mutter/tests/interactive/test-layout.c
Robert Bragg 603f936745 Bug 1162 - Re-works the tests/ to use the glib-2.16 unit testing
framework

	* configure.ac:
	* tests/*:
	The tests have been reorganised into different categories: conformance,
	interactive and micro benchmarks.
	- conformance tests can be run as part of automated tests
	- interactive tests are basically all the existing tests
	- micro benchmarks focus on a single performance metric

	I converted the timeline tests to conformance tests and also added some
	tests from Neil Roberts and Ebassi.

	Note: currently only the conformance tests use the glib test APIs,
	though the micro benchmarks should too.

	The other change is to make the unit tests link into monolithic binaries
	which makes the build time for unit tests considerably faster. To deal
	with the extra complexity this adds to debugging individual tests I
	have added some sugar to the makefiles so all the tests can be run
	directly via a symlink and when an individual test is run this way,
	then a note is printed to the terminal explaining exactly how that test
	may be debugged using GDB.

	There is a convenience make rule: 'make test-report', that will run all
	the conformance tests and hopefully even open the results in your web
	browser. It skips some of the slower timeline tests, but you can run
	those using 'make full-report'
2008-11-07 19:32:28 +00:00

819 lines
22 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <gmodule.h>
#include <cogl/cogl.h>
#include <clutter/clutter.h>
/* layout actor, by Lucas Rocha */
#define MY_TYPE_THING (my_thing_get_type ())
#define MY_THING(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), MY_TYPE_THING, MyThing))
#define MY_IS_THING(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), MY_TYPE_THING))
#define MY_THING_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), MY_TYPE_THING, MyThingClass))
#define MY_IS_THING_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), MY_TYPE_THING))
#define MY_THING_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), MY_TYPE_THING, MyThingClass))
typedef struct _MyThing MyThing;
typedef struct _MyThingPrivate MyThingPrivate;
typedef struct _MyThingClass MyThingClass;
struct _MyThing
{
ClutterActor parent_instance;
MyThingPrivate *priv;
};
struct _MyThingClass
{
ClutterActorClass parent_class;
};
enum
{
PROP_0,
PROP_SPACING,
PROP_PADDING,
PROP_USE_TRANSFORMED_BOX
};
static void clutter_container_iface_init (ClutterContainerIface *iface);
G_DEFINE_TYPE_WITH_CODE (MyThing,
my_thing,
CLUTTER_TYPE_ACTOR,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
clutter_container_iface_init));
#define MY_THING_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), MY_TYPE_THING, MyThingPrivate))
struct _MyThingPrivate
{
GList *children;
ClutterUnit spacing;
ClutterUnit padding;
guint use_transformed_box : 1;
};
/* Add, remove, foreach, copied from ClutterGroup code. */
static void
my_thing_real_add (ClutterContainer *container,
ClutterActor *actor)
{
MyThing *group = MY_THING (container);
MyThingPrivate *priv = group->priv;
g_object_ref (actor);
priv->children = g_list_append (priv->children, actor);
clutter_actor_set_parent (actor, CLUTTER_ACTOR (group));
g_signal_emit_by_name (container, "actor-added", actor);
/* queue relayout to allocate new item */
clutter_actor_queue_relayout (CLUTTER_ACTOR (group));
g_object_unref (actor);
}
static void
my_thing_real_remove (ClutterContainer *container,
ClutterActor *actor)
{
MyThing *group = MY_THING (container);
MyThingPrivate *priv = group->priv;
g_object_ref (actor);
