test-actors: Clear the state on destroy

The venerable test-actors used the default stage, which meant that
closing the window just stopped the main loop but left the scene intact.
This does not happen with a normal stage created through
clutter_stage_new().

The change happened in 6ed6b2a54b, in an
unhelpfully named commit that was just supposed to switch to static
colors. My bad.

Anyway, the change led to some assertion failures when closing the stage
in the middle of an animation.

The correct thing to do when using an actor from another object (a
Timeline ::new-frame callback in this case) without owning the instance
is to connect to the ::destroy signal and clean up the pointer to avoid
calling an invalid actor.
This commit is contained in:
Emmanuele Bassi 2011-02-09 13:05:12 +00:00
parent 719e3b7e20
commit 03358aca6c

View File

@ -38,6 +38,26 @@ static GOptionEntry super_oh_entries[] = {
{ NULL }
};
static void
on_group_destroy (ClutterActor *actor,
SuperOH *oh)
{
oh->group = NULL;
}
static void
on_hand_destroy (ClutterActor *actor,
SuperOH *oh)
{
int i;
for (i = 0; i < n_hands; i++)
{
if (oh->hand[i] == actor)
oh->hand[i] = NULL;
}
}
static gboolean
on_button_press_event (ClutterActor *actor,
ClutterEvent *event,
@ -80,7 +100,10 @@ input_cb (ClutterActor *stage,
gint i;
for (i = 0; i < n_hands; i++)
clutter_actor_show (oh->hand[i]);
{
if (oh->hand[i] != NULL)
clutter_actor_show (oh->hand[i]);
}
return TRUE;
}
@ -100,23 +123,24 @@ frame_cb (ClutterTimeline *timeline,
float rotation = clutter_timeline_get_progress (timeline) * 360.0f;
/* Rotate everything clockwise about stage center*/
clutter_actor_set_rotation (oh->group,
CLUTTER_Z_AXIS,
rotation,
oh->stage_width / 2,
oh->stage_height / 2,
0);
if (oh->group != NULL)
clutter_actor_set_rotation (oh->group,
CLUTTER_Z_AXIS,
rotation,
oh->stage_width / 2,
oh->stage_height / 2,
0);
for (i = 0; i < n_hands; i++)
{
/* Rotate each hand around there centers - to get this we need
* to take into account any scaling.
*/
clutter_actor_set_rotation (oh->hand[i],
CLUTTER_Z_AXIS,
-6.0 * rotation,
0, 0, 0);
if (oh->hand[i] != NULL)
clutter_actor_set_rotation (oh->hand[i],
CLUTTER_Z_AXIS,
-6.0 * rotation,
0, 0, 0);
}
}
@ -192,6 +216,7 @@ test_actors_main (int argc, char *argv[])
/* create a new group to hold multiple actors in a group */
oh->group = clutter_group_new();
clutter_actor_set_name (oh->group, "Group");
g_signal_connect (oh->group, "destroy", G_CALLBACK (on_group_destroy), oh);
oh->hand = g_new (ClutterActor*, n_hands);
@ -245,6 +270,10 @@ test_actors_main (int argc, char *argv[])
G_CALLBACK (on_button_press_event),
oh);
g_signal_connect (oh->hand[i], "destroy",
G_CALLBACK (on_hand_destroy),
oh);
if (i % 2)
clutter_behaviour_apply (oh->scaler_1, oh->hand[i]);
else
@ -266,6 +295,8 @@ test_actors_main (int argc, char *argv[])
clutter_main ();
clutter_timeline_stop (oh->timeline);
/* clean up */
g_object_unref (oh->scaler_1);
g_object_unref (oh->scaler_2);