+int UtcDaliActorAnchorPointPropertyAsString(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_LEFT" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_CENTER" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_CENTER, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_RIGHT" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_RIGHT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER_LEFT" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER_LEFT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER_RIGHT" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER_RIGHT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_LEFT" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_CENTER" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_RIGHT" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+
+ // Invalid should not change anything
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "INVALID_ARG" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorParentOriginPropertyAsString(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_LEFT" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_CENTER" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_CENTER, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_RIGHT" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_RIGHT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER_LEFT" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER_LEFT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER_RIGHT" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER_RIGHT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_LEFT" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_CENTER" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_RIGHT" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+
+ // Invalid should not change anything
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "INVALID_ARG" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorColorModePropertyAsString(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_COLOR" );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_COLOR, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_MODE, "USE_PARENT_COLOR" );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_PARENT_COLOR, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_MULTIPLY_PARENT_COLOR" );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_COLOR, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_MULTIPLY_PARENT_ALPHA" );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
+
+ // Invalid should not change anything
+ actor.SetProperty( Actor::Property::COLOR_MODE, "INVALID_ARG" );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorPositionInheritancePropertyAsString(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "INHERIT_PARENT_POSITION" );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), INHERIT_PARENT_POSITION, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "USE_PARENT_POSITION" );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "USE_PARENT_POSITION_PLUS_LOCAL_POSITION" );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION_PLUS_LOCAL_POSITION, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "DONT_INHERIT_POSITION" );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), DONT_INHERIT_POSITION, TEST_LOCATION );
+
+ // Invalid should not change anything
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "INVALID_ARG" );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), DONT_INHERIT_POSITION, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorDrawModePropertyAsString(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::DRAW_MODE, "NORMAL" );
+ DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::NORMAL, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::DRAW_MODE, "OVERLAY_2D" );
+ DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::OVERLAY_2D, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::DRAW_MODE, "STENCIL" );
+ DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::STENCIL, TEST_LOCATION );
+
+ // Invalid should not change anything
+ actor.SetProperty( Actor::Property::DRAW_MODE, "INVALID_ARG" );
+ DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::STENCIL, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorColorModePropertyAsEnum(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_COLOR, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_MODE, USE_PARENT_COLOR );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_PARENT_COLOR, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_COLOR, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_ALPHA );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorPositionInheritancePropertyAsEnum(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, INHERIT_PARENT_POSITION );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), INHERIT_PARENT_POSITION, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, USE_PARENT_POSITION );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION_PLUS_LOCAL_POSITION, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, DONT_INHERIT_POSITION );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), DONT_INHERIT_POSITION, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorDrawModePropertyAsEnum(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::NORMAL );
+ DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::NORMAL, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
+ DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::OVERLAY_2D, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::STENCIL );
+ DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::STENCIL, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorAddRendererP(void)
+{
+ tet_infoline("Testing Actor::AddRenderer");
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ actor.AddRenderer( renderer );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorAddRendererN(void)
+{
+ tet_infoline("Testing Actor::AddRenderer");
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Renderer renderer;
+
+ // try illegal Add
+ try
+ {
+ actor.AddRenderer( renderer );
+ tet_printf("Assertion test failed - no Exception\n" );
+ tet_result(TET_FAIL);
+ }
+ catch(Dali::DaliException& e)
+ {
+ DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_ASSERT(e, "Renderer handle is empty", TEST_LOCATION);
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ }
+ catch(...)
+ {
+ tet_printf("Assertion test failed - wrong Exception\n" );
+ tet_result(TET_FAIL);
+ }
+
+ END_TEST;
+}
+
+int UtcDaliActorAddRendererOnStage(void)
+{
+ tet_infoline("Testing Actor::AddRenderer");
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ application.SendNotification();
+ application.Render(0);
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ application.SendNotification();
+ application.Render(0);
+
+ try
+ {
+ actor.AddRenderer( renderer );
+ tet_result(TET_PASS);
+ }
+ catch(...)
