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mutter-performance-source/tests/interactive/test-paint-wrapper.c
Emmanuele Bassi 0b4899ef23 tests: Clean up interactive test build
The build for interactive tests creates symbolic links for the data
under tests/data; it also uses symbolic links for creating "binaries"
for each interactive test. This is less than ideal, though.

Instead, the tests should build a path to the data files by using
a pre-processor define like TESTS_DATADIR; both g_build_filename() and
pre-processor string concatenation can be used to generate a valid
file name with the full path to the files.

The build system should also create wrapper scripts, just like we
do inside the conformance test suite, to be able to launch single
tests.
2009-11-05 17:47:26 +00:00

328 lines
7.9 KiB
C

#include <gmodule.h>
#include <clutter/clutter.h>
#if defined (_MSC_VER) && !defined (_USE_MATH_DEFINES)
#define _USE_MATH_DEFINES
#endif
#include <math.h>
#include <errno.h>
#include <stdlib.h>
#include <glib.h>
#define NHANDS 6
typedef struct SuperOH
{
ClutterActor **hand, *bgtex;
ClutterActor *real_hand;
ClutterActor *group;
ClutterActor *stage;
gint stage_width;
gint stage_height;
gfloat radius;
ClutterBehaviour *scaler_1;
ClutterBehaviour *scaler_2;
ClutterTimeline *timeline;
gboolean *paint_guards;
} SuperOH;
static gint n_hands = NHANDS;
static GOptionEntry super_oh_entries[] = {
{
"num-hands", 'n',
0,
G_OPTION_ARG_INT, &n_hands,
"Number of hands", "HANDS"
},
{ NULL }
};
static gboolean
on_button_press_event (ClutterActor *actor,
ClutterEvent *event,
SuperOH *oh)
{
gfloat x, y;
clutter_event_get_coords (event, &x, &y);
g_print ("*** button press event (button:%d) at %.2f, %.2f ***\n",
clutter_event_get_button (event),
x, y);
clutter_actor_hide (actor);
return TRUE;
}
static gboolean
input_cb (ClutterActor *stage,
ClutterEvent *event,
gpointer data)
{
SuperOH *oh = data;
if (event->type == CLUTTER_KEY_RELEASE)
{
g_print ("*** key press event (key:%c) ***\n",
clutter_event_get_key_symbol (event));
if (clutter_event_get_key_symbol (event) == CLUTTER_q)
{
clutter_main_quit ();
return TRUE;
}
else if (clutter_event_get_key_symbol (event) == CLUTTER_r)
{
gint i;
for (i = 0; i < n_hands; i++)
clutter_actor_show (oh->hand[i]);
return TRUE;
}
}
return FALSE;
}
/* Timeline handler */
static void
frame_cb (ClutterTimeline *timeline,
gint msecs,
gpointer data)
{
SuperOH *oh = data;
gint i;
float rotation = clutter_timeline_get_progress (timeline) * 360.0f;
/* Rotate everything clockwise about stage center*/
clutter_actor_set_rotation (oh->group,
CLUTTER_Z_AXIS,
rotation,
oh->stage_width / 2,
oh->stage_height / 2,
0);
for (i = 0; i < n_hands; i++)
{
/* Rotate each hand around there centers - to get this we need
* to take into account any scaling.
*/
clutter_actor_set_rotation (oh->hand[i],
CLUTTER_Z_AXIS,
-6.0 * rotation,
0, 0, 0);
}
}
static gdouble
my_sine_wave (ClutterAlpha *alpha,
gpointer dummy G_GNUC_UNUSED)
{
ClutterTimeline *timeline = clutter_alpha_get_timeline (alpha);
gdouble progress = clutter_timeline_get_progress (timeline);
return sin (progress * G_PI);
}
static void
hand_pre_paint (ClutterActor *actor,
gpointer user_data)
{
SuperOH *oh = user_data;
gfloat w, h;
int actor_num;
for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++)
;
g_assert (oh->paint_guards[actor_num] == FALSE);
clutter_actor_get_size (actor, &w, &h);
cogl_set_source_color4ub (255, 0, 0, 128);
cogl_rectangle (0, 0, w / 2, h / 2);
oh->paint_guards[actor_num] = TRUE;
}
static void
hand_post_paint (ClutterActor *actor,
gpointer user_data)
{
SuperOH *oh = user_data;
gfloat w, h;
int actor_num;
