Clutter 1.0 README ================== Clutter is an open source software library for creating fast, visually rich and animated graphical user interfaces. Clutter currently requires: * GLib >= 2.14.0 * PangoCairo >= 1.20 * OpenGL >= 1.4, OpenGL ES 1.1 or OpenGL ES 2.0 * GLX, SDL, WGL or an EGL Implementation The official website is: http://www.clutter-project.org The Clutter blog is at http://www.clutter-project.org/blog To subscribe to the Clutter mailing list, send mail to: clutter+subscribe@o-hand.com The official mailing list archive is: http://lists.o-hand.com/clutter/ New bug page on Bugzilla: http://bugzilla.o-hand.com/enter_bug.cgi?product=Clutter Clutter is licensed under the terms of the GNU Lesser General Public License, version 2.1 or (at your option) later. INSTALLATION ============ See the INSTALL file. Info on specific Clutter options; --enable-debug=[no/minimum/yes] Controls Clutter debugging level (default=yes): yes: All glib asserts, checks and runtime clutter verbose messages. minimum: Just glib cast checks and runtime clutter verbose messagaes. no: No glib asserts or checks and no runtime clutter verbose messages (Only really of use in extreme performance cases) --enable-cogl-debug=[no/minimum/yes] Controls COGL debugging level (default=minimum): yes: All runtime verbose messages and error checking for each GL primitive minimum: All runtime verbose messages no: No error checking and no messages --enable-maintainer-flags=[no/yes] Use strict compiler flags (default=no) --enable-gtk-doc use gtk-doc to build API documentation (default=no). Requires gtk-doc present on system --enable-manual=[no/yes] Build application developers manual. Requires jw and xmlto binaries. Presently incomplete. --without-fpu Assume target hardware has no floating point unit. Useful only for embedded targets such as ARM. --with-flavour=[glx/eglx/eglnative/sdl/osx/win32/fruity] Select the Clutter backend: (default=glx) glx: Fully featured GLX backend. Using Open GL. eglx: EGL/Open GL ES backend for EGL on X windows implementations eglnative: EGL/Open GL ES backend on 'native windowing system' - i.e raw framebuffer. Expects the EGL implementation to provide a createNativeWindow() call. Also it optionally supports tslib for touchscreen events. sdl: Basic SDL backend, using Open GL. Should provide portability to Windows and possibly other OS's. (DEPRECATED) osx: OS X backend. (EXPERIMENTAL) win32: Microsoft Windows(tm) WGL backend fruity: Apple iPod Touch(tm)/iPhone(tm) backend (EXPERIMENTAL) --with-imagebackend=[gdk-pixbuf/quartz/internal] Select the image loading backend used by COGL gdk-pixbuf: Depend on gdk-pixbuf-2.0 (default for the glx, eglx, eglnative, sdl, win32 flavours and recommended) quartz: Depend on CoreGraphics (default for the osx flavour) internal: Internal JPEG and PNG loader. Should only be used for testing on new platforms --with-gles=[1.1/2.0] Select the GLES version (for EGL backends) (default=1.1) --with-json=[internal/check] Select the JSON-GLib copy to use (default=internal) internal: Use the internal copy of JSON-GLib for ClutterScript check: Check for the existence of a system copy of JSON-GLib and if it is available, make Clutter depend on it VERSIONING ========== Clutter uses the common "Linux kernel" versioning system, where even-numbered minor versions are stable and odd-numbered minor versions are development snapshots. Different major versions break both API and ABI but are parallel installable. The same major version with differing minor version is expected to be ABI compatible with other minor versions; differing micro versions are meant just for bug fixing. On odd minor versions the newly added API might still change. The micro version indicates the origin of the release: even micro numbers are only used for released archives; odd micro numbers are only used on the SVN repository. HACKING ======= If you want to hack on and improve Clutter, check the contained TODO file for pending tasks, and HACKING for general coding guidelines. BUGS ==== Bugs should be reported to the OpenedHand Bugzilla at: http://bugzilla.o-hand.com/enter_bug.cgi?product=Clutter You will need an account. In the report you should include: * what system you're running Clutter on; * which version of Clutter you are using; * which version of GLib and OpenGL you are using; * which video card and which drivers you are using, including output of glxinfo and xdpyinfo; * how to reproduce the bug. If you cannot reproduce the bug with one of the tests that come with Clutter source code, you should include a small test case displaying the bad behaviour. If the bug exposes a crash, the exact text printed out and a stack trace obtained using gdb are greatly appreciated. PATCHES ======= Patches