It's very useful to see the actual number the reference value is
compared too when the test fails. GTest has g_assert_cmp$type()
functions for that, so make good use of them.
A small doubt has risen about the use of CoglTextureUnit in materials:
will texture matrices still work if we have several materials, each of
them having at texture on the same texture unit? The answer is yes!
test-cogl-multitexture has been extended to use 2 materials with about
the same setup except a little difference: the texture matrices for the
lightmaps rotate in opposite directions.
While at it, changed the rotation behaviour by an implicit animation
with a small additional bonus bling.
Otherwise the paint handler will still be run for the subsequent
tests. This ends up writing to the ‘state’ variable which used to be
on the stack so it will end up corrupting some stack variable. This
was causing test-cogl-premult to fail.
This adds a test which renders a texture into a 1x1 pixel quad with
and without filters that use mipmaps. The pixel without mipmaps will
be one of the colors from the texture and the one with will be the
average of all the pixels in the texture.
If a user supplied multiple groups of texture coordinates with
cogl_rectangle_with_multitexture_coords() then we would repeatedly log only
the first group in the journal. This fixes that bug and adds a conformance
test to verify the fix.
Thanks to Gord Allott for reporting this bug.
The test-text "fake scrolling" code stopped working somewhere between
0.8 and 0.9, with the new layout code. Instead of the ::cursor-event
signal it should use an approach similar to the Scrollable interface in
the Moblin User Experience toolkit.
Right now, it makes sense to ignore this code entirely.
* animate-layout-manager:
layout-manager: Document the animation support
layout-manager: Rewind the timeline in begin_animation()
box-layout: Remove the allocations hash table
docs: Clean up the README file
layout: Let begin_animation() return the Alpha
box-layout: Add knobs for controlling animations
box-layout: Animate layout properties
layout: Add animation support to LayoutManager
Add ActorBox animation methods
* stage-use-alpha:
tests: Use accessor methods for :use-alpha
stage: Add accessors for :use-alpha
tests: Allow setting the stage opacity in test-paint-wrapper
stage: Premultiply the stage color
stage: Composite the opacity with the alpha channel
glx: Always request an ARGB visual
stage: Add :use-alpha property
materials: Get the right blend function for alpha
ClutterLayoutManager does not have any state associated with it, and
defers all the state to its sub-classes.
The BoxLayout is thus in charge of controlling:
• whether or not animations should be used
• the duration of the animation
• the easing mode of the animation
By adding three new properties:
• ClutterBoxLayout:use-animations
• ClutterBoxLayout:easing-duration
• ClutterBoxLayout:easing-mode
And their relative accessors pairs we can make BoxLayout decide whether
or not, and with which parameters, call the begin_animation() method of
ClutterLayoutManager.
The test-box-layout has been modified to reflect this new functionality,
by checking the key-press event for the 'a' key symbol to toggle the use
of animations.
* text-direction:
docs: Add text-direction accessors
Set the default language on the Pango context
actor: Set text direction on parenting
tests: Display the index inside text-box-layout
box-layout: Honour :text-direction
text: Dirty layout cache on text direction changes
actor: Add :text-direction property
Use the newly added ClutterTextDirection enumeration
Add ClutterTextDirection enumeration
This test did not open redhand.png as argc/argv should be handled
normally (argv[0] being the name of the exectutable).
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
Some tests can be given extra arguments. The test-interactive dispatch
mechanism handles that but the small shell scripts around the wrapper
do not forward the arguments to the wrapper.
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
cogl_push_draw_buffer, cogl_set_draw_buffer and cogl_pop_draw_buffer are now
deprecated and new code should use the new cogl_framebuffer_* API instead.
Code that previously did:
cogl_push_draw_buffer ();
cogl_set_draw_buffer (COGL_OFFSCREEN_BUFFER, buffer);
/* draw */
cogl_pop_draw_buffer ();
should now be re-written as:
cogl_push_framebuffer (buffer);
/* draw */
cogl_pop_framebuffer ();
As can be seen from the example above the rename has been used as an
opportunity to remove the redundant target argument from
cogl_set_draw_buffer; it now only takes one call to redirect to an offscreen
buffer, and finally the term framebuffer may be a bit more familiar to
anyone coming from an OpenGL background.
Since the rectangles packed inside the BoxLayout interactive test
have random colors it's not easy to verify the ordering. By using
the CoglPango API to print out the index in the middle of each
rectangle.
