| Commit message (Collapse) | Author | Age | Files | Lines |
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instead hard coded branch
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methods accordingly
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allowing to properly take-down user resources at dispose(GLAutoDrawable)
Used for UISceneDemo20 to stop and release SimpleSineSynth and its ALAudioSink.
The latter causes a bad exit (crash at OpenAL32.dll) on OpenJDK's Window Binary if not stopped!
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Callbacks as recommended
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Adapter patterns
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Callbacks as recommended
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ReleaseStringUTFChars for GetStringUTFChars() acquired UTF
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a native dispatch'ed event like key/mouse/touch input
SIGSEGV on use after free of native X11 Display* at XEventsQueued in DisplayDriver.DispatchMessages0.
This potentially happens when an application destroys
the NEWT Window/Display from an action being called directly
from DisplayDriver.DispatchMessages0 (itself), i.e. keyboard or mouse input.
DisplayDriver.DispatchMessages0 stays in the event loop and the next
XEventsQueued call causes a SIGSEGV due to already deleted
display driver connection and hence invalid native X11 Display*.
This issue also exist for other Windowing System drivers,
where the native (dispatch) method sticks to a loop
and still (re)uses the window or display handle.
One is WindowsWindow, where touch events are looped,
but such handler could have closed the window.
Querying the status of a window / display instance before dispatching
is not be good enough
- resource could already be GC'ed, so we also would need to query jobject status
- would imply an addition Java callback
+++
This fix: Having the Java callbacks return
a boolean with the value Window.isNativeValid().
This way the dispatch logic
- can bail out right away w/o using the resource anymore
- must be reviewed by myself due to changed Call{Void->Boolean}*(..)
invocation change.
This review shall resolve potential similar issues.
+++
Tested on X11/Linux/GNU, Windows and MacOS
with new TestDestroyGLAutoDrawableNewtAWT,
which tests all destruction invocation variants.
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directly w/o mitigation attempts (off-thread)
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'mouseOver' (mouseDragged)
When using a mouse, Scene activates a Shape if mouse is over it (mouseOver).
Hence don't de-activate such Shape via mouse-button clicked or released.
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for sorting w/o actually modifying the position (enogh to be painted on top and for selection)
Also use a simplified comparison using only float relational operations w/o NaN/Inf bit-stuff or epsilon,
as it should be accurate enough for this cause.
This shall also resolve Bug 1454, as we no more modify the position directly
but the local zOffset field .. but this has to be seen (data race).
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dirty. Only issue validate on childs if theyre shape is dirty
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VideoPixelFormat conversion for easier debugging
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aspect-ratio, letter-boxed or zoomed (config) + Bug 1466 Fix color mixing
Bug 1465: Region currently simply bloats a given texture to its region AABBox,
which renders textures with the wrong aspect ratio.
Add facility to program the texture-coordinates to either letter-box
or scaled-up (and cut) true aspect-ratio.
Default shall be zoom (scale-up and cut),
but user shall be able to set a flag in the Region for letter-box.
Have the shader clip texture coordinates properly,
best w/o branching to soothe performance.
See functions.glsl
+++
Bug 1466: Current color mix: texture * color_channel * color_static
is useless in GraphUI.
color_static shall modulate the texture, which works.
But in case of color_channel (attribute/varying)
we want it to be mixed so it can become the more dominant color
for e.g. a border.
Desired is:
color = vec4( mix( tex.rgb * gcu_ColorStatic.rgb, gcv_Color.rgb, gcv_Color.a ),
mix( tex.a * gcu_ColorStatic.a, 1, gcv_Color.a) );
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Commit c5431f46b7bf64f109315ec78461859dd88f202a
reduced the disableBackgroundErase(..) to SunToolkit's variation which doesn't work on Windows
as it does not act upon the java.awt.Canvas peer post addNotify().
This re-introduces the java.awt.Canvas method via class JAWTUtil.BackgroundEraseControl
and its called only after addNotify() on Windows and ASAP for everyone else.
Method also calles the SunTookit variation just to be sure.
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ad38d1559854985b1131e5b6c7274a392b5bc265
Commit ad38d1559854985b1131e5b6c7274a392b5bc265 introduced XTranslateCoordinates(..) to savely validate
the client-space window position against the parent (root).