should be submitted using Bugzilla. Patches fixing a bug should be attached to the bug report; patches for new features or for fixing bugs not yet reported should be attached to a newly opened bug. Patches should always be in the unified diff format, using: diff -Nuarp clutter.source clutter.patched > clutter-patch.diff If diffing against the SVN repository, you should use: git diff > clutter-patch.diff RELEASE NOTES ============= Relevant information for developers with existing Clutter applications wanting to port to newer releases (See NEWS for general new feature info). Release Notes for Clutter 1.0 ------------------------------- * The clutter_actor_set_shader_param() function now takes a GValue, which can be set using the clutter_value_set_shader() family of functions. The floating point wrapper has been rename clutter_actor_set_shader_param_float() to match the newly added clutter_actor_set_shader_param_int(). * The Pango renderer API has been exposed as public API, after a full rename from PangoClutter to CoglPango, to avoid namespace collisions with upstream Pango. The Pango font map, renderer and glyph cache can be used by third party code and depend only on COGL. * Both Clutter and COGL only allow including and directly, respectively. This allows avoiding breaking API every time a type definition is moved across headers, and improves the reliability of third party code against internal refactorings. * COGL has an internal Color type, used to store a color definition that can be efficiently used with the least amount of conversions by both the GL and GLES implementations. The COGL API has been changed to drop the usage of ClutterColor in favour of CoglColor. * The fixed point API implementation Clutter uses internally has been moved from the Clutter namespace to the COGL one. * ClutterLabel and ClutterEntry have been removed from the API, as both have been superceded by the ClutterText actor. * ClutterCloneTexture has been removed from the API; in its place, there is a generic ClutterClone actor which allows to "clone" any existing actors -- even composite ones -- without using frame buffer objects (FBOs). * The ClutterEffectTemplate and clutter_effect_* functions have been superceded by ClutterAnimation and thus removed from the public API. * The ClutterBehaviourBspline has been superceded by the usage of ClutterPath inside ClutterBehaviourPath, and thus removed from the public API. * ClutterColor API has received a much needed review to increase its consistency. This has led to the following changes: - clutter_color_parse() has been renamed to clutter_color_from_string() and the order of the arguments has been changed - the factor argument of clutter_color_shade() has been swapped with the return location for the new color - the fixed point entry points have been removed - clutter_color_from_hls() and clutter_color_to_hls() do not normalize the values in the [ 0, 255 ] interval but use the correct HLS intervals * The ClutterFixed symbols have been completely removed: fixed-point public entry points now take a CoglFixed. * The -x and -u API have been removed. All the pixel-based API now takes a float to allow sub-pixel precision; this is true also for properties. WARNING: functions with variadic arguments (like g_object_set(), g_object_get() and clutter_actor_animate()) do not behave very well when dealing with integers instead of expected floating point values, and vice versa. On 32bit machines it will most likely lead to a crash. So: g_object_set (actor, "width", 100, NULL); is incorrect, and should be changed in: g_object_set (actor, "width", 100.0, NULL); * Composite actors that do not implement the Container interface should implement the following virtual functions: - void map (ClutterActor*) - void unmap (ClutterActor*) and chain up to the parent's implementation. * Actors implementing the Container interface that have private children that are not meant to be added/removed through the Container API should implement the: - void foreach_with_internals (ClutterContainer*, ClutterCallback, gpointer); virtual function. Cogl API changes for Clutter 1.0 -------------------------------- * All drawing functions now use a source material to determine how geometry is filled. The source material is set via cogl_set_source. Or the convenience functions cogl_set_source_color and cogl_set_source_texture. "drawing functions" include: cogl_rectangle, cogl_texture_rectangle, cogl_texture_multiple_rectangles, cogl_texture_polygon (though the cogl_texture_* funcs have been renamed; see below for details), cogl_path_fill/stroke and cogl_vertex_buffer_draw*. cogl_texture_rectangle, cogl_texture_multiple_rectangles and cogl_texture_polygon no longer take a texture