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21e2f41a26
We're moving towards not supporting stand-alone application style clutter stages, meaning the stage tests use will be reused instead of recreated. To make this feasable, tests must clean up after themself. https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1364
232 lines
7.0 KiB
C
232 lines
7.0 KiB
C
#define CLUTTER_DISABLE_DEPRECATION_WARNINGS
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#include <clutter/clutter.h>
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#include "tests/clutter-test-utils.h"
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#define STAGE_WIDTH 640
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#define STAGE_HEIGHT 480
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#define ACTORS_X 12
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#define ACTORS_Y 16
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typedef struct _State State;
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struct _State
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{
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ClutterActor *stage;
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int y, x;
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ClutterActor *actors[ACTORS_X * ACTORS_Y];
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guint actor_width, actor_height;
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guint failed_pass;
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guint failed_idx;
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gboolean pass;
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GList *actor_list;
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};
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static const char *test_passes[] = {
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"No covering actor",
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"Invisible covering actor",
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"Clipped covering actor",
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"Blur effect",
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};
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static gboolean
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on_timeout (gpointer data)
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{
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State *state = data;
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int test_num = 0;
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int y, x;
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ClutterActor *over_actor = NULL;
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/* This will cause an unclipped pick redraw that will get buffered.
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We'll check below that this buffer is discarded because we also need
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to pick non-reactive actors */
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clutter_stage_get_actor_at_pos (CLUTTER_STAGE (state->stage),
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CLUTTER_PICK_REACTIVE, 10, 10);
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clutter_stage_get_actor_at_pos (CLUTTER_STAGE (state->stage),
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CLUTTER_PICK_REACTIVE, 10, 10);
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for (test_num = 0; test_num < G_N_ELEMENTS (test_passes); 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_quiet ())
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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_actor_new ();
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clutter_actor_set_background_color (over_actor, &red);
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clutter_actor_set_size (over_actor, STAGE_WIDTH, STAGE_HEIGHT);
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clutter_actor_add_child (state->stage, over_actor);
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state->actor_list = g_list_prepend (state->actor_list, over_actor);
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clutter_actor_hide (over_actor);
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if (!g_test_quiet ())
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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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ClutterActorBox over_actor_box =
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CLUTTER_ACTOR_BOX_INIT (0, 0, STAGE_WIDTH, STAGE_HEIGHT);
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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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/* Only allocated actors can be picked, so force an allocation
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* of the overlay actor here.
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*/
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clutter_actor_allocate (over_actor, &over_actor_box);
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if (!g_test_quiet ())
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g_print ("Clipped covering actor:\n");
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}
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else if (test_num == 3)
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{
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if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
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continue;
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clutter_actor_hide (over_actor);
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clutter_actor_add_effect_with_name (CLUTTER_ACTOR (state->stage),
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"blur",
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clutter_blur_effect_new ());
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if (!g_test_quiet ())
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g_print ("With blur effect:\n");
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}
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for (y = 0; y < ACTORS_Y; y++)
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{
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x = 0;
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for (; x < ACTORS_X; x++)
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{
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gboolean pass = FALSE;
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gfloat pick_x;
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ClutterActor *actor;
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pick_x = x * state->actor_width + state->actor_width / 2;
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actor =
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clutter_stage_get_actor_at_pos (CLUTTER_STAGE (state->stage),
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CLUTTER_PICK_ALL,
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pick_x,
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y * state->actor_height
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+ state->actor_height / 2);
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if (!g_test_quiet ())
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g_print ("% 3i,% 3i / %p -> ",
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x, y, state->actors[y * ACTORS_X + x]);
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if (actor == NULL)
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{
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if (!g_test_quiet ())
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g_print ("NULL: FAIL\n");
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}
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else if (actor == over_actor)
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{
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if (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_quiet ())
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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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if (actor == state->actors[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_quiet ())
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g_print ("%p: %s\n", actor, pass ? "pass" : "FAIL");
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}
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if (!pass)
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{
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state->failed_pass = test_num;
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state->failed_idx = y * ACTORS_X + x;
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state->pass = FALSE;
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}
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}
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}
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}
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clutter_main_quit ();
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return G_SOURCE_REMOVE;
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}
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static void
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actor_pick (void)
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{
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int y, x;
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State state = { 0 };
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state.pass = TRUE;
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state.stage = clutter_test_get_stage ();
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state.actor_width = STAGE_WIDTH / ACTORS_X;
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state.actor_height = STAGE_HEIGHT / ACTORS_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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{
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ClutterColor color = { x * 255 / (ACTORS_X - 1),
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y * 255 / (ACTORS_Y - 1),
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128, 255 };
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ClutterActor *rect = clutter_actor_new ();
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state.actor_list = g_list_prepend (state.actor_list, rect);
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clutter_actor_set_background_color (rect, &color);
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clutter_actor_set_position (rect,
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x * state.actor_width,
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y * state.actor_height);
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clutter_actor_set_size (rect,
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state.actor_width,
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state.actor_height);
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clutter_actor_add_child (state.stage, rect);
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state.actors[y * ACTORS_X + x] = rect;
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}
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clutter_actor_show (state.stage);
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clutter_threads_add_idle (on_timeout, &state);
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clutter_main ();
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if (!g_test_quiet ())
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{
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if (!state.pass)
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g_test_message ("Failed pass: %s[%d], actor index: %d [%p]\n",
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test_passes[state.failed_pass],
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state.failed_pass,
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state.failed_idx,
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state.actors[state.failed_idx]);
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}
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g_assert (state.pass);
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g_list_free_full (state.actor_list, (GDestroyNotify) clutter_actor_destroy);
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}
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CLUTTER_TEST_SUITE (
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CLUTTER_TEST_UNIT ("/actor/pick", actor_pick)
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)
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