profile/ivi/clutter.git
12 years agopo: Update POTFILES.in
Emmanuele Bassi [Fri, 16 Mar 2012 12:19:33 +0000 (12:19 +0000)]
po: Update POTFILES.in

12 years agoRename 'bilinear' scaling filter to 'trilinear'
Emmanuele Bassi [Fri, 16 Mar 2012 12:05:11 +0000 (12:05 +0000)]
Rename 'bilinear' scaling filter to 'trilinear'

Yes, it's not really the proper GL name for a linear-on-every-axis of a
texture plus linear-between-mipmap-levels minification filter, but it
has three redeeming qualities as a name:

  - LINEAR_MIPMAP_LINEAR sucks, as it introduces GL concepts like
    mipmaps in the API naming, while we're trying to avoid that;
  - people using GL already know what 'trilinear' means in this context
    without going all Khronos on their asses;
  - we're using 2D textures anyway, so 'linear on two axes and linear
    between mipmap levels' can be effectively approximated to
    'trilinear'.

I mean, if even the OpenGL official wiki says:

  Unfortunately, what most people think of as "trilinear" is not linear
  filtering of a 3D texture, but what in OpenGL terms is GL_LINEAR mag
  filter and GL_LINEAR_MIPMAP_LINEAR in the min filter in a 2D texture.
  That is, it is bilinear filtering of each appropriate mipmap level,
  and doing a third linear filter between the adjacent mipmap levels.
  Hence the term "trilinear".
                -- http://www.opengl.org/wiki/Texture

then the horse has already been flogged to death, and I don't intend to
be accused of necrophilia and sadism by flogging it some more.

Prior art: every single GL tutorial in the history of ever;
CoreAnimation's scaling filter enumerations.

If people want to start using 1D or 3D textures they they are probably
going to be using Cogl API directly, and that has the GL naming scheme
for minification and magnification filters anyway.

12 years agodocs: Add ClutterActorClass.paint_node() description
Emmanuele Bassi [Fri, 16 Mar 2012 12:01:28 +0000 (12:01 +0000)]
docs: Add ClutterActorClass.paint_node() description

12 years agopaint-nodes: Make part of the API internal
Emmanuele Bassi [Fri, 16 Mar 2012 11:57:34 +0000 (11:57 +0000)]
paint-nodes: Make part of the API internal

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.

12 years agodocs: Fixes for ClutterImage's API reference
Emmanuele Bassi [Thu, 15 Mar 2012 19:08:20 +0000 (19:08 +0000)]
docs: Fixes for ClutterImage's API reference

12 years agoUpdate release notes
Emmanuele Bassi [Thu, 15 Mar 2012 19:02:39 +0000 (19:02 +0000)]
Update release notes

12 years agodocs: Fixes for the API reference
Emmanuele Bassi [Thu, 15 Mar 2012 18:26:42 +0000 (18:26 +0000)]
docs: Fixes for the API reference

12 years agointeractive/image-box: Remove unneeded stuff
Emmanuele Bassi [Tue, 13 Mar 2012 17:19:15 +0000 (17:19 +0000)]
interactive/image-box: Remove unneeded stuff

12 years agoactor: Unconditionally emit ::paint
Emmanuele Bassi [Mon, 12 Mar 2012 16:19:08 +0000 (16:19 +0000)]
actor: Unconditionally emit ::paint

It's a bit late in the game for changing the emission of the paint
signal with actors that use paint nodes - mostly because we have both
implicit paint nodes (background color, content) and explicit paint
nodes (the paint_node virtual).

When we branch for 1.12 we can revert this change.

12 years agopo: Update POTFILES.in
Emmanuele Bassi [Mon, 12 Mar 2012 16:07:55 +0000 (16:07 +0000)]
po: Update POTFILES.in

12 years agopaint-node: Make texture template pipeline clamp to edge
Emmanuele Bassi [Mon, 12 Mar 2012 15:52:55 +0000 (15:52 +0000)]
paint-node: Make texture template pipeline clamp to edge

It's safer, and consistent with the rest of Clutter, to make sure that
the template pipeline we use for ClutterTextureNode has its wrap mode
set to clamp-to-edge.

12 years agoimage: Add set_area() method
Emmanuele Bassi [Mon, 12 Mar 2012 15:46:34 +0000 (15:46 +0000)]
image: Add set_area() method

This method allows replacing an area inside the texture data used by a
ClutterImage.