handle; instead the current source material is referenced. The functions have also been renamed to: cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords and cogl_polygon respectively. Most code that previously did: cogl_texture_rectangle (tex_handle, x, y,...); needs to be changed to now do: cogl_set_source_texture (tex_handle); cogl_rectangle_with_texture_coords (x, y,....); In the less likely case where you were blending your source texture with a color like: cogl_set_source_color4ub (r,g,b,a); /* (where r,g,b,a isn't just white) */ cogl_texture_rectangle (tex_handle, x, y,...); you will need your own material to do that: material = cogl_material_new (); cogl_material_set_color4ub (r,g,b,a); cogl_material_set_layer (material, 0, tex_handle)); cogl_set_source_material (material); Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use cogl_rectangle_with_texture_coords since these are the coordinates that cogl_rectangle will use. For cogl_texture_polygon; as well as dropping the texture handle, the n_vertices and vertices arguments were transposed for consistency. So code previously written as: cogl_texture_polygon (tex_handle, 3, verts, TRUE); need to be written as: cogl_set_source_texture (tex_handle); cogl_polygon (verts, 3, TRUE); * The arguments to cogl_rectangle, cogl_path_rectangle and cogl_path_round_rectangle have been changed - for consistency - from x, y, width, height, to x1, y1, x2, y2. * A CoglMatrix type and utility API has been added; this is currently used to support describing texture matrices. * cogl_alpha_func has been removed, since this is now controlled using the material API via cogl_material_set_alpha_test_function () * A Cogl Vertex Buffer API has been added that allows you to efficiently manage arrays of vertex attributes in buffers that may be stored on the GPU. These allow you to avoid the costs of repeatedy validating vertex data and mapping it into the GPU. * cogl_scale now supports scaling on the z axis * cogl_clip_set* and cogl_clip_unset have been renamed to cogl_clip_push and cogl_clip_pop respectively so they self document their stacking semantics. * cogl_paint_init was renamed to cogl_clear and no longer disables lighting and fogging. cogl_clear also now takes a mask of the auxiliary buffers you want to clear so you can avoid redundant clears of buffers you aren't using. * cogl_fog_set was renamed to cogl_set_fog and it now takes a mode argument giving control over the fogging blend factor equation, so that the density argument isn't just ignored. A cogl_disable_fog function was also added. * cogl_get_*_matrix were changed to use the CoglMatrix type instead of GLfloat m[16] arrays. * cogl_offscreen_blit_region, cogl_offscreen_blit were removed since they were only implemnted for GL, not GLES, and it was assumed no one was using them. * cogl_offscreen_new_multisample was removed since it only ever returned COGL_INVALID_HANDLE so it wasn't usefull. * The COGL_MASK_BUFFER type was removed, since there should be nicer ways of exposing color mask if anyone wants it later. It was assumed that no one was using this currently. * COGLenum, COGLint and COGLuint which were simply typedefs for GL{enum,int,uint} have been removed from the API and replaced with specialised enum typedefs, int and unsigned int. These were causing problems for generating bindings and also considered poor style. * The cogl texture filter defines CGL_NEAREST and CGL_LINEAR etc are now replaced by a namespaced typedef 'CoglTextureFilter' so they should be replaced with COGL_TEXTURE_FILTER_NEAREST and COGL_TEXTURE_FILTER_LINEAR etc. * The shader type defines CGL_VERTEX_SHADER and CGL_FRAGMENT_SHADER are handled by a CoglShaderType typedef and should be replaced with COGL_SHADER_TYPE_VERTEX and COGL_SHADER_TYPE_FRAGMENT. * cogl_shader_get_parameteriv has been replaced by cogl_shader_get_type and cogl_shader_is_compiled. More getters can be added later if desired. * cogl_enable_depth_test has been renamed to cogl_set_depth_test_enabled and a corresponding cogl_get_depth_test_enabled function has been added. Release Notes for Clutter 0.8 ------------------------------- * The COGL GL wrapper API has been completely overhauled and now contains many new features including new greatly improved texture abstractions (slicing, mipmapping, deformations etc, greatly simplifying ClutterTexture), image loading and abstraction, path based primitive drawing, clipping, and improved FBO and shader support. It is now also fully documented. * GL Texture Rectangle ext is no longer used, the regular 2D NPOTS extension is preffered instead but not required. * Clutter now has basic suppport for multiple input devices assuming the backend supports it (currently X11 based via XInput and