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https://github.com/brl/mutter.git
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3f9e859167
Instead of using an idle handler that synchonously paints the stage by manually calling clutter_actor_paint (stage) the test now uses an idle handler that repeatedly queues a redraw on the stage. do_events is now called from a "paint" signal handler for the stage, and instead of manually determining the fps the test now uses CLUTTER_SHOW_FPS=1 instead.
137 lines
3.4 KiB
C
137 lines
3.4 KiB
C
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#include <math.h>
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#include <stdlib.h>
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#include <clutter/clutter.h>
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#define N_ACTORS 100
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#define N_EVENTS 5
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static gint n_actors = N_ACTORS;
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static gint n_events = N_EVENTS;
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static GOptionEntry entries[] = {
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{
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"num-actors", 'a',
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0,
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G_OPTION_ARG_INT, &n_actors,
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"Number of actors", "ACTORS"
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},
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{
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"num-events", 'e',
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0,
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G_OPTION_ARG_INT, &n_events,
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"Number of events", "EVENTS"
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},
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{ NULL }
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};
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static gboolean
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motion_event_cb (ClutterActor *actor, ClutterEvent *event, gpointer user_data)
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{
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return FALSE;
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}
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static void
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do_events (ClutterActor *stage)
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{
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glong i;
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static gdouble angle = 0;
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for (i = 0; i < n_events; i++)
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{
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angle += (2.0 * M_PI) / (gdouble)n_actors;
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while (angle > M_PI * 2.0)
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angle -= M_PI * 2.0;
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/* If we synthesized events, they would be motion compressed;
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* calling get_actor_at_position() doesn't have that problem
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*/
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clutter_stage_get_actor_at_pos (CLUTTER_STAGE (stage),
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CLUTTER_PICK_REACTIVE,
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256.0 + 206.0 * cos (angle),
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256.0 + 206.0 * sin (angle));
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}
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}
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static void
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on_paint (ClutterActor *stage, gconstpointer *data)
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{
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do_events (stage);
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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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int
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main (int argc, char **argv)
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{
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glong i;
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gdouble angle;
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const ClutterColor black = { 0x00, 0x00, 0x00, 0xff };
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ClutterColor color = { 0x00, 0x00, 0x00, 0xff };
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ClutterActor *stage, *rect;
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g_setenv ("CLUTTER_VBLANK", "none", FALSE);
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g_setenv ("CLUTTER_DEFAULT_FPS", "1000", FALSE);
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g_setenv ("CLUTTER_SHOW_FPS", "1", FALSE);
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clutter_init_with_args (&argc, &argv,
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NULL,
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entries,
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NULL,
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NULL);
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stage = clutter_stage_get_default ();
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clutter_actor_set_size (stage, 512, 512);
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clutter_stage_set_color (CLUTTER_STAGE (stage), &black);
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printf ("Picking performance test with "
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"%d actors and %d events per frame\n",
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n_actors,
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n_events);
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for (i = n_actors - 1; i >= 0; i--)
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{
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angle = ((2.0 * M_PI) / (gdouble) n_actors) * i;
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color.red = (1.0 - ABS ((MAX (0, MIN (n_actors/2.0 + 0, i))) /
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(gdouble)(n_actors/4.0) - 1.0)) * 255.0;
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color.green = (1.0 - ABS ((MAX (0, MIN (n_actors/2.0 + 0,
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fmod (i + (n_actors/3.0)*2, n_actors)))) /
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(gdouble)(n_actors/4) - 1.0)) * 255.0;
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color.blue = (1.0 - ABS ((MAX (0, MIN (n_actors/2.0 + 0,
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fmod ((i + (n_actors/3.0)), n_actors)))) /
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(gdouble)(n_actors/4.0) - 1.0)) * 255.0;
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rect = clutter_rectangle_new_with_color (&color);
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clutter_actor_set_size (rect, 100, 100);
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clutter_actor_set_anchor_point_from_gravity (rect,
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CLUTTER_GRAVITY_CENTER);
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clutter_actor_set_position (rect,
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256 + 206 * cos (angle),
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256 + 206 * sin (angle));
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clutter_actor_set_reactive (rect, TRUE);
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g_signal_connect (rect, "motion-event",
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G_CALLBACK (motion_event_cb), NULL);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect);
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}
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clutter_actor_show (stage);
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g_idle_add (queue_redraw, stage);
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g_signal_connect (stage, "paint", G_CALLBACK (on_paint), NULL);
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clutter_main ();
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return 0;
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}
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