Format: 1.8 Date: Fri, 14 Feb 2014 23:06:09 +0000 Source: unity Binary: unity unity-services libunity-core-6.0-9 libunity-core-6.0-dev unity-autopilot unity-2d libunity-2d-private0 libunity-2d-private-dev unity-2d-panel unity-2d-spread unity-2d-common unity-2d-shell unity-2d-dbg Architecture: ppc64el ppc64el_translations Version: 7.1.2+14.04.20140214.1-0ubuntu1 Distribution: trusty-proposed Urgency: low Maintainer: Ubuntu Build Daemon Changed-By: Ubuntu daily release Description: libunity-2d-private-dev - transitional dummy package libunity-2d-private0 - transitional dummy package libunity-core-6.0-9 - Core library for the Unity interface. libunity-core-6.0-dev - Core library for the Unity interface - development files unity - Interface designed for efficiency of space and interaction. unity-2d - transitional dummy package unity-2d-common - transitional dummy package unity-2d-dbg - transitional dummy package unity-2d-panel - transitional dummy package unity-2d-shell - transitional dummy package unity-2d-spread - transitional dummy package unity-autopilot - Autopiloted tests for Unity unity-services - Services for the Unity interface Launchpad-Bugs-Fixed: 691817 827537 830709 834777 961890 1080947 1098419 1113008 1170508 1173219 1179210 1206582 1226962 1227131 1244704 1251275 1251777 1252760 1253740 1255241 1263775 1263786 1267210 1267888 1267902 1271710 1274554 1274985 1277265 1279499 1279904 1280077 Changes: unity (7.1.2+14.04.20140214.1-0ubuntu1) trusty; urgency=low . [ Sebastien Bacher ] * use unity-control-center by default. * lists keybinding in unity-control-center. (LP: #1271710) . [ Brandon Schaefer ] * Bump to new libnux from this branch: https://code.launchpad.net/~brandontschaefer/nux/xim-preedit- support. * Adds Super+L to lock the screen, while keeping the older shortcut around in g-s-d (Ctrl+Alt+L). (LP: #830709) * Do not open the dash/hud on a monitor with a top most window that is fullscreen. (LP: #1267210) * Implement an EMConveter. This way with default settings such that DPI = 96.0f, and font_size = system font size. We can get the correct EM value for any pixel size. Once we have the correct EM value for any pixel size, the DPI value can be adjusted to the current logical one. From here, you can now get the correct pixel size based from of the EM value for the logical DPI of the screen. * Refactor EMConverter API. Now all thats needed is int ConvertPixels(int pixel); This will calculate the correct pixel size based on the DPI and font size. * Testing that the ibus anthy tests could possibly be causing strange issues on the nvidia machine. So skipping them to test if tihs is the source of the error. * Add Pt to Px function to em converter. * Move EMConverter over to unity settings. * Add multi monitor support for EMConverter in unity settings. Now you can grab a specific converter per monitor. * Simple RawPixel class. It adds 2 define literals, ex: 10_em, 10.0_em. From there it turns them into raw pixels. RawPixels have CP (CovertPixel) function which takes in an EMConverter that allows you to use a converter specific to a monitor to convert the raw pixel to the correct value. . [ Marco Trevisan (TreviƱo) ] * Don't re-present all of our windows on every frame. Only do that if damage intersects it. Use the new APIs exposed by compiz and nux to intelligently determine which windows need to be presented per-frame and only register damage for those windows. This fixes two things: 1. BaseWindows being redrawn from scratch every time damage was registered over them. That was incorrect and should only be done in the case of background blurs. 2. BaseWindows being drawn to the screen on every frame, regardless of whether or not they needed to be. Now they will only be drawn if some damage intersects beneath them. Note that unity will expand the damage region to accomadate the base window since nux does not support geometry clipping. So if there is a partial intersection of the launcher for example, the area of the screen which contains the launcher will be re-painted (but the launcher itself won't be redrawn, just its texture) (LP: #1080947). (LP: #1080947) * Convert compiz regions / rects to nux::Geometry's and back easily. * UnityScreen: remove the useless and expensive gl{Push,Pop}Attrib calls For some reasons this code was copied by the opengl plugin as a workaround to fix the state of our screen after that nux has drawn. Actually this is not needed, the only thing we really need to do is to fix the current Viewport, because nux seems to leave it in a bad state which would lead to flickering menus, fullscreen windows, tooltip and missing windows thumbnails in switcher. Thanks to Sam Spilsbury for his precious support. (LP: #1251275) * Unity: always prefer passing [this] to lambdas than [&]. * Introspectable: use IntrospectionData class for collecting data from children Now each introspectable object is called with an IntrospectionData parameter and calling one of its methods it's the only way to fill introspection data into unity. As bonus point, remove all the unneeded UnityCore/Variant.cpp inclusions. (LP: #1227131) * DebugDBusInterface: add local::xpathselect::NodeSelector to use the dloaded lib. * BackgroundEffectHelper: Specify the required blur area before drawing so selectively copy it at paint time This means that we don't have to waste fragment bandwidth copying the entire backbuffer when we could just do parts of it. Now BackgroundEffectHelper listens to windows and views geometry changes and updates a list of blurred regions that might be copied to the backup texture at every repaint that affects them. This avoids to copy large regions (especially when using big resolutions or multiple monitors), but only the ones we really need to blur. * SwitcherView: define a custom GeometryGetterFunc and notify helper on changes Thanks to this the switcher won't make BackgroundEffectHelper to create a blurred area as big as the current monitor (with just a small padding), but an area big enough to draw its background. This get updated automagically when the switcher view changes its geometry... Also, use nux::AnimateValue for switcher animations, making compiz to orchestrate it and only redraw the view if an icon changed since the last progress iteration. We don't want the switcher to be drawn unless its geometry or an icon changes. Also we don't want to redraw the switcher multiple times if only a not-animated parameter of an icon (such as a pip or the selection glow) has changed. As bonus, reduce lots of list copies. * {Dash,Hud}Controller: unset the keyfocus area only if one of their children has the focus Otherwise we could steal the focus to another view (such as the Alt+Tab switcher). (LP: #1252760) * IntrospectionData: use forward declaration for nux classes, add support to glib::Variant We don't need to repeat the inclusion everywhere we want debug introspection. This allows also to add glib::Variant adder without the need of any other cast. * decorations: added new unity-decorations fully gtk-css-themed inside unity. (LP: #691817, #827537) * PanelMenuView: show a dropdown menu of indicators, if there's no enough horizontal space PanelService: add new dbus method ShowEntriesDropdown that when called puts the requested indicator entires into a DropDown menu before showing them, also threat dropdown menus as special entries when the their geometry has been synced. UnityCore: add add ShowEntriesDropdown virtual method as well and implement in DBusIndicators, to call the relative method in PanelService. Add parents to indicator::Entry, now an entry can have one or more parents (that's mostly depending on how many monitors we have), and if parented, it notifies active, show_now and geometry status to them. API cleanups included, SO-name bumped. PanelView: add simpler PreLayoutManagement function, to avoid nux to do too many computations that will cause the Menu to relayout too much with no need. Added PanelIndicatorEntryDropdownView as new subtype of PanelIndicatorEntryView that will show a go-down icon on the PanelMenuView that when clicked will show a dropdown menu of indicators. This will happen only if there's not enough room to see them inline. PanelIndicatorsView: many cleanups, and add EnableDropdownMenu that creates a new PanelIndicatorEntryDropdownView and uses it to place the entries that don't fit the available space, until we don't get some more. Added and reworked a bunch of unit tests. (LP: #1274554) * DecorationsInputMixer: pass Timestamp to events This might be needed to perform some actions, and using CompScreen getCurrentTime() is way much more expensive than I thought. * MenuManager: add a wrapper for Indicators and KeyGrabber that registers mnemonics It also emits signals with accumulators that will just stop the emission when a client returns true, and holds menu general settings. * LauncherDragWindow: set the drag window background to transparent or it will be white by default This was causing a quick flickering of the icon as soon as it was drawn on the first place. (LP: #1279904) * {DecorationsGrabEdge, PanelTitlebarGrabAreaView}: show the WindowAction menu on right-click (LP: #1098419) * PanelMenuView: we don't need to escape the panel title anymore New decorations just use pango text. (LP: #1280077) . [ Chris Townsend ] * Don't re-present all of our windows on every frame. Only do that if damage intersects it. Use the new APIs exposed by compiz and nux to intelligently determine which windows need to be presented per-frame and only register damage for those windows. This fixes two things: 1. BaseWindows being redrawn from scratch every time damage was registered over them. That was incorrect and should only be done in the case of background blurs. 