For the root node we do not need to use blending, as it does not have
any backdrop to blend into. We can use a simpler 'blit' program that
only takes the content of the source and fills the texture quad with
it.
We should use ShaderBuilder to create and store programs for the GL
renderer. This allows us to simplify the creation of programs (by moving
the compilation phase into the ShaderBuilder::create_program() method),
and move towards the ability to create multiple programs and just keep a
reference to the program id.
We should keep the ShaderBuilder around and use it to query the various
uniform and attribute locations when needed, instead of storing those
offsets into the Renderer instance, and copying them. This allows a bit
more flexibility, once we have more than one program built into the
renderer.
The GL renderer should build the GLSL shaders using GskShaderBuilder.
This allows us to separate the common parts into separate files, and
assemble them as necessary, instead of shipping one big shader per type
of GL API (GL3, GL legacy, and GLES).
GskShaderBuilder is an ancillary, private type that deals with the
internals of taking GLSL shaders from resources and building them,
with the additional feature of being able to compose shaders from a
common preamble, as well as adding conditional defines (useful for
enabling debugging code in the shaders themselves).
Using GObject as the base type for a transient tree may prove to be too
intensive, especially when creating a lot of node instances. Since we
don't need properties or signals, and we don't need complex destruction
semantics, we can use GTypeInstance directly as the base type for
GskRenderNode.
We need a virtual function to retrieve the GskRenderNode for each
widget, which is supposed to attach its own children's GskRenderNodes.
Additionally, we want to maintain the existing GtkWidget::draw mechanism
for widgets that do not implement get_render_node() — as well as widgets
that have handlers connected to the ::draw signal.
This commit changes the way GskRenderer and GskRenderNode interact and
are meant to be used.
GskRenderNode should represent a transient tree of rendering nodes,
which are submitted to the GskRenderer at render time; this allows the
renderer to take ownership of the render tree. Once the toolkit and
application code have finished assembling it, the render tree ownership
is transferred to the renderer.
Whenever the render tree changes we want to drop the RenderItem arrays,
as each item contains a pointer to the GskRenderNode which becomes
dangling once the root node changed.
The surface-to-GL upload logic has become more complicated with the
addition of the GLES code paths; it's more logical to have a public
utility function that can be called from GDK users, instead of copy
pasting the whole thing multiple times.
GSK is conceptually split into two scene graphs:
* a simple rendering tree of operations
* a complex set of logical layers
The latter is built on the former, and adds convenience and high level
API for application developers.
The lower layer, though, is what gets transformed into the rendering
pipeline, as it's simple and thus can be transformed into appropriate
rendering commands with minimal state changes.
The lower layer is also suitable for reuse from more complex higher
layers, like the CSS machinery in GTK, without necessarily port those
layers to the GSK high level API.
This lower layer is based on GskRenderNode instances, which represent
the tree of rendering operations; and a GskRenderer instance, which
takes the render nodes and submits them (after potentially reordering
and transforming them to a more appropriate representation) to the
underlying graphic system.
The config.rpath script was added by running gettextize, but it's not
really needed, as config.rpath is generated by autotools and it's
included in the dist tarball automatically.
Upstream gettextize has been fixed so it does not happen any more:
http://savannah.gnu.org/bugs/index.php?48729
The GtkHeaderBar gadget implementation was subtly broken: it called
gtk_widget_set_allocation both in gtk_header_bar_size_allocate (with
the actual allocation) and in gtk_header_bar_allocate_contents (with
the content allocation of the main gadget). Dropping the second call
fixes the render node conversion for GtkHeaderBar.
The event code could potentially dereference pointer_info if the
invariant that ENTER_NOTIFY and LEAVE_NOTIFY events are only emitted on
devices which have pointers is violated elsewhere.
Found with scan-build.
https://bugzilla.gnome.org/show_bug.cgi?id=712760
In order to eliminate g_test_expect_message() (which doesn’t work with
G_LOG_USE_STRUCTURED), make the warning about the fallback theme not
existing be conditional on the icon theme search path containing a
system path. Any application code which modifies the search path does so
through appends and prepends, so this should not affect whether the
warning is emitted in production.
https://bugzilla.gnome.org/show_bug.cgi?id=769485
:toggled is triggered on :clicked, so using :toggled lead to the menu
to be popped up at the same time, while allowing to use the toggle state
and avoiding any need to a hack to prevent recursion, which somehow
wasn't enough for double emission of GtkMenuToolButton:show-popup.
https://bugzilla.gnome.org/show_bug.cgi?id=769287
Pick the W32 API for possible deadkey+<something> combinations
and prefer these to other sources of deadkey combos.
Specifically, if W32 API supports at least one combo for a particular
deadkey, only use that data and do not attempt to do other, unsupported
combinations, even if they make sense otherwise.
This is needed to, for example, correctly support US-International
keyboard layout, which produces a combined character for <' + a>
combo, but not for <' + s>, for example.
This is achieved by stashing all the deadkeys that we find in
an array, then doing extra loop through all virtual key codes and
trying to combine them with each of these deadkeys. Any combinations
that produce a single character are cached for later use.
In GTK Simple IM context, call a new GDK W32 function to do a lookup
on that cached combination table early on, among the "special cases"
(which are now partially obsolete).
A limitation of this code is that combinations with more than
one deadkey are not supported, except for combinations that consist
entirely of 2 known deadkeys. The upshot is that lookups should
be relatively fast, as deadkey array stays small and the combination
tree stays shallow.
Note that the use of ToUnicodeEx() seems suboptimal, as it should
be possible to just load a keyboard library (KBD*.DLL) manually
and obtain and use its key table directly. However, that is much more
complicated and would result in a significant rewrite of gdkkeys-win32.
The code from this commit, though hacky, is a direct addition to
existing code and should cover vast majority of the use-cases.
https://bugzilla.gnome.org/show_bug.cgi?id=569581
This changes the group/level semantic.
Previously W32 backend used "group 0/1" to denote "AltGr OFF/ON"
and "level 0/1" to denote "Shift is OFF/ON".
Now "group" means "keyboard layout" and there can be up to 255 groups,
while AltGr and Shift are combined into a single level enum that
takes values between 0 and 4.
Unlike X, W32 doesn't do effective group overriding, meaning that
it will never tell the caller that a different group was actually
used (even for universal keys, such as Enter), because key symbol
table is completely fabricated and there's no point in trying to
save a few of kilobytes of RAM by not duplicating universal key
records for all groups.
Also contains many whitespace changes (tab elimination, fixed
indentation) and cleanup (axed a few global variables, these are
now accessed via the default keymap).
https://bugzilla.gnome.org/show_bug.cgi?id=768722