*
Nux event signals*
As part of the new event architecture, Nux event signals have been
renamed. This was done by transforming the former event signals into
macros that point to the new events names. This should make the
transition easier and let the team gradually move the code to the new
naming.
#define OnMouseMove mouse_move
#define OnMouseDown mouse_down
#define OnMouseUp mouse_up
#define OnMouseEnter mouse_enter
#define OnMouseLeave mouse_leave
#define OnMouseClick mouse_click
#define OnMouseDoubleClick mouse_double_click
#define OnMouseDrag mouse_drag
#define OnMouseWheel mouse_wheel
#define OnMouseDownOutsideArea mouse_down_outside_pointer_grab_area
#define OnKeyEvent key_down
#define OnKeyReleased key_up
#define OnStartKeyboardReceiver begin_key_focus
#define OnStopKeyboardReceiver end_key_focus
*Unity Visual Effects*
There has been some fixes and improvements to the shaders and graphics
code path. And thanks to changes made in Compiz by Sam Spilsbury, we can
now do interesting stuff in the Dash. The results should be available
very soon. The Dash won't be dark anymore. I am making sure that all
systems can render new visual effects in the Dash with good performance
and visual quality.
*GLSL*
During Natty, only GPU from NVidia were using OpenGL GLSL shaders. All
other GPUs were using the older OpenGL shader assembly language. I have
enable the OpenGL GLSL code path on all GPUs that supports it. So far,
all drivers seems to behave correctly.
Jay
Notes:
- We are doing new things with Unity's visual rendering and so we are
bound to uncover bugs in graphics drivers. We will ry hard and work
things out.
- Some of the visual features may give the impression that we are asking
too much out of GPUs. However, we only use graphics features that have
been around for at least 5 years. And we are planning performance
fallbacks for all classes of GPUs.
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