+ {
+ tet_result(TET_FAIL);
+ }
+
+ END_TEST;
+}
+
+int UtcDaliActorRemoveRendererP1(void)
+{
+ tet_infoline("Testing Actor::RemoveRenderer");
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ {
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ actor.AddRenderer( renderer );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+ }
+
+ {
+ Renderer renderer = actor.GetRendererAt(0);
+ actor.RemoveRenderer(renderer);
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+ }
+
+ // Call one final time to ensure that the renderer is actually removed after
+ // the handle goes out of scope, and excercises the deletion code path in
+ // scene graph and render.
+ application.SendNotification();
+ application.Render();
+
+ END_TEST;
+}
+
+int UtcDaliActorRemoveRendererP2(void)
+{
+ tet_infoline("Testing Actor::RemoveRenderer");
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ actor.AddRenderer( renderer );
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+
+ actor.RemoveRenderer(0);
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ // Shut down whilst holding onto the renderer handle.
+ END_TEST;
+}
+
+
+int UtcDaliActorRemoveRendererN(void)
+{
+ tet_infoline("Testing Actor::RemoveRenderer");
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ actor.AddRenderer( renderer );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+
+ actor.RemoveRenderer(10);
+ DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+
+ END_TEST;
+}
+
+// Clipping test helper functions:
+Actor CreateActorWithContent()
+{
+ BufferImage image = BufferImage::New( 16u, 16u );
+ Actor actor = CreateRenderableActor( image );
+
+ // Setup dimensions and position so actor is not skipped by culling.
+ actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+ actor.SetSize( 16.0f, 16.0f );
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ actor.SetAnchorPoint( AnchorPoint::CENTER );
+
+ return actor;
+}
+
+void GenerateTrace( TestApplication& application, TraceCallStack& enabledDisableTrace, TraceCallStack& stencilTrace )
+{
+ enabledDisableTrace.Reset();
+ stencilTrace.Reset();
+ enabledDisableTrace.Enable( true );
+ stencilTrace.Enable( true );
+
+ application.SendNotification();
+ application.Render();
+
+ enabledDisableTrace.Enable( false );
+ stencilTrace.Enable( false );
+}
+
+void CheckColorMask( TestGlAbstraction& glAbstraction, bool maskValue )
+{
+ const TestGlAbstraction::ColorMaskParams& colorMaskParams = glAbstraction.GetColorMaskParams();
+
+ DALI_TEST_EQUALS<bool>( colorMaskParams.red, maskValue, TEST_LOCATION );
+ DALI_TEST_EQUALS<bool>( colorMaskParams.green, maskValue, TEST_LOCATION );
+ DALI_TEST_EQUALS<bool>( colorMaskParams.blue, maskValue, TEST_LOCATION );
+ DALI_TEST_EQUALS<bool>( colorMaskParams.alpha, maskValue, TEST_LOCATION );
+}
+
+int UtcDaliActorPropertyClippingP(void)
+{
+ // This test checks the clippingMode property.
+ tet_infoline( "Testing Actor::Property::CLIPPING_MODE P" );
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ // Check default clippingEnabled value.
+ Property::Value getValue( actor.GetProperty( Actor::Property::CLIPPING_MODE ) );
+
+ int value = 0;
+ bool getValueResult = getValue.Get( value );
+ DALI_TEST_CHECK( getValueResult );
+
+ if( getValueResult )
+ {
+ DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
+ }
+
+ // Check setting the property.
+ actor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+
+ // Check the new value was set.
+ getValue = actor.GetProperty( Actor::Property::CLIPPING_MODE );
+ getValueResult = getValue.Get( value );
+ DALI_TEST_CHECK( getValueResult );
+
+ if( getValueResult )
+ {
+ DALI_TEST_EQUALS<int>( value, ClippingMode::CLIP_CHILDREN, TEST_LOCATION );
+ }
+
+ END_TEST;
+}
+
+int UtcDaliActorPropertyClippingN(void)
+{
+ // Negative test case for Clipping.