for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++)
;
g_assert (oh->paint_guards[actor_num] == TRUE);
clutter_actor_get_size (actor, &w, &h);
cogl_set_source_color4ub (0, 255, 0, 128);
cogl_rectangle (w / 2, h / 2, w, h);
oh->paint_guards[actor_num] = FALSE;
}
G_MODULE_EXPORT int
test_paint_wrapper_main (int argc, char *argv[])
{
ClutterAlpha *alpha;
ClutterActor *stage;
ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
SuperOH *oh;
gint i;
GError *error;
ClutterActor *real_hand;
error = NULL;
clutter_init_with_args (&argc, &argv,
NULL,
super_oh_entries,
NULL,
&error);
if (error)
{
g_warning ("Unable to initialise Clutter:\n%s",
error->message);
g_error_free (error);
return EXIT_FAILURE;
}
stage = clutter_stage_get_default ();
clutter_actor_set_size (stage, 800, 600);
clutter_stage_set_title (CLUTTER_STAGE (stage), "Paint Test");
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
oh = g_new(SuperOH, 1);
oh->stage = stage;
/* Create a timeline to manage animation */
oh->timeline = clutter_timeline_new (6000);
clutter_timeline_set_loop (oh->timeline, TRUE);
/* fire a callback for frame change */
g_signal_connect (oh->timeline, "new-frame", G_CALLBACK (frame_cb), oh);
/* Set up some behaviours to handle scaling */
alpha = clutter_alpha_new_with_func (oh->timeline, my_sine_wave, NULL, NULL);
oh->scaler_1 = clutter_behaviour_scale_new (alpha, 0.5, 0.5, 1.0, 1.0);
oh->scaler_2 = clutter_behaviour_scale_new (alpha, 1.0, 1.0, 0.5, 0.5);
real_hand = clutter_texture_new_from_file (TESTS_DATADIR
G_DIR_SEPARATOR_S
"redhand.png",
&error);
if (real_hand == NULL)
{
g_error ("image load failed: %s", error->message);
return EXIT_FAILURE;
}
/* create a new group to hold multiple actors in a group */
oh->group = clutter_group_new();
oh->hand = g_new (ClutterActor*, n_hands);
oh->stage_width = clutter_actor_get_width (stage);
oh->stage_height = clutter_actor_get_height (stage);
oh->radius = (oh->stage_width + oh->stage_height)
/ n_hands;
for (i = 0; i < n_hands; i++)
{
gint x, y, w, h;
if (i == 0)
oh->hand[i] = real_hand;
else
oh->hand[i] = clutter_clone_new (real_hand);
clutter_actor_set_reactive (oh->hand[i], TRUE);
clutter_actor_set_size (oh->hand[i], 200, 213);
/* Place around a circle */
w = clutter_actor_get_width (oh->hand[i]);
h = clutter_actor_get_height (oh->hand[i]);
x = oh->stage_width / 2
+ oh->radius
* cos (i * G_PI / (n_hands / 2))
- w / 2;
y = oh->stage_height / 2
+ oh->radius
* sin (i * G_PI / (n_hands / 2))
- h / 2;
clutter_actor_set_position (oh->hand[i], x, y);
clutter_actor_move_anchor_point_from_gravity (oh->hand[i],
CLUTTER_GRAVITY_CENTER);
g_signal_connect (oh->hand[i], "button-press-event",
G_CALLBACK (on_button_press_event),
oh);
/* paint something before each hand */
g_signal_connect (oh->hand[i],
"paint", G_CALLBACK (hand_pre_paint),
oh);
/* paint something after each hand */
g_signal_connect_after (oh->hand[i],
"paint", G_CALLBACK (hand_post_paint),
oh);
/* Add to our group group */
clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]);
if (i % 2)
clutter_behaviour_apply (oh->scaler_1, oh->hand[i]);
else
clutter_behaviour_apply (oh->scaler_2, oh->hand[i]);
}
oh->paint_guards = g_malloc0 (sizeof (gboolean) * n_hands);
/* Add the group to the stage */
clutter_container_add_actor (CLUTTER_CONTAINER (stage),
CLUTTER_ACTOR (oh->group));
/* Show everying ( and map window ) */
clutter_actor_show (stage);
g_signal_connect (stage, "key-release-event",
G_CALLBACK (input_cb),
oh);
/* and start it */
clutter_timeline_start (oh->timeline);
clutter_main ();
g_object_unref (oh->scaler_1);
g_object_unref (oh->scaler_2);
g_object_unref (oh->timeline);
g_free (oh->paint_guards);
g_free (oh->hand);
g_free (oh);
return 0;
}