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[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.
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@ -21,7 +21,45 @@ struct _State
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static gboolean
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static gboolean
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on_timeout (State *state)
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on_timeout (State *state)
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{
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{
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int test_num = 0;
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int y, x;
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int y, x;
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ClutterActor *over_actor = NULL;
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for (test_num = 0; test_num < 3; test_num++)
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{
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if (test_num == 0)
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{
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if (g_test_verbose ())
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g_print ("No covering actor:\n");
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}
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if (test_num == 1)
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{
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static const ClutterColor red = { 0xff, 0x00, 0x00, 0xff };
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/* Create an actor that covers the whole stage but that
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isn't visible so it shouldn't affect the picking */
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over_actor = clutter_rectangle_new_with_color (&red);
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clutter_actor_set_size (over_actor, STAGE_WIDTH, STAGE_HEIGHT);
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clutter_container_add (CLUTTER_CONTAINER (state->stage),
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over_actor, NULL);
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clutter_actor_hide (over_actor);
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if (g_test_verbose ())
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g_print ("Invisible covering actor:\n");
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}
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else if (test_num == 2)
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{
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/* Make the actor visible but set a clip so that only some
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of the actors are accessible */
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clutter_actor_show (over_actor);
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clutter_actor_set_clip (over_actor,
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state->actor_width * 2,
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state->actor_height * 2,
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state->actor_width * (ACTORS_X - 4),
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state->actor_height * (ACTORS_Y - 4));
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if (g_test_verbose ())
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g_print ("Clipped covering actor:\n");
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}
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for (y = 0; y < ACTORS_Y; y++)
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for (y = 0; y < ACTORS_Y; y++)
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for (x = 0; x < ACTORS_X; x++)
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for (x = 0; x < ACTORS_X; x++)
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@ -36,26 +74,41 @@ on_timeout (State *state)
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+ state->actor_height / 2);
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+ state->actor_height / 2);
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if (g_test_verbose ())
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if (g_test_verbose ())
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g_print ("actor %u -> ", state->gids[y * ACTORS_X + x]);
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g_print ("% 3i,% 3i / % 4i -> ",
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x, y, (int) state->gids[y * ACTORS_X + x]);
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if (actor == NULL)
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if (actor == NULL)
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{
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{
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if (g_test_verbose ())
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if (g_test_verbose ())
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g_print ("NULL: FAIL\n");
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g_print ("NULL: FAIL\n");
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}
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}
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else
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else if (actor == over_actor)
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{
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{
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gid = clutter_actor_get_gid (actor);
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if (test_num == 2
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if (gid == state->gids[y * ACTORS_X + x])
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&& x >= 2 && x < ACTORS_X - 2
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&& y >= 2 && y < ACTORS_Y - 2)
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pass = TRUE;
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pass = TRUE;
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if (g_test_verbose ())
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if (g_test_verbose ())
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g_print ("% 8i: %s\n", gid, pass ? "pass" : "FAIL");
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g_print ("over_actor: %s\n", pass ? "pass" : "FAIL");
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}
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else
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{
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gid = clutter_actor_get_gid (actor);
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if (gid == state->gids[y * ACTORS_X + x]
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&& (test_num != 2
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|| x < 2 || x >= ACTORS_X - 2
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|| y < 2 || y >= ACTORS_Y - 2))
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pass = TRUE;
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if (g_test_verbose ())
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g_print ("% 10i: %s\n", gid, pass ? "pass" : "FAIL");
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}
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}
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if (!pass)
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if (!pass)
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state->pass = FALSE;
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state->pass = FALSE;
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}
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}
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}
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clutter_main_quit ();
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clutter_main_quit ();
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