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701440efd8
This adds a virtual to ClutterActor so that an actor subclass can report whether it has overlapping primitives. ClutterActor uses this to determine whether it needs to use ClutterFlattenEffect to implement the opacity property. The default implementation of the virtual returns TRUE which means that most actors will end up being redirected offscreen when the opacity != 255. ClutterTexture and ClutterRectangle override this to return FALSE because they should never need to be redirected. ClutterClone overrides it to divert to the source. The values for the ClutterOffscreenRedirect enum have changed to: AUTOMATIC_FOR_OPACITY The actor will only be redirected if has_overlaps returns TRUE and the opacity is < 255 ALWAYS_FOR_OPACITY The actor will always be redirected if the opacity < 255 regardless of the return value of has_overlaps ALWAYS The actor will always be redirected offscreen. This means that the property can't be used to prevent the actor from being redirected but only to increase the likelihood that it will be redirected. ClutterActor now adds and removes the flatten effect depending on whether flattening is needed directly in clutter_actor_paint(). There are new internal versions of add/remove_effect that don't queue a redraw. This means that ClutterFlattenEffect is now just a no-op subclass of ClutterOffscreen. It is only needed because ClutterOffscreen is abstract. Removing the effect also makes it so that the cached image will be freed as soon as an actor is repainted without being flattened.
325 lines
8.9 KiB
C
325 lines
8.9 KiB
C
#include <clutter/clutter.h>
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#include "test-conform-common.h"
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typedef struct _FooActor FooActor;
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typedef struct _FooActorClass FooActorClass;
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struct _FooActorClass
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{
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ClutterActorClass parent_class;
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};
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struct _FooActor
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{
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ClutterActor parent;
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guint8 last_paint_opacity;
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int paint_count;
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};
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typedef struct
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{
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ClutterActor *stage;
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FooActor *foo_actor;
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ClutterActor *parent_container;
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ClutterActor *container;
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ClutterActor *child;
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ClutterActor *unrelated_actor;
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} Data;
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GType foo_actor_get_type (void) G_GNUC_CONST;
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G_DEFINE_TYPE (FooActor, foo_actor, CLUTTER_TYPE_ACTOR);
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static void
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foo_actor_paint (ClutterActor *actor)
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{
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FooActor *foo_actor = (FooActor *) actor;
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ClutterActorBox allocation;
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foo_actor->last_paint_opacity = clutter_actor_get_paint_opacity (actor);
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foo_actor->paint_count++;
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clutter_actor_get_allocation_box (actor, &allocation);
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/* Paint a red rectangle with the right opacity */
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cogl_set_source_color4ub (255,
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0,
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0,
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foo_actor->last_paint_opacity);
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cogl_rectangle (allocation.x1,
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allocation.y1,
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allocation.x2,
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allocation.y2);
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}
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static gboolean
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foo_actor_get_paint_volume (ClutterActor *actor,
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ClutterPaintVolume *volume)
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{
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return clutter_paint_volume_set_from_allocation (volume, actor);
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}
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static gboolean
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foo_actor_has_overlaps (ClutterActor *actor)
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{
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return FALSE;
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}
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static void
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foo_actor_class_init (FooActorClass *klass)
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{
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ClutterActorClass *actor_class = (ClutterActorClass *) klass;
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actor_class->paint = foo_actor_paint;
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actor_class->get_paint_volume = foo_actor_get_paint_volume;
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actor_class->has_overlaps = foo_actor_has_overlaps;
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}
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static void
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foo_actor_init (FooActor *self)
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{
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}
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typedef struct _FooGroup FooGroup;
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typedef struct _FooGroupClass FooGroupClass;
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struct _FooGroupClass
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{
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ClutterGroupClass parent_class;
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};
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struct _FooGroup
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{
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ClutterGroup parent;
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};
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G_DEFINE_TYPE (FooGroup, foo_group, CLUTTER_TYPE_GROUP);
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static gboolean
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foo_group_has_overlaps (ClutterActor *actor)
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{
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return FALSE;
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}
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static void
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foo_group_class_init (FooGroupClass *klass)
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{
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ClutterActorClass *actor_class = (ClutterActorClass *) klass;
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actor_class->has_overlaps = foo_group_has_overlaps;
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}
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static void
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foo_group_init (FooGroup *self)
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{
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}
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static void
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verify_results (Data *data,
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guint8 expected_color_red,
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guint8 expected_color_green,
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guint8 expected_color_blue,
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int expected_paint_count,
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int expected_paint_opacity)
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{
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guchar *pixel;
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data->foo_actor->paint_count = 0;
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/* Read a pixel at the center of the to determine what color it
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painted. This should cause a redraw */
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pixel = clutter_stage_read_pixels (CLUTTER_STAGE (data->stage),
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50, 50, /* x/y */
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1, 1 /* width/height */);
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g_assert_cmpint (expected_paint_count, ==, data->foo_actor->paint_count);
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g_assert_cmpint (expected_paint_opacity,
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==,
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data->foo_actor->last_paint_opacity);
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g_assert_cmpint (ABS ((int) expected_color_red - (int) pixel[0]), <=, 2);
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g_assert_cmpint (ABS ((int) expected_color_green - (int) pixel[1]), <=, 2);
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g_assert_cmpint (ABS ((int) expected_color_blue - (int) pixel[2]), <=, 2);
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g_free (pixel);
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}
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static void
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verify_redraw (Data *data, int expected_paint_count)
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{
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GMainLoop *main_loop = g_main_loop_new (NULL, TRUE);
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guint paint_handler;
