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/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
** * Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** * Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in
** the documentation and/or other materials provided with the
** distribution.
** * Neither the name of The Qt Company Ltd nor the names of its
** contributors may be used to endorse or promote products derived
** from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "gameareaimpl.h"
#include "samegameimpl.h"
#include <QDir>
#include <QGuiApplication>
#include <QQmlEngine>
#include <QQuickView> //Not using QQmlApplicationEngine because many examples don't have a Window{}
#include <QtTest>
#include <QQuickItem>
class SameGameBenchmark: public QObject
{
QQuickView *view;
Q_OBJECT
public:
SameGameBenchmark(QQuickView *view)
: view(view)
{ }
private slots:
static void countChildren(QObject *obj, const QString &rootName, unsigned &numObjects, unsigned &numItems, bool count = false)
{
if (obj->objectName() == rootName)
count = true;
if (count) {
++numObjects;
if (qobject_cast<QQuickItem*>(obj))
++numItems;
}
foreach (auto *child, obj->children())
countChildren(child, rootName, numObjects, numItems, count);
}
void initTestCase()
{
view->rootObject()->setProperty("state", "in-game");
QMetaObject::invokeMethod(view->rootObject(), "startGameBench");
unsigned numObjects = 0, numItems = 0;
countChildren(view->rootObject(), "gameCanvas", numObjects, numItems);
qDebug() << "GameArea has" << numObjects << "QObjects of which" << numItems << "are QQuickItems.";
}
void cleanupTestCase()
{
QMetaObject::invokeMethod(view->rootObject(), "cleanUp");
}
void startGameBenchmark()
{
QElapsedTimer t;
quint64 totalTime = 0;
const int numIterations = 100;
for (int i = 0; i < numIterations; ++i)
{
QMetaObject::invokeMethod(view->rootObject(), "cleanUp");
// QML object destroy() is posted to the event loop and we must process them now to avoid accumulating objects.
QCoreApplication::sendPostedEvents(0, QEvent::DeferredDelete);
t.restart();
QMetaObject::invokeMethod(view->rootObject(), "startGameBench");
totalTime += t.nsecsElapsed();
}
QTest::setBenchmarkResult(double(totalTime) / numIterations, QTest::WalltimeNanoseconds);
}
void handleClickBenchmark()
{
QElapsedTimer t;
quint64 totalTime = 0;
const int numIterations = 100;
for (int i = 0; i < numIterations; ++i)
{
QMetaObject::invokeMethod(view->rootObject(), "startGameBench");
// QML object destroy() is posted to the event loop and we must process them now to avoid accumulating objects.
QCoreApplication::sendPostedEvents(0, QEvent::DeferredDelete);
t.restart();
QMetaObject::invokeMethod(view->rootObject(), "handleClickBench");
totalTime += t.nsecsElapsed();
}
QTest::setBenchmarkResult(double(totalTime) / numIterations, QTest::WalltimeNanoseconds);
}
};
int main(int argc, char* argv[])
{
qmlRegisterType<SameGameImpl>("main", 1, 0, "SameGameImpl");
qmlRegisterType<GameAreaImpl>("main", 1, 0, "GameAreaImpl");
QCoreApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
QGuiApplication app(argc,argv);
app.setOrganizationName("QtProject");
app.setOrganizationDomain("qt-project.org");
app.setApplicationName(QFileInfo(app.applicationFilePath()).baseName());
QQuickView view;
if (qgetenv("QT_QUICK_CORE_PROFILE").toInt()) {
QSurfaceFormat f = view.format();
f.setProfile(QSurfaceFormat::CoreProfile);
f.setVersion(4, 4);
view.setFormat(f);
}
view.connect(view.engine(), &QQmlEngine::quit, &app, &QCoreApplication::quit);
view.setSource(QUrl("qrc:///demos/samegame/samegame.qml"));
if (view.status() == QQuickView::Error)
return -1;
view.setResizeMode(QQuickView::SizeRootObjectToView);
if (QGuiApplication::platformName() == QLatin1String("qnx") ||
QGuiApplication::platformName() == QLatin1String("eglfs")) {
view.showFullScreen();
} else {
view.show();
}
// Create the benchmark object manually and execute tests before starting the application.
SameGameBenchmark bench(&view);
QTest::qExec(&bench, argc, argv);
return app.exec();
}
#include "main.moc"