-29 15:13:00 +01:00
Robert Bragg
2d895816be paint_volume: Adds _clutter_paint_volume_set_from_volume
This adds a way to initialize a paint volume from another source paint
volume. This lets us for instance pass the contents of one paint volume
back through the out param of a get_paint_volume implementation.
2010-09-29 15:13:00 +01:00
Emmanuele Bassi
16f7ee13f2 Move default paint volume computation into a function
This should reduce the amount of copy and paste for actor sub-classes
that use the default paint volume from the allocation.
2010-09-29 15:13:00 +01:00
Robert Bragg
3040b140bc paint_volume: Splits out clutter_paint_volume code
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.
2010-09-29 15:13:00 +01:00
Robert Bragg
b499696d83 Use paint volumes to do automatic culling
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.
2010-09-29 15:12:58 +01:00
Robert Bragg
13c4d7b95d actor: make _transform_and_project_box static
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
2010-09-29 15:12:58 +01:00
Robert Bragg
1ea7145efc Queue clipped redraws work in terms of paint volumes
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.
2010-09-29 15:12:57 +01:00
Robert Bragg
3540d222e1 paint volumes: another pass at the design
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.
2010-09-29 15:12:57 +01:00
Emmanuele Bassi
25abdf09b7 effect: Allow any effect to override the paint volume
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.
2010-09-29 15:12:56 +01:00
Emmanuele Bassi
94ce747f83 actor: Allow querying 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.
2010-09-29 15:12:56 +01:00
Emmanuele Bassi
884ead03e1 Add some more argument validation
This is all internal, so we shouldn't need it; unfortunately, it seems
we're passing invalid data internally, so for the time being catching
inconsistencies should at least emit a warning for us to backtrace.
2010-09-23 16:17:24 +01:00
Robert Bragg
56929942a8 picking: Fix tracking of pick buffer validity
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.
2010-09-23 11:45:27 +01:00
Robert Bragg
b2a56c9cda Revert "picking: Fix tracking of pick buffer validity"
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.
2010-09-23 11:45:04 +01:00
Robert Bragg
d7e86e2696 picking: Fix tracking of pick buffer validity
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>
2010-09-23 11:14:56 +01:00
Emmanuele Bassi
5da0064de7 constraint: Add ::update_allocation()
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.
2010-09-17 12:17:50 +01:00
Robert Bragg
f5f066df9c Try to clean up how we handle actor transformations
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.
2010-09-13 18:18:34 +01:00
Robert Bragg
ab008948cf actor: Add _get_stage_internal to clutter-private.h
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.
2010-09-13 18:18:34 +01:00
Emmanuele Bassi
e4870ebaf4 Constify Event accessors and copy method
This is still C, but at least we can get some sort of safety net when
using the API correctly.
2010-09-08 15:15:57 +01:00
Robert Bragg
965907deb3 Cache a full pick render if we have a static stage
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!
2010-08-18 18:30:30 +01:00
Neil Roberts
8d51617979 Conditionally use g_object_notify_by_pspec
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
2010-08-10 17:12:06 +01:00
Emmanuele Bassi
eae4561929 Clean up the private flags for ClutterActor
Provide macros to quickly query a flag, and remove all namespacing
except the initial 'CLUTTER'.
2010-07-21 16:10:46 +01:00
Emmanuele Bassi
8be43b5285 Add P_() macro for translating property strings
The P_() macro adds a context for the property nick and blurb. In order
to make xgettext recognize it, we need to drop glib-gettexize inside the
autogen.sh script and ship a modified Makefile.in.in with Clutter.
2010-07-15 12:09:01 +01:00
Emmanuele Bassi
f44ccba42e events: Add platform-data to allocated Events
Events allocated by Clutter should have a pointer to platform-specific
data; this would allow backends to add separate structures for holding
ancillary data, whilst retaining the ClutterEvent structure for use on
the stack.

In theory, for Clutter 2.x we might just want to drop Event and use an
opaque structure, or a typed data structure inheriting from
GTypeInstance instead.
2010-07-13 08:27:48 +01:00
Emmanuele Bassi
437dcad86a settings: Migrate Backend settings to a new object
Instead of storing settings inside the Backend instance we should use a
separate public object.
2010-06-21 15:55:36 +01:00
Emmanuele Bassi
ab76584965 layout-manager: Implement set_container()
Store a back pointer of the layout manager inside the container using
the GObject instance data. This introduces a change in the implementation
of ClutterLayoutManager, though it's still binary compatible.
2010-06-07 22:40:34 +01:00
Emmanuele Bassi
a86f1b45bb Add the ClutterEffect abstract class
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.
2010-06-03 14:10:55 +01:00
Emmanuele Bassi
bf7e6ae587 Add error reporting for create_context() failures
We kind of assume that stuff will break well before during the
ClutterBackend::create_context() implementation if we fail to create a
GL context. We do, however, have error reporting in place inside the
Backend API to catch those cases. Unfortunately, since we switched to
lazy initialization of the Stage, there can be a case of GL context
creation failure that still leads to a successful initialization - and a
segmentation fault later on. This is clearly Not Good™.

