[test-pick] Improve to include a covering actor

Three tests are now performed on the picked squares. First there is no
covering actor which is the same as the original test. Then there is a
hidden covering actor which should not affect the results. Finally
there is a covering actor with a clip set on it so that only actors
at the borders of the stage should be pickable.
This commit is contained in:
Neil Roberts 2009-03-27 21:55:40 +00:00
parent 77dc4fd66b
commit bced9c65e7

View File

@ -21,41 +21,94 @@ struct _State
static gboolean
on_timeout (State *state)
{
int test_num = 0;
int y, x;
ClutterActor *over_actor = NULL;
for (y = 0; y < ACTORS_Y; y++)
for (x = 0; x < ACTORS_X; x++)
{
gboolean pass = FALSE;
guint32 gid;
ClutterActor *actor
= clutter_stage_get_actor_at_pos (CLUTTER_STAGE (state->stage),
x * state->actor_width
+ state->actor_width / 2,
y * state->actor_height
+ state->actor_height / 2);
for (test_num = 0; test_num < 3; 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 ("actor %u -> ", state->gids[y * ACTORS_X + x]);
if (actor == NULL)
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");
}
for (y = 0; y < ACTORS_Y; y++)
for (x = 0; x < ACTORS_X; x++)
{
gboolean pass = FALSE;
guint32 gid;
ClutterActor *actor
= clutter_stage_get_actor_at_pos (CLUTTER_STAGE (state->stage),
x * state->actor_width
+ state->actor_width / 2,
y * state->actor_height
+ state->actor_height / 2);
if (g_test_verbose ())
g_print ("NULL: FAIL\n");
g_print ("% 3i,% 3i / % 4i -> ",
x, y, (int) state->gids[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
{
gid = clutter_actor_get_gid (actor);
if (gid == state->gids[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 ("% 10i: %s\n", gid, pass ? "pass" : "FAIL");
}
if (!pass)
state->pass = FALSE;
}
else
{
gid = clutter_actor_get_gid (actor);
if (gid == state->gids[y * ACTORS_X + x])
pass = TRUE;
if (g_test_verbose ())
g_print ("% 8i: %s\n", gid, pass ? "pass" : "FAIL");
}
if (!pass)
state->pass = FALSE;
}
}
clutter_main_quit ();