priv->children = g_list_remove (priv->children, actor);
clutter_actor_unparent (actor);
/* At this point, the actor passed to the "actor-removed" signal
* handlers is not parented anymore to the container but since we
* are holding a reference on it, it's still valid
*/
g_signal_emit_by_name (container, "actor-removed", actor);
/* queue relayout to re-allocate children without the
removed item */
clutter_actor_queue_relayout (CLUTTER_ACTOR (group));
g_object_unref (actor);
}
static void
my_thing_real_foreach (ClutterContainer *container,
ClutterCallback callback,
gpointer user_data)
{
MyThingPrivate *priv = MY_THING (container)->priv;
GList *l;
for (l = priv->children; l; l = l->next)
(* callback) (CLUTTER_ACTOR (l->data), user_data);
}
static void
clutter_container_iface_init (ClutterContainerIface *iface)
{
iface->add = my_thing_real_add;
iface->remove = my_thing_real_remove;
iface->foreach = my_thing_real_foreach;
}
static void
my_thing_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
MyThingPrivate *priv = MY_THING (gobject)->priv;
gboolean needs_relayout = TRUE;
switch (prop_id)
{
case PROP_SPACING:
priv->spacing = clutter_value_get_unit (value);
break;
case PROP_PADDING:
priv->padding = clutter_value_get_unit (value);
break;
case PROP_USE_TRANSFORMED_BOX:
priv->use_transformed_box = g_value_get_boolean (value);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
needs_relayout = FALSE;
break;
}
/* setting spacing or padding queues a relayout
because they are supposed to change the internal
allocation of children */
if (needs_relayout)
clutter_actor_queue_relayout (CLUTTER_ACTOR (gobject));
}
static void
my_thing_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
MyThingPrivate *priv = MY_THING (gobject)->priv;
switch (prop_id)
{
case PROP_SPACING:
clutter_value_set_unit (value, priv->spacing);
break;
case PROP_PADDING:
clutter_value_set_unit (value, priv->padding);
break;
case PROP_USE_TRANSFORMED_BOX:
g_value_set_boolean (value, priv->use_transformed_box);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
my_thing_finalize (GObject *gobject)
{
G_OBJECT_CLASS (my_thing_parent_class)->finalize (gobject);
}
static void
my_thing_dispose (GObject *gobject)
{
MyThing *self = MY_THING (gobject);
MyThingPrivate *priv = self->priv;
if (priv->children)
{
g_list_foreach (priv->children, (GFunc) clutter_actor_destroy, NULL);
priv->children = NULL;
}
G_OBJECT_CLASS (my_thing_parent_class)->dispose (gobject);
}
static void
my_thing_get_preferred_width (ClutterActor *self,
ClutterUnit for_height,
ClutterUnit *min_width_p,
ClutterUnit *natural_width_p)
{
MyThingPrivate *priv;
GList *l;
ClutterUnit min_left, min_right;
ClutterUnit natural_left, natural_right;
priv = MY_THING (self)->priv;
min_left = 0;
min_right = 0;
natural_left = 0;
natural_right = 0;
for (l = priv->children; l != NULL; l = l->next)
{
ClutterActor *child;
ClutterUnit child_x, child_min, child_natural;
child = l->data;
child_x = clutter_actor_get_xu (child);
clutter_actor_get_preferred_size (child,
&child_min, NULL,
&child_natural, NULL);
if (l == priv->children)
{
/* First child */
min_left = child_x;
natural_left = child_x;
min_right = min_left + child_min;
natural_right = natural_left + child_natural;
}
else
{
/* Union of extents with previous children */
if (child_x < min_left)
min_left = child_x;
if (child_x < natural_left)
natural_left = child_x;
if (child_x + child_min > min_right)
min_right = child_x + child_min;
if (child_x + child_natural > natural_right)
natural_right = child_x + child_natural;
}
}
if (min_left < 0)
min_left = 0;
if (natural_left < 0)
natural_left = 0;
