1. 20 Jul, 2016 1 commit
  2. 12 Apr, 2016 1 commit
  3. 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
  4. 14 Dec, 2014 1 commit
  5. 03 May, 2013 1 commit
  6. 05 Apr, 2013 2 commits
  7. 04 Apr, 2013 1 commit
  8. 27 Apr, 2012 2 commits
    • Emmanuele Bassi's avatar
      Deprecate ClutterAlpha · bca93c1a
      Emmanuele Bassi authored
      It's time. Now that we have clutter_actor_allocate() respecting the
      easing state of an actor, and that the LayoutManager animation virtual
      functions have been deprecated, we can put ClutterAlpha on the chopping
      block, and be done with it, once and for all.
      
      So long, ClutterAlpha; and thanks for all the fish.
      bca93c1a
    • Emmanuele Bassi's avatar
      script: Support ClutterPoint and ClutterSize · 2276f24f
      Emmanuele Bassi authored
      Point and Size can be described both as an array of values or as an
      object.
      2276f24f
  9. 18 Mar, 2012 1 commit
  10. 17 Mar, 2012 2 commits
  11. 06 Mar, 2012 1 commit
    • Emmanuele Bassi's avatar
      script: Support translatable strings for properties · 76464041
      Emmanuele Bassi authored
      ClutterScript should be able to automatically call gettext() and friends
      on strings loaded from a UI definition, prior to passing the string to
      the object it is constructing.
      
      The basic implementation is trivial:
      
        - set a translation domain on the ClutterScript instance
        - mark the translatable strings inside the JSON data, like:
      
            "property" : {
              "translatable" : true,
              "string" : "a translatable string"
            }
      
      The hard part is now getting the tools we use to extract the
      translatable strings to understand the JSON format we use inside
      ClutterScript.
      76464041
  12. 09 Feb, 2012 1 commit
    • Emmanuele Bassi's avatar
      Mark internal symbol as private · 910b09d7
      Emmanuele Bassi authored
      A bunch of private symbols have escaped into the SO; let's rectify this
      situation by using the '_' private prefix, or making them static as they
      should have been.
      910b09d7
  13. 17 Jan, 2012 1 commit
  14. 16 Jan, 2012 3 commits
  15. 10 Nov, 2011 1 commit
  16. 11 Oct, 2011 1 commit
  17. 07 Sep, 2011 1 commit
    • Emmanuele Bassi's avatar
      script: Hide private symbols · bcd37e2e
      Emmanuele Bassi authored
      A bunch of private functions we use when parsing got exposed accidentaly
      to the list of public symbols by virtue of not having the leading '_'
      that we use to filter them out of the shared object — all the while the
      header that declares them is a private, non installed one.
      
      Let's rectify this situation with a bit of minor surgery on the code.
      bcd37e2e
  18. 13 Jun, 2011 4 commits
    • Emmanuele Bassi's avatar
      script: Allow warping to states · a9dd5abf
      Emmanuele Bassi authored
      Do not just allow animating states connected to signals: add a "warp"
      optional key that ends up calling clutter_state_warp_to_state(). This
      is useful for debugging.
      a9dd5abf
    • Emmanuele Bassi's avatar
      script: Rename "state" → "states" · b33973f9
      Emmanuele Bassi authored
      Make it clear that the key used when defining a state-based signal is
      linked to the states of a ClutterState.
      b33973f9
    • Emmanuele Bassi's avatar
      script: Allow resolving signals states added from code · 29d7c5a2
      Emmanuele Bassi authored
      Currently, defining states for object signals can only be done by
      defining a ClutterState inside the ClutterScript definition. We should
      allow creating a (named) ClutterState in code, and associating it to a
      ClutterScript instance — and have the Script resolve the "state" field
      of a signal definition correctly.
      29d7c5a2
    • Emmanuele Bassi's avatar
      script: Allow connecting signal to ClutterState states · dd8cf63a
      Emmanuele Bassi authored
      One of the uses of a ClutterState state machine along with ClutterScript
      is to provide a quick way to transition from state to state in response
      to signal emitted on specific instances.
      
      Connecting a real function, in code, to a specific signal does not
      improve the ease of use of ClutterScript to define scenes.
      
      By adding a new signal definition to the current one we can have both a
      simple way to define application logic in code and in the UI definition
      file.
      