12 years agoimage: Add get_texture()
Emmanuele Bassi [Mon, 12 Mar 2012 15:25:38 +0000 (15:25 +0000)]
image: Add get_texture()

Allow retrieving the Cogl texture used by the ClutterImage.

12 years agoactor: Fix RESIZE_ASPECT mode for the content box
Emmanuele Bassi [Fri, 9 Mar 2012 16:26:44 +0000 (16:26 +0000)]
actor: Fix RESIZE_ASPECT mode for the content box

12 years agoDocumentation fixes
Emmanuele Bassi [Fri, 9 Mar 2012 17:11:19 +0000 (17:11 +0000)]
Documentation fixes

12 years agointeractive/image-box: Add a pure Image test, suitable for docs
Emmanuele Bassi [Fri, 9 Mar 2012 16:26:34 +0000 (16:26 +0000)]
interactive/image-box: Add a pure Image test, suitable for docs

12 years agointeractive/image: Test ClutterImage
Emmanuele Bassi [Fri, 9 Mar 2012 14:58:17 +0000 (14:58 +0000)]
interactive/image: Test ClutterImage

Load up the image content using a GdkPixbuf; this means that the test is
not compiled when --disable-gdk-pixbuf is passed.

12 years agobuild: Check for gdk-pixbuf
Emmanuele Bassi [Fri, 9 Mar 2012 14:56:58 +0000 (14:56 +0000)]
build: Check for gdk-pixbuf

Some tests may need to load image data without going through
ClutterTexture or Cogl, so let's add a configure switch and a
conditional for gdk-pibxuf.

12 years agoUpdate clutter.symbols
Emmanuele Bassi [Thu, 8 Mar 2012 17:37:00 +0000 (17:37 +0000)]
Update clutter.symbols

12 years agointeractive/canvas: Set the scaling filters
Emmanuele Bassi [Thu, 8 Mar 2012 17:19:58 +0000 (17:19 +0000)]
interactive/canvas: Set the scaling filters

12 years agoUse the content scaling filters
Emmanuele Bassi [Thu, 8 Mar 2012 17:19:12 +0000 (17:19 +0000)]
Use the content scaling filters

Both ClutterCanvas and ClutterImage should use the minification and
magnification filters set on the actor, just like the use the content
box and the paint opacity.

12 years agoactor: Add minification/magnification filters
Emmanuele Bassi [Thu, 8 Mar 2012 17:18:17 +0000 (17:18 +0000)]
actor: Add minification/magnification filters

These settings are informative, and will only be used by the eventual
content of an actor.

12 years agoAdd ClutterImage, and image data content
Emmanuele Bassi [Thu, 8 Mar 2012 16:38:45 +0000 (16:38 +0000)]
Add ClutterImage, and image data content

12 years agocanvas: Fix single header inclusion guard
Emmanuele Bassi [Thu, 8 Mar 2012 16:38:30 +0000 (16:38 +0000)]
canvas: Fix single header inclusion guard

12 years agocanvas: Add canvas size to the ::draw signal
Emmanuele Bassi [Thu, 8 Mar 2012 15:47:16 +0000 (15:47 +0000)]
canvas: Add canvas size to the ::draw signal

Instead of requiring a call to clutter_content_get_preferred_size(), we
can simply pass the canvas size to the Canvas::draw signal.

12 years agoAdd ClutterCanvas, a drawing content
Emmanuele Bassi [Thu, 8 Mar 2012 10:31:21 +0000 (10:31 +0000)]
Add ClutterCanvas, a drawing content

12 years agopaint-node: Remove redundant declarations
Emmanuele Bassi [Thu, 8 Mar 2012 14:06:20 +0000 (14:06 +0000)]
paint-node: Remove redundant declarations

12 years agocontent: Make get_preferred_size() public
Emmanuele Bassi [Thu, 8 Mar 2012 14:05:48 +0000 (14:05 +0000)]
content: Make get_preferred_size() public

12 years agoconform: Skip actor-offscreen-redirect
Emmanuele Bassi [Mon, 5 Mar 2012 19:02:16 +0000 (19:02 +0000)]
conform: Skip actor-offscreen-redirect

Until we figure out a way to make it succeed even without the paint
signal emission.

