mutter/tests/conform/test-pick.c

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#include <clutter/clutter.h>
#include "test-conform-common.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;
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 ())
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 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 < 5; 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_container_add (CLUTTER_CONTAINER (state->stage),
over_actor, NULL);
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->pass = FALSE;
}
}
}
clutter_main_quit ();
return G_SOURCE_REMOVE;
}
void
actor_picking (void)
{
int y, x;
State state;
state.pass = TRUE;
state.stage = clutter_stage_new ();
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_container_add (CLUTTER_CONTAINER (state.stage), rect, NULL);
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 ())
g_print ("end result: %s\n", state.pass ? "pass" : "FAIL");
g_assert (state.pass);
clutter_actor_destroy (state.stage);
}