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Improves the unit test to verify more awkward scaling and some corresponding fixes
This simplifies the mucking about with the model-view matrix that was previously done which improves its efficiency when scaling is necessary. Notably: There should now be no performance advantage to using ClutterCloneTexture as a special case clone actor since this method is just as efficient. The unit test was renamed to test-actor-clone.
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@ -99,10 +99,6 @@ clutter_actor_clone_paint (ClutterActor *self)
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ClutterGeometry clone_source_geom;
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float x_scale;
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float y_scale;
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ClutterActor *stage;
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ClutterPerspective perspective;
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guint stage_width;
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guint stage_height;
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CLUTTER_NOTE (PAINT,
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"painting clone actor '%s'",
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@ -115,40 +111,11 @@ clutter_actor_clone_paint (ClutterActor *self)
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/* We need to scale what the clone-source actor paints to fill our own
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* allocation... */
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x_scale = geom.width / clone_source_geom.width;
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y_scale = geom.height / clone_source_geom.height;
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/* Once we have calculated the scale factors it's a case of pushing
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* the scale factors to the bottom of the current model view stack...
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*/
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if (x_scale != 1.0 || y_scale != 1.0)
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{
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/*
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* FIXME - this is quite expensive, it would be good it clutter kept
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* the model view matrix changes made by cogl_setup_viewport seperate
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* from those made while painting actors so we could simply replace the
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* later by multiplying it with the scale avoiding the call to
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* _clutter_actor_apply_modelview_transform_recursive.
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*/
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x_scale = (float)geom.width / clone_source_geom.width;
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y_scale = (float)geom.height / clone_source_geom.height;
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stage = clutter_actor_get_stage (self);
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if (!stage)
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return;
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clutter_actor_get_size (stage, &stage_width, &stage_height);
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clutter_stage_get_perspectivex (CLUTTER_STAGE (stage), &perspective);
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cogl_setup_viewport (stage_width, stage_height,
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perspective.fovy,
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perspective.aspect,
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perspective.z_near,
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perspective.z_far);
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cogl_scale (COGL_FIXED_FROM_FLOAT (x_scale),
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COGL_FIXED_FROM_FLOAT (y_scale));
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_clutter_actor_apply_modelview_transform_recursive (self, NULL);
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}
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cogl_scale (COGL_FIXED_FROM_FLOAT (x_scale), COGL_FIXED_FROM_FLOAT (y_scale));
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/* The final bits of magic:
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* - We need to make sure that when the clone-source actor's paint method
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@ -5,7 +5,7 @@ UNIT_TESTS = \
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test-offscreen.c \
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test-scale.c \
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test-actors.c \
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test-actors2.c \
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test-actor-clone.c \
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test-behave.c \
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test-project.c \
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test-perspective.c \
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@ -124,7 +124,7 @@ frame_cb (ClutterTimeline *timeline,
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}
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G_MODULE_EXPORT int
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test_actors2_main (int argc, char *argv[])
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test_actor_clone_main (int argc, char *argv[])
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{
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ClutterTimeline *timeline;
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ClutterAlpha *alpha;
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@ -187,11 +187,13 @@ test_actors2_main (int argc, char *argv[])
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g_error ("image load failed: %s", error->message);
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exit (1);
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}
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clutter_actor_set_size (tmp, 300, 500);
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real_hand = clutter_group_new ();
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clutter_container_add_actor (CLUTTER_CONTAINER (real_hand), tmp);
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tmp = clutter_rectangle_new_with_color (&clr);
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clutter_actor_set_size (tmp, 100, 100);
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clutter_container_add_actor (CLUTTER_CONTAINER (real_hand), tmp);
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clutter_actor_set_scale (real_hand, 0.5, 0.5);
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/* Now stick the group we want to clone into another group with a custom
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* opacity to verify that the clones don't traverse this parent when
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@ -211,6 +213,7 @@ test_actors2_main (int argc, char *argv[])
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/* Create a texture from file, then clone in to same resources */
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oh->hand[i] = clutter_actor_clone_new (real_hand);
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clutter_actor_set_size (oh->hand[i], 200, 213);
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/* Place around a circle */
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w = clutter_actor_get_width (oh->hand[0]);
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