1. 20 Jul, 2016 1 commit
  2. 12 Apr, 2016 1 commit
  3. 07 Jul, 2015 1 commit
    • Emmanuele Bassi's avatar
      Move header inclusion guard at the top · 02b69e4d
      Emmanuele Bassi authored
      GCC has some optimization for the inclusion guard, but they only work if
      the check is the outermost one.
      
      We're fairly inconsistent because of historical reasons, so we should
      ensure that we follow the same pattern in every public header.
      02b69e4d
  4. 03 Jan, 2015 1 commit
    • Emmanuele Bassi's avatar
      WARNING: Massive revert commit · 77ec8774
      Emmanuele Bassi authored
      Revert all the work that happened on the master branch.
      
      Sadly, this is the only way to merge the current development branch back
      into master.
      
      It is now abundantly clear that I merged the 1.99 branch far too soon,
      and that Clutter 2.0 won't happen any time soon, if at all.
      
      Since having the development happen on a separate branch throws a lot of
      people into confusion, let's undo the clutter-1.99 → master merge, and
      move back the development of Clutter to the master branch.
      
      In order to do so, we need to do some surgery to the Git repository.
      
      First, we do a massive revert in a single commit of all that happened
      since the switch to 1.99 and the API version bump done with the
      89a2862b commit. The history is too long
      to be reverted commit by commit without being extremely messy.
      77ec8774
  5. 05 Apr, 2013 2 commits
  6. 20 Feb, 2013 1 commit
  7. 27 Apr, 2012 1 commit
  8. 16 Mar, 2012 3 commits
    • Emmanuele Bassi's avatar
      Annotate functionality added in 1.10 · e5e10b6a
      Emmanuele Bassi authored
      e5e10b6a
    • Emmanuele Bassi's avatar
      paint-nodes: Make part of the API internal · 8904f7cb
      Emmanuele Bassi authored
      At least for the time being, we only expose the parts of the API that we
      want to use internally and for new, out-of-tree Content implementations.
      
      The full PaintNode tree API will be made public in 1.12 once we branch
      master.
      8904f7cb
    • Emmanuele Bassi's avatar
      Add PaintNode, an element on the render object tree · b83dc6ab
      Emmanuele Bassi authored
      Now that we have a proper scene graph API, we should split out the
      rendering part from the logical and event handling part.
      
      ClutterPaintNode is a lightweight fundamental type that encodes only the
      paint operations: pipeline state and geometry. At its most simple, is a
      way to structure setting up the programmable pipeline using a
      CoglPipeline, and submitting Cogl primitives. The important take away
      from this API is that you are not allowed to call Cogl API like
      cogl_set_source() or cogl_primitive_draw() directly.
      
      The interesting approach to this is that, in the future, we should be
      able to move to a purely retained mode: we will decide which actors need
      to be painted, they will update their own branch of the render graph,
      and we'll take the render graph and build all the rendering commands
      from that.
      
      For the 1.x API, we will have to maintain invariants and the existing
      behaviour, but as soon as we can break API, the old paint signal will
      just go away, and Actors will only be allowed to manipulate the render
      tree.
      b83dc6ab