[texture] Fix error reporting on ::load-finished
The load-finished signal has a GError* argument which is meant to signify whether the loading was successful. However many of the places in ClutterTexture that emit this signal directly pass their 'error' variable which is a GError** and will be NULL or not completely independently of whether there was an error. If the argument was dereferenced it would probably crash. The test-texture-async interactive test case should also verify that the ::load-finished signal is correctly emitted. Fixes bug: http://bugzilla.openedhand.com/show_bug.cgi?id=1622
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@ -1471,6 +1471,8 @@ clutter_texture_set_from_data (ClutterTexture *texture,
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CLUTTER_TEXTURE_ERROR_BAD_FORMAT,
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"Failed to create COGL texture");
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g_signal_emit (texture, texture_signals[LOAD_FINISHED], 0, *error);
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return FALSE;
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}
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@ -1478,7 +1480,7 @@ clutter_texture_set_from_data (ClutterTexture *texture,
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cogl_handle_unref (new_texture);
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g_signal_emit (texture, texture_signals[LOAD_FINISHED], 0, error);
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g_signal_emit (texture, texture_signals[LOAD_FINISHED], 0, NULL);
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return TRUE;
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}
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@ -1654,6 +1656,7 @@ clutter_texture_async_load_complete (ClutterTexture *self,
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cogl_texture_get_width(handle),
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cogl_texture_get_height (handle));
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}
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cogl_handle_unref (handle);
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}
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@ -1892,19 +1895,21 @@ clutter_texture_set_from_file (ClutterTexture *texture,
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flags,
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COGL_PIXEL_FORMAT_ANY,
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&internal_error);
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if (new_texture == COGL_INVALID_HANDLE)
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{
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/* If COGL didn't give an error then make one up */
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if (internal_error == NULL)
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{
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g_set_error (error, CLUTTER_TEXTURE_ERROR,
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CLUTTER_TEXTURE_ERROR_BAD_FORMAT,
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"Failed to create COGL texture");
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}
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else
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g_propagate_error (error, internal_error);
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g_signal_emit (texture, texture_signals[LOAD_FINISHED], 0, error);
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/* If COGL didn't give an error then make one up */
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if (internal_error == NULL && new_texture == COGL_INVALID_HANDLE)
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{
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g_set_error (&internal_error, CLUTTER_TEXTURE_ERROR,
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CLUTTER_TEXTURE_ERROR_BAD_FORMAT,
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"Failed to create COGL texture");
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}
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if (internal_error != NULL)
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{
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g_signal_emit (texture, texture_signals[LOAD_FINISHED], 0,
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internal_error);
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g_propagate_error (error, internal_error);
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return FALSE;
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}
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@ -1913,7 +1918,7 @@ clutter_texture_set_from_file (ClutterTexture *texture,
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cogl_handle_unref (new_texture);
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g_signal_emit (texture, texture_signals[LOAD_FINISHED], 0, error);
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g_signal_emit (texture, texture_signals[LOAD_FINISHED], 0, NULL);
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return TRUE;
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}
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@ -2,6 +2,41 @@
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#include <gmodule.h>
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#include <clutter/clutter.h>
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enum
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{
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LOAD_SYNC,
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LOAD_DATA_ASYNC,
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LOAD_ASYNC
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};
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static void
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on_load_finished (ClutterTexture *texture,
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const GError *error,
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gpointer user_data)
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{
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gint load_type = GPOINTER_TO_INT (user_data);
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const gchar *load_str = NULL;
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switch (load_type)
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{
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case LOAD_SYNC:
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load_str = "synchronous loading";
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break;
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case LOAD_DATA_ASYNC:
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load_str = "asynchronous data loading";
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break;
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case LOAD_ASYNC:
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load_str = "asynchronous loading";
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break;
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}
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if (error != NULL)
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g_print ("%s failed: %s\n", load_str, error->message);
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else
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g_print ("%s successful\n", load_str);
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}
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static void size_change_cb (ClutterTexture *texture,
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gint width,
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@ -24,6 +59,7 @@ static gboolean task (gpointer foo)
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gint i;
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stage = clutter_stage_get_default ();
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#if 0
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for (i=0;i<4;i++)
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image[i] = g_object_new (CLUTTER_TYPE_TEXTURE,
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@ -32,23 +68,35 @@ static gboolean task (gpointer foo)
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NULL);
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#else
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/*for (i=0;i<4;i++)*/
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image[0] = g_object_new (CLUTTER_TYPE_TEXTURE,
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"filename", path,
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NULL);
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image[0] = g_object_new (CLUTTER_TYPE_TEXTURE, NULL);
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g_signal_connect (image[0], "load-finished",
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G_CALLBACK (on_load_finished),
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GINT_TO_POINTER (LOAD_SYNC));
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image[1] = g_object_new (CLUTTER_TYPE_TEXTURE,
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"filename", path,
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"load-data-async", TRUE,
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NULL);
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g_signal_connect (image[1], "load-finished",
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G_CALLBACK (on_load_finished),
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GINT_TO_POINTER (LOAD_DATA_ASYNC));
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image[2] = g_object_new (CLUTTER_TYPE_TEXTURE,
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"filename", path,
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"load-async", TRUE,
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NULL);
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g_signal_connect (image[2], "load-finished",
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G_CALLBACK (on_load_finished),
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GINT_TO_POINTER (LOAD_ASYNC));
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#endif
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for (i=0;i<3;i++)
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{
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clutter_texture_set_from_file (CLUTTER_TEXTURE (image[i]), path, NULL);
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}
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for (i=0;i<3;i++)
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{
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clutter_container_add (CLUTTER_CONTAINER (stage), image[i], NULL);
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}
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for (i=0;i<3;i++)
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{
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clutter_actor_set_position (image[i], 50+i*100, 0+i*50);
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