956eec7964
Should help diagnosing issues.
312 lines
8.9 KiB
C
312 lines
8.9 KiB
C
#define CLUTTER_DISABLE_DEPRECATION_WARNINGS
|
|
#include <clutter/clutter.h>
|
|
|
|
#define STAGE_WIDTH 640
|
|
#define STAGE_HEIGHT 480
|
|
#define ACTORS_X 12
|
|
#define ACTORS_Y 16
|
|
#define SHIFT_STEP STAGE_WIDTH / ACTORS_X
|
|
|
|
typedef struct _State State;
|
|
|
|
struct _State
|
|
{
|
|
ClutterActor *stage;
|
|
int y, x;
|
|
ClutterActor *actors[ACTORS_X * ACTORS_Y];
|
|
guint actor_width, actor_height;
|
|
guint failed_pass;
|
|
guint failed_idx;
|
|
gboolean pass;
|
|
};
|
|
|
|
struct _ShiftEffect
|
|
{
|
|
ClutterShaderEffect parent_instance;
|
|
};
|
|
|
|
struct _ShiftEffectClass
|
|
{
|
|
ClutterShaderEffectClass parent_class;
|
|
};
|
|
|
|
typedef struct _ShiftEffect ShiftEffect;
|
|
typedef struct _ShiftEffectClass ShiftEffectClass;
|
|
|
|
#define TYPE_SHIFT_EFFECT (shift_effect_get_type ())
|
|
|
|
GType shift_effect_get_type (void);
|
|
|
|
G_DEFINE_TYPE (ShiftEffect,
|
|
shift_effect,
|
|
CLUTTER_TYPE_SHADER_EFFECT);
|
|
|
|
static void
|
|
shader_paint (ClutterEffect *effect,
|
|
ClutterEffectPaintFlags flags)
|
|
{
|
|
ClutterShaderEffect *shader = CLUTTER_SHADER_EFFECT (effect);
|
|
float tex_width;
|
|
ClutterActor *actor =
|
|
clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
|
|
|
|
if (g_test_verbose ())
|
|
g_debug ("shader_paint");
|
|
|
|
clutter_shader_effect_set_shader_source (shader,
|
|
"uniform sampler2D tex;\n"
|
|
"uniform float step;\n"
|
|
"void main (void)\n"
|
|
"{\n"
|
|
" cogl_color_out = texture2D(tex, vec2 (cogl_tex_coord_in[0].s + step,\n"
|
|
" cogl_tex_coord_in[0].t));\n"
|
|
"}\n");
|
|
|
|
tex_width = clutter_actor_get_width (actor);
|
|
|
|
clutter_shader_effect_set_uniform (shader, "tex", G_TYPE_INT, 1, 0);
|
|
clutter_shader_effect_set_uniform (shader, "step", G_TYPE_FLOAT, 1,
|
|
SHIFT_STEP / tex_width);
|
|
|
|
CLUTTER_EFFECT_CLASS (shift_effect_parent_class)->paint (effect, flags);
|
|
}
|
|
|
|
static void
|
|
shader_pick (ClutterEffect *effect,
|
|
ClutterEffectPaintFlags flags)
|
|
{
|
|
shader_paint (effect, flags);
|
|
}
|
|
|
|
static void
|
|
shift_effect_class_init (ShiftEffectClass *klass)
|
|
{
|
|
ClutterEffectClass *shader_class = CLUTTER_EFFECT_CLASS (klass);
|
|
|
|
shader_class->paint = shader_paint;
|
|
shader_class->pick = shader_pick;
|
|
}
|
|
|
|
static void
|
|
shift_effect_init (ShiftEffect *self)
|
|
{
|
|
}
|
|
|
|
static const char *test_passes[] = {
|
|
"No covering actor",
|
|
"Invisible covering actor",
|
|
"Clipped covering actor",
|
|
"Blur effect",
|
|
"Shift effect",
|
|
};
|
|
|
|
static gboolean
|
|
on_timeout (gpointer data)
|
|
{
|
|
State *state = data;
|
|
int test_num = 0;
|
|
int y, x;
|
|
ClutterActor *over_actor = NULL;
|
|
|
|
/* This will cause an unclipped pick redraw that will get buffered.