+ tet_infoline( "Testing Actor::Property::CLIPPING_MODE N" );
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ // Check default clippingEnabled value.
+ Property::Value getValue( actor.GetProperty( Actor::Property::CLIPPING_MODE ) );
+
+ int value = 0;
+ bool getValueResult = getValue.Get( value );
+ DALI_TEST_CHECK( getValueResult );
+
+ if( getValueResult )
+ {
+ DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
+ }
+
+ // Check setting an invalid property value won't change the current property value.
+ actor.SetProperty( Actor::Property::CLIPPING_MODE, "INVALID_PROPERTY" );
+
+ getValue = actor.GetProperty( Actor::Property::CLIPPING_MODE );
+ getValueResult = getValue.Get( value );
+ DALI_TEST_CHECK( getValueResult );
+
+ if( getValueResult )
+ {
+ DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
+ }
+
+ END_TEST;
+}
+
+int UtcDaliActorPropertyClippingActor(void)
+{
+ // This test checks that an actor is correctly setup for clipping.
+ tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor" );
+ TestApplication application;
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+ size_t startIndex = 0u;
+
+ // Create a clipping actor.
+ Actor actorDepth1Clip = CreateActorWithContent();
+ actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+ Stage::GetCurrent().Add( actorDepth1Clip );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, stencilTrace );
+
+ // Check we are writing to the color buffer.
+ CheckColorMask( glAbstraction, true );
+
+ // Check the stencil buffer was enabled.
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) ); // 2960 is GL_STENCIL_TEST
+
+ // Check the stencil buffer was cleared.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "ClearStencil", "0", startIndex ) );
+
+ // Check the correct setup was done to write to the first bit-plane (only) of the stencil buffer.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 1, 0", startIndex ) ); // 514 is GL_EQUAL, But testing no bit-planes for the first clipping node.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "1", startIndex ) );
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE
+
+ END_TEST;
+}
+
+int UtcDaliActorPropertyClippingActorEnableThenDisable(void)
+{
+ // This test checks that an actor is correctly setup for clipping and then correctly setup when clipping is disabled
+ tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor enable and then disable" );
+ TestApplication application;
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+ size_t startIndex = 0u;
+
+ // Create a clipping actor.
+ Actor actorDepth1Clip = CreateActorWithContent();
+ actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+ Stage::GetCurrent().Add( actorDepth1Clip );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, stencilTrace );
+
+ // Check we are writing to the color buffer.
+ CheckColorMask( glAbstraction, true );
+
+ // Check the stencil buffer was enabled.
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) ); // 2960 is GL_STENCIL_TEST
+
+ // Check the stencil buffer was cleared.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "ClearStencil", "0", startIndex ) );
+
+ // Check the correct setup was done to write to the first bit-plane (only) of the stencil buffer.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 1, 0", startIndex ) ); // 514 is GL_EQUAL, But testing no bit-planes for the first clipping node.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "1", startIndex ) );
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE
+
+ // Now disable the clipping
+ actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::DISABLED );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, stencilTrace );
+
+ // Check the stencil buffer was disabled.
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Disable", "2960" ) ); // 2960 is GL_STENCIL_TEST
+
+ // Ensure all values in stencil-mask are set to 1.
+ startIndex = 0u;
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "255", startIndex ) );
+
+ END_TEST;
+}
+
+
+int UtcDaliActorPropertyClippingNestedChildren(void)
+{
+ // This test checks that a hierarchy of actors are clipped correctly by
+ // writing to and reading from the correct bit-planes of the stencil buffer.
+ tet_infoline( "Testing Actor::Property::CLIPPING_MODE nested children" );
+ TestApplication application;
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+ // Create a clipping actor.
+ Actor actorDepth1Clip = CreateActorWithContent();
+ actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+ Stage::GetCurrent().Add( actorDepth1Clip );
+
+ // Create a child actor.
+ Actor childDepth2 = CreateActorWithContent();
+ actorDepth1Clip.Add( childDepth2 );
+
+ // Create another clipping actor.
