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authorGunnar Sletta <gunnar.sletta@jollamobile.com>2014-05-15 21:01:06 +0200
committerThe Qt Project <gerrit-noreply@qt-project.org>2014-05-19 11:15:08 +0200
commit851ae1a77dc207ec11b8ed3f0786bfe1c1905e4c (patch)
tree6576f581a94851366e4481ea6994b610636f5fe0 /tests/auto/qmltest
parent8f6254a88e4c634203df779aa385d9955e91b56f (diff)
Fix crash with running animators on re-shown windows.
The non-threaded render loops would clean up the nodes for a window when it was hidden, but the animators kept running and had a reference to the deleted nodes. This was not a problem for the threaded render loop as it would wipe the animator controller as well which would clean the jobs. Fix it by triggering a reset of all nodes in the animators when the window is told to clean up. If an animator is ticked when it doesn't have a node, it will simply do nothing. When the window is made visible again, we call initialize on all animators to find the new node. Task-number: QTBUG-37995 Change-Id: Ie5609d95db29f4b2b30ca5bf641dce901e528389 Reviewed-by: Michael Brasser <michael.brasser@live.com>
Diffstat (limited to 'tests/auto/qmltest')
-rw-r--r--tests/auto/qmltest/animators/tst_multiwindow.qml103
1 files changed, 103 insertions, 0 deletions
diff --git a/tests/auto/qmltest/animators/tst_multiwindow.qml b/tests/auto/qmltest/animators/tst_multiwindow.qml
new file mode 100644
index 0000000000..7f7ca253d3
--- /dev/null
+++ b/tests/auto/qmltest/animators/tst_multiwindow.qml
@@ -0,0 +1,103 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Jolla Ltd, author: <gunnar.sletta@jollamobile.com>
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the test suite of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.2
+import QtTest 1.0
+import QtQuick.Window 2.0
+
+Item {
+ id: root;
+ width: 200
+ height: 200
+
+ TestCase {
+ id: testCase
+ name: "animators-mixed"
+ when: countdown == 0
+ function test_endresult() {
+ verify(true, "Just making sure we didn't crash");
+ }
+ }
+
+ property int countdown: 5;
+
+ Window {
+ id: window
+
+ width: 100
+ height: 100
+
+ ShaderEffect {
+ width: 50
+ height: 50
+
+ property real t;
+ UniformAnimator on t { from: 0; to: 1; duration: 1000; loops: Animation.Infinite }
+ RotationAnimator on rotation { from: 0; to: 360; duration: 1000; loops: Animation.Infinite }
+ ScaleAnimator on scale { from: 0.5; to: 1.5; duration: 1000; loops: Animation.Infinite }
+ XAnimator on x { from: 0; to: 50; duration: 1000; loops: Animation.Infinite }
+ YAnimator on y { from: 0; to: 50; duration: 1000; loops: Animation.Infinite }
+ OpacityAnimator on opacity { from: 1; to: 0.5; duration: 1000; loops: Animation.Infinite }
+
+ fragmentShader: "
+ uniform lowp float t;
+ uniform lowp float qt_Opacity;
+ varying highp vec2 qt_TexCoord0;
+ void main() {
+ gl_FragColor = vec4(qt_TexCoord0, t, 1) * qt_Opacity;
+ }
+ "
+ }
+
+ visible: true
+ }
+
+ Timer {
+ interval: 250
+ running: true
+ repeat: true
+ onTriggered: {
+ if (window.visible)
+ --countdown
+ window.visible = !window.visible;
+ }
+ }
+}