12 years agoconform/text-cache: Use the stage paint signal
Emmanuele Bassi [Mon, 5 Mar 2012 19:01:30 +0000 (19:01 +0000)]
conform/text-cache: Use the stage paint signal

The stage's paint signal is guaranteed to be emitted; ClutterText's
paint signal is not.

12 years agoactor: Make paint_node() and ::paint mutually exclusive
Emmanuele Bassi [Mon, 5 Mar 2012 18:32:16 +0000 (18:32 +0000)]
actor: Make paint_node() and ::paint mutually exclusive

The ::paint signal is the old way to paint an actor; the paint_node()
virtual function is the new way. It's still not possible to traverse the
whole scene graph and build a render tree of PaintNode instances, but
with this change we simultaneously cut out the ::paint signal emission
from the critical path for actors that are using the new PaintNode-based
API, and we retain backward compatibility in the interim period between
1.10 and 2.0.

12 years agopaint-nodes: Fix compiler warning
Emmanuele Bassi [Mon, 5 Mar 2012 18:32:02 +0000 (18:32 +0000)]
paint-nodes: Fix compiler warning

12 years agointeractive/content: Define the size of the text geometry
Emmanuele Bassi [Mon, 20 Feb 2012 10:09:58 +0000 (10:09 +0000)]
interactive/content: Define the size of the text geometry

So that Clutter can decide whether or not to clip the text properly.

12 years agopaint-nodes: Use logical extents for the TextNode::draw
Emmanuele Bassi [Mon, 20 Feb 2012 10:09:05 +0000 (10:09 +0000)]
paint-nodes: Use logical extents for the TextNode::draw

When we decide if we ought to clip, we should use the logical extents of
the PangoLayout, just like we do for ClutterText.

12 years agocontent: Turn attached and detached into signals
Emmanuele Bassi [Sat, 4 Feb 2012 12:58:40 +0000 (12:58 +0000)]
content: Turn attached and detached into signals

The attached and detached virtual functions are now informative, and not
normative - which means it's a good idea to provide them as signals.

12 years agocontent: Make vfuncs optional
Emmanuele Bassi [Sat, 4 Feb 2012 12:49:49 +0000 (12:49 +0000)]
content: Make vfuncs optional

The virtual functions on the ClutterContent interface should provide
hooks for application code, not be the actual implementation.

12 years agopaint-node: Use JSON-GLib for debug serialization
Emmanuele Bassi [Fri, 3 Feb 2012 13:51:29 +0000 (13:51 +0000)]
paint-node: Use JSON-GLib for debug serialization

Instead of our homegrown string building; this at least ensures that
we're generating proper data, instead of random strings. Plus, using
JsonNode and JsonBuilder, we can ask the PaintNode subclasses to
serialize themselves in a sensible way.

12 years agodocs: Update the API reference
Emmanuele Bassi [Thu, 2 Feb 2012 14:51:17 +0000 (14:51 +0000)]
docs: Update the API reference

Add all the new symbols.

12 years agodocs: Update documentation on the paint sequence
Emmanuele Bassi [Wed, 1 Feb 2012 19:26:15 +0000 (19:26 +0000)]
docs: Update documentation on the paint sequence

12 years agoAdd ClutterContent
Emmanuele Bassi [Wed, 1 Feb 2012 18:33:55 +0000 (18:33 +0000)]
Add ClutterContent

ClutterContent is an interface for creating delegate objects that handle
what an actor is going to paint.

Since they are a newly added type, they only hook into the new PaintNode
based API.

The position and size of the content is controlled in part by the
content's own preferred size, and by the ClutterContentGravity
enumeration.

12 years agoactor: Add paint_node virtual function
Emmanuele Bassi [Wed, 1 Feb 2012 17:47:15 +0000 (17:47 +0000)]
actor: Add paint_node virtual function

The ::paint-node virtual inside ClutterActor is what we want people to
use when painting their actors.

Right now, it's a new code path, that gets called while painting; the
paint_node() implementation should only paint the actor itself, and not
its children — they will get their own paint_node() called when needed.

Internally, ClutterActor will automatically create a dummy PaintNode and
paint the background color; then control will be handed out to the
implementation on the class. This is required to maintain compatibility
with the old ::paint signal emission.

Once we are able to get rid of the paint (and pick) sequences, we'll
switch to a fully retained render tree.

12 years agoAdd PaintNode, an element on the render object tree
Emmanuele Bassi [Wed, 1 Feb 2012 15:51:27 +0000 (15:51 +0000)]
Add PaintNode, an element on the render object tree

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.