Let's try to catch a failure in all the places calling create_context()
and report back to the user the error in a meaningful way, before
crashing and burning.
2010-03-17 17:40:34 +00:00
Robert Bragg
c0d5af5de5 Adds initial clipped redraw support to Clutter
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.
2010-03-02 17:19:11 +00:00
Emmanuele Bassi
79acb088e7 Remove mentions of the FSF address
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
2010-03-01 12:56:10 +00:00
Emmanuele Bassi
23867875a1 build: Remove unused checks on platform functions
There is no need for us to check for low-level functions and header
files, especially since we haven't been checking the results until
now. This makes cross-compiling slightly more bearable.
2010-03-01 11:12:16 +00:00
Emmanuele Bassi
ee33357fd5 stage: Only clutter_stage_get_default() creates the default stage
The introduction of the StageManager in 0.8 implied that the first Stage
instance to be created was automatically assigned the status of "default
stage". This was all well and good, since the default stage was created
behind the curtains by the initialization sequence.

Now that the initialization sequence does not create a default stage any
longer, it means that the first stage created using clutter_stage_new()
gets to be the default, and all special and warm and fuzzy - which also
means that the first stage created by clutter_stage_new() cannot be
destroyed or handled as any other stage. Whoopsie.

Let's go back to the old semantics: the stage created by the first
invocation of clutter_stage_get_default() is the default stage, and
nothing else can be set as default. One day we'll be able to break the
API and the whole default stage business will be a thing of the past.
2010-02-18 17:01:57 +00:00
Emmanuele Bassi
b398292089 device: Impose per-backend DeviceManager
The DeviceManager class should be abstract in Clutter, and implemented
by each backend, as different backends will have different ways to
detect, initialize and list devices; the X11 backend alone has *two*
ways of dealing with devices.

This commit makes DeviceManager an abstract class and delegates the
device initialization and enumeration to per-backend sub-classes.

The responsible for creating the device manager is, obviously, the
backend singleton.

The X11 and Win32 backends have been updated to the new layout; the
Win32 backend has been updated blindly, so it might require additional
testing.
2010-02-17 17:46:48 +00:00
Emmanuele Bassi
0d428655e2 actor: Turn push/pop_internal into Actor methods
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
2010-02-15 16:09:26 +00:00
Robert Bragg
5d702853b8 glx backend: Adds support for GLX_INTEL_swap_event
If your OpenGL driver supports GLX_INTEL_swap_event that means when
glXSwapBuffers is called it returns immediatly and an XEvent is sent when
the actual swap has finished.

Clutter can use the events that notify swap completion as a means to
throttle rendering in the master clock without blocking the CPU and so it
should help improve the performance of CPU bound applications.
2010-02-09 22:19:41 +00:00
Emmanuele Bassi
e0b8d63159 device: Remove unused is_default member
The is_default member of the InputDevice structure was not used
anywhere.
2010-01-20 00:38:53 +00:00
Emmanuele Bassi
cf4e05930a device: Add the :name property to InputDevice
The InputDevice should have a name, possibly user readable, coming from
the backend.
2010-01-20 00:38:09 +00:00
Emmanuele Bassi
cf8a06f018 device: Store the current state, not the previous
The previous state for the device is used by the click count machinery
and we should not be overwriting it at every event; instead, we should
use a parallel storage for the current state coming from the windowing
system.
2010-01-20 00:38:08 +00:00
Emmanuele Bassi
687c70dffa Rework the emission of LEAVE/ENTER event pairs
The LEAVE/ENTER event pairs should be queued during the InputDevice
update process, when we change the actor under the device pointer.