2. BaseWindows being drawn to the screen on every frame, regardless of whether or not they needed to be. Now they will only be drawn if some damage intersects beneath them. Note that unity will expand the damage region to accomadate the base window since nux does not support geometry clipping. So if there is a partial intersection of the launcher for example, the area of the screen which contains the launcher will be re-painted (but the launcher itself won't be redrawn, just its texture) (LP: #1080947). (LP: #1080947) * In low graphics mode, only draw the Launcher background as needed instead of all of the time, even if the Launcher is hidden. (LP: #1179210) * Bump the Unity glib build dependency version. * Use IsVisibleOnMonitor() instead of IsVisible() for checking to close the Hud when clicking the Hud icon. This is due to the icon's quirk only being set for the current monitor. (LP: #1255241) * Add some introspection vector variables to account for per-monitor icon quirks to fix some failing Hud AP tests. (LP: #1244704) * Revert most of lp:unity revno. 3509 as the Compiz Grid plugin is a better place to handle the Ctrl-Super-Left/Right shortcuts. Expanded autopilot test to check for correct window placement when semi- maximizing and restoring. (LP: #1251777) * Re-enable Quicklist and Tooltip active blurring since it was removed due to the performance merge. (LP: #1253740) * Fix compile error due to deprecated gtk_widget_get_state() function. (LP: #1173219) * Fix a bunch of failing AP tests due to changes in Unity. (LP: #1244704) * Due to a change in xpathselect1.4, this fixes a sorting issue of Switcher icons for AP tests. (LP: #1244704) * Always set the interval timer to 0 when starting a new urgent animation timer. (LP: #1263775) * When hiding the Dash & Hud views, zero out the geometry and update the blur background size. This fixes the issue where the blur background wouldn't be updated when using static blur on subsequent opens of the Dash and Hud. (LP: #834777) * If the Dash or Hud is opened when entering Show Desktop, ensure they are closed. Added some Autopilot tests for this condition. (LP: #961890) * Add mesa-utils dependency to the unity-autopilot package since some of the autopilot tests use glxinfo to gather information. (LP: #1267902) * Fixes issue where a user places the mouse over a Launcher icon that has one unfocused window and then scrolls with the scroll wheel would focus that application when it should not according to Design. (LP: #1263786) * When using the mouse scrollwheel on inactive Launcher icons with unfocused windows, the unfocused window should not be focused. (LP: #1267888) * Add missing Python module declarations for multi-monitor setups. Fixes some AP test failures. * Fixes most Launcher based Autopilot tests due to the new object list sorting in xpathselect1.4. * Add back in vertical/horizontal maximized introspection objects since some Autopilot tests need them. * Removed the ZeitgeistUtils.h as this is no longer needed since Zeitgeist in main is now fixed. * Fix more Autopilot tests: Base icon center introspection on the current monitor instead of the hardcoded first monitor. Fix move_mouse_to_icon AP method to work correctly with multi-monitor. Fix some scroll tests for multi-monitor. Skip the Launcher only on primary monitor/test Launcher functionality on the second monitor tests since the tests cannot run in this scenario. * More Unity Autopilot Launcher test fixes: When initializing the Launcher tests, check whether the Launcher is available on the monitor being tested. If not, skip the test. Also, move the mouse to the monitor being tested before running the test to make sure the correct Launcher is being tested. Skip some Launcher reveal tests since the test is no longer valid due to how Autopilot moves the mouse now. Fix drag_icon_to_position method. Fix mouse_reveal_launcher method. * Fix more AP tests: Fix workspace emulator to get viewport info for more than the first monitor. Fix some Hud, Dash, and Switcher tests for multi-monitor. * Add a method to tell the Hud icon when there are multi-monitors and only a Launcher on the primary monitor. This will make sure the active and visible states for the icon are correct and allow the AP tests to pass. (LP: #1274985) * Fixes some Autopilot Panel test failures: Emit the signal to call OnIndicatorViewUpdated() when the active window position has changed. Account for an overlay (Dash/Hud) to be opened when testing if the window buttons should be shown in the Panel. This was removed some revisions ago and it looks like it shouldn't