+ Actor childDepth2Clip = CreateActorWithContent();
+ childDepth2Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+ childDepth2.Add( childDepth2Clip );
+
+ // Create another 2 child actors. We do this so 2 nodes will have the same clipping ID.
+ // This tests the sort algorithm.
+ Actor childDepth3 = CreateActorWithContent();
+ childDepth2Clip.Add( childDepth3 );
+ Actor childDepth4 = CreateActorWithContent();
+ childDepth3.Add( childDepth4 );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, stencilTrace );
+
+ // Check we are writing to the color buffer.
+ CheckColorMask( glAbstraction, true );
+
+ // Check the stencil buffer was enabled.
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) ); // 2960 is GL_STENCIL_TEST
+
+ // Perform the test twice, once for 2D layer, and once for 3D.
+ for( unsigned int i = 0u ; i < 2u; ++i )
+ {
+ size_t startIndex = 0u;
+
+ // Check the stencil buffer was cleared.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "ClearStencil", "0", startIndex ) );
+
+ // Check the correct setup was done to write to the first bit-plane (only) of the stencil buffer.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 1, 0", startIndex ) ); // 514 is GL_EQUAL, But testing no bit-planes for the first clipping node.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "1", startIndex ) ); // Write to the first bit-plane
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE
+
+ // Check the correct setup was done to test against first bit-plane (only) of the stencil buffer.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 1, 255", startIndex ) ); // 514 is GL_EQUAL
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7680, 7680", startIndex ) ); // GL_KEEP, GL_KEEP, GL_KEEP
+
+ // Check we are set up to write to the second bitplane of the stencil buffer (only).
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 3, 1", startIndex ) ); // 514 is GL_EQUAL, Test both bit-planes 1 & 2
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "3", startIndex ) ); // Write to second (and previous) bit-planes
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE
+
+ // Check we are set up to test against both the first and second bit-planes of the stencil buffer.
+ // (Both must be set to pass the check).
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 3, 255", startIndex ) ); // 514 is GL_EQUAL, Test both bit-planes 1 & 2
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7680, 7680", startIndex ) ); // GL_KEEP, GL_KEEP, GL_KEEP
+
+ // If we are on the first loop, set the layer to 3D and loop to perform the test again.
+ if( i == 0u )
+ {
+ Stage::GetCurrent().GetRootLayer().SetBehavior( Layer::LAYER_3D );
+ GenerateTrace( application, enabledDisableTrace, stencilTrace );
+ }
+ }
+
+ END_TEST;
+}
+
+int UtcDaliActorPropertyClippingActorDrawOrder(void)
+{
+ // This test checks that a hierarchy of actors are drawn in the correct order when clipping is enabled.
+ tet_infoline( "Testing Actor::Property::CLIPPING_MODE draw order" );
+ TestApplication application;
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+ /* We create a small tree of actors as follows:
+
+ A
+ / \
+ Clipping enabled -> B D
+ | |
+ C E
+
+ The correct draw order is "ABCDE" (the same as if clipping was not enabled).
+ */
+ Actor actors[5];
+ for( int i = 0; i < 5; ++i )
+ {
+ BufferImage image = BufferImage::New( 16u, 16u );
+ Actor actor = CreateRenderableActor( image );
+
+ // Setup dimensions and position so actor is not skipped by culling.
+ actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+ actor.SetSize( 16.0f, 16.0f );
+
+ if( i == 0 )
+ {
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ }
+ else
+ {
+ float b = i > 2 ? 1.0f : -1.0f;
+ actor.SetParentOrigin( Vector3( 0.5 + ( 0.2f * b ), 0.8f, 0.8f ) );
+ }
+
+ actors[i] = actor;
+ }
+
+ // Enable clipping on the actor at the top of the left branch.
+ actors[1].SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+
+ // Build the scene graph.
+ Stage::GetCurrent().Add( actors[0] );
+
+ // Left branch:
+ actors[0].Add( actors[1] );
+ actors[1].Add( actors[2] );
+
+ // Right branch:
+ actors[0].Add( actors[3] );
+ actors[3].Add( actors[4] );
+
+ // Gather the call trace.
