conform: Add a suite for the Actor scene graph API

Verify that insertion and removal maintain a stable graph, with pointers
to the various children. This should help out tracking regressions in
the scene graph API.
This commit is contained in:
Emmanuele Bassi 2011-12-18 20:59:07 +00:00
parent 813eef4325
commit 419a6a38f2
3 changed files with 153 additions and 2 deletions

View File

@ -59,6 +59,7 @@ units_sources += \
# actors tests # actors tests
units_sources += \ units_sources += \
test-actor-graph.c \
test-actor-destroy.c \ test-actor-destroy.c \
test-actor-invariants.c \ test-actor-invariants.c \
test-actor-layout.c \ test-actor-layout.c \

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@ -0,0 +1,147 @@
#include <clutter/clutter.h>
#include "test-conform-common.h"
void
actor_add_child (TestConformSimpleFixture *fixture,
gconstpointer dummy)
{
ClutterActor *actor = clutter_actor_new ();
ClutterActor *iter;
g_object_ref_sink (actor);
clutter_actor_add_child (actor, g_object_new (CLUTTER_TYPE_ACTOR,
"name", "foo",
NULL));
clutter_actor_add_child (actor, g_object_new (CLUTTER_TYPE_ACTOR,
"name", "bar",
NULL));
clutter_actor_add_child (actor, g_object_new (CLUTTER_TYPE_ACTOR,
"name", "baz",
NULL));
g_assert_cmpint (clutter_actor_get_n_children (actor), ==, 3);
iter = clutter_actor_get_first_child (actor);
g_assert_cmpstr (clutter_actor_get_name (iter), ==, "foo");
iter = clutter_actor_get_next_sibling (iter);
g_assert_cmpstr (clutter_actor_get_name (iter), ==, "bar");
iter = clutter_actor_get_next_sibling (iter);
g_assert_cmpstr (clutter_actor_get_name (iter), ==, "baz");
g_assert (iter == clutter_actor_get_last_child (actor));
g_assert (clutter_actor_get_next_sibling (iter) == NULL);
iter = clutter_actor_get_last_child (actor);
g_assert_cmpstr (clutter_actor_get_name (iter), ==, "baz");
iter = clutter_actor_get_previous_sibling (iter);
g_assert_cmpstr (clutter_actor_get_name (iter), ==, "bar");
iter = clutter_actor_get_previous_sibling (iter);
g_assert_cmpstr (clutter_actor_get_name (iter), ==, "foo");
g_assert (iter == clutter_actor_get_first_child (actor));
g_assert (clutter_actor_get_previous_sibling (iter) == NULL);
clutter_actor_destroy (actor);
g_object_unref (actor);
}
void
actor_insert_child (TestConformSimpleFixture *fixture,
gconstpointer data)
{
ClutterActor *actor = clutter_actor_new ();
ClutterActor *iter;
g_object_ref_sink (actor);
clutter_actor_insert_child_at_index (actor,
g_object_new (CLUTTER_TYPE_ACTOR,
"name", "foo",
NULL),
0);
iter = clutter_actor_get_first_child (actor);
g_assert (iter != NULL);
g_assert_cmpstr (clutter_actor_get_name (iter), ==, "foo");
g_assert (iter == clutter_actor_get_child_at_index (actor, 0));
clutter_actor_insert_child_below (actor,
g_object_new (CLUTTER_TYPE_ACTOR,
"name", "bar",
NULL),
iter);
g_assert_cmpint (clutter_actor_get_n_children (actor), ==, 2);
iter = clutter_actor_get_first_child (actor);
g_assert_cmpstr (clutter_actor_get_name (iter), ==, "bar");
iter = clutter_actor_get_next_sibling (iter);
g_assert_cmpstr (clutter_actor_get_name (iter), ==, "foo");
g_assert (iter == clutter_actor_get_child_at_index (actor, 1));
iter = clutter_actor_get_first_child (actor);
clutter_actor_insert_child_above (actor,
g_object_new (CLUTTER_TYPE_ACTOR,
"name", "baz",
NULL),
iter);
iter = clutter_actor_get_last_child (actor);
g_assert_cmpstr (clutter_actor_get_name (iter), ==, "foo");
iter = clutter_actor_get_previous_sibling (iter);
g_assert_cmpstr (clutter_actor_get_name (iter), ==, "baz");
iter = clutter_actor_get_previous_sibling (iter);
g_assert_cmpstr (clutter_actor_get_name (iter), ==, "bar");
clutter_actor_destroy (actor);
g_object_unref (actor);
}
void
actor_remove_child (TestConformSimpleFixture *fixture,
gconstpointer data)
{
ClutterActor *actor = clutter_actor_new ();
ClutterActor *iter;
g_object_ref_sink (actor);
clutter_actor_add_child (actor, g_object_new (CLUTTER_TYPE_ACTOR,
"name", "foo",
NULL));
clutter_actor_add_child (actor, g_object_new (CLUTTER_TYPE_ACTOR,
"name", "bar",
NULL));
g_assert_cmpint (clutter_actor_get_n_children (actor), ==, 2);
g_assert (clutter_actor_get_first_child (actor) != clutter_actor_get_last_child (actor));
iter = clutter_actor_get_first_child (actor);
g_assert_cmpstr (clutter_actor_get_name (iter), ==, "foo");
iter = clutter_actor_get_last_child (actor);
g_assert_cmpstr (clutter_actor_get_name (iter), ==, "bar");
clutter_actor_remove_child (actor, clutter_actor_get_first_child (actor));
g_assert_cmpint (clutter_actor_get_n_children (actor), ==, 1);
iter = clutter_actor_get_first_child (actor);
g_assert_cmpstr (clutter_actor_get_name (iter), ==, "bar");
g_assert (clutter_actor_get_first_child (actor) == clutter_actor_get_last_child (actor));
clutter_actor_remove_child (actor, clutter_actor_get_first_child (actor));
g_assert_cmpint (clutter_actor_get_n_children (actor), ==, 0);
g_assert (clutter_actor_get_first_child (actor) == NULL);
g_assert (clutter_actor_get_last_child (actor) == NULL);
clutter_actor_destroy (actor);
g_object_unref (actor);
}

