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deba576dd1
Use the correct stage creation/destruction API.
236 lines
7.4 KiB
C
236 lines
7.4 KiB
C
#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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#include "test-conform-common.h"
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#define BLOCK_SIZE 16
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/* Number of pixels at the border of a block quadrant to skip when verifying */
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#define TEST_INSET 1
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static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
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static const ClutterColor block_color = { 0xff, 0xff, 0xff, 0xff };
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typedef struct _TestState
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{
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ClutterActor *stage;
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guint frame;
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} TestState;
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static void
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draw_path_at (int x, int y)
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{
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cogl_push_matrix ();
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cogl_translate (x * BLOCK_SIZE, y * BLOCK_SIZE, 0.0f);
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cogl_path_fill ();
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cogl_pop_matrix ();
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}
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static void
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verify_block (int block_x, int block_y, int block_mask)
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{
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guint8 data[BLOCK_SIZE * BLOCK_SIZE * 4];
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int qx, qy;
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/* Block mask represents which quarters of the block should be
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filled. The bits from 0->3 represent the top left, top right,
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bottom left and bottom right respectively */
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cogl_read_pixels (block_x * BLOCK_SIZE,
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block_y * BLOCK_SIZE,
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BLOCK_SIZE, BLOCK_SIZE,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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data);
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for (qy = 0; qy < 2; qy++)
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for (qx = 0; qx < 2; qx++)
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{
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int bit = qx | (qy << 1);
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const ClutterColor *color =
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((block_mask & (1 << bit)) ? &block_color : &stage_color);
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int x, y;
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for (x = 0; x < BLOCK_SIZE / 2 - TEST_INSET * 2; x++)
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for (y = 0; y < BLOCK_SIZE / 2 - TEST_INSET * 2; y++)
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{
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const guint8 *p = data + (qx * BLOCK_SIZE / 2 * 4 +
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qy * BLOCK_SIZE * 4 * BLOCK_SIZE / 2 +
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(x + TEST_INSET) * 4 +
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(y + TEST_INSET) * BLOCK_SIZE * 4);
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g_assert_cmpint (p[0], ==, color->red);
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g_assert_cmpint (p[1], ==, color->green);
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g_assert_cmpint (p[2], ==, color->blue);
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}
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}
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}
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static void
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on_paint (ClutterActor *actor, TestState *state)
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{
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CoglHandle path_a, path_b, path_c;
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if (state->frame++ < 2)
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return;
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cogl_set_source_color4ub (255, 255, 255, 255);
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/* Create a path filling just a quarter of a block. It will use two
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rectangles so that we have a sub path in the path */
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cogl_path_new ();
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cogl_path_rectangle (BLOCK_SIZE * 3 / 4, BLOCK_SIZE / 2,
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BLOCK_SIZE, BLOCK_SIZE);
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cogl_path_rectangle (BLOCK_SIZE / 2, BLOCK_SIZE / 2,
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BLOCK_SIZE * 3 / 4, BLOCK_SIZE);
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path_a = cogl_handle_ref (cogl_get_path ());
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draw_path_at (0, 0);
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/* Create another path filling the whole block */
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cogl_path_rectangle (0, 0, BLOCK_SIZE, BLOCK_SIZE);
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path_b = cogl_handle_ref (cogl_get_path ());
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draw_path_at (1, 0);
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/* Draw the first path again */
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cogl_set_path (path_a);
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draw_path_at (2, 0);
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/* Draw a copy of path a */
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path_c = cogl_path_copy (path_a);
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cogl_set_path (path_c);
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draw_path_at (3, 0);
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/* Add another rectangle to path a. We'll use line_to's instead of
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cogl_rectangle so that we don't create another sub-path because
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that is more likely to break the copy */
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cogl_set_path (path_a);
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cogl_path_line_to (0, BLOCK_SIZE / 2);
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cogl_path_line_to (0, 0);
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cogl_path_line_to (BLOCK_SIZE / 2, 0);
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cogl_path_line_to (BLOCK_SIZE / 2, BLOCK_SIZE / 2);
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draw_path_at (4, 0);
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/* Draw the copy again. It should not have changed */
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cogl_set_path (path_c);
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draw_path_at (5, 0);
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/* Add another rectangle to path c. It will be added in two halves,
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one as an extension of the previous path and the other as a new
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sub path */
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cogl_set_path (path_c);
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cogl_path_line_to (BLOCK_SIZE / 2, 0);
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cogl_path_line_to (BLOCK_SIZE * 3 / 4, 0);