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paint_handler = g_signal_connect_data (data->stage,
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"paint",
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G_CALLBACK (g_main_loop_quit),
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main_loop,
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NULL,
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G_CONNECT_SWAPPED | G_CONNECT_AFTER);
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/* Queue a redraw on the stage */
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clutter_actor_queue_redraw (data->stage);
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data->foo_actor->paint_count = 0;
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/* Wait for it to paint */
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g_main_loop_run (main_loop);
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g_signal_handler_disconnect (data->stage, paint_handler);
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g_assert_cmpint (data->foo_actor->paint_count, ==, expected_paint_count);
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}
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static gboolean
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timeout_cb (gpointer user_data)
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{
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Data *data = user_data;
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/* By default the actor shouldn't be redirected so the redraw should
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cause the actor to be painted */
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verify_results (data,
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255, 0, 0,
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1,
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255);
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/* Make the actor semi-transparent and verify the paint opacity */
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clutter_actor_set_opacity (data->container, 127);
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verify_results (data,
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255, 127, 127,
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1,
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127);
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/* Enable offscreen for opacity so it should now paint through the
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fbo. The first paint will still cause the actor to draw because
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it needs to fill the cache first. It should be painted with full
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opacity */
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clutter_actor_set_offscreen_redirect
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(data->container, CLUTTER_OFFSCREEN_REDIRECT_ALWAYS_FOR_OPACITY);
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verify_results (data,
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255, 127, 127,
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1,
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255);
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/* The second time the actor is painted it should be cached */
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verify_results (data,
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255, 127, 127,
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0,
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255);
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/* We should be able to change the opacity without causing the actor
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to redraw */
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clutter_actor_set_opacity (data->container, 64);
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verify_results (data,
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255, 191, 191,
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0,
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255);
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/* Changing it back to fully opaque should cause it not to go
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through the FBO so it will draw */
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clutter_actor_set_opacity (data->container, 255);
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verify_results (data,
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255, 0, 0,
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1,
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255);
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/* Tell it to always redirect through the FBO. This should cause a
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paint of the actor because the last draw didn't go through the
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FBO */
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clutter_actor_set_offscreen_redirect (data->container,
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CLUTTER_OFFSCREEN_REDIRECT_ALWAYS);
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verify_results (data,
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255, 0, 0,
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1,
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255);
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/* We should be able to change the opacity without causing the actor
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to redraw */
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clutter_actor_set_opacity (data->container, 64);
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verify_results (data,
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255, 191, 191,
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0,
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255);
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/* Even changing it back to fully opaque shouldn't cause a redraw */
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clutter_actor_set_opacity (data->container, 255);
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verify_results (data,
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255, 0, 0,
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0,
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255);
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/* Queueing a redraw on the actor should cause a redraw */
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clutter_actor_queue_redraw (data->container);
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verify_redraw (data, 1);
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/* Queueing a redraw on a child should cause a redraw */
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clutter_actor_queue_redraw (data->child);
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verify_redraw (data, 1);
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/* Modifying the transformation on the parent should cause a
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redraw */
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clutter_actor_set_anchor_point (data->parent_container, 0, 1);
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verify_redraw (data, 1);
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/* Redrawing an unrelated actor shouldn't cause a redraw */
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clutter_actor_set_position (data->unrelated_actor, 0, 1);
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verify_redraw (data, 0);
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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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test_offscreen_redirect (TestConformSimpleFixture *fixture,
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gconstpointer test_data)
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{
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if (cogl_features_available (COGL_FEATURE_OFFSCREEN))
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{
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Data data;
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data.stage = clutter_stage_get_default ();
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data.parent_container = clutter_group_new ();
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data.container = g_object_new (foo_group_get_type (), NULL);
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data.foo_actor = g_object_new (foo_actor_get_type (), NULL);
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clutter_actor_set_size (CLUTTER_ACTOR (data.foo_actor), 100, 100);
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clutter_container_add_actor (CLUTTER_CONTAINER (data.container),
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CLUTTER_ACTOR (data.foo_actor));
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clutter_container_add_actor (CLUTTER_CONTAINER (data.parent_container),
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data.container);
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clutter_container_add_actor (CLUTTER_CONTAINER (data.stage),
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data.parent_container);
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data.child = clutter_rectangle_new ();
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clutter_actor_set_size (data.child, 1, 1);
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clutter_container_add_actor (CLUTTER_CONTAINER (data.container),
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data.child);
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data.unrelated_actor = clutter_rectangle_new ();
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clutter_actor_set_size (data.child, 1, 1);
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clutter_container_add_actor (CLUTTER_CONTAINER (data.stage),
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data.unrelated_actor);
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clutter_actor_show (data.stage);
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/* Start the test after a short delay to allow the stage to
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render its initial frames without affecting the results */
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g_timeout_add_full (G_PRIORITY_LOW, 250, timeout_cb, &data, NULL);
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clutter_main ();
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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else if (g_test_verbose ())
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g_print ("Skipping\n");
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}
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