Fruity backends). New API supporting this includes clutter_event_get_device_id, clutter_get_input_device_for_id, clutter_grab_pointer_for_device & clutter_ungrab_pointer_for_device. XInput support needs to be explicitly enabled at runtime by calling clutter_x11_enable_xinput () before clutter_init. clutter_x11_has_xinput () can then be called after to check if XInput extension present and use-able. * The functions that return the transformed position of an actor have been renamed to be more explicit about it: clutter_actor_get_abs_position - clutter_actor_get_transformed_position clutter_actor_get_abs_size - clutter_actor_get_transformed_size Their behaviour has not been changed. * To increase portability, Clutter does not strictly depend on GdkPixbuf anymore; this means that you will have to include yourself if you are operating with GdkPixbuf objects and not including that header. The GdkPixbuf-based API has been removed from Clutter core: clutter_texture_new_from_pixbuf clutter_texture_set_pixbuf clutter_texture_get_pixbuf are all deprecated functions. It is still possible to load a GdkPixbuf into a ClutterTexture with this sample code: clutter_texture_set_from_rgb_data (texture, gdk_pixbuf_get_pixels (pixbuf), gdk_pixbuf_get_has_alpha (pixbuf), gdk_pixbuf_get_width (pixbuf), gdk_pixbuf_get_height (pixbuf), gdk_pixbuf_get_rowstride (pixbuf), 4, 0, &error); ClutterTexture also now has a new filename property and clutter_texture_new_from_file which is intended as an alternate to common previous GdkPixbuf primary usage (i.e loading images from disk). To read texture data back into a pixbuf or system memory use a combination of clutter_texture_get_cogl_texture & cogl_texture_get_data. The clutter-gtk integration library has API for using GdkPixbuf with ClutterTextures (among others). ClutterTexture now supports a keep-aspect property which is set to FALSE by default. * clutter_texture_from_actor will now reparent source actors if they are not parented. This behaviour may change in future releases. There are known not yet fixed issues with source actors that set depth or use clipping. * The size negotiation API has been completely changed in order to allow the creation of non-fixed layout managers. These functions have been removed: clutter_actor_request_coords() clutter_actor_query_coords() from the ClutterActor API, as well as their virtual functions inside the ClutterActorClass. The size of an actor is now split into two different concepts: the preferred size (width and height separatedly) and the size that has been allocated by the container to which that actor belongs. Clutter still defaults to the fixed layout management (i.e ClutterGroup) of the actors, but supports fluid layout managers written using the new API. Composite actors (actors with 'private' children not implementing the container interface) now need to implement an allocate method here pass an allocation to any composite children. * Clutter now depends on PangoCairo for the font rendering. The PangoClutter API is still considered semi-private and no guarantees are made on its stability. * ClutterShader API has been slightly changed: the ClutterStage:bound property, clutter_shader_bind() and clutter_shader_is_bound() have been renamed to :compiled, clutter_shader_compile() and clutter_shader_is_compiled(), respectively. The previously semi-private clutter_shader_release_all() function is now not exported anymore. * ClutterStage is not an abstract type anymore: it can be instantiated using clutter_stage_new() and it can be properly subclassed. If the backend supports multiple stages, every stage will be a new window, whose lifetime will have to be managed by the developer. Clutter will still create the default stage, and guarantees that every call to clutter_stage_get_default() will return exactly the same pointer. * Actors now have a new 'show-on-set-parent' property set to TRUE by default. With this property set to TRUE, actors will automatically have clutter_actor_show() called on them when a parent is set (i.e added to a container). * Clutter now features support for multiple stages assuming supported by the backend. See test-multistage.c for example of usage. This does not change the automatic creation of the default stage. A single GL context is used across all stages meaning GL resources are shared. * There is now an experimental native iPod Touch/iPhone UIKit backend named 'fruity'. * There is now an experimental native Win32 WGL backend. * COGL (and therefor Clutter) now optionally features initial support for OpenGL ES 2.0. It features support for shaders. * Some more focused timeline unit tests have been added and some tweaks to timeline semantics were made; E.g. For a 10 frame timeline