12 years agoUpdated Spanish translation
Daniel Mustieles [Fri, 16 Mar 2012 12:04:34 +0000 (13:04 +0100)]
Updated Spanish translation

12 years agoAssamese translation updated
Nilamdyuti Goswami [Fri, 16 Mar 2012 07:24:23 +0000 (12:54 +0530)]
Assamese translation updated

12 years agoUpdated Galician translations
Fran Diéguez [Fri, 16 Mar 2012 00:56:03 +0000 (01:56 +0100)]
Updated Galician translations

12 years agoUpdated Slovenian translation
Matej Urbančič [Thu, 15 Mar 2012 20:57:19 +0000 (21:57 +0100)]
Updated Slovenian translation

12 years agoUpdated Polish translation
Piotr Drąg [Thu, 15 Mar 2012 19:53:33 +0000 (20:53 +0100)]
Updated Polish translation

12 years agoUpdated POTFILES.in
Piotr Drąg [Thu, 15 Mar 2012 19:47:06 +0000 (20:47 +0100)]
Updated POTFILES.in

12 years agoanimator: Fix NULL check
Emmanuele Bassi [Thu, 15 Mar 2012 17:51:22 +0000 (17:51 +0000)]
animator: Fix NULL check

12 years agointeractive/texture-async: Use implicit animations
Emmanuele Bassi [Thu, 15 Mar 2012 17:42:42 +0000 (17:42 +0000)]
interactive/texture-async: Use implicit animations

12 years agoactor: Remove G_SIGNAL_NO_RECURSE
Emmanuele Bassi [Thu, 15 Mar 2012 17:41:28 +0000 (17:41 +0000)]
actor: Remove G_SIGNAL_NO_RECURSE

As it turns out, we do end up recursing inside the ::paint signal
emission - especially inside the conformance test suite.

This thoroughly sucks - and we'll only be able to fix it properly
when we bump API for 2.0.

12 years agoI should compile the changes I make
Emmanuele Bassi [Thu, 15 Mar 2012 17:32:53 +0000 (17:32 +0000)]
I should compile the changes I make

12 years agoactor: Fix get_transition() method
Emmanuele Bassi [Thu, 15 Mar 2012 17:31:36 +0000 (17:31 +0000)]
actor: Fix get_transition() method

We now store a closure, not directly a ClutterTransition instance.

12 years agodoc: Reference fixes
Emmanuele Bassi [Thu, 15 Mar 2012 16:57:18 +0000 (16:57 +0000)]
doc: Reference fixes

12 years agosymbols: Update
Emmanuele Bassi [Thu, 15 Mar 2012 16:53:19 +0000 (16:53 +0000)]
symbols: Update

12 years agoactor: Add generic transition support
Emmanuele Bassi [Thu, 15 Mar 2012 16:40:41 +0000 (16:40 +0000)]
actor: Add generic transition support

ClutterActor should be able to hold all transitions, even the ones that
have been explicitly created.

This will allow to add new transitions types in the future, like the
keyframe-based one, or the transition group.

12 years agotransition: Clear the animatable member when removing on complete
Emmanuele Bassi [Thu, 15 Mar 2012 13:53:56 +0000 (13:53 +0000)]
transition: Clear the animatable member when removing on complete

12 years agotransition: Check the repeat count to remove on complete
Emmanuele Bassi [Thu, 15 Mar 2012 13:52:09 +0000 (13:52 +0000)]
transition: Check the repeat count to remove on complete

We can now ask the timeline for the current repeat, and if it's the last
one, then we can safely detach the transition from the animatable
instance.

12 years agotimeline: Add more state accessors
Emmanuele Bassi [Thu, 15 Mar 2012 13:50:28 +0000 (13:50 +0000)]
timeline: Add more state accessors

It should be possible to ask a timeline what is its duration, taking
into account eventual repeats, and which repeat is the one currently
in progress.

These two functions allow writing animations that depend on the current
state of another timeline.