This commit cleans up the event emission code inside clutter-main.c
and the logic of the event processing.
2010-01-20 00:38:08 +00:00
Emmanuele Bassi
9506510d1c Move all picking-related operations inside InputDevice
The InputDevice objects stores pointer coordinates, state, stage and
the actor under the cursor, so if the current backend provides us with
one attached to the Event structure then we want the InputDevice itself
to update its state and give us the ClutterActor underneath the
pointer's cursor.
2010-01-20 00:38:08 +00:00
Emmanuele Bassi
1f87cac069 actor: Add :has-pointer property
ClutterActor should be able to tell whether a pointer is within
its area or not.
2010-01-20 00:38:08 +00:00
Emmanuele Bassi
d23dd9af6b device: Make InputDevice an object and subclass it for X11
ClutterInputDevice should be a type that we can subclass per-backend
to add functionality.
2010-01-20 00:38:08 +00:00
Emmanuele Bassi
ca16446319 Add :is-default flag to InputDevice 2010-01-20 00:38:07 +00:00
Emmanuele Bassi
3027d4327a Port the X11 backend to the Device Manager
Use the device manager to store the input devices. Also, provide
two fallback devices when initializing the X11 backend: device 0
for the pointer and device 1 for the keyboard.
2010-01-20 00:38:07 +00:00
Emmanuele Bassi
d34f1aa775 Add ClutterDeviceManager
The ClutterDeviceManager is a singleton object that behaves like the
StageManager: it holds all input devices and notifies on addition and
removal.
2010-01-20 00:38:07 +00:00
Emmanuele Bassi
b6bd8be6cb Merge branch 'internal-flag' into ebassi-next
* internal-flag:
  conform: Add test unit for the destruction of Containers
  actor: Add internal child flag
  Clean up whitespace, indentation and comments
2009-12-20 17:33:51 +00:00
Emmanuele Bassi
1520ba6190 actor: Add internal child flag
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.
2009-12-18 23:33:14 +00:00
Colin Walters
1374b5aac9 Add clutter_get_current_event
When getting signals from higher level toolkits, occasionally
one wants access to the underlying event; say for a Button
widget's "clicked" signal, to get the keyboard state.

Rather than having all of the highlevel widgets emit
ClutterEvent just for the more unusual use cases,
add a global function to access the event state.

http://bugzilla.openedhand.com/show_bug.cgi?id=1888

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-12-10 22:20:36 +00:00
Neil Roberts
568c29ba49 Validate that the GL version is >= 1.2
There is a new internal Cogl function called _cogl_check_driver_valid
which looks at the value of the GL_VERSION string to determine whether
the driver is supported. Clutter now calls this after the stage is
realized. If it fails then the stage is marked as unrealized and a
warning is shown.

_cogl_features_init now also checks the version number before getting
the function pointers for glBlendFuncSeparate and
glBlendEquationSeparate. It is not safe to just check for the presence
of the functions because some drivers may define the function without
fully implementing the spec.

The GLES version of _cogl_check_driver_valid just always returns TRUE
because there are no version requirements yet.

Eventually the function could also check for mandatory extensions if
there were any.

http://bugzilla.openedhand.com/show_bug.cgi?id=1875
2009-11-13 15:55:48 +00:00
Robert Bragg
15d7a86621 [backends] Remove the idea of offscreen stages from all backends
The only backend that tried to implement offscreen stages was the GLX backend
and even this has apparently be broken for some time without anyone noticing.

The property still remains and since the property already clearly states that
it may not work I don't expect anyone to notice.

This simplifies quite a bit of the GLX code which is very desireable from the
POV that we want to start migrating window system code down to Cogl and the
simpler the code is the more straight forward this work will be.

In the future when Cogl has a nicely designed API for framebuffer objects then
re-implementing offscreen stages cleanly for *all* backends should be quite
straightforward.
2009-10-16 18:58:47 +01:00
Emmanuele Bassi
83b4ec7a12 units: Cache the pixels value inside Units
When computing the pixels value of a ClutterUnits value we should
be caching the value to avoid recomputing for every call of
clutter_units_to_pixels(). We already have a flag telling us to
return the cached value, but we miss the mechanism to evict the
cache whenever the Backend settings affecting the conversion, that
is default font and resolution, change.

In order to implement the eviction we can use a "serial"; the
Backend will have an internal serial field which we retrieve and
put inside the ClutterUnits structure (we split one of the two
64 bit padding fields into two 32 bit fields to maintain ABI); every
time we call clutter_units_to_pixels() we compare the units serial
with that of the Backend; if they match and pixels_set is set to
TRUE then we just return the stored pixels value. If the serials
do not match then we unset the pixels_set flag and recompute the
pixels value.

We can verify this by adding a simple test unit checking that
by changing the resolution of ClutterBackend we get different
pixel values for 1 em.

http://bugzilla.openedhand.com/show_bug.cgi?id=1843
2009-10-16 15:25:37 +01:00
Emmanuele Bassi
6988744db7 [stage] Rework the Stage implementation class
Instead of using ClutterActor for the base class of the Stage
implementation we should extend the StageWindow interface with
the required bits (geometry, realization) and use a simple object
class.

This require a wee bit of changes across Backend, Stage and
StageWindow, even though it's mostly re-shuffling.