+ enabledDisableTrace.Reset();
+ enabledDisableTrace.Enable( true );
+ application.SendNotification();
+ application.Render();
+ enabledDisableTrace.Enable( false );
+
+ /* Check stencil is enabled and disabled again (as right-hand branch of tree is drawn).
+
+ Note: Correct enable call trace: StackTrace: Index:0, Function:Enable, ParamList:3042 StackTrace: Index:1, Function:Enable, ParamList:2960 StackTrace: Index:2, Function:Disable, ParamList:2960
+ Incorrect enable call trace: StackTrace: Index:0, Function:Enable, ParamList:3042 StackTrace: Index:1, Function:Enable, ParamList:2960
+ */
+ size_t startIndex = 0u;
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Enable", "3042", startIndex ) );
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Enable", "2960", startIndex ) ); // 2960 is GL_STENCIL_TEST
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Disable", "2960", startIndex ) );
+
+ // Swap the clipping actor from top of left branch to top of right branch.
+ actors[1].SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::DISABLED );
+ actors[3].SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+
+ // Gather the call trace.
+ enabledDisableTrace.Reset();
+ enabledDisableTrace.Enable( true );
+ application.SendNotification();
+ application.Render();
+ enabledDisableTrace.Enable( false );
+
+ // Check stencil is enabled but NOT disabled again (as right-hand branch of tree is drawn).
+ // This proves the draw order has remained the same.
+ startIndex = 0u;
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Enable", "2960", startIndex ) );
+ DALI_TEST_CHECK( !enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Disable", "2960", startIndex ) );
+
+ END_TEST;
+}
+
+int UtcDaliActorPropertyClippingActorWithRendererOverride(void)
+{
+ // This test checks that an actor with clipping will be ignored if overridden by the Renderer properties.
+ tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor with renderer override" );
+ TestApplication application;
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+ // Create a clipping actor.
+ Actor actorDepth1Clip = CreateActorWithContent();
+ actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+ Stage::GetCurrent().Add( actorDepth1Clip );
+
+ // Turn the RenderMode to just "COLOR" at the Renderer level to ignore the clippingMode.
+ actorDepth1Clip.GetRendererAt( 0 ).SetProperty( Renderer::Property::RENDER_MODE, RenderMode::COLOR );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, stencilTrace );
+
+ // Check we are writing to the color buffer.
+ CheckColorMask( glAbstraction, true );
+
+ // Check the stencil buffer was not enabled.
+ DALI_TEST_CHECK( !enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) ); // 2960 is GL_STENCIL_TEST
+
+ // Check stencil functions are not called.
+ DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilFunc" ) );
+ DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilMask" ) );
+ DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilOp" ) );
+
+ END_TEST;
+}
+
+int UtcDaliGetPropertyN(void)
+{
+ tet_infoline( "Testing Actor::GetProperty returns a non valid value if property index is out of range" );
+ TestApplication app;
+
+ Actor actor = Actor::New();
+
+ unsigned int propertyCount = actor.GetPropertyCount();
+ DALI_TEST_EQUALS( actor.GetProperty( Property::Index(propertyCount)).GetType(), Property::NONE, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliActorRaiseLower(void)
+{
+ tet_infoline( "UtcDaliActor Raise and Lower test\n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ Actor actorA = Actor::New();
+ Actor actorB = Actor::New();
+ Actor actorC = Actor::New();
+
+ actorA.SetAnchorPoint( AnchorPoint::CENTER );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorB.SetAnchorPoint( AnchorPoint::CENTER );
+ actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorC.SetAnchorPoint( AnchorPoint::CENTER );
+ actorC.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ stage.Add( actorA );
+ stage.Add( actorB );
+ stage.Add( actorC );
+
+ ResetTouchCallbacks();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false, TEST_LOCATION );
+
+ // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
+ // Only top actor will get touched.