here are some points about the semantics: - When you create a timeline it starts with current_frame_num == 0 - After starting a timeline, the first timeout is for current_frame_num == 1 (Notably it isn't 0 since there is a delay before the first timeout signals so re-asserting the starting frame (0) wouldn't make sense.) - For a non looping timeline the last timeout would be for current_frame_num == 10 - For a looping timeline the timeout for current_frame_num == 10 would be followed by a timeout for current_frame_num == 1 and frame 0 is considered == frame 10. - Asking for a timeline of N frames might better be described as asking for a timeline of _length_ N. * The behaviour of clutter_actor_get_opacity() has been slightly changed; instead of returning the composited opacity of the entire parents chain of an actor, clutter_actor_get_opacity() does what you mean, and returns the opacity set with clutter_actor_set_opacity(). The composited opacity value is now returned by clutter_actor_get_paint_opacity(). * Until 0.6, clutter_label_get_color() would have returned a ClutterColor with the alpha component equal to the composited opacity of the label. Now, clutter_label_get_color() returns a copy of the exact color set with clutter_label_set_color(). * The ClutterEntry actor will automatically handle key events inside a key-press-event handler. This deprecates the usage of clutter_entry_handle_key_event() to update the contents of the entry using the ClutterKeyEvent. * The Clutter X11 and GLX backends feature support for wrapping external X Drawables (such as windows as pixmaps) via the 'texture_from_pixmap' GLX extension if available and fallback to slower XGetImage copies if not. * ClutterContainer can have per child custom properties via ClutterChildMeta. Release Notes for Clutter 0.6 ------------------------------- * Now that every actor has events, the class signal handlers have been removed from ClutterStageClass and moved into ClutterActorClass. * The CLUTTER_2BUTTON_PRESS and CLUTTER_3BUTTON_PRESS event types have been removed in favour of the ClutterButtonEvent:click_count counter * X11 related called for glx and eglx backends are now shared and moved into a clutter_x11 prefix. * Scaling with gravity functionality was replaced by more generic and powerful anchor point. * The ClutterLayout interface, the ClutterBox and its implementations have been moved outside Clutter core. * The Effects API has been simplified, and it only requires the final value of the effect instead of both the start and end value. * The per-axis rotation API has been deprecated in favour of a single pair of accessors, clutter_actor_set_rotation() and clutter_actor_get_rotation(). * Every actor sub-class that is overriding the ClutterActor::request_coords() virtual function *must* chain up to the parent's implementation in order to store the bounding box inside the ClutterActor private data. * It is now impossible to call clutter_actor_destroy() on the stage. Backends will have to unset the CLUTTER_ACTOR_IS_TOPLEVEL private flag to actually destroy the stage. * The default value of the ClutterLabel:wrap property has been changed from TRUE to FALSE. * All the behaviours properties have been renamed to match the $PROPERTY-start and $PROPERTY-end convention. * The clutter_group_add() function has been "undeprecated" and reimplemented as a commodity macro; a clutter_stage_add() commodity macro has also been added. Both macros just safely wrap clutter_container_add_actor(). * The ClutterContainer::find_child_by_id() virtual function has been removed; Clutter keeps track of every actor, so there's no need to recurse into containers anymore. * The unused ClutterActor::set_depth() and ClutterActor::get_depth() virtual functions have been removed. * It is now possible to roundtrip the string created by clutter_color_to_string() to clutter_color_parse(). * The amount of motion events is now being throttled using the default frame rate setting as the base value to compute the default and maximum frequency of motion events to be delivered to every actor. * ClutterAngle usage has been removed from the public API: it is an internal optimization, which can be used for faster angle computations; users of ClutterAngle now take a fixed point number in form of a ClutterFixed. * ClutterGravity usage when scaling has been superceded by the anchor point. * The precision of the clutter_sqrti() algorithm has been improved for small values. * ClutterBehaviourScale constructor, scale properties and accessors have been changed to accomodate the scaling factors on both the X and Y axis, matching the clutter_actor_set_scale() function. This also changed the clutter_effect_scale() function, which now accepts the final