if (min_right < 0)
min_right = 0;
if (natural_right < 0)
natural_right = 0;
g_assert (min_right >= min_left);
g_assert (natural_right >= natural_left);
if (min_width_p)
*min_width_p = min_right - min_left;
if (natural_width_p)
*natural_width_p = natural_right - min_left;
}
static void
my_thing_get_preferred_height (ClutterActor *self,
ClutterUnit for_width,
ClutterUnit *min_height_p,
ClutterUnit *natural_height_p)
{
MyThingPrivate *priv;
GList *l;
ClutterUnit min_top, min_bottom;
ClutterUnit natural_top, natural_bottom;
priv = MY_THING (self)->priv;
min_top = 0;
min_bottom = 0;
natural_top = 0;
natural_bottom = 0;
for (l = priv->children; l != NULL; l = l->next)
{
ClutterActor *child;
ClutterUnit child_y, child_min, child_natural;
child = l->data;
child_y = clutter_actor_get_yu (child);
clutter_actor_get_preferred_size (child,
NULL, &child_min,
NULL, &child_natural);
if (l == priv->children)
{
/* First child */
min_top = child_y;
natural_top = child_y;
min_bottom = min_top + child_min;
natural_bottom = natural_top + child_natural;
}
else
{
/* Union of extents with previous children */
if (child_y < min_top)
min_top = child_y;
if (child_y < natural_top)
natural_top = child_y;
if (child_y + child_min > min_bottom)
min_bottom = child_y + child_min;
if (child_y + child_natural > natural_bottom)
natural_bottom = child_y + child_natural;
}
}
if (min_top < 0)
min_top = 0;
if (natural_top < 0)
natural_top = 0;
if (min_bottom < 0)
min_bottom = 0;
if (natural_bottom < 0)
natural_bottom = 0;
g_assert (min_bottom >= min_top);
g_assert (natural_bottom >= natural_top);
if (min_height_p)
*min_height_p = min_bottom - min_top;
if (natural_height_p)
*natural_height_p = natural_bottom - min_top;
}
static void
my_thing_allocate (ClutterActor *self,
const ClutterActorBox *box,
gboolean origin_changed)
{
MyThingPrivate *priv;
ClutterUnit current_x, current_y, max_row_height;
GList *l;
/* chain up to set actor->allocation */
CLUTTER_ACTOR_CLASS (my_thing_parent_class)->allocate (self, box,
origin_changed);
priv = MY_THING (self)->priv;
current_x = priv->padding;
current_y = priv->padding;
max_row_height = 0;
/* The allocation logic here is to horizontally place children
* side-by-side and reflow into a new row when we run out of
* space
*/
for (l = priv->children; l != NULL; l = l->next)
{
ClutterActor *child;
ClutterUnit natural_width, natural_height;
ClutterActorBox child_box;
child = l->data;
clutter_actor_get_preferred_size (child,
NULL, NULL,
&natural_width, &natural_height);
/* if it fits in the current row, keep it there; otherwise
* reflow into another row
*/
if (current_x + natural_width > box->x2 - box->x1 - priv->padding)
{
current_x = priv->padding;
current_y += max_row_height + priv->spacing;
max_row_height = 0;
}
child_box.x1 = current_x;
child_box.y1 = current_y;
child_box.x2 = child_box.x1 + natural_width;
child_box.y2 = child_box.y1 + natural_height;
clutter_actor_allocate (child, &child_box, origin_changed);
/* if we take into account the transformation of the children
* then we first check if it's transformed; then we get the
* onscreen coordinates of the two points of the bounding box
* of the actor (origin(x, y) and (origin + size)(x,y)) and
* we update the coordinates and area given to the next child
*/
if (priv->use_transformed_box)
{
if (clutter_actor_is_scaled (child) ||
clutter_actor_is_rotated (child))
{
ClutterVertex v1 = { 0, }, v2 = { 0, };
ClutterActorBox transformed_box = { 0, };
/* origin */
if (!origin_changed)
{
v1.x = 0;
v1.y = 0;
}
else
{
v1.x = box->x1;
v1.y = box->y1;
}
clutter_actor_apply_transform_to_point (child, &v1, &v2);