+ actorA.TouchSignal().Connect( TestTouchCallback );
+ actorB.TouchSignal().Connect( TestTouchCallback2 );
+ actorC.TouchSignal().Connect( TestTouchCallback3 );
+
+ Dali::Integration::Point point;
+ point.SetDeviceId( 1 );
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+ Dali::Integration::TouchEvent touchEvent;
+ touchEvent.AddPoint( point );
+
+ application.ProcessEvent( touchEvent );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ tet_printf( "Testing Raising of Actor\n" );
+
+ int preActorOrder( 0 );
+ int postActorOrder( 0 );
+
+ Property::Value value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+ value.Get( preActorOrder );
+
+ DevelActor::Raise( actorB );
+ // Ensure sort order is calculated before next touch event
+ application.SendNotification();
+
+ value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+ value.Get( postActorOrder );
+
+ tet_printf( "Raised ActorB from (%d) to (%d) \n", preActorOrder, postActorOrder );
+
+ application.ProcessEvent( touchEvent );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, true , TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false, TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ tet_printf( "Testing Lowering of Actor\n" );
+
+ value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+ value.Get( preActorOrder );
+
+ DevelActor::Lower( actorB );
+ application.SendNotification(); // ensure sort order calculated before next touch event
+
+ value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+ value.Get( postActorOrder );
+
+ tet_printf( "Lowered ActorB from (%d) to (%d) \n", preActorOrder, postActorOrder );
+
+ application.ProcessEvent( touchEvent );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false , TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, true, TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ END_TEST;
+}
+
+int UtcDaliActorRaiseToTopLowerToBottom(void)
+{
+ tet_infoline( "UtcDaliActorRaiseToTop and LowerToBottom test \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ Actor actorA = Actor::New();
+ Actor actorB = Actor::New();
+ Actor actorC = Actor::New();
+
+ // Set up renderers to add to Actors, float value 1, 2, 3 assigned to each
+ // enables checking of which actor the uniform is assigned too
+ Shader shaderA = CreateShader();
+ shaderA.RegisterProperty( "uRendererColor",1.f);
+
+ Shader shaderB = CreateShader();
+ shaderB.RegisterProperty( "uRendererColor", 2.f );
+
+ Shader shaderC = CreateShader();
+ shaderC.RegisterProperty( "uRendererColor", 3.f );
+
+ Geometry geometry = CreateQuadGeometry();
+
+ // Add renderers to Actors so ( uRendererColor, 1 ) is A, ( uRendererColor, 2 ) is B, and ( uRendererColor, 3 ) is C,
+ Renderer rendererA = Renderer::New(geometry, shaderA);
+ actorA.AddRenderer(rendererA);
+
+ Renderer rendererB = Renderer::New(geometry, shaderB);
+ actorB.AddRenderer(rendererB);
+
+ Renderer rendererC = Renderer::New(geometry, shaderC);
+ actorC.AddRenderer(rendererC);
+
+ actorA.SetAnchorPoint( AnchorPoint::CENTER );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorB.SetAnchorPoint( AnchorPoint::CENTER );
+ actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorC.SetAnchorPoint( AnchorPoint::CENTER );
+ actorC.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ stage.Add( actorA );
+ stage.Add( actorB );
+ stage.Add( actorC );
+
+ ResetTouchCallbacks();
+
+ // Set up gl abstraction trace so can query the set uniform order
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ glAbstraction.EnableSetUniformCallTrace(true);
+ glAbstraction.ResetSetUniformCallStack();
+
+ TraceCallStack& glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+ application.SendNotification();
+ application.Render();
+
+ tet_printf( "Trace Output:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+
+ // Test order of uniforms in stack
+ int indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "3" );
+ int indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "2" );
+ int indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "1" );
+
+ bool CBA = ( indexC > indexB) && ( indexB > indexA );
+
+ DALI_TEST_EQUALS( CBA, true, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false, TEST_LOCATION );
+
+ // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
+ // Only top actor will get touched.