First of all, StageWindow should get new virtual functions:

  * geometry:
    - resize()
    - get_geometry()

  * realization
    - realize()
    - unrealize()

This covers all the bits that we use from ClutterActor currently
inside the stage implementations.

The ClutterBackend::create_stage() virtual function should create
a StageWindow, and not an Actor (it should always have been; the
fact that it returned an Actor was a leak of the black magic going
on underneath). Since we never guaranteed ABI compatibility for
the Backend class, this is not a problem.

Internally to ClutterStage we can finally drop the shenanigans of
setting/unsetting actor flags on the implementation: if the realization
succeeds, for instance, we set the REALIZED flag on the Stage and
we're done.

As an initial proof of concept, the X11 and GLX stage implementations
have been ported to the New World Order(tm) and show no regressions.
2009-09-08 10:52:58 +01:00
Emmanuele Bassi
43d394ebae Remove unused TEXTURE_IN_CLONE_PAINT private flag
The CLUTTER_TEXTURE_IN_CLONE_PAINT was used with the old CloneTexture
actor; now that we have ClutterClone nothing sets the private flag
anymore, and the flag itself is not needed.
2009-07-13 16:16:38 +01:00
Emmanuele Bassi
250b775926 [x11] Fix the race between resize and glViewport calls
The race we were experiencing in the X11 backends is apparently
back after the fix in commit 00a3c698.

This time, just delaying the setting of the SYNC_MATRICES flag
is not enough, so we can resume the use of a STAGE_IN_RESIZE
private flag.

This should also fix bug:

  http://bugzilla.openedhand.com/show_bug.cgi?id=1668
2009-07-01 15:30:21 +01:00
Emmanuele Bassi
a6b4697367 [backend] Do not store the stage manager singleton
The StageManager singleton instance is already kept around
by the clutter_stage_manager_get_default() function; there is
no need to have it inside the main Clutter context as well.
2009-06-19 14:19:39 +01:00
Emmanuele Bassi
b5f4befeaa Allow checking initialization without side-effects
The _clutter_context_get_default() function will automatically
create the main Clutter context; if we just want to check whether
Clutter has been initialized this will complicate matters, by
requiring a call to g_type_init() inside the client code.

Instead, we should simply provide an internal API that checks
whether the main Clutter context exists and if it has been
initialized, without any side effect.
2009-06-19 14:09:42 +01:00
Emmanuele Bassi
184df2a5fa [input] Rework input device API
The input device API is split halfway thorugh the backends in a very
weird way. The data structures are private, as they should, but most
of the information should be available in the main API since it's
generic enough.

The device type enumeration, for instance, should be common across
every backend; the accessors for device type and id should live in the
core API. The internal API should always use ClutterInputDevice and
not the private X11 implementation when dealing with public structures
like ClutterEvent.

By adding accessors for the device type and id, and by moving the
device type enumeration into the core API we can cut down the amount
of symbols private and/or visible only to the X11 backends; this way
when other backends start implementing multi-pointer support we can
share the same API across the code.
2009-06-19 13:12:05 +01:00
Emmanuele Bassi
c6fba47a52 Hide clutter_context_get_default()
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.
2009-06-18 14:20:28 +01:00
Emmanuele Bassi
8c676ebd87 Remove an unusued member from MainContext
The MainContext structure has a field for the master clock, but
clutter_master_clock_get_default() will return the same instance
from everywhere.
2009-06-17 15:43:53 +01:00
Neil Roberts
acf7722a41 [master-clock] Throttle if no redraw was performed
A flag in the master clock is now set whenever the dispatch caused an
actual redraw of a stage. If this flag is not set during the prepare
and check functions then it will resort to limiting the redraw
attempts to the default frame rate as if vblank syncing was
disabled. Otherwise if a timeline is running that does not cause the
scene to change then it would busy-wait with 100% CPU until the next
frame.

This fix was suggested by Owen Taylor in:

  http://bugzilla.openedhand.com/show_bug.cgi?id=1637

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-06-10 15:50:27 +01:00
Owen W. Taylor
6e69692e22 Compress events as part of the frame cycle
Instead of trying to guess about which motion events are
extraneous, queue up all events until we process a frame.
This allows us to look ahead and reliably compress consecutive
sequence of motion events.

clutter-main.c: Feed received events to the stage for queueing.
  Remove old compression code. Remove clutter_get_motion_events_frequency()
  clutter_set_motion_events_frequency()
clutter-stage.c: Keep a queue of pending events.
clutter-master-clock.c: Add processng of queued events to the
  clock source dispatch function.

http://bugzilla.openedhand.com/show_bug.cgi?id=1637

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-06-09 15:03:56 +01:00
Owen W. Taylor
89a8fd7755 Remove stage update idle and do updates from the master clock
When a redraw is queued on a stage, simply set a flag; then in
the check/prepare functions of the master clock source, check
for stages that need redrawing.

