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With the recent change to internal floating point values, ClutterUnit has become a redundant type, defined to be a float. All integer entry points are being internally converted to floating point values to be passed to the GL pipeline with the least amount of conversion. ClutterUnit is thus exposed as just a "pixel with fractionary bits", and not -- as users might think -- as generic, resolution and device independent units. not that it was the case, but a definitive amount of people was convinced it did provide this "feature", and was flummoxed about the mere existence of this type. So, having ClutterUnit exposed in the public API doubles the entry points and has the following disadvantages: - we have to maintain twice the amount of entry points in ClutterActor - we still do an integer-to-float implicit conversion - we introduce a weird impedance between pixels and "pixels with fractionary bits" - language bindings will have to choose what to bind, and resort to manually overriding the API + *except* for language bindings based on GObject-Introspection, as they cannot do manual overrides, thus will replicate the entire set of entry points For these reason, we should coalesces every Actor entry point for pixels and for ClutterUnit into a single entry point taking a float, like: void clutter_actor_set_x (ClutterActor *self, gfloat x); void clutter_actor_get_size (ClutterActor *self, gfloat *width, gfloat *height); gfloat clutter_actor_get_height (ClutterActor *self); etc. The issues I have identified are: - we'll have a two cases of compiler warnings: - printf() format of the return values from %d to %f - clutter_actor_get_size() taking floats instead of unsigned ints - we'll have a problem with varargs when passing an integer instead of a floating point value, except on 64bit platforms where the size of a float is the same as the size of an int To be clear: the *intent* of the API should not change -- we still use pixels everywhere -- but: - we remove ambiguity in the API with regard to pixels and units - we remove entry points we get to maintain for the whole 1.0 version of the API - we make things simpler to bind for both manual language bindings and automatic (gobject-introspection based) ones - we have the simplest API possible while still exposing the capabilities of the underlying GL implementation
199 lines
5.0 KiB
C
199 lines
5.0 KiB
C
#include <stdlib.h>
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#include <glib.h>
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#include <clutter/clutter.h>
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#include "test-conform-common.h"
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/* We ask for 1 frame per millisecond.
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* Whenever this rate can't be achieved then the timeline
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* will interpolate the number frames that should have
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* passed between timeouts. */
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#define TEST_TIMELINE_FPS 1000
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#define TEST_TIMELINE_FRAME_COUNT 5000
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/* We are at the mercy of the system scheduler so this
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* may not be a very reliable tolerance. */
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#define TEST_ERROR_TOLERANCE 20
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typedef struct _TestState
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{
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ClutterTimeline *timeline;
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GTimeVal start_time;
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guint new_frame_counter;
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gint expected_frame;
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gint completion_count;
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gboolean passed;
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guint source_id;
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GTimeVal prev_tick;
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gulong msecs_delta;
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} TestState;
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static void
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new_frame_cb (ClutterTimeline *timeline,
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gint frame_num,
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TestState *state)
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{
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GTimeVal current_time;
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gint current_frame;
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glong msec_diff;
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gint loop_overflow = 0;
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static gint step = 1;
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g_get_current_time (¤t_time);
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current_frame = clutter_timeline_get_current_frame (state->timeline);
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msec_diff = (current_time.tv_sec - state->start_time.tv_sec) * 1000;
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msec_diff += (current_time.tv_usec - state->start_time.tv_usec)/1000;
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/* If we expect to have interpolated past the end of the timeline
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* we keep track of the overflow so we can determine when
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* the next timeout will happen. We then clip expected_frames
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* to TEST_TIMELINE_FRAME_COUNT since clutter-timeline
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* semantics guaranty this frame is always signaled before
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* looping */
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if (state->expected_frame > TEST_TIMELINE_FRAME_COUNT)
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{
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loop_overflow = state->expected_frame - TEST_TIMELINE_FRAME_COUNT;
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state->expected_frame = TEST_TIMELINE_FRAME_COUNT;
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}
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if (current_frame >= (state->expected_frame-TEST_ERROR_TOLERANCE)
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&& current_frame <= (state->expected_frame+TEST_ERROR_TOLERANCE))
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{
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g_test_message ("\nelapsed milliseconds=%-5li "
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"expected frame=%-4i actual frame=%-4i (OK)\n",
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msec_diff,
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state->expected_frame,
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current_frame);
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}
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else
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{
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g_test_message ("\nelapsed milliseconds=%-5li "
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"expected frame=%-4i actual frame=%-4i (FAILED)\n",
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msec_diff,
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state->expected_frame,
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current_frame);
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state->passed = FALSE;
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}
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if (step>0)
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{
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state->expected_frame = current_frame + (TEST_TIMELINE_FPS / 4);
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g_test_message ("Sleeping for 250ms "
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"so next frame should be (%i + %i) = %i\n",
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current_frame,
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(TEST_TIMELINE_FPS / 4),
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state->expected_frame);
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g_usleep (250000);
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}
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else
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{
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state->expected_frame = current_frame + TEST_TIMELINE_FPS;
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g_test_message ("Sleeping for 1sec "
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"so next frame should be (%i + %i) = %i\n",
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current_frame,
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TEST_TIMELINE_FPS,
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state->expected_frame);
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g_usleep (1000000);
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}
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if (current_frame >= TEST_TIMELINE_FRAME_COUNT)
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{
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state->expected_frame += loop_overflow;
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state->expected_frame -= TEST_TIMELINE_FRAME_COUNT;
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g_test_message ("End of timeline reached: "
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"Wrapping expected frame too %i\n",
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state->expected_frame);
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}
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state->new_frame_counter++;
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step = -step;
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}
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static void
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completed_cb (ClutterTimeline *timeline,
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TestState *state)
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{
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state->completion_count++;
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if (state->completion_count == 2)
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{
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if (state->passed)
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{
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g_test_message ("Passed\n");
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clutter_main_quit ();
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}
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else
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{
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g_test_message ("Failed\n");
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exit (EXIT_FAILURE);
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}
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}
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}
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static gboolean
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frame_tick (gpointer data)
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{
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TestState *state = data;
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GTimeVal cur_tick = { 0, };
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gulong msecs;
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g_get_current_time (&cur_tick);
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if (state->prev_tick.tv_sec == 0)
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state->prev_tick = cur_tick;
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msecs = (cur_tick.tv_sec - state->prev_tick.tv_sec) * 1000
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+ (cur_tick.tv_usec - state->prev_tick.tv_usec) / 1000;
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if (clutter_timeline_is_playing (state->timeline))
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clutter_timeline_advance_delta (state->timeline, msecs);
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state->msecs_delta = msecs;
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state->prev_tick = cur_tick;
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return TRUE;
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}
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void
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test_timeline_interpolate (TestConformSimpleFixture *fixture,
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gconstpointer data)
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{
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TestState state;
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state.timeline =
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clutter_timeline_new (TEST_TIMELINE_FRAME_COUNT,
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TEST_TIMELINE_FPS);
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clutter_timeline_set_loop (state.timeline, TRUE);
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g_signal_connect (G_OBJECT(state.timeline),
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"new-frame",
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G_CALLBACK(new_frame_cb),
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&state);
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g_signal_connect (G_OBJECT(state.timeline),
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"completed",
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G_CALLBACK(completed_cb),
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&state);
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state.completion_count = 0;
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state.new_frame_counter = 0;
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state.passed = TRUE;
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state.expected_frame = 0;
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state.prev_tick.tv_sec = 0;
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state.prev_tick.tv_usec = 0;
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state.msecs_delta = 0;
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state.source_id =
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clutter_threads_add_frame_source (60, frame_tick, &state);
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g_get_current_time (&state.start_time);
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clutter_timeline_start (state.timeline);
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clutter_main();
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g_source_remove (state.source_id);
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g_object_unref (state.timeline);
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}
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