+ actorA.TouchSignal().Connect( TestTouchCallback );
+ actorB.TouchSignal().Connect( TestTouchCallback2 );
+ actorC.TouchSignal().Connect( TestTouchCallback3 );
+
+ Dali::Integration::Point point;
+ point.SetDeviceId( 1 );
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+ Dali::Integration::TouchEvent touchEvent;
+ touchEvent.AddPoint( point );
+
+ application.ProcessEvent( touchEvent );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ tet_printf( "RaiseToTop ActorA\n" );
+
+ DevelActor::RaiseToTop( actorA );
+ application.SendNotification(); // ensure sorting order is calculated before next touch event
+
+ application.ProcessEvent( touchEvent );
+
+ glAbstraction.ResetSetUniformCallStack();
+ glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+ application.SendNotification();
+ application.Render();
+
+ tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+ // Test order of uniforms in stack
+ indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "3" );
+ indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "2" );
+ indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "1" );
+
+ tet_infoline( "Testing A above C and B at bottom\n" );
+ bool ACB = ( indexA > indexC) && ( indexC > indexB );
+
+ DALI_TEST_EQUALS( ACB, true, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ tet_printf( "RaiseToTop ActorB\n" );
+
+ DevelActor::RaiseToTop( actorB );
+ application.SendNotification(); // Ensure sort order is calculated before next touch event
+
+ application.ProcessEvent( touchEvent );
+
+ glAbstraction.ResetSetUniformCallStack();
+ glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+ application.SendNotification();
+ application.Render();
+
+ tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+ // Test order of uniforms in stack
+ indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "3" );
+ indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "2" );
+ indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "1" );
+
+ tet_infoline( "Testing B above A and C at bottom\n" );
+ bool BAC = ( indexB > indexA ) && ( indexA > indexC );
+
+ DALI_TEST_EQUALS( BAC, true, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ tet_printf( "LowerToBottom ActorA then ActorB leaving Actor C at Top\n" );
+
+ DevelActor::LowerToBottom( actorA );
+ application.SendNotification();
+ application.Render();
+
+ DevelActor::LowerToBottom( actorB );
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ glAbstraction.ResetSetUniformCallStack();
+ glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+ application.SendNotification();
+ application.Render();
+
+ tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+ // Test order of uniforms in stack
+ indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "3" );
+ indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "2" );
+ indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "1" );
+
+ tet_infoline( "Testing C above A and B at bottom\n" );
+ bool CAB = ( indexC > indexA ) && ( indexA > indexB );
+
+ DALI_TEST_EQUALS( CAB, true, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ END_TEST;
+}
+
+int UtcDaliActorRaiseAbove(void)
+{
+ tet_infoline( "UtcDaliActor RaiseToAbove test \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ Actor actorA = Actor::New();
+ Actor actorB = Actor::New();
+ Actor actorC = Actor::New();
+
+ actorA.SetAnchorPoint( AnchorPoint::CENTER );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorB.SetAnchorPoint( AnchorPoint::CENTER );
+ actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorC.SetAnchorPoint( AnchorPoint::CENTER );
+ actorC.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ stage.Add( actorA );
+ stage.Add( actorB );
+ stage.Add( actorC );
+
+ ResetTouchCallbacks();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false, TEST_LOCATION );
+
+ // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
+ // Only top actor will get touched.
+ actorA.TouchSignal().Connect( TestTouchCallback );
+ actorB.TouchSignal().Connect( TestTouchCallback2 );
+ actorC.TouchSignal().Connect( TestTouchCallback3 );
+
+ Dali::Integration::Point point;
+ point.SetDeviceId( 1 );
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+ Dali::Integration::TouchEvent touchEvent;
+ touchEvent.AddPoint( point );
+
+ application.ProcessEvent( touchEvent );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ tet_printf( "Raise actor B Above Actor C\n" );
+
+ DevelActor::RaiseAbove( actorB, actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+
+ application.ProcessEvent( touchEvent );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ tet_printf( "Raise actor A Above Actor B\n" );
+
+ DevelActor::RaiseAbove( actorA, actorB );
+
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+
+ application.ProcessEvