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* cogl-sharp: Support generation of functions with a CoglErrorwip/cogl-sharpDamien Lespiau2013-01-053-9/+70
| | | | | | These functions throw a Cogl.Exception in the C# sharp versions and the mechanisms in C (boolean return value and CoglError** argument) are dropped.
* cogl-sharp: Comment a bit our method generation codeDamien Lespiau2013-01-051-0/+19
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* cogl-sharp: Don't generated methods with out parameters yetDamien Lespiau2013-01-044-40/+1
| | | | | We don't support them for now, however a bug in parse-gir.py led to generating them.
* cogl-sharp: Sync with the latest updatesDamien Lespiau2013-01-041-11/+3
| | | | | The layer matrix has been removed from 2.0 and a couple of parameters have been renamed.
* cogl-sharp: Bind a few Xlib specific renderer methodsDamien Lespiau2013-01-041-0/+49
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* cogl-sharp: Compile cogl-sharp with the defines collected from configureDamien Lespiau2013-01-043-0/+10
| | | | | The cogl-sharp assembly can now use defines to compile in/out part of it.
* cogl-sharp: Expose DepthTestFunctionDamien Lespiau2013-01-043-0/+19
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* cogl-sharp: Write the full version of the Context constructorDamien Lespiau2013-01-041-0/+14
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* cogl-sharp: Check for errors when creating a ContextDamien Lespiau2013-01-041-2/+6
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* cogl-sharp: Expose DisplayDamien Lespiau2013-01-045-0/+109
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* cogl-sharp: Add Context to the list of known typesDamien Lespiau2013-01-045-1/+22
| | | | This allows to generate Framebuffer.GetContext()
* cogl-sharp: Expose RendererDamien Lespiau2013-01-044-1/+148
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* cogl-sharp: Expose OnScreenTemplateDamien Lespiau2013-01-044-0/+80
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* cogl-sharp: Expose SwapChainDamien Lespiau2013-01-044-0/+72
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* cogl-sharp: Expose WinsysIDDamien Lespiau2013-01-043-1/+23
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* cogl-sharp: Expose RendererConstraintDamien Lespiau2013-01-043-0/+16
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* cogl-sharp: Expose CoglDriverDamien Lespiau2013-01-043-0/+17
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* cogl-sharp: Make the tests depend on the libraryDamien Lespiau2013-01-041-1/+1
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* cogl-sharp: Override DrawTexturedRectangles()Damien Lespiau2013-01-043-8/+32
| | | | | This is a bit complicated to bind automatically, so just write it ourselves.
* cogl-sharp: Add a Matrix.ToString() methodDamien Lespiau2013-01-041-0/+9
| | | | Very handy when debugging.
* cogl-sharp: Fix Matrix.InitTranslation() argument passingDamien Lespiau2013-01-042-1/+29
| | | | And while at it, add a test case.
* cogl-sharp: Generate as much as possible of OnScreenDamien Lespiau2013-01-044-18/+81
| | | | | For now, this does not include the resize callbacks, nor the swap region.
* cogl-sharp: Overloads Pipeline's SetColor() to support 4 floatsDamien Lespiau2013-01-042-1/+4
| | | | | Let's use overloading throughout this binding, this time for cogl_pipeline_set_color4f().
* cogl-sharp: First shot at exposing QuaternionsDamien Lespiau2013-01-044-1/+156
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* cogl-sharp: Add a test for the new_from_file() Texture constructorDamien Lespiau2013-01-045-0/+46
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* cogl-sharp: Write the Texture() constructor loading filesDamien Lespiau2013-01-046-1/+195
| | | | | | | To write this one, a few things have to be introduced: - Exception handling from CoglError - TextureFlags bit field - Marshalling C# strings to utf8 strings
* cogl-sharp: Re-run the generator due to gir generation changesDamien Lespiau2013-01-041-8/+8
| | | | | A methods was moved with the new introspection generation, let's adapt the generated code to the change.
* cogl-sharp: Apply method name overridesDamien Lespiau2013-01-042-2/+13
| | | | | This allows us to be able to change methods names when generating the bindings, say to implement function overloading.
* cogl-sharp: Expose TextureTypeDamien Lespiau2013-01-044-1/+30
| | | | | | | TextureType has a tiny problem: it tries to define 2D and 3D as enum values. Let's hand write the enum for now to Texture2D and Texture3D. This allows to expose Framebuffer.SetLayerNullTexture()
* cogl-sharp: Translate guintsDamien Lespiau2013-01-043-1/+26
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* cogl-sharp: Start translating CoglBools as wellDamien Lespiau2013-01-044-8/+66
| | | | | | | | | | | Bools are a bit special: - They are 1 byte in C# - They are 1 byte in C++ - CoglBool if 4 bytes (Just like the BOOL Windows type) - The default marshalling of a C# bool is to generate a BOOL, thus the default behaviour is compatible with CoglBool. Turns out that it should just work then.
* cogl-sharp: Start adding Texture into the mixDamien Lespiau2013-01-046-0/+91
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* cogl-sharp: Expose VerticesModeDamien Lespiau2013-01-043-1/+22
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* cogl-sharp: Expose PipelineAlphaFuncDamien Lespiau2013-01-044-0/+35
| | | | And thus the two related Pipeline methods.
* cogl-sharp: Expose PipelineCullFaceModeDamien Lespiau2013-01-044-0/+31
| | | | And the methods in Pipeline using this type
* cogl-sharp: Expose WindingDamien Lespiau2013-01-044-1/+30
| | | | And the couple of corresponding functions in Pipeline.
* cogl-sharp: Expose PipelineFiterDamien Lespiau2013-01-044-0/+41
| | | | And the 3 corresponding methods in Pipeline.
* cogl-sharp: Expose PipelineWrapModeDamien Lespiau2013-01-044-15/+87
| | | | | And thus some extra methods of Pipeline. This also fixes multi-words enum members.
* cogl-sharp: Expose CoglPipelineDamien Lespiau2013-01-045-6/+242
| | | | | | | To do so, 2 small features in parse-gir.py: - a way to blacklist methods we cannot generate yet - support for object return types (where you need to create a new wrapper object around a CoglObject)
* cogl-sharp: Expose CoglPixelFormatDamien Lespiau2013-01-044-8/+75
| | | | | | | | | And thus also enable the generation of yet another method of FrameBuffer. This also introduces a way to tell the generator you want the enum members to bo upper case (by default it will generate capitalized enum values).
* cogl-sharp: Expose ColorMaskDamien Lespiau2013-01-044-1/+35
| | | | This also means the two functions using CoglMask on FrameBuffer.
* cogl-sharp: First shot at generating methods, starting with FrameBufferDamien Lespiau2013-01-045-19/+515
| | | | | | | | | | | | parse-gir.py has gained some extra powers to generate the binding code for methods. FrameBuffer has been selected to be the first class that benefit from it. parse-gir.py will shout as much as possible about things it cannot do yet and will skip those unsupported methods. Generated code is kept in tree so the C# bindings can be compiled without gobject-introspection.
* cogl-sharp: Start looking at exposing Context, FrameBuffer and OnScreenDamien Lespiau2013-01-047-0/+279
| | | | | | | | | | This is by not mean complete but a first stab at looking at what is needed to bind Cogl to C#. parse-gir.py is expected to grow a bit to generate the bulk of the bindings, for now it was used to generate the BufferBit bitfield. Life cycle of objects is not looked at in details yet.
* cogl-sharp: Introduce V_MCS when compiling C# assembliesDamien Lespiau2013-01-041-2/+6
| | | | | This implements the quiet version of the mcs invocation to compile C# assemblies.
* cogl-sharp: Bind part of CoglMatrixDamien Lespiau2013-01-043-0/+219
| | | | And really just a start of the unit tests.
* cogl-sharp: Add a unit tests infrastructureDamien Lespiau2013-01-047-3/+86
| | | | And test Color.
* cogl-sharp: Gives 2 constuctors to ColorDamien Lespiau2013-01-041-0/+16
| | | | | CoglColor can be initialized with floats or bytes, let's expose the same convience here.
* cogl-sharp: Don't expose color components as propertiesDamien Lespiau2013-01-041-5/+5
| | | | Properties don't give you anything at all there.
* cogl-sharp: Add a .vimrc to enforce cogl-sharp coding styleDamien Lespiau2013-01-041-0/+5
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* cogl-sharp: Add a ToString() method to ColorDamien Lespiau2013-01-041-0/+5
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