These changes caused the test to try to load redhand.png but this no
longer works since the TESTS_DATADIR changes in 0b4899ef23. The only
use of the hand is commented out anyway so it looks like the changes
were intended for temporary debugging.
cogl_clip_push, and cogl_clip_push_window_rect which are now deprecated were
used in various places internally so this just switches to using the
replacement functions.
cogl_clip_push() which accepts a rectangle in model space shouldn't have
been defined to take x,y,width,height arguments because this isn't consistant
with other Cogl API dealing with model space rectangles. If you are using a
coordinate system with the origin at the center and the y+ extending up,
then x,y,width,height isn't as natural as (x0,y0)(x1,y1). This API has
now been replace with cogl_clip_push_rectangle()
(As a general note: the Cogl API should only use the x,y,width,height style
when the appropriate coordinate space is defined by Cogl to have a top left
origin. E.g. window coordinates, or potentially texture coordinates)
cogl_clip_push_window_rect() shouldn't have been defined to take float
arguments since we only clip with integral pixel precision. We also
shouldn't have abbreviated "rectangle". This API has been replaced with
cogl_clip_push_window_rectangle()
cogl_clip_ensure() wasn't documented at all in Clutter 1.0 and probably
no one even knew it existed. This API isn't useful, and so it's now
deprecated. If no one complains we may remove the API altogether for
Clutter 1.2.
cogl_clip_stack_save() and cogl_clip_stack_restore() were originally added
to allow us to save/restore the clip when switching to/from offscreen
rendering. Now that offscreen draw buffers are defined to own their clip
state and the state will be automatically saved and restored this API is now
redundant and so deprecated.
The build for interactive tests creates symbolic links for the data
under tests/data; it also uses symbolic links for creating "binaries"
for each interactive test. This is less than ideal, though.
Instead, the tests should build a path to the data files by using
a pre-processor define like TESTS_DATADIR; both g_build_filename() and
pre-processor string concatenation can be used to generate a valid
file name with the full path to the files.
The build system should also create wrapper scripts, just like we
do inside the conformance test suite, to be able to launch single
tests.
The ClutterScript parser needs to be extended to parse child properties
and apply them after an actor has been added to a container. In order to
distinguish child properties from regular GObject properties we can use
the "child::" prefix, e.g.:
{
"type" : "ClutterRectangle",
"id" : "child-01",
"child::has-focus" : true,
...
}
Parsing child properties can be deferred to the ClutterScriptable
interface, just like regular properties.
All the ClutterColor parsing rules should be coalesced inside
clutter_script_parse_color(): object, array and string notations
are the canonical ways of defining a ClutterColor inside a
ClutterScript definition. Having a single function in charge of
the parsing cleans up the code.
ClutterScript is a very complicated piece of machinery, with a
parser that has custom variations on top of the basic JSON
format; it could also be extended in the future, so if we don't
want to introduce regressions or break existing ClutterScript
definitions, we'd better have a conformance test suite.
The units under the conformance test suite should be able to use
external files. Linking the files in tests/conform like the
interactive tests do seems like a hack piled on top of a hack, so
instead we should provide a programmatic way for a conformance
test unit to get the full path of a file, regardless of where the
tests/data directory is.
We can use a define to get the full path of tests/data and then
a function using g_build_filename() to construct the path to the
file we want.
This test tried to do too much, and I can't remember the last time I saw this
test work.
It no longer tries to create a texture from an offscreen actor and it no
longer tries to use shaders.
It does though show that chaining of clutter_texture_new_from_actor now
works, and that animating the source actor is reflected in textures created
from it.
When run you should see three actors:
- on the left is the pristine source actor rotating around the y-axis
- in the middle is the first texture created from the source actor
- and on the right a texture created from the middle actor
Note: the somewhat strange bobbing of the middle and right textures is
actually correct given how it was decided long ago to map the transformed
(to screen space) allocation of the source actor to the texture. When the
hand spins around the perspective projection of the top of the hand results
in the origin of the texture bobbing up to a higher stage position, but the
position of the textures is fixed. This design also means we end up
reallocating our offscreen draw buffer every frame that the actors
transformed size changes, which isn't ideal.
Since offscreen rendering is internally forced to be upside down Cogl
needs to reverse the glFrontFace winding order so as not to interfere
with the use of cogl_set_backface_culling_enabled()
This ensures we test that mechanism.
Mostly this was written to verify that we don't flip the data read back from
an offscreen draw buffer. (since all offscreen rendering is done upside
down)
This adds a basic test to check that rendering a few colored rectangles
offscreen works and that the modelview gets restored when switching back to
the previous buffer.
Unlike OpenGL Cogl puts the origin of windows/viewports at the top left
instead of bottom left. This test verifies that we correctly translate Cogl
viewports to OpenGL viewports for the awkward cases where the given viewport
has an offset and/or the viewport has a different size to the current draw
buffer.
It helps to be able to quickly glance at the definition to see which
quadrant of the test actor should be which color, so when debugging a
problem and looking at the visual output you can easily verify if it's being
flipped upside down/left to right.