This avoids the complexity of having multiple competing sources
at the same priority and makes the update ordering more reliable and
understandable.

http://bugzilla.openedhand.com/show_bug.cgi?id=1637

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-06-09 15:03:56 +01:00
Emmanuele Bassi
6fe22ac850 [repaint] Run the repaint functions in clutter_redraw()
The clutter_redraw() function is used by libraries embedding
Clutter inside another toolkit, instead of queueing a redraw
on the embedded stage. This means that clutter_redraw() should
perform the same sequence of actions done by the redraw idle
callback.
2009-06-05 17:57:05 +01:00
Emmanuele Bassi
87465355d3 Add repaint functions
Sometimes it is necessary for third party code to have a
function called during the redraw process, so that you can
update the scenegraph before it is painted.
2009-05-23 19:33:04 +01:00
Emmanuele Bassi
aa1246e891 [backend] Abstract the GL context creation
This is the another step into abstracting the backend operations
that are currently spread all across the board back into the
backend implementations where they belong.

The GL context creation, for instance, is demanded to the stage
realization which makes it a critical path for every operation
that is GL-context bound. This usually does not make any difference
since we realize the default stage, but at some point we might
start looking into avoiding the default stage realization in order
to make the Clutter startup faster.

It also makes the code maintainable because every part is self
contained and can be reworked with the minimum amount of pain.
2009-05-13 22:21:48 +01:00
Emmanuele Bassi
86bc31bd55 [clock] Rework the master clock
The master clock is currently advanced using a frame source driven
by the default frame rate. This breaks the sync to vblank because
the vblanking rate could be different than 60 Hz -- or it might be
completely disabled (e.g. with CLUTTER_VBLANK=none).

We should be using the main loop to check if we have timelines
playing, and if so queue a redraw on the stages we own.

We should also prepare the subsequent frame at the end of the redraw
process, so if there are new redraw we will have the scene already
in place.

This makes Clutter redraw at the maximum frame rate, which is
limited by the vblanking frequency.
2009-05-07 19:25:24 +01:00
Emmanuele Bassi
f2c25fd4f7 Allow specifying the font for the em conversion
Currently, the conversion from em to units is done by using the
default font name inside the backend. For actors using their own
font/text layout we need a way to specify the font name along
with the quantity we wish to transform.
2009-05-07 19:25:18 +01:00
Emmanuele Bassi
d6d208da7d Remove Units from the public API
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
2009-05-06 16:44:47 +01:00
Emmanuele Bassi
5be29cf9bc [timeline] Expose the msec advancement
The method of ClutterTimeline that advances the timeline by a
delta (in millisecond) is going to be useful for testing the
timeline's behaviour -- and unbreak the timeline test suite that
was broken by the MasterClock merge.
2009-05-01 15:05:51 +01:00
Emmanuele Bassi
1a87e4e252 [clone] Allow painting hidden source actors
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).
2009-05-01 12:33:42 +01:00
Emmanuele Bassi
678f99677f Use a single master "clock" to drive timelines
Currently, all timelines install a timeout inside the TimeoutPool
they share. Every time the main loop spins, all the timeouts are
updated. This, in turn, will usually lead to redraws being queued
on the stages.

This behaviour leads to the potential starvation of timelines and
to excessive redraws.

One lesson learned from the games developers is that the scenegraph
should be prepared in its entirety before the GL paint sequence is
initiated. This means making sure that every ::new-frame signal
handler is called before clutter_redraw() is invoked.

In order to do so a TimeoutPool is not enough: we need a master
clock. The clock will be responsible for advancing all the active
timelines created inside a scene, but only when the stage is
being redrawn.

The sequence is:

  + queue_redraw() is invoked on an actor and bubbles up
    to the stage

  + if no redraw() has already been scheduled, install an
    idle handler with a known priority

  + inside the idle handler:

    - advance the master clock, which will in turn advance
      every playing timeline by the amount of milliseconds
      elapsed since the last redraw; this will make every
      playing timeline emit the ::new-frame signal

    - queue a relayout

    - call the redraw() method of the backend

This way we trade multiple timeouts with a single frame source
that only runs if a timeline is playing and queues redraws on
the various stages.
2009-04-24 15:28:15 +01:00
Havoc Pennington
125bded814 Enforce invariants on mapped, realized, visibility states
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>
2009-04-24 15:27:19 +01:00
Emmanuele Bassi
08ba42a5ab Allow passing the pick mode to get_actor_at_pos()
Bug 1513 - Allow passing in ClutterPickMode to
           clutter_stage_get_actor_at_pos()

