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a24ff882b6
If we don't have GLSL support on the platform.
287 lines
8.2 KiB
C
287 lines
8.2 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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#define SHIFT_STEP STAGE_WIDTH / ACTORS_X
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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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gboolean pass;
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};
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struct _ShiftEffect
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{
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ClutterShaderEffect parent_instance;
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};
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struct _ShiftEffectClass
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{
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ClutterShaderEffectClass parent_class;
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};
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typedef struct _ShiftEffect ShiftEffect;
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typedef struct _ShiftEffectClass ShiftEffectClass;
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#define TYPE_SHIFT_EFFECT (shift_effect_get_type ())
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G_DEFINE_TYPE (ShiftEffect,
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shift_effect,
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CLUTTER_TYPE_SHADER_EFFECT);
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static void
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shader_paint (ClutterEffect *effect,
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ClutterEffectPaintFlags flags)
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{
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ClutterShaderEffect *shader = CLUTTER_SHADER_EFFECT (effect);
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float tex_width;
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ClutterActor *actor =
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clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
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if (g_test_verbose ())
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g_debug ("shader_paint");
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clutter_shader_effect_set_shader_source (shader,
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"uniform sampler2D tex;\n"
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"uniform float step;\n"
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"void main (void)\n"
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"{\n"
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" cogl_color_out = texture2D(tex, vec2 (cogl_tex_coord_in[0].s + step,\n"
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" cogl_tex_coord_in[0].t));\n"
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"}\n");
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tex_width = clutter_actor_get_width (actor);
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clutter_shader_effect_set_uniform (shader, "tex", G_TYPE_INT, 1, 0);
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clutter_shader_effect_set_uniform (shader, "step", G_TYPE_FLOAT, 1,
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SHIFT_STEP / tex_width);
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CLUTTER_EFFECT_CLASS (shift_effect_parent_class)->paint (effect, flags);
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}
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static void
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shader_pick (ClutterEffect *effect,
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ClutterEffectPaintFlags flags)
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{
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shader_paint (effect, flags);
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}
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static void
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shift_effect_class_init (ShiftEffectClass *klass)
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{
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ClutterEffectClass *shader_class = CLUTTER_EFFECT_CLASS (klass);
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shader_class->paint = shader_paint;
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shader_class->pick = shader_pick;
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}
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static void
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shift_effect_init (ShiftEffect *self)
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{
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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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/* 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 < 5; 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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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_verbose ())
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g_print ("With blur effect:\n");
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}
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else if (test_num == 4)
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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_remove_effect_by_name (CLUTTER_ACTOR (state->stage),
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"blur");
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clutter_actor_add_effect_with_name (CLUTTER_ACTOR (state->stage),
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"shift",
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g_object_new (TYPE_SHIFT_EFFECT, NULL));
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if (g_test_verbose ())
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g_print ("With shift 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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if (test_num == 4)
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x = 1;
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else
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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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if (test_num == 4)
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pick_x -= SHIFT_STEP;
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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_verbose ())
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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_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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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_verbose ())
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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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state->pass = FALSE;
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}
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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_new ();
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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_rectangle_new_with_color (&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_container_add (CLUTTER_CONTAINER (state.stage), rect, NULL);
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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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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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clutter_actor_destroy (state.stage);
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}
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