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deba576dd1
Use the correct stage creation/destruction API.
242 lines
7.3 KiB
C
242 lines
7.3 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 SOURCE_SIZE 32
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#define SOURCE_DIVISIONS_X 2
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#define SOURCE_DIVISIONS_Y 2
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#define DIVISION_WIDTH (SOURCE_SIZE / SOURCE_DIVISIONS_X)
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#define DIVISION_HEIGHT (SOURCE_SIZE / SOURCE_DIVISIONS_Y)
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static const ClutterColor
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corner_colors[SOURCE_DIVISIONS_X * SOURCE_DIVISIONS_Y] =
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{
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{ 0xff, 0x00, 0x00, 0xff }, /* red top left */
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{ 0x00, 0xff, 0x00, 0xff }, /* green top right */
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{ 0x00, 0x00, 0xff, 0xff }, /* blue bottom left */
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{ 0xff, 0x00, 0xff, 0xff } /* purple bottom right */
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};
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static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 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 ClutterActor *
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create_source (void)
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{
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int x, y;
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ClutterActor *group = clutter_group_new ();
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/* Create a group with a different coloured rectangle at each
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corner */
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for (y = 0; y < SOURCE_DIVISIONS_Y; y++)
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for (x = 0; x < SOURCE_DIVISIONS_X; x++)
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{
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ClutterActor *rect = clutter_rectangle_new ();
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clutter_actor_set_size (rect, DIVISION_WIDTH, DIVISION_HEIGHT);
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clutter_actor_set_position (rect,
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DIVISION_WIDTH * x,
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DIVISION_HEIGHT * y);
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clutter_rectangle_set_color (CLUTTER_RECTANGLE (rect),
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corner_colors +
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(y * SOURCE_DIVISIONS_X + x));
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clutter_container_add (CLUTTER_CONTAINER (group), rect, NULL);
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}
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return group;
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}
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static void
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pre_paint_clip_cb (void)
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{
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/* Generate a clip path that clips out the top left division */
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cogl_path_move_to (DIVISION_WIDTH, 0);
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cogl_path_line_to (SOURCE_SIZE, 0);
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cogl_path_line_to (SOURCE_SIZE, SOURCE_SIZE);
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cogl_path_line_to (0, SOURCE_SIZE);
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cogl_path_line_to (0, DIVISION_HEIGHT);
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cogl_path_line_to (DIVISION_WIDTH, DIVISION_HEIGHT);
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cogl_path_close ();
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cogl_clip_push_from_path ();
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}
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static void
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post_paint_clip_cb (void)
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{
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cogl_clip_pop ();
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}
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static gboolean
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validate_part (TestState *state,
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int xpos, int ypos,
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int clip_flags)
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{
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int x, y;
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gboolean pass = TRUE;
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/* Check whether the center of each division is the right color */
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for (y = 0; y < SOURCE_DIVISIONS_Y; y++)
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for (x = 0; x < SOURCE_DIVISIONS_X; x++)
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{
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guchar *pixels;
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const ClutterColor *correct_color;
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/* Read the center pixels of this division */
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pixels = clutter_stage_read_pixels (CLUTTER_STAGE (state->stage),
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x * DIVISION_WIDTH +
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DIVISION_WIDTH / 2 + xpos,
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y * DIVISION_HEIGHT +
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DIVISION_HEIGHT / 2 + ypos,
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1, 1);
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/* If this division is clipped then it should be the stage
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color */
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if ((clip_flags & (1 << ((y * SOURCE_DIVISIONS_X) + x))))
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correct_color = &stage_color;
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else
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/* Otherwise it should be the color for this division */
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correct_color = corner_colors + (y * SOURCE_DIVISIONS_X) + x;
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if (pixels == NULL ||
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pixels[0] != correct_color->red ||
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pixels[1] != correct_color->green ||
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pixels[2] != correct_color->blue)
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pass = FALSE;
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g_free (pixels);
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}
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return pass;
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}
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static void
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validate_result (TestState *state)
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{
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int ypos = 0;
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if (g_test_verbose ())
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g_print ("Testing onscreen clone...\n");
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g_assert (validate_part (state, SOURCE_SIZE, ypos * SOURCE_SIZE, 0));
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ypos++;
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#if 0 /* this doesn't work */
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if (g_test_verbose ())
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g_print ("Testing offscreen clone...\n");
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g_assert (validate_part (state, SOURCE_SIZE, ypos * SOURCE_SIZE, 0));
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#endif
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ypos++;
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if (g_test_verbose ())
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g_print ("Testing onscreen clone with rectangular clip...\n");
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g_assert (validate_part (state, SOURCE_SIZE, ypos * SOURCE_SIZE, ~1));
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ypos++;
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if (g_test_verbose ())
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g_print ("Testing onscreen clone with path clip...\n");
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g_assert (validate_part (state, SOURCE_SIZE, ypos * SOURCE_SIZE, 1));
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ypos++;
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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 void
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on_paint (ClutterActor *actor, TestState *state)
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{
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int frame_num;
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/* XXX: validate_result calls clutter_stage_read_pixels which will result in
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* another paint run so to avoid infinite recursion we only aim to validate
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* the first frame. */
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frame_num = state->frame++;
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if (frame_num == 1)
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validate_result (state);
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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_texture_fbo (TestConformSimpleFixture *fixture,
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gconstpointer data)
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{
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TestState state;
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ClutterActor *actor;
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int ypos = 0;
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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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/* Onscreen source with clone next to it */
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actor = create_source ();
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clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
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clutter_actor_set_position (actor, 0, ypos * SOURCE_SIZE);
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actor = clutter_texture_new_from_actor (actor);
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clutter_actor_set_position (actor, SOURCE_SIZE, ypos * SOURCE_SIZE);
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clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
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ypos++;
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/* Offscreen source with clone */
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#if 0 /* this doesn't work */
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actor = create_source ();
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actor = clutter_texture_new_from_actor (actor);
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clutter_actor_set_position (actor, SOURCE_SIZE, ypos * SOURCE_SIZE);
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clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
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#endif
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ypos++;
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/* Source clipped to the top left division */
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actor = create_source ();
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clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
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clutter_actor_set_position (actor, 0, ypos * SOURCE_SIZE);
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clutter_actor_set_clip (actor, 0, 0, DIVISION_WIDTH, DIVISION_HEIGHT);
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actor = clutter_texture_new_from_actor (actor);
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clutter_actor_set_position (actor, SOURCE_SIZE, ypos * SOURCE_SIZE);
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clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
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ypos++;
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/* Source clipped to everything but top left division using a
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path */
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actor = create_source ();
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clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
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clutter_actor_set_position (actor, 0, ypos * SOURCE_SIZE);
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g_signal_connect (actor, "paint",
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G_CALLBACK (pre_paint_clip_cb), NULL);
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g_signal_connect_after (actor, "paint",
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G_CALLBACK (post_paint_clip_cb), NULL);
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actor = clutter_texture_new_from_actor (actor);
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clutter_actor_set_position (actor, SOURCE_SIZE, ypos * SOURCE_SIZE);
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clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
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ypos++;
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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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g_idle_add (queue_redraw, state.stage);
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g_signal_connect_after (state.stage, "paint", G_CALLBACK (on_paint), &state);
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clutter_actor_show_all (state.stage);
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clutter_main ();
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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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