At the moment, clutter_stage_get_actor_at_pos() uses CLUTTER_PICK_ALL
internally to find an actor. It would be useful to allow passing in
ClutterPickMode to clutter_stage_get_actor_at_pos(), so that the caller
can specify CLUTTER_PICK_REACTIVE as a criteria.
2009-04-24 15:25:58 +01:00
Emmanuele Bassi
9da564b391 Bug 1440 - Add clutter_get_current_event_time()
The clutter_get_current_event_time() is a global function for
retrieving the timestamp of the current event being propagated
by Clutter. Such function avoids the need to propagate the
timestamp from within user code.
2009-02-14 11:38:16 +00:00
Neil Roberts
6b9da72ab0 Directly set backend font options in clutter_set_font_flags
Instead of having a separate set of font options that override the
backend options when clutter_set_font_flags is called, it now just
directly sets the backend font options. So now the font flags are just
a convenience wrapper around the backend font options.

This also makes the ClutterText labels automatically update when the
font flags are changed because they will respond to the 'font-changed'
signal from the backend.
2009-01-27 17:11:02 +00:00
Emmanuele Bassi
3cfc7fb1ca Merge branch 'generic-actor-clone'
* generic-actor-clone:
  Remove CloneTexture from the API
  [tests] Clean up the Clone interactive test
  Rename ActorClone to Clone/2
  Rename ActorClone to Clone/1
  Improves the unit test to verify more awkward scaling and some corresponding fixes
  Implements a generic ClutterActorClone that doesn't need fbos.
2009-01-27 16:14:35 +00:00
Neil Roberts
418fb995c8 Replace clutter_set_use_mipmapped_text with clutter_set_font_flags
The hope is that this function makes it easier to extend the font
settings with more flags without having to add a function for every
setting.

A new flag for enabling hinting has been added. If set, this changes
the font options on the global PangoContext and any newly created
PangoContexts. The options are only set if the flag is changed from
the default so it won't override any detailed setting chosen by the
backend.
2009-01-27 14:43:44 +00:00
Emmanuele Bassi
355555c1bf Store the units-per-em inside the Backend
Instead of recomputing the number of units needed to fit in
an em each time clutter_units_em() is called, we can store this
value into the default Backend along with the resolution and
font name. The value should also be updated each time the
resolution and font are changed, to keep it up to date.
2009-01-22 11:42:11 +00:00
Robert Bragg
df7480090d Implements a generic ClutterActorClone that doesn't need fbos.
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.
2009-01-19 16:23:49 +00:00
Emmanuele Bassi
4f6cc0b25f [x11] Proper fix for the ClutterStage resize race
Continuation of the fix in commit 00a3c69868.

Instead of using a separate flag for the resize process, just
delay the setting of the CLUTTER_ACTOR_SYNC_MATRICES flag on the
stage to the point when we receive a ConfigureNotify event from
X11.

This commit will break the stage embedding into other toolkits.
2009-01-12 11:15:41 +00:00
Emmanuele Bassi
00a3c69868 [x11] Fix a race condition when resizing a stage
There is a race condition when we resize a stage before showing
it on X11.

The race goes like this:

  - clutter_init() creates the default stage and realize it, which
    will cause a 640x480 Window to be created
  - call set_size(800, 600) on the stage will cause the Window to be
    resized to 800x600
  - call show() on the stage for the first time will cause COGL
    to set up an 800 by 600 GL viewport
  - the Window will be mapped, which will cause X to notify the
    window manager that the Window should be resized to 800x600
  - the window manager will approve the resize
  - X resizes the drawable to 800x600

To fix the race, we need to defer COGL from setting up the viewport
until we receive a ConfigureNotify event and the X server has resized
the Drawable.

In order to defer the call to cogl_setup_viewport() we add a new
private flag, CLUTTER_STAGE_IN_RESIZE; the flag is checked whenever
we need to change the viewport size along with the SYNC_MATRICES
private flag. Thus, cogl_setup_viewport() will be called only if
SYNC_MATRICES is set and IN_RESIZE is not set.
2009-01-09 12:06:46 +00:00
Emmanuele Bassi
d622a4dd89 Rename the PangoContext creation functions
The _clutter_context_create_pango_context() should create a new
context; the function returning the PangoContext stored inside the
MainContext structure should be named _get_pango_context() instead.
2009-01-05 15:27:33 +00:00
Emmanuele Bassi
213d8f0e4e Store the PangoContext inside the main context
The PangoContext should be stored once, and inside the main
Clutter context. Each actor for which clutter_actor_get_pango_context()
has been called will hold a reference on the Pango context as well.