|
|
We'll check below that this buffer is discarded because we also need
|
|
to pick non-reactive actors */
|
|
clutter_stage_get_actor_at_pos (CLUTTER_STAGE (state->stage),
|
|
CLUTTER_PICK_REACTIVE, 10, 10);
|
|
|
|
clutter_stage_get_actor_at_pos (CLUTTER_STAGE (state->stage),
|
|
CLUTTER_PICK_REACTIVE, 10, 10);
|
|
|
|
for (test_num = 0; test_num < G_N_ELEMENTS (test_passes); test_num++)
|
|
{
|
|
if (test_num == 0)
|
|
{
|
|
if (g_test_verbose ())
|
|
g_print ("No covering actor:\n");
|
|
}
|
|
if (test_num == 1)
|
|
{
|
|
static const ClutterColor red = { 0xff, 0x00, 0x00, 0xff };
|
|
/* Create an actor that covers the whole stage but that
|
|
isn't visible so it shouldn't affect the picking */
|
|
over_actor = clutter_rectangle_new_with_color (&red);
|
|
clutter_actor_set_size (over_actor, STAGE_WIDTH, STAGE_HEIGHT);
|
|
clutter_actor_add_child (state->stage, over_actor);
|
|
clutter_actor_hide (over_actor);
|
|
|
|
if (g_test_verbose ())
|
|
g_print ("Invisible covering actor:\n");
|
|
}
|
|
else if (test_num == 2)
|
|
{
|
|
/* Make the actor visible but set a clip so that only some
|
|
of the actors are accessible */
|
|
clutter_actor_show (over_actor);
|
|
clutter_actor_set_clip (over_actor,
|
|
state->actor_width * 2,
|
|
state->actor_height * 2,
|
|
state->actor_width * (ACTORS_X - 4),
|
|
state->actor_height * (ACTORS_Y - 4));
|
|
|
|
if (g_test_verbose ())
|
|
g_print ("Clipped covering actor:\n");
|
|
}
|
|
else if (test_num == 3)
|
|
{
|
|
if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
|
|
continue;
|
|
|
|
clutter_actor_hide (over_actor);
|
|
|
|
clutter_actor_add_effect_with_name (CLUTTER_ACTOR (state->stage),
|
|
"blur",
|
|
clutter_blur_effect_new ());
|
|
|
|
if (g_test_verbose ())
|
|
g_print ("With blur effect:\n");
|
|
}
|
|
else if (test_num == 4)
|
|
{
|
|
if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
|
|
continue;
|
|
|
|
clutter_actor_hide (over_actor);
|
|
clutter_actor_remove_effect_by_name (CLUTTER_ACTOR (state->stage),
|
|
"blur");
|
|
|
|
clutter_actor_add_effect_with_name (CLUTTER_ACTOR (state->stage),
|
|
"shift",
|
|
g_object_new (TYPE_SHIFT_EFFECT,
|
|
NULL));
|
|
|
|
if (g_test_verbose ())
|
|
g_print ("With shift effect:\n");
|
|
}
|
|
|
|
for (y = 0; y < ACTORS_Y; y++)
|
|
{
|
|
if (test_num == 4)
|
|
x = 1;
|
|
else
|
|
x = 0;
|
|
|
|
for (; x < ACTORS_X; x++)
|
|
{
|
|
gboolean pass = FALSE;
|
|
gfloat pick_x;
|
|
ClutterActor *actor;
|
|
|
|
pick_x = x * state->actor_width + state->actor_width / 2;
|
|
|
|
if (test_num == 4)
|
|
pick_x -= SHIFT_STEP;
|
|
|
|
actor =
|
|
clutter_stage_get_actor_at_pos (CLUTTER_STAGE (state->stage),
|
|
CLUTTER_PICK_ALL,
|
|
pick_x,
|
|
y * state->actor_height
|
|
+ state->actor_height / 2);
|
|
|
|
if (g_test_verbose ())
|
|
g_print ("% 3i,% 3i / %p -> ",
|
|
x, y, state->actors[y * ACTORS_X + x]);
|
|
|
|
if (actor == NULL)
|
|
{
|
|
if (g_test_verbose ())
|
|
g_print ("NULL: FAIL\n");
|
|
}
|
|
else if (actor == over_actor)
|
|
{
|
|
if (test_num == 2
|
|
&& x >= 2 && x < ACTORS_X - 2
|
|
&& y >= 2 && y < ACTORS_Y - 2)
|
|
pass = TRUE;
|
|
|
|
if (g_test_verbose ())
|
|
g_print ("over_actor: %s\n", pass ? "pass" : "FAIL");
|
|
}
|
|
else
|
|
{
|
|
if (actor == state->actors[y * ACTORS_X + x]
|
|
&& (test_num != 2
|
|
|| x < 2 || x >= ACTORS_X - 2
|
|
|| y < 2 || y >= ACTORS_Y - 2))
|
|
pass = TRUE;
|
|
|
|
if (g_test_verbose ())
|
|
g_print ("%p: %s\n", actor, pass ? "pass" : "FAIL");
|
|
}
|
|
|
|
if (!pass)
|
|
{
|
|
state->failed_pass = test_num;
|
|
state->failed_idx = y * ACTORS_X + x;
|
|
state->pass = FALSE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
clutter_main_quit ();
|
|
|
|
return G_SOURCE_REMOVE;
|
|
}
|
|
|
|
static void
|
|
actor_pick (void)
|
|
{
|
|
int y, x;
|
|
State state;
|
|
|
|
state.pass = TRUE;
|
|
|
|
state.stage = clutter_test_get_stage ();
|
|
|
|
state.actor_width = STAGE_WIDTH / ACTORS_X;
|
|
state.actor_height = STAGE_HEIGHT / ACTORS_Y;
|
|
|
|
for (y = 0; y < ACTORS_Y; y++)
|
|
for (x = 0; x < ACTORS_X; x++)
|
|
{
|
|
ClutterColor color = { x * 255 / (ACTORS_X - 1),
|
|
y * 255 / (ACTORS_Y - 1),
|
|
128, 255 };
|
|
ClutterActor *rect = clutter_rectangle_new_with_color (&color);
|
|
|
|
clutter_actor_set_position (rect,
|
|
x * state.actor_width,
|
|
y * state.actor_height);
|
|
clutter_actor_set_size (rect,
|
|
state.actor_width,
|
|
state.actor_height);
|
|
|
|
clutter_actor_add_child (state.stage, rect);
|
|
|
|
state.actors[y * ACTORS_X + x] = rect;
|
|
}
|
|
|
|
clutter_actor_show (state.stage);
|
|
|
|
clutter_threads_add_idle (on_timeout, &state);
|
|
|
|
clutter_main ();
|
|
|
|
if (g_test_verbose ())
|
|
{
|
|
if (!state.pass)
|
|
g_test_message ("Failed pass: %s[%d], actor index: %d [%p]\n",
|
|
test_passes[state.failed_pass],
|
|
state.failed_pass,
|
|
state.failed_idx,
|
|
state.actors[state.failed_idx]);
|
|
}
|
|
|
|
g_assert (state.pass);
|
|
}
|
|
|
|
CLUTTER_TEST_SUITE (
|
|
CLUTTER_TEST_UNIT ("/actor/pick", actor_pick)
|
|
)
|