transformed_box.x1 = v2.x;
transformed_box.y1 = v2.y;
/* size */
v1.x = natural_width;
v1.y = natural_height;
clutter_actor_apply_transform_to_point (child, &v1, &v2);
transformed_box.x2 = v2.x;
transformed_box.y2 = v2.y;
natural_width = transformed_box.x2 - transformed_box.x1;
natural_height = transformed_box.y2 - transformed_box.y1;
}
}
/* Record the maximum child height on current row to know
* what's the increment that should be used for the next
* row
*/
if (natural_height > max_row_height)
max_row_height = natural_height;
current_x += natural_width + priv->spacing;
}
}
static void
my_thing_paint (ClutterActor *actor)
{
MyThing *self = MY_THING (actor);
GList *c;
cogl_push_matrix();
/* paint all visible children */
for (c = self->priv->children;
c != NULL;
c = c->next)
{
ClutterActor *child = c->data;
g_assert (child != NULL);
if (CLUTTER_ACTOR_IS_VISIBLE (child))
clutter_actor_paint (child);
}
cogl_pop_matrix();
}
#define MIN_SIZE 24
#define MAX_SIZE 64
static void
my_thing_class_init (MyThingClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
gobject_class->set_property = my_thing_set_property;
gobject_class->get_property = my_thing_get_property;
gobject_class->dispose = my_thing_dispose;
gobject_class->finalize = my_thing_finalize;
actor_class->get_preferred_width = my_thing_get_preferred_width;
actor_class->get_preferred_height = my_thing_get_preferred_height;
actor_class->allocate = my_thing_allocate;
actor_class->paint = my_thing_paint;
g_object_class_install_property (gobject_class,
PROP_SPACING,
clutter_param_spec_unit ("spacing",
"Spacing",
"Spacing of the thing",
0, CLUTTER_MAXUNIT,
0,
G_PARAM_READWRITE));
g_object_class_install_property (gobject_class,
PROP_PADDING,
clutter_param_spec_unit ("padding",
"Padding",
"Padding around the thing",
0, CLUTTER_MAXUNIT,
0,
G_PARAM_READWRITE));
g_object_class_install_property (gobject_class,
PROP_USE_TRANSFORMED_BOX,
g_param_spec_boolean ("use-transformed-box",
"Use Transformed Box",
"Use transformed box when allocating",
FALSE,
G_PARAM_READWRITE));
g_type_class_add_private (klass, sizeof (MyThingPrivate));
}
static void
my_thing_init (MyThing *thing)
{
thing->priv = MY_THING_GET_PRIVATE (thing);
}
ClutterActor *
my_thing_new (gint padding,
gint spacing)
{
return g_object_new (MY_TYPE_THING,
"padding", CLUTTER_UNITS_FROM_DEVICE (padding),
"spacing", CLUTTER_UNITS_FROM_DEVICE (spacing),
NULL);
}
/* test code */
static ClutterActor *box = NULL;
static ClutterActor *icon = NULL;
static ClutterTimeline *main_timeline = NULL;
static ClutterBehaviour *behaviour = NULL;
static ClutterColor bg_color;
static void
toggle_property_value (ClutterActor *actor,
const gchar *property_name)
{
gboolean value;
g_object_get (G_OBJECT (actor),
property_name, &value,
NULL);
value = !value;
g_object_set (G_OBJECT (box),
property_name, value,
NULL);
}
static void
increase_property_value (ClutterActor *actor,
const char *property_name)
{
ClutterUnit value;
g_object_get (G_OBJECT (actor),
property_name, &value,
NULL);
value = value + CLUTTER_UNITS_FROM_DEVICE (10);
g_object_set (G_OBJECT (box),
property_name, value,
NULL);
}
static void
decrease_property_value (ClutterActor *actor,
const char *property_name)
{
ClutterUnit value;
g_object_get (G_OBJECT (actor),
property_name, &value,
NULL);
value = MAX (0, value - CLUTTER_UNITS_FROM_DEVICE (10));
g_object_set (G_OBJECT (box),
property_name, value,
NULL);
}
static ClutterActor *
create_item (void)
{
ClutterActor *clone =
clutter_clone_texture_new (CLUTTER_TEXTURE (icon));
gint32 size = g_random_int_range (MIN_SIZE, MAX_SIZE);
