mutter/tests/conform/test-offscreen-redirect.c
Neil Roberts 701440efd8 clutter-actor: Add a 'has_overlaps' virtual
This adds a virtual to ClutterActor so that an actor subclass can
report whether it has overlapping primitives. ClutterActor uses this
to determine whether it needs to use ClutterFlattenEffect to implement
the opacity property. The default implementation of the virtual
returns TRUE which means that most actors will end up being redirected
offscreen when the opacity != 255. ClutterTexture and ClutterRectangle
override this to return FALSE because they should never need to be
redirected. ClutterClone overrides it to divert to the source.

The values for the ClutterOffscreenRedirect enum have changed to:

AUTOMATIC_FOR_OPACITY

 The actor will only be redirected if has_overlaps returns TRUE and
 the opacity is < 255

ALWAYS_FOR_OPACITY

 The actor will always be redirected if the opacity < 255 regardless
 of the return value of has_overlaps

ALWAYS

 The actor will always be redirected offscreen.

This means that the property can't be used to prevent the actor from
being redirected but only to increase the likelihood that it will be
redirected.

ClutterActor now adds and removes the flatten effect depending on
whether flattening is needed directly in clutter_actor_paint(). There
are new internal versions of add/remove_effect that don't queue a
redraw. This means that ClutterFlattenEffect is now just a no-op
subclass of ClutterOffscreen. It is only needed because
ClutterOffscreen is abstract. Removing the effect also makes it so
that the cached image will be freed as soon as an actor is repainted
without being flattened.
2011-05-13 01:46:32 +01:00