12 years agoactor: Add delay to the easing state
Emmanuele Bassi [Thu, 15 Mar 2012 12:24:02 +0000 (12:24 +0000)]
actor: Add delay to the easing state

It should be possible to set up the delay of a transition, but since
we start the Transition instance before returning control to the caller,
we cannot use clutter_actor_get_transition() to do it without something
extra-awkward, like:

  transition = clutter_actor_get_transition (actor, "width");
  clutter_timeline_stop (transition);
  clutter_timeline_set_delay (transition, 1000);
  clutter_timeline_start (transition);

for each property involved. It's much easier to add a delay to the
easing state of an actor.

12 years agointeractive/bin-layout: Use implicit animations
Emmanuele Bassi [Thu, 15 Mar 2012 11:25:52 +0000 (11:25 +0000)]
interactive/bin-layout: Use implicit animations

12 years agointeractive/actor: Do not use clutter_actor_animate()
Emmanuele Bassi [Thu, 15 Mar 2012 11:25:26 +0000 (11:25 +0000)]
interactive/actor: Do not use clutter_actor_animate()

Use implicit animations instead.

12 years agointeractive/transitions: An easing demo without animate()
Emmanuele Bassi [Thu, 15 Mar 2012 11:24:46 +0000 (11:24 +0000)]
interactive/transitions: An easing demo without animate()

Use the newly added implicit animations support in ClutterActor.

12 years agodocs: Update the API reference
Emmanuele Bassi [Thu, 15 Mar 2012 11:24:27 +0000 (11:24 +0000)]
docs: Update the API reference

12 years agosymbols: Update
Emmanuele Bassi [Thu, 15 Mar 2012 11:24:07 +0000 (11:24 +0000)]
symbols: Update

12 years agoactor: Implement implicit animatable properties
Emmanuele Bassi [Thu, 15 Mar 2012 11:09:11 +0000 (11:09 +0000)]
actor: Implement implicit animatable properties

Clutter is meant to be, and I quote from the README, a toolkit:

  for creating fast, compelling, portable, and dynamic graphical
  user interfaces

and yet the default mode of operation for setting an actor's state on
the scene graph (position, size, opacity, rotation, scaling, depth,
etc.) is *not* dynamic. We assume a static UI, and then animate it.

This is the wrong way to design an API for a toolkit meant to be used to
create animated user interfaces. The default mode of operation should be
to implicitly animate every state transition, and only allow skipping
the animation if the user consciously decides to do so — i.e. the design
tenet of the API should be to make The Right Thing™ by default, and make
it really hard (or even impossible) to do The Wrong Thing™.

So we should identify "animatable" properties, i.e. those properties
that should be implicitly animated by ClutterActor, and use the
animation framework we provide to tween the transitions between the
current state and the desired state; the implicit animation should
happen when setting these properties using the public accessors, and not
through some added functionality. For instance, the following:

  clutter_actor_set_position (actor, newX, newY);

should not make the actor jump to the (newX, newY) point; it should
tween the actor's position between the current point and the desired
point.

Since we have to maintain backward compatibility with existing
applications, we still need to mark the transitions explicitly, but we
can be smart about it, and treat transition states as a stack that can
be pushed and popped, e.g.:

  clutter_actor_save_easing_state (actor);

    clutter_actor_set_easing_duration (actor, 500);
    clutter_actor_set_position (actor, newX, newY);
    clutter_actor_set_opacity (actor, newOpacity);

  clutter_actor_restore_easing_state (actor);

And we can even start stacking animations, e.g.:

  clutter_actor_save_easing_state (actor);

    clutter_actor_set_easing_duration (actor, 500);
    clutter_actor_set_position (actor, newX, newY);

    clutter_actor_save_easing_state (actor);

      clutter_actor_set_easing_duration (actor, 500);
      clutter_actor_set_easing_mode (actor, CLUTTER_LINEAR);
      clutter_actor_set_opacity (actor, newOpacity);
      clutter_actor_set_depth (actor, newDepth);

    clutter_actor_restore_easing_state (actor);

  clutter_actor_restore_easing_state (actor);

And so on, and so forth.

The implementation takes advantage of the newly added Transition API,
which uses only ClutterTimeline sub-classes and ClutterInterval, to cut
down the amount of signal emissions and memory management of object
instances; as well of using the ClutterAnimatable interface for custom
properties and interpolation of values.

12 years agoAdd ClutterPropertyTransition
Emmanuele Bassi [Thu, 15 Mar 2012 11:06:00 +0000 (11:06 +0000)]
Add ClutterPropertyTransition

ClutterPropertyTransition is a ClutterTransition that animates a
property of a ClutterAnimatable implementation.