This makes it possible to update the text rendering for Clutter
by using only public API.
2008-12-23 14:27:41 +00:00
Emmanuele Bassi
4a934c363c Do not include cogl-pango.h multiple times
The clutter-private.h header already includes cogl-pango.h with
the correct inclusion path, because the main context stores a
pointer to the font map.

There is no need for clutter-text.c to include cogl-pango.h
again since it already includes clutter-private.h.
2008-12-22 13:24:52 +00:00
Matthew Allum
c7c5cf9bd4 2008-11-07 Matthew Allum <mallum@linux.intel.com>
* clutter/clutter-actor.c:
        * clutter/clutter-actor.h:
        * clutter/clutter-clone-texture.c:
        * clutter/clutter-private.h:
        * clutter/clutter-texture.c:
        * clutter/x11/clutter-x11-texture-pixmap.c:

        Attempt to lower overhead of updating TFP's (particularly mipmaped).
        Compresses mipmap updates only for visible TFPs.
        Avoiding updates for non visible TFP's whilst keeping visible
        clones working ok.
2008-11-07 16:31:56 +00:00
Emmanuele Bassi
b5cc7a4044 2008-10-30 Emmanuele Bassi <ebassi@linux.intel.com>
Bug 1215 - Move the Pango renderer to the public API

	* clutter/pango/*: Rename PangoClutter -> CoglPango.

	* clutter/Makefile.am:
	* clutter/clutter-backend.c:
	* clutter/clutter-entry.c:
	* clutter/clutter-label.c:
	* clutter/clutter-main.[ch]:
	* clutter/clutter-private.h: Update the users of the Pango
	renderer API.

	* README: Update release notes.
2008-10-30 17:11:29 +00:00
Tomas Frydrych
6b51ac4b77 2008-09-23 Tomas Frydrych <tf@linux.intel.com>
* clutter/clutter-main.c:
	    * clutter/clutter-main.h:
	    * clutter/clutter-private.h:
	    * clutter/x11/clutter-backend-x11.c:
	    (clutter_get_option_group_without_init):
	    Function to obtain clutter option group without opening display
	    (for use with foreign display and gtk_clutter_init). Bug 1033.

	    Stripped trailing whitespace.
2008-09-23 07:03:35 +00:00
Neil Roberts
db4c5e2829 Bug 945 - Clipping+fbo cloning bugs
* clutter/cogl/gl/cogl.c: 
	* clutter/cogl/gles/cogl.c: 
	* clutter/cogl/cogl.h.in: Add cogl_clip_stack_save,
	cogl_clip_stack_restore, cogl_viewport and cogl_frustum.

	* clutter/cogl/gl/cogl-fbo.h: 
	* clutter/cogl/gl/cogl-fbo.c: Try to attach a stencil buffer when
	creating an FBO.

	* clutter/cogl/common/cogl-clip-stack.c: Add functions to save and
	restore the whole state of the stack.

	* clutter/clutter-texture.c (clutter_texture_paint): When
	rendering the FBO source, setup a temporary asymmetric perspective
	projection matrix to render it as it would appear on screen.

	* clutter/clutter-private.h: 
	* clutter/clutter-actor.c
	(_clutter_actor_apply_modelview_transform_recursive): No longer
	static and exported in clutter-private.h
2008-08-01 12:23:57 +00:00
Matthew Allum
b241481586 2008-06-23 Matthew Allum <mallum@openedhand.com>
* clutter/clutter-actor.c:
        * clutter/clutter-actor.h:
        * clutter/clutter-event.c:
        * clutter/clutter-event.h:
        * clutter/clutter-main.c:
        * clutter/clutter-main.h:
        * clutter/clutter-private.h:
        * clutter/eglx/clutter-stage-egl.c:
        * clutter/fruity/clutter-backend-fruity.c:
        * clutter/fruity/clutter-backend-fruity.h:
        * clutter/fruity/clutter-fruity.c:
        * clutter/glx/clutter-stage-glx.c:
        * clutter/x11/clutter-backend-x11.c:
        * clutter/x11/clutter-backend-x11.h:
        * clutter/x11/clutter-event-x11.c:
        * clutter/x11/clutter-stage-x11.h:
        * clutter/x11/clutter-x11.h:
        * configure.ac:
        * tests/Makefile.am:
        * tests/test-devices.c:
        Merge of 'xinput' branch giving initial basic support of
        multiple input devices.
2008-06-23 09:55:42 +00:00
Emmanuele Bassi
be0711b88b 2008-06-13 Emmanuele Bassi <ebassi@openedhand.com>
Bug #960 - PangoContext creation code should not be duplicated

	* clutter/clutter-private.h:
	* clutter/clutter-main.c:
	(_clutter_context_create_pango_context): Abstract the creation
	of the PangoContext inside its own function, to avoid code and
	bugs duplication. (Tommi Komulainen)

	* clutter/clutter-entry.c (clutter_entry_init): Use the newly
	added PangoContext creation function.