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@ -128,15 +128,18 @@ main (int argc, char **argv)
/* sanity check for the test suite itself */ /* sanity check for the test suite itself */
TEST_CONFORM_TODO ("/suite", verify_failure); TEST_CONFORM_TODO ("/suite", verify_failure);
TEST_CONFORM_SIMPLE ("/actor", actor_add_child);
TEST_CONFORM_SIMPLE ("/actor", actor_insert_child);
TEST_CONFORM_SIMPLE ("/actor", actor_remove_child);
TEST_CONFORM_SIMPLE ("/actor", actor_destruction); TEST_CONFORM_SIMPLE ("/actor", actor_destruction);
TEST_CONFORM_SIMPLE ("/actor", actor_anchors); TEST_CONFORM_SIMPLE ("/actor", actor_anchors);
TEST_CONFORM_SIMPLE ("/actor", actor_picking); TEST_CONFORM_SIMPLE ("/actor", actor_picking);
TEST_CONFORM_SIMPLE ("/actor", actor_fixed_size); TEST_CONFORM_SIMPLE ("/actor", actor_fixed_size);
TEST_CONFORM_SIMPLE ("/actor", actor_preferred_size); TEST_CONFORM_SIMPLE ("/actor", actor_preferred_size);
TEST_CONFORM_SIMPLE ("/actor", test_offscreen_redirect);
TEST_CONFORM_SIMPLE ("/actor", test_shader_effect);
TEST_CONFORM_SIMPLE ("/actor", basic_layout); TEST_CONFORM_SIMPLE ("/actor", basic_layout);
TEST_CONFORM_SIMPLE ("/actor", margin_layout); TEST_CONFORM_SIMPLE ("/actor", margin_layout);
TEST_CONFORM_SIMPLE ("/actor", test_offscreen_redirect);
TEST_CONFORM_SIMPLE ("/actor", test_shader_effect);
TEST_CONFORM_SIMPLE ("/invariants", test_initial_state); TEST_CONFORM_SIMPLE ("/invariants", test_initial_state);
TEST_CONFORM_SIMPLE ("/invariants", test_shown_not_parented); TEST_CONFORM_SIMPLE ("/invariants", test_shown_not_parented);