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cogl_path_line_to (BLOCK_SIZE * 3 / 4, BLOCK_SIZE / 2);
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cogl_path_line_to (BLOCK_SIZE / 2, BLOCK_SIZE / 2);
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cogl_path_rectangle (BLOCK_SIZE * 3 / 4, 0, BLOCK_SIZE, BLOCK_SIZE / 2);
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draw_path_at (6, 0);
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/* Draw the original path again. It should not have changed */
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cogl_set_path (path_a);
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draw_path_at (7, 0);
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cogl_handle_unref (path_a);
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cogl_handle_unref (path_b);
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cogl_handle_unref (path_c);
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/* Draw a self-intersecting path. The part that intersects should be
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inverted */
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cogl_path_rectangle (0, 0, BLOCK_SIZE, BLOCK_SIZE);
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cogl_path_line_to (0, BLOCK_SIZE / 2);
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cogl_path_line_to (BLOCK_SIZE / 2, BLOCK_SIZE / 2);
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cogl_path_line_to (BLOCK_SIZE / 2, 0);
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cogl_path_close ();
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draw_path_at (8, 0);
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/* Draw two sub paths. Where the paths intersect it should be
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inverted */
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cogl_path_rectangle (0, 0, BLOCK_SIZE, BLOCK_SIZE);
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cogl_path_rectangle (BLOCK_SIZE / 2, BLOCK_SIZE / 2, BLOCK_SIZE, BLOCK_SIZE);
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draw_path_at (9, 0);
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/* Draw a clockwise outer path */
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cogl_path_move_to (0, 0);
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cogl_path_line_to (BLOCK_SIZE, 0);
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cogl_path_line_to (BLOCK_SIZE, BLOCK_SIZE);
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cogl_path_line_to (0, BLOCK_SIZE);
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cogl_path_close ();
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/* Add a clockwise sub path in the upper left quadrant */
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cogl_path_move_to (0, 0);
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cogl_path_line_to (BLOCK_SIZE / 2, 0);
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cogl_path_line_to (BLOCK_SIZE / 2, BLOCK_SIZE / 2);
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cogl_path_line_to (0, BLOCK_SIZE / 2);
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cogl_path_close ();
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/* Add a counter-clockwise sub path in the upper right quadrant */
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cogl_path_move_to (BLOCK_SIZE / 2, 0);
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cogl_path_line_to (BLOCK_SIZE / 2, BLOCK_SIZE / 2);
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cogl_path_line_to (BLOCK_SIZE, BLOCK_SIZE / 2);
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cogl_path_line_to (BLOCK_SIZE, 0);
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cogl_path_close ();
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/* Retain the path for the next test */
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path_a = cogl_handle_ref (cogl_get_path ());
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draw_path_at (10, 0);
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/* Draw the same path again with the other fill rule */
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cogl_set_path (path_a);
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cogl_path_set_fill_rule (COGL_PATH_FILL_RULE_NON_ZERO);
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draw_path_at (11, 0);
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cogl_handle_unref (path_a);
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verify_block (0, 0, 0x8 /* bottom right */);
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verify_block (1, 0, 0xf /* all of them */);
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verify_block (2, 0, 0x8 /* bottom right */);
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verify_block (3, 0, 0x8 /* bottom right */);
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verify_block (4, 0, 0x9 /* top left and bottom right */);
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verify_block (5, 0, 0x8 /* bottom right */);
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verify_block (6, 0, 0xa /* bottom right and top right */);
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verify_block (7, 0, 0x9 /* top_left and bottom right */);
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verify_block (8, 0, 0xe /* all but top left */);
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verify_block (9, 0, 0x7 /* all but bottom right */);
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verify_block (10, 0, 0xc /* bottom two */);
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verify_block (11, 0, 0xd /* all but top right */);
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/* Comment this out if you want visual feedback of what this test
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* paints.
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*/
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clutter_main_quit ();
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}
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static gboolean
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queue_redraw (gpointer stage)
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{
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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return TRUE;
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}
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void
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test_cogl_path (TestConformSimpleFixture *fixture,
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gconstpointer data)
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{
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TestState state;
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unsigned int idle_source;
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unsigned int paint_handler;
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state.frame = 0;
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state.stage = clutter_stage_new ();
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clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color);
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/* We force continuous redrawing of the stage, since we need to skip
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* the first few frames, and we wont be doing anything else that
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* will trigger redrawing. */
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idle_source = g_idle_add (queue_redraw, state.stage);
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paint_handler = g_signal_connect_after (state.stage, "paint",
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G_CALLBACK (on_paint), &state);
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clutter_actor_show (state.stage);
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clutter_main ();
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g_signal_handler_disconnect (state.stage, paint_handler);
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g_source_remove (idle_source);
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clutter_actor_destroy (state.stage);
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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