	* clutter/clutter-label.c (clutter_label_init): Ditto as above.
2008-06-13 09:10:39 +00:00
Emmanuele Bassi
473d0e9fc3 2008-06-10 Emmanuele Bassi <ebassi@openedhand.com>
Bug #815 - Split up request, allocation, and paint box

	* clutter/clutter-actor.[ch]: Rework the size allocation,
	request and paint area. Now ::request_coords() is called
	::allocate(), and ::query_coords() has been split into
	::get_preferred_width() and ::get_preferred_height(). See
	the documentation and the layout test on how to implement
	a container and layout manager with the new API. (#915,
	based on a patch by Havoc Pennington, Lucas Rocha and Johan
	Bilien)

	* clutter/clutter-clone-texture.c: Port CloneTexture to
	the new size negotiation API; it just means forwarding
	the requests to the parent texture.

	* clutter/clutter-deprecated.h: Add deprecated and replaced
	API.

	* clutter/clutter-entry.c: Port Entry to the new size
	negotiation API.

	* clutter/clutter-group.c: Port Group to the new size
	negotiation API; the semantics of the Group actor do not
	change.

	* clutter/clutter-label.c: Port Label to the new size
	negotiation API, and vastly simplify the code.

	* clutter/clutter-main.[ch]: Add API for executing a
	relayout when needed.

	* clutter/clutter-private.h: Add new Stage private API.

	* clutter/clutter-rectangle.c: Update the get_abs_opacity()
	call to get_paint_opacity().

	* clutter/clutter-stage.c:
	(clutter_stage_get_preferred_width),
	(clutter_stage_get_preferred_height),
	(clutter_stage_allocate),
	(clutter_stage_class_init): Port Stage to the new size
	negotiation API.

	* clutter/clutter-texture.c: Port Texture to the new size
	negotiation API.

	* clutter/clutter-types.h: Add ClutterRequestMode enumeration.

	* clutter/x11/clutter-stage-x11.c: Port the X11 stage
	implementation to the new size negotiation API.

	* tests/Makefile.am: Add the layout manager test case.

	* tests/test-opacity.c: Update.

	* tests/test-project.c: Update.

	* tests/test-layout.c: Test case for a layout manager implemented
	using the new size negotiation API; the layout manager handles
	both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
Emmanuele Bassi
f20cfeadb4 2008-05-28 Emmanuele Bassi <ebassi@openedhand.com>
Bug #919 - Replacement pango renderer (Neil Roberts)

	* clutter/clutter-backend.h:
	* clutter/clutter-backend.c:
	(clutter_backend_set_font_options),
	(clutter_backend_get_font_options): Add the ability to set
	the cairo_font_options_t* for the backend at construction
	time, so that backend implementations can have their own
	options.

	* clutter/clutter-color.c: Include pango/pango-attributes.h
	for the pango_color_parse() function.

	* clutter/clutter-label.c:
	(clutter_label_ensure_layout),
	(clutter_label_init), (clutter_label_set_text),
	(clutter_label_set_font_name), (clutter_label_set_ellipsize),
	(clutter_label_set_use_markup): Ensure that the cache is
	always primed when the Label changes; this makes sure that
	the cache is rebuilt outside the paint run, which should
	make the painting perform better especially on embedded
	devices.

	* clutter/clutter-entry.c:
	(clutter_entry_ensure_layout),
	(clutter_entry_init), (clutter_entry_set_text),
	(clutter_entry_set_font_name): Ditto as above.

	* clutter/clutter-private.h:
	* clutter/clutter-main.[ch]: Create the font-map inside the
	main context; add two new functions:

	  clutter_clear_glyph_cache()
	  clutter_set_use_mipmapped_text()

	that control the glyphs cache.

	* clutter/pango/Makefile.am:
	* clutter/pango/pangoclutter-fontmap.c:
	* clutter/pango/pangoclutter-private.h:
	* clutter/pango/pangoclutter-render.c:
	* clutter/pango/pangoclutter.h: Rewrite the Pango renderer
	using a PangoCairo context and saving the glyphs inside a
	more efficient cache.

	* configure.ac: Depend on pangocairo instead of pangoft2.
2008-05-28 14:03:28 +00:00