have been. Fix up a Panel test since it was failing in a part that didn't need to be ran anyways. (LP: #1277265) * Fix a couple of test_panel AP tests: The overlay window buttons did not take multi-monitor into account, so now account for that. Fix the AP test themselves to actually use the correct introspection object. * Fix a failing Dash AP test due to too many results being returned which caused the position of the Dash icon to be off the screen. * Fix where the mouse_disabled_ variable was unintialized which would cause the Switcher to not work correctly with the mouse and arrow keys. Fix the mouse filter list to account for only motion and button click/release so arrow key navigation will still work in the Switcher when mouse interaction is disabled. (LP: #1279499) * Fix Autopilot test issue where Show Desktop is somehow invoked and the recovery from this does not properly get the state back to Show Desktop off. . [ William Hua ] * Replace deprecated g_settings_list_schemas with g_settings_schema_source_list_schemas. * Launcher: Fix GVariant type error in Hud UBus message. * Implement the GNOME key grabber interface so that Compiz and gnome- settings-daemon no longer have to fight for key grabs. Also, fix the global menu bar mnemonics. (LP: #1113008, LP: #1206582, LP: #1226962). (LP: #1113008, #1226962, #1206582) . [ Stephen M. Webb ] * add multi-mointor support to a couple of tests where it got misssed. . [ George Karavasilev ] * LauncherIcon: always try to use themed icons first, before falling back to UnityTheme. . [ CI bot ] * Flush trunk to Ubuntu . [ Eleni Maria Stea ] * the branch fixes the following compile errors: 1. SetReferenceFramebuffer function gets 3 parameters (Nux/WindowCompositor.h) 2. RenderInterfaceFromForeignCmd gets const reference not pointer as argument (Nux/WindowThread.h). * adds virtual destructors to classes with virtual methods to prevent memory leaks - ABI break. * new gsetting in unityshell.xml.in: fonts-scale-factor. * Configuration Parser class for custom gsettings. * function that gets the monitor name from the GDKScreen in UScreen. . [ Andrea Azzarone ] * Don't re-present all of our windows on every frame. Only do that if damage intersects it. Use the new APIs exposed by compiz and nux to intelligently determine which windows need to be presented per-frame and only register damage for those windows. This fixes two things: 1. BaseWindows being redrawn from scratch every time damage was registered over them. That was incorrect and should only be done in the case of background blurs. 2. BaseWindows being drawn to the screen on every frame, regardless of whether or not they needed to be. Now they will only be drawn if some damage intersects beneath them. Note that unity will expand the damage region to accomadate the base window since nux does not support geometry clipping. So if there is a partial intersection of the launcher for example, the area of the screen which contains the launcher will be re-painted (but the launcher itself won't be redrawn, just its texture) (LP: #1080947). (LP: #1080947) * Alt-Tab, shutdown dialog and shortcut overlay should not be transparent in Low GFX Mode. (LP: #1170508) . [ Sam Spilsbury ] * Don't re-present all of our windows on every frame. Only do that if damage intersects it. Use the new APIs exposed by compiz and nux to intelligently determine which windows need to be presented per-frame and only register damage for those windows. This fixes two things: 1. BaseWindows being redrawn from scratch every time damage was registered over them. That was incorrect and should only be done in the case of background blurs. 2. BaseWindows being drawn to the screen on every frame, regardless of whether or not they needed to be. Now they will only be drawn if some damage intersects beneath them. Note that unity will expand the damage region to accomadate the base window since nux does not support geometry clipping. So if there is a partial intersection of the launcher for example, the area of the screen which contains the launcher will be re-painted (but the launcher itself won't be redrawn, just its texture) (LP: #1080947). (LP: #1080947) * BackgroundEffectHelper: Specify the required blur area before drawing so selectively copy it at paint time This means that we don't have to waste fragment bandwidth copying the entire backbuffer when we could just do parts of it. Now BackgroundEffectHelper listens to windows and views geometry changes and updates a list of blurred regions that might be copied to the backup texture at every repaint that affects them. This avoids to copy large regions (especially when using big resolutions or multiple monitors), but only the ones we really need to blur. 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