325 lines
8.9 KiB
C

#include <clutter/clutter.h>
#include "test-conform-common.h"
typedef struct _FooActor FooActor;
typedef struct _FooActorClass FooActorClass;
struct _FooActorClass
{
ClutterActorClass parent_class;
};
struct _FooActor
{
ClutterActor parent;
guint8 last_paint_opacity;
int paint_count;
};
typedef struct
{
ClutterActor *stage;
FooActor *foo_actor;
ClutterActor *parent_container;
ClutterActor *container;
ClutterActor *child;
ClutterActor *unrelated_actor;
} Data;
GType foo_actor_get_type (void) G_GNUC_CONST;
G_DEFINE_TYPE (FooActor, foo_actor, CLUTTER_TYPE_ACTOR);
static void
foo_actor_paint (ClutterActor *actor)
{
FooActor *foo_actor = (FooActor *) actor;
ClutterActorBox allocation;
foo_actor->last_paint_opacity = clutter_actor_get_paint_opacity (actor);
foo_actor->paint_count++;
clutter_actor_get_allocation_box (actor, &allocation);
/* Paint a red rectangle with the right opacity */
cogl_set_source_color4ub (255,
0,
0,
foo_actor->last_paint_opacity);
cogl_rectangle (allocation.x1,
allocation.y1,
allocation.x2,
allocation.y2);
}
static gboolean
foo_actor_get_paint_volume (ClutterActor *actor,
ClutterPaintVolume *volume)
{
return clutter_paint_volume_set_from_allocation (volume, actor);
}
static gboolean
foo_actor_has_overlaps (ClutterActor *actor)
{
return FALSE;
}
static void
foo_actor_class_init (FooActorClass *klass)
{
ClutterActorClass *actor_class = (ClutterActorClass *) klass;
actor_class->paint = foo_actor_paint;
actor_class->get_paint_volume = foo_actor_get_paint_volume;
actor_class->has_overlaps = foo_actor_has_overlaps;
}
static void
foo_actor_init (FooActor *self)
{
}
typedef struct _FooGroup FooGroup;
typedef struct _FooGroupClass FooGroupClass;
struct _FooGroupClass
{
ClutterGroupClass parent_class;
};
struct _FooGroup
{
ClutterGroup parent;
};
G_DEFINE_TYPE (FooGroup, foo_group, CLUTTER_TYPE_GROUP);
static gboolean
foo_group_has_overlaps (ClutterActor *actor)
{
return FALSE;
}
static void
foo_group_class_init (FooGroupClass *klass)
{
ClutterActorClass *actor_class = (ClutterActorClass *) klass;
actor_class->has_overlaps = foo_group_has_overlaps;
}
static void
foo_group_init (FooGroup *self)
{
}
static void
verify_results (Data *data,
guint8 expected_color_red,
guint8 expected_color_green,
guint8 expected_color_blue,
int expected_paint_count,
int expected_paint_opacity)
{
guchar *pixel;
data->foo_actor->paint_count = 0;
/* Read a pixel at the center of the to determine what color it
painted. This should cause a redraw */
pixel = clutter_stage_read_pixels (CLUTTER_STAGE (data->stage),
50, 50, /* x/y */
1, 1 /* width/height */);
g_assert_cmpint (expected_paint_count, ==, data->foo_actor->paint_count);
g_assert_cmpint (expected_paint_opacity,
==,
data->foo_actor->last_paint_opacity);
g_assert_cmpint (ABS ((int) expected_color_red - (int) pixel[0]), <=, 2);
g_assert_cmpint (ABS ((int) expected_color_green - (int) pixel[1]), <=, 2);
g_assert_cmpint (ABS ((int) expected_color_blue - (int) pixel[2]), <=, 2);
g_free (pixel);
}
static void
verify_redraw (Data *data, int expected_paint_count)
{
GMainLoop *main_loop = g_main_loop_new (NULL, TRUE);
guint paint_handler;
paint_handler = g_signal_connect_data (data->stage,
"paint",
G_CALLBACK (g_main_loop_quit),
main_loop,
NULL,
G_CONNECT_SWAPPED | G_CONNECT_AFTER);
/* Queue a redraw on the stage */
clutter_actor_queue_redraw (data->stage);
data->foo_actor->paint_count = 0;
/* Wait for it to paint */
g_main_loop_run (main_loop);
g_signal_handler_disconnect (data->stage, paint_handler);
g_assert_cmpint (data->foo_actor->paint_count, ==, expected_paint_count);
}
static gboolean
timeout_cb (gpointer user_data)
{
Data *data = user_data;
/* By default the actor shouldn't be redirected so the redraw should
cause the actor to be painted */
verify_results (data,
255, 0, 0,
1,
255);
/* Make the actor semi-transparent and verify the paint opacity */
clutter_actor_set_opacity (data->container, 127);
verify_results (data,
255, 127, 127,
1,
127);
/* Enable offscreen for opacity so it should now paint through the
fbo. The first paint will still cause the actor to draw because
it needs to fill the cache first. It should be painted with full
opacity */
clutter_actor_set_offscreen_redirect
(data->container, CLUTTER_OFFSCREEN_REDIRECT_ALWAYS_FOR_OPACITY);
verify_results (data,
255, 127, 127,
1,
255);
/* The second time the actor is painted it should be cached */
verify_results (data,
255, 127, 127,
0,
255);
/* We should be able to change the opacity without causing the actor
to redraw */
clutter_actor_set_opacity (data->container, 64);
verify_results (data,
255, 191, 191,
0,
255);
/* Changing it back to fully opaque should cause it not to go
through the FBO so it will draw */
clutter_actor_set_opacity (data->container, 255);
verify_results (data,
255, 0, 0,
1,
255);
/* Tell it to always redirect through the FBO. This should cause a
paint of the actor because the last draw didn't go through the
FBO */
clutter_actor_set_offscreen_redirect (data->container,
CLUTTER_OFFSCREEN_REDIRECT_ALWAYS);
verify_results (data,
255, 0, 0,
1,
255);
/* We should be able to change the opacity without causing the actor
to redraw */
clutter_actor_set_opacity (data->container, 64);
verify_results (data,
255, 191, 191,
0,
255);
/* Even changing it back to fully opaque shouldn't cause a redraw */
clutter_actor_set_opacity (data->container, 255);
verify_results (data,
255, 0, 0,
0,
255);
/* Queueing a redraw on the actor should cause a redraw */
clutter_actor_queue_redraw (data->container);
verify_redraw (data, 1);
/* Queueing a redraw on a child should cause a redraw */
clutter_actor_queue_redraw (data->child);
verify_redraw (data, 1);
/* Modifying the transformation on the parent should cause a
redraw */
clutter_actor_set_anchor_point (data->parent_container, 0, 1);
verify_redraw (data, 1);
/* Redrawing an unrelated actor shouldn't cause a redraw */
clutter_actor_set_position (data->unrelated_actor, 0, 1);
verify_redraw (data, 0);
clutter_main_quit ();
return FALSE;
}
void
test_offscreen_redirect (TestConformSimpleFixture *fixture,
gconstpointer test_data)
{
if (cogl_features_available (COGL_FEATURE_OFFSCREEN))
{
Data data;
data.stage = clutter_stage_get_default ();
data.parent_container = clutter_group_new ();
data.container = g_object_new (foo_group_get_type (), NULL);
data.foo_actor = g_object_new (foo_actor_get_type (), NULL);
clutter_actor_set_size (CLUTTER_ACTOR (data.foo_actor), 100, 100);
clutter_container_add_actor (CLUTTER_CONTAINER (data.container),
CLUTTER_ACTOR (data.foo_actor));
clutter_container_add_actor (CLUTTER_CONTAINER (data.parent_container),
data.container);
clutter_container_add_actor (CLUTTER_CONTAINER (data.stage),
data.parent_container);
data.child = clutter_rectangle_new ();
clutter_actor_set_size (data.child, 1, 1);
clutter_container_add_actor (CLUTTER_CONTAINER (data.container),
data.child);
data.unrelated_actor = clutter_rectangle_new ();
clutter_actor_set_size (data.child, 1, 1);
clutter_container_add_actor (CLUTTER_CONTAINER (data.stage),
data.unrelated_actor);
clutter_actor_show (data.stage);
/* Start the test after a short delay to allow the stage to
render its initial frames without affecting the results */
g_timeout_add_full (G_PRIORITY_LOW, 250, timeout_cb, &data, NULL);
clutter_main ();
if (g_test_verbose ())
g_print ("OK\n");
}
else if (g_test_verbose ())
g_print ("Skipping\n");
}