12 years agoAdd ClutterTransition
Emmanuele Bassi [Thu, 15 Mar 2012 11:04:31 +0000 (11:04 +0000)]
Add ClutterTransition

ClutterTransition is a Timeline sub-class that allows interpolation of a
value between the initial and final states held by a ClutterInterval.

12 years agotypes: Declare new Transition classes
Emmanuele Bassi [Thu, 15 Mar 2012 11:08:38 +0000 (11:08 +0000)]
types: Declare new Transition classes

12 years agointerval: Add variadic arguments for initial/final setters
Emmanuele Bassi [Thu, 15 Mar 2012 11:02:30 +0000 (11:02 +0000)]
interval: Add variadic arguments for initial/final setters

As a convenience for the C API.

Language bindings should already be using the GValue variants.

This commit also moves the custom progress functions out of the
clutter-interval.c, as they are meant to be generic interpolation
functions and not ClutterInterval-specific.

12 years agodocs: Update reference symbols
Emmanuele Bassi [Thu, 15 Mar 2012 17:00:38 +0000 (17:00 +0000)]
docs: Update reference symbols

12 years agoFix "install" paths in VS 2010 property sheets
Chun-wei Fan [Thu, 15 Mar 2012 08:55:55 +0000 (16:55 +0800)]
Fix "install" paths in VS 2010 property sheets

12 years agoactor: Annotate signals to enable some optimization
Emmanuele Bassi [Wed, 14 Mar 2012 11:33:55 +0000 (11:33 +0000)]
actor: Annotate signals to enable some optimization

The ::paint, ::queue-redraw, and ::queue-relayout signals should be
marked as no-recurse and no-hooks; these signals are emitted *a lot*
during each frame, and since GLib has a bunch of optimizations for
signals with no closures, we should try and squeeze every single CPU
cycle we can.

12 years agoInstall clutter-version.h
Stefano Facchini [Tue, 13 Mar 2012 17:22:19 +0000 (18:22 +0100)]
Install clutter-version.h

12 years agoDist clutter-version.h
Chun-wei Fan [Mon, 5 Mar 2012 02:32:44 +0000 (10:32 +0800)]
Dist clutter-version.h

Dist clutter-version.h for use under non-autotools-based build
environments (e.g. MSVC) as this header is now generic under the
systems Clutter supports

Checked with Emmanuele Bassi on IRC.

12 years agoclutter-master-clock.c: Set frame_budget conditionally
Chun-wei Fan [Thu, 8 Mar 2012 09:11:35 +0000 (17:11 +0800)]
clutter-master-clock.c: Set frame_budget conditionally

The frame_budget member of ClutterMasterClock is only enabled when
CLUTTER_ENABLE_DEBUG is enabled, so fix the build with this.

Checked with Emmanuele Bassi on IRC.

12 years agoUpdated Danish translation
Kenneth Nielsen [Tue, 13 Mar 2012 08:08:31 +0000 (09:08 +0100)]
Updated Danish translation

12 years agoUpdated Brazilian Portuguese translation
Antonio Fernandes C. Neto [Fri, 9 Mar 2012 13:29:33 +0000 (10:29 -0300)]
Updated Brazilian Portuguese translation

12 years agoBump up the GDK dependency
Emmanuele Bassi [Mon, 12 Mar 2012 14:23:35 +0000 (14:23 +0000)]
Bump up the GDK dependency

Commit ac6ce79aa389982c3e7113f6192f492a6e21b4b1 introduced a dependency
on the latest GDK symbols, so we need to bump up the required version of
GDK.

12 years agogdk: add new device types (GDK_SOURCE_TOUCHSCREEN, GDK_SOURCE_TOUCHPAD)
Stefano Facchini [Sat, 10 Mar 2012 15:39:16 +0000 (16:39 +0100)]
gdk: add new device types (GDK_SOURCE_TOUCHSCREEN, GDK_SOURCE_TOUCHPAD)

https://bugzilla.gnome.org/show_bug.cgi?id=671779

12 years agoUpdated Odia Translation
ManojKumar Giri [Mon, 12 Mar 2012 12:14:54 +0000 (17:44 +0530)]
Updated Odia Translation

12 years agoAdd partial Finnish translation
Timo Jyrinki [Mon, 12 Mar 2012 09:29:54 +0000 (11:29 +0200)]
Add partial Finnish translation