Totally missing in this change was the NEWT child window case
since it always used the root-window as the destination.
This change tracks the parent-window (valid parent Window or NULL)
within the JavaWindow struct and either uses the parent-window
if available or the root-window for XTranslateCoordinates(..).
This results in the proper client-space position.
Validated against
- TestGearsES2NewtCanvasAWT
- TestBug1431NewtCanvasAWT
on Debian 12 w/ Java17.
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have the text resize being of fixed aspect-ratio (like the movie)
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symbols (see setFixedLabelSize()),
This allows convenient instantiation of a Button changing its text (or symbol) when toggled, e.g.:
UISceneDemo03:
+ final Button button = new Button(options.renderModes, fontSymbols,
+ fontSymbols.getUTF16String("play_arrow"), fontSymbols.getUTF16String("pause"),
+ buttonWidth, buttonHeight, buttonZOffset);
+ button.setSpacing(symSpacing, fixedSymSize);
+++
setFixedLabelSize(..):
Sets fixed label font size clipped to range [0 .. 1], defaults to {@code 0, 0}.
Use {@code w=0, h=1} when using single symbols from fixed sized symbol fonts!
Use {@link #setSpacing(Vec2f, Vec2f)} to also set spacing.
The fixed label font size is used as the denominator when scaling.{@code max(fixedLabelSize, fontLabelSize)},
hence reasonable values are either {@code 1} to enable using the given font-size
for the axis or {@code 0} to scale up/down the font to match the button box less spacing for the axis.
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experience, add overridable toggleNotify(..) allowing implementations to react before listener.
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See commit e5eadcdaa615dbeb762885b50435a1f79d6ca895
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height exceeding overall CharSequence
TypecastFont using `metrics.getAscentFU() - metrics.getDescentFU()` for ascent used for all undefined and whitespace Glyphs w/o a spatial outline,
leads to a potential exceeding height compared to the actual used
bounding box of the rendered text.
This in turn leads to layout issues, e.g. button labels are placed too low.
Solution:
- Whitespace/Undefined: Drop full height 'metrics.getAscentFU() - metrics.getDescentFU()', b/c of non-existing shape height.
- Otherwise, layout on AABBox or created empty shape would pick up such default hhea-table ascent which might exceed actual string height.
Sideeffect would be if user relies on height of a whitespace.
However, knowing this fact - a user may always pick the hhea-table's ascent metric values as exposed in Font and Font.Metric.
This resolves remaining layout issues, including button labels.
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to preserver footprint ..
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debugging purposes
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with symbols
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performance & stability
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traversing through all Glyphs
See UISceneDemo03
new Button(options.renderModes, fontSymbols, " "+fontSymbols.getUTF16String("pause")+" ", buttonWidth, buttonHeight); // pause
Unicode codepoint symbol is also contained in FontGlyph
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in UISceneDemo03 via hard coded unicode symbol numbers
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synchronized for static fontMap field access
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Yeah, for good eyes only .. but enough to label the Greek alphabet :)
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For certain shapes the aspect-ratio shall be kept, e.g. MediaButton etc.
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setter/getter
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mute and play on un-mute)
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use direct lambdas for all its other listener
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Listener
We already track this state within Scene, i.e. a shape is marked active when pointer is over it and released from active-duty when pointer left.
Scene shall notify the Shape so it can track this state locally
and also forward this event to the user via the typical Shape.Listener callback.
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given, calculated by caller
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perfect minimum label-z-offset
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audio-volume if not initialized and set it when AudioSink becomes available
Setting the audio volume before initialization shall impact GLMediaPlayer when it becomes initialized.
Further add a query if audio is muted, merely based on volume.
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select (pick) in Z descending order
Picking (select) a shape shall process all shapes in Z descending order,
i.e. top shape first. This is a bug currently.
Note: Picking (selecting) a shape using a (mouse-)pointer device
is active by mouse-moved and not only mouse-clicked.
Therefor, we select shapes by mouse-over.
The active selected shape shall have an elevated Z offset to be rendered on top
of the others on same plane.
- This avoids them being rendered below others while moving them around etc.
- This also avoids flickering of overlapping shapes with mouse over.
- This stabilizes the UI experience
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