      The new syntax is trivial:
      
        {
          "name" : <signal name>,
          "state" : <state machine script id>,
          "target-state" : <target state>
        }
      
      The ClutterState instance is identified by its script id, and the target
      state is resolved at run-time, so it can be defined both in
      ClutterScript or in code. Ideally, we should find a way to associate a
      default ClutterState instance to the ClutterScript one that parses the
      definition; this way we would be able to remove the "state" member, or
      even "style" the behaviour of an object by replacing the ClutterState
      instance.
      
      The implementation uses a signal emission hook, to avoid knowing the
      signal signature; we check the emitter of the signal against the object
      that defined the signal, to avoid erroneous state changes.
      dd8cf63a
  19. 15 Feb, 2011 1 commit
    • Emmanuele Bassi's avatar
      More ISO C90 warning fixes in Clutter · 5c398c18
      Emmanuele Bassi authored
      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.
      5c398c18
  20. 21 Jan, 2011 1 commit
  21. 11 Jan, 2011 1 commit
  22. 19 Oct, 2010 1 commit
    • Emmanuele Bassi's avatar
      script: Fix the memory management · 21eb4909
      Emmanuele Bassi authored
      Currently, the memory management in ClutterScript is overly complicated.
      The basic design tenet should be:
      
        - ClutterScript owns a reference on every object it creates
      
      This allows the Script instance to reliably handle the lifetime of the
      instances from creation to disposal.
      
      In case of unmerge, the Script instance should destroy any Actor
      instance, except for the Stage, and release the reference it owns. The
      Stage is special because it's really owned by Clutter itself, and it
      should be destroyed explicitly.
      
      When disposing the Script itself, it should just release the reference;
      any parented actor, or any InitiallyUnowned instance, will then be
      managed by the parent object, as they should, while every GObject
      instance will go away, as documented.
      
      This commit is based on a patch by:
      
        Henrik Hedberg <hhedberg@innologies.fi>
      
      http://bugzilla.clutter-project.org/show_bug.cgi?id=2316
      21eb4909
  23. 08 Sep, 2010 1 commit
  24. 25 Aug, 2010 1 commit
  25. 09 Jul, 2010 1 commit
    • Emmanuele Bassi's avatar
      script: Let ClutterActor parse behaviours · b7f99ddd
      Emmanuele Bassi authored
      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.
      b7f99ddd
  26. 17 Jun, 2010 1 commit
    • Emmanuele Bassi's avatar
      script-parser: Expose extracting the id from a node · a4dbcf0c
      Emmanuele Bassi authored
      The get_id_from_node() internal function should be exposed inside
      Clutter (as a private function) because it can be useful to other
      custom parsing code. The code is pretty trivial, but it would be
      pointless to re-implement it.
      a4dbcf0c
  27. 07 Jun, 2010 1 commit
    • Emmanuele Bassi's avatar
      script: Support layout manager properties · 4c22f122
      Emmanuele Bassi authored
      Layout properties work similarly to child properties, with the added
      headache that they require the 3-tuple:
      
        ( layout manager, container, actor )
      
      to be valid in order to be inspected, parsed and applied. This means
      using the newly added back-pointer from the container to the layout
      manager and then rejigging a bit how the ScriptParser handles the
      unresolved properties.
      
      Similarly to the child properties, which use the "child::" prefix, the
      layout manager properties use the "layout::" prefix and are defined with
      the child of a container holding a layout manager.
      4c22f122
  28. 01 Jun, 2010 1 commit
    • Damien Lespiau's avatar
      analysis: FALSE/0 used in pointer context · 52a78a72
      Damien Lespiau authored
      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.
      52a78a72
  29. 18 Mar, 2010 2 commits
  30. 01 Mar, 2010 1 commit
    • Emmanuele Bassi's avatar
      Remove mentions of the FSF address · 79acb088
      Emmanuele Bassi authored
      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
      79acb088
  31. 25 Feb, 2010 1 commit
    • Emmanuele Bassi's avatar
      script-parser: Remove top-level types list · d3d05261
      Emmanuele Bassi authored
      The top-level types list was comically out of date, and it was only
      determining whether the type we were constructing was initially unowned
      or a full object. We can safely replace it with a simple type check.
      d3d05261