12 years agoUpdated Russian translation
Yuri Myasoedov [Sun, 11 Mar 2012 19:36:53 +0000 (23:36 +0400)]
Updated Russian translation

12 years agoUpdated Serbian translation
Мирослав Николић [Sat, 10 Mar 2012 22:07:27 +0000 (23:07 +0100)]
Updated Serbian translation

12 years agoAdd initial Khmer translation
Khoem Sokhem [Sat, 10 Mar 2012 12:53:53 +0000 (13:53 +0100)]
Add initial Khmer translation

12 years agoUpdated Catalan translation
Gil Forcada [Sat, 10 Mar 2012 12:44:09 +0000 (13:44 +0100)]
Updated Catalan translation

12 years agoUpdated Belarusian translation.
Ihar Hrachyshka [Fri, 9 Mar 2012 18:55:55 +0000 (21:55 +0300)]
Updated Belarusian translation.

12 years agoUpdated Polish translation
Piotr Drąg [Fri, 9 Mar 2012 18:09:40 +0000 (19:09 +0100)]
Updated Polish translation

12 years agoAdd skeleton translations for RTL locales
Florian Müllner [Fri, 9 Mar 2012 15:17:52 +0000 (16:17 +0100)]
Add skeleton translations for RTL locales

RTL locales need to translate the "default:LTR" string to have
clutter_actor_get_text_direction() return the expected result;
as GNOME Shell now makes use of that API, users of RTL locales
would be up for an unpleasant surprise, so add all locales that
translate "default:LTR" to "default:RTL" in GTK+.

https://bugzilla.gnome.org/show_bug.cgi?id=671736

12 years agoUpdate Hebrew translations
Florian Müllner [Fri, 9 Mar 2012 15:34:54 +0000 (16:34 +0100)]
Update Hebrew translations

RTL locales need to translate the "default:LTR" string to have
clutter_actor_get_text_direction() return the expected result;
as GNOME Shell now makes use of that API, users of RTL locales
would be up for an unpleasant surprise, so add the required
translation.

https://bugzilla.gnome.org/show_bug.cgi?id=671736

12 years agopo: Update bug tracker in Makevars
Emmanuele Bassi [Fri, 9 Mar 2012 17:32:46 +0000 (17:32 +0000)]
po: Update bug tracker in Makevars

12 years agoFixed leaking GValue content in clutter_animation_setup_valist().
Tristan Van Berkom [Fri, 9 Mar 2012 17:06:10 +0000 (02:06 +0900)]
Fixed leaking GValue content in clutter_animation_setup_valist().

Normally this leak goes unnoticed because basic fundamental types
are typically used with clutter_actor_animate(), the leak shows up
if boxed or object types are passed (such as ClutterVertex in the
case I stumbled upon).

12 years agotext: Use CoglFramebuffer API for the path-based clip
Emmanuele Bassi [Thu, 8 Mar 2012 14:07:15 +0000 (14:07 +0000)]
text: Use CoglFramebuffer API for the path-based clip

12 years agoUpdated British English translation
Bruce Cowan [Fri, 9 Mar 2012 16:24:35 +0000 (16:24 +0000)]
Updated British English translation

12 years agoUpdated Galician translations
Fran Diéguez [Thu, 8 Mar 2012 22:25:57 +0000 (23:25 +0100)]
Updated Galician translations

12 years agoUpdated Bulgarian translation
Alexander Shopov [Thu, 8 Mar 2012 20:45:17 +0000 (22:45 +0200)]
Updated Bulgarian translation

12 years agoUpdated Slovenian translation
Matej Urbančič [Thu, 8 Mar 2012 14:42:14 +0000 (15:42 +0100)]
Updated Slovenian translation

12 years agoFixup VS 2010 property sheets
Chun-wei Fan [Thu, 8 Mar 2012 09:44:02 +0000 (17:44 +0800)]
Fixup VS 2010 property sheets

There are some properties which were not correctly set.  My bad for not
fixing these sooner.

12 years agoUpdated Spanish translation
Daniel Mustieles [Thu, 8 Mar 2012 09:29:08 +0000 (10:29 +0100)]
Updated Spanish translation

12 years agoUpdate VS property sheets
Chun-wei Fan [Thu, 8 Mar 2012 09:07:34 +0000 (17:07 +0800)]
Update VS property sheets

"Install" the new headers that were introduced lately.