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d032b9b2bf
Re-order the units into a sensible list, with basic tests at the beginning, and per-class tests at the end - with Cogl last. Also, start renaming the unit functions from test_<foo> to <foo>, so that the executable wrappers and the reports have sensible names.
161 lines
4.6 KiB
C
161 lines
4.6 KiB
C
#include <clutter/clutter.h>
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#include "test-conform-common.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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guint32 gids[ACTORS_X * ACTORS_Y];
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guint actor_width, actor_height;
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gboolean pass;
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};
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static gboolean
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on_timeout (State *state)
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{
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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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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 (x = 0; x < ACTORS_X; x++)
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{
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gboolean pass = FALSE;
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guint32 gid;
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ClutterActor *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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x * state->actor_width
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+ state->actor_width / 2,
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y * state->actor_height
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+ state->actor_height / 2);
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if (g_test_verbose ())
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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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{
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if (g_test_verbose ())
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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_verbose ())
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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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if (!pass)
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state->pass = FALSE;
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}
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}
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clutter_main_quit ();
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return FALSE;
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}
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void
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actor_picking (void)
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{
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int y, x;
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State state;
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state.pass = TRUE;
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state.stage = clutter_stage_get_default ();
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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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ClutterGeometry geom = { x * state.actor_width, y * state.actor_height,
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state.actor_width, state.actor_height };
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ClutterActor *rect = clutter_rectangle_new_with_color (&color);
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clutter_actor_set_geometry (rect, &geom);
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clutter_container_add (CLUTTER_CONTAINER (state.stage), rect, NULL);
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state.gids[y * ACTORS_X + x] = clutter_actor_get_gid (rect);
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}
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clutter_actor_show (state.stage);
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g_idle_add ((GSourceFunc) on_timeout, &state);
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clutter_main ();
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if (g_test_verbose ())
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g_print ("end result: %s\n", state.pass ? "pass" : "FAIL");
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g_assert (state.pass);
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}
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