scale factor on both the X and Y axis. The gravity property has also been removed, as it behaved incorrectly with regards to the anchor point. When scaling an actor using a BehaviourScale, the anchor point should be set before applying the behaviour (remember to adjust the positioning as well by factoring in the anchor point). * The clutter_do_event() is now public; it can be used to feed an event to Clutter and let it generate the capture-bubble signal emissions; it should not be used by applications. * In the X11-based backends, the DestroyNotify event is not propagated to Clutter core if the stage is using a foreign window. * To avoid method name collisions between ClutterActor and ClutterEntry in high-level languages, the clutter_entry_set_position() and clutter_entry_get_position() functions have been renamed to clutter_entry_set_cursor_position() and clutter_entry_get_cursor_position() respectively. Release Notes for Clutter 0.4.0 ------------------------------- * clutter_actor_show_all does not recurse for groups at least (this is to match the original group_show_all behaviour). This is like 0.3 but was never noted. * ClutterBox API has changed: clutter_box_pack_start() and clutter_box_pack_end() have been removed in favour of the clutter_box_pack() API. * Both clutter_threads_enter() and clutter_threads_leave() have been removed from the API, as they just created confusion and the wrong idea that Clutter is either thread-safe or thread-aware. Full thread-awareness is arriving in the next revision (see bug #429). * The ClutterBehaviourRotate and ClutterBehaviourEllsipse APIs have been overhauled. Release Notes for Clutter 0.3.1 ------------------------------- * clutter_actor_apply_transform_to_point() parameters changed to use ClutterVertices. * New 'Native API' backend expects EGL implementation to provide a CreateNativeWindow() API call. * Exisiting X11 based egl backend public API calls now prefixed eglx. Release Notes for Clutter 0.3 ----------------------------- * ClutterTexture changes: + clutter_texture_set_pixbuf() now takes a GError paremeter. + clutter_texture_upload_data has been split into two new and more functional versions; clutter_texture_set_from_rgb_data(), clutter_texture_set_from_yuv_data(). * The GLX specific API has been moved to the GLX backend code and it's now under the ClutterGlx namespace. * The priority of the various users of the GLib main loop has been reviewed and changed were necessary. Every paint is queued with a priority of G_PRIORITY_DEFAULT + 10; timelines are allocated with a G_PRIORITY_DEFAULT + 30 priority; events are processed with a G_PRIORITY_DEFAULT priority. This ensures that events are processed before the paints take place. * The ClutterActor::allocate_coords() has been renamed to ClutterActor::query_coords(), in order to clarify its usage. * Actors overriding ClutterActor::request_coords() and ClutterActor::query_coords() must convert sizes obtained from the public API from pixels to ClutterUnits, using the conversion macros found in clutter-units.h. The conversion will be necessary until the public API will switch over to returning the generic units too. * Users of Intel video cards should find that disabling sync-to-vblank is no longer necessary. In case Clutter applications take really long times for redrawing and appear stuck and unresponsive, the sync-to-vblank feature might still be the culprit; in that case, use "export CLUTTER_VBLANK=none" to disable it and file a bug reporting the video card model, the driver version and the X server version. * ClutterTimeline objects now share the same timeout pool (see the ClutterTimeoutPool API). This might cause problems with heavily threaded libraries without integration with the GLib main loop. If an application experiences bad behaviours during animations use "export CLUTTER_TIMELINE=no-pool" to disable the timeout pool. * clutter_color_parse() now handles color definitions with alpha. Alpha will default to fully Opaque rather than fully transparent if not specified. * The Clutter examples/ directory has been removed and replaced with a tests/ directory. * The ClutterEvent API has been changed, and specific functions have been removed in favour of event-agnostic ones. * The ClutterStage::input-event signal has been removed. All the events now emit the ClutterStage::event and ClutterStage::event-after signals, for generic event handling. * Runtime options now dependant on backend. * ClutterGroup API to add, remove and list children has been deprecated in favour of ClutterContainer API. The ClutterGroup::add and ClutterGroup::remove signals have been deprecated: ClutterContainer::actor-added and ClutterContainer::actor-removed should be used instead. $LastChangedDate$