mutter/tests/conform/test-cogl-path.c

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#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include "test-conform-common.h"
#define BLOCK_SIZE 16
/* Number of pixels at the border of a block quadrant to skip when verifying */
#define TEST_INSET 1
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
static const ClutterColor block_color = { 0xff, 0xff, 0xff, 0xff };
typedef struct _TestState
{
ClutterActor *stage;
guint frame;
} TestState;
static void
draw_path_at (int x, int y)
{
cogl_push_matrix ();
cogl_translate (x * BLOCK_SIZE, y * BLOCK_SIZE, 0.0f);
cogl_path_fill ();
cogl_pop_matrix ();
}
static void
verify_block (int block_x, int block_y, int block_mask)
{
guint8 data[BLOCK_SIZE * BLOCK_SIZE * 4];
int qx, qy;
/* Block mask represents which quarters of the block should be
filled. The bits from 0->3 represent the top left, top right,
bottom left and bottom right respectively */
cogl_read_pixels (block_x * BLOCK_SIZE,
block_y * BLOCK_SIZE,
BLOCK_SIZE, BLOCK_SIZE,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888_PRE,
data);
for (qy = 0; qy < 2; qy++)
for (qx = 0; qx < 2; qx++)
{
int bit = qx | (qy << 1);
const ClutterColor *color =
((block_mask & (1 << bit)) ? &block_color : &stage_color);
int x, y;
for (x = 0; x < BLOCK_SIZE / 2 - TEST_INSET * 2; x++)
for (y = 0; y < BLOCK_SIZE / 2 - TEST_INSET * 2; y++)
{
const guint8 *p = data + (qx * BLOCK_SIZE / 2 * 4 +
qy * BLOCK_SIZE * 4 * BLOCK_SIZE / 2 +
(x + TEST_INSET) * 4 +
(y + TEST_INSET) * BLOCK_SIZE * 4);
g_assert_cmpint (p[0], ==, color->red);
g_assert_cmpint (p[1], ==, color->green);
g_assert_cmpint (p[2], ==, color->blue);
}
}
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
CoglHandle path_a, path_b, path_c;
if (state->frame++ < 2)
return;
cogl_set_source_color4ub (255, 255, 255, 255);
/* Create a path filling just a quarter of a block. It will use two
rectangles so that we have a sub path in the path */
cogl_path_new ();
cogl_path_rectangle (BLOCK_SIZE * 3 / 4, BLOCK_SIZE / 2,
BLOCK_SIZE, BLOCK_SIZE);
cogl_path_rectangle (BLOCK_SIZE / 2, BLOCK_SIZE / 2,
BLOCK_SIZE * 3 / 4, BLOCK_SIZE);
path_a = cogl_handle_ref (cogl_get_path ());
draw_path_at (0, 0);
/* Create another path filling the whole block */
cogl_path_rectangle (0, 0, BLOCK_SIZE, BLOCK_SIZE);
path_b = cogl_handle_ref (cogl_get_path ());
draw_path_at (1, 0);
/* Draw the first path again */
cogl_set_path (path_a);
draw_path_at (2, 0);
/* Draw a copy of path a */
path_c = cogl_path_copy (path_a);
cogl_set_path (path_c);
draw_path_at (3, 0);
/* Add another rectangle to path a. We'll use line_to's instead of
cogl_rectangle so that we don't create another sub-path because
that is more likely to break the copy */
cogl_set_path (path_a);
cogl_path_line_to (0, BLOCK_SIZE / 2);
cogl_path_line_to (0, 0);
cogl_path_line_to (BLOCK_SIZE / 2, 0);
cogl_path_line_to (BLOCK_SIZE / 2, BLOCK_SIZE / 2);
draw_path_at (4, 0);
/* Draw the copy again. It should not have changed */
cogl_set_path (path_c);
draw_path_at (5, 0);
/* Add another rectangle to path c. It will be added in two halves,
one as an extension of the previous path and the other as a new
sub path */
cogl_set_path (path_c);
cogl_path_line_to (BLOCK_SIZE / 2, 0);
cogl_path_line_to (BLOCK_SIZE * 3 / 4, 0);
cogl_path_line_to (BLOCK_SIZE * 3 / 4, BLOCK_SIZE / 2);
cogl_path_line_to (BLOCK_SIZE / 2, BLOCK_SIZE / 2);
cogl_path_rectangle (BLOCK_SIZE * 3 / 4, 0, BLOCK_SIZE, BLOCK_SIZE / 2);
draw_path_at (6, 0);
/* Draw the original path again. It should not have changed */
cogl_set_path (path_a);
draw_path_at (7, 0);
cogl_handle_unref (path_a);
cogl_handle_unref (path_b);
cogl_handle_unref (path_c);
/* Draw a self-intersecting path. The part that intersects should be
inverted */
cogl_path_rectangle (0, 0, BLOCK_SIZE, BLOCK_SIZE);
cogl_path_line_to (0, BLOCK_SIZE / 2);
cogl_path_line_to (BLOCK_SIZE / 2, BLOCK_SIZE / 2);
cogl_path_line_to (BLOCK_SIZE / 2, 0);
cogl_path_close ();
draw_path_at (8, 0);
/* Draw two sub paths. Where the paths intersect it should be
inverted */
cogl_path_rectangle (0, 0, BLOCK_SIZE, BLOCK_SIZE);
cogl_path_rectangle (BLOCK_SIZE / 2, BLOCK_SIZE / 2, BLOCK_SIZE, BLOCK_SIZE);
draw_path_at (9, 0);
verify_block (0, 0, 0x8 /* bottom right */);
verify_block (1, 0, 0xf /* all of them */);
verify_block (2, 0, 0x8 /* bottom right */);
verify_block (3, 0, 0x8 /* bottom right */);
verify_block (4, 0, 0x9 /* top left and bottom right */);
verify_block (5, 0, 0x8 /* bottom right */);
verify_block (6, 0, 0xa /* bottom right and top right */);
verify_block (7, 0, 0x9 /* top_left and bottom right */);
verify_block (8, 0, 0xe /* all but top left */);
verify_block (9, 0, 0x7 /* all but bottom right */);
/* Comment this out if you want visual feedback of what this test
* paints.
*/
clutter_main_quit ();
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_cogl_path (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
unsigned int idle_source;
unsigned int paint_handler;
state.frame = 0;
state.stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color);
/* We force continuous redrawing of the stage, since we need to skip
* the first few frames, and we wont be doing anything else that
* will trigger redrawing. */
idle_source = g_idle_add (queue_redraw, state.stage);
paint_handler = g_signal_connect_after (state.stage, "paint",
G_CALLBACK (on_paint), &state);
clutter_actor_show (state.stage);
clutter_main ();
g_signal_handler_disconnect (state.stage, paint_handler);
g_source_remove (idle_source);
if (g_test_verbose ())
g_print ("OK\n");
}