clutter_actor_set_size (clone, size, size);
clutter_behaviour_apply (behaviour, clone);
return clone;
}
static gboolean
keypress_cb (ClutterActor *actor,
ClutterKeyEvent *event,
gpointer data)
{
switch (clutter_key_event_symbol (event))
{
case CLUTTER_q:
{
clutter_main_quit ();
}
case CLUTTER_a:
{
if (icon != NULL)
{
ClutterActor *clone = create_item ();
/* Add one item to container */
clutter_container_add_actor (CLUTTER_CONTAINER (box), clone);
}
break;
}
case CLUTTER_d:
{
GList *children =
clutter_container_get_children (CLUTTER_CONTAINER (box));
if (children)
{
GList *last = g_list_last (children);
/* Remove last item on container */
clutter_container_remove_actor (CLUTTER_CONTAINER (box),
CLUTTER_ACTOR (last->data));
}
break;
}
case CLUTTER_w:
{
decrease_property_value (box, "padding");
break;
}
case CLUTTER_e:
{
increase_property_value (box, "padding");
break;
}
case CLUTTER_r:
{
decrease_property_value (box, "spacing");
break;
}
case CLUTTER_s:
{
toggle_property_value (box, "use-transformed-box");
break;
}
case CLUTTER_t:
{
increase_property_value (box, "spacing");
break;
}
case CLUTTER_z:
{
if (clutter_timeline_is_playing (main_timeline))
clutter_timeline_pause (main_timeline);
else
clutter_timeline_start (main_timeline);
break;
}
default:
break;
}
return FALSE;
}
static void
relayout_on_frame (ClutterTimeline *timeline)
{
gboolean use_transformed_box;
/* if we care about transformations updating the layout, we need to inform
* the layout that a transformation is happening; this is either done by
* attaching a notification on the transformation properties or by simply
* queuing a relayout on each frame of the timeline used to drive the
* behaviour. for simplicity's sake, we used the latter
*/
g_object_get (G_OBJECT (box),
"use-transformed-box", &use_transformed_box,
NULL);
if (use_transformed_box)
clutter_actor_queue_relayout (box);
}
G_MODULE_EXPORT int
test_layout_main (int argc, char *argv[])
{
ClutterActor *stage, *instructions;
gint i;
GError *error = NULL;
clutter_init (&argc, &argv);
stage = clutter_stage_get_default ();
clutter_actor_set_size (stage, 800, 600);
clutter_color_parse ("Red", &bg_color);
main_timeline = clutter_timeline_new_for_duration (2000);
clutter_timeline_set_loop (main_timeline, TRUE);
g_signal_connect (main_timeline, "new-frame",
G_CALLBACK (relayout_on_frame),
NULL);
behaviour = clutter_behaviour_scale_new (clutter_alpha_new_full (main_timeline,
CLUTTER_ALPHA_SINE,
NULL, NULL),
1.0, 1.0, 2.0, 2.0);
box = my_thing_new (10, 10);
clutter_actor_set_position (box, 20, 20);
clutter_actor_set_size (box, 350, -1);
icon = clutter_texture_new_from_file ("redhand.png", &error);
if (error)
g_error ("Unable to load 'redhand.png': %s", error->message);
for (i = 0; i < 33; i++)
{
ClutterActor *clone = create_item ();
clutter_container_add_actor (CLUTTER_CONTAINER (box), clone);
}
clutter_container_add_actor (CLUTTER_CONTAINER (stage), box);
instructions = clutter_label_new_with_text ("Sans 14",
"<b>Instructions:</b>\n"
"a - add a new item\n"
"d - remove last item\n"
"z - start/pause behaviour\n"
"w - decrease padding\n"
"e - increase padding\n"
"r - decrease spacing\n"
"t - increase spacing\n"
"s - use transformed box\n"
"q - quit");
clutter_label_set_use_markup (CLUTTER_LABEL (instructions), TRUE);
clutter_actor_set_position (instructions, 450, 10);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), instructions);
g_signal_connect (stage, "key-release-event",
G_CALLBACK (keypress_cb),
NULL);
clutter_actor_show (stage);
clutter_main ();
g_object_unref (main_timeline);
g_object_unref (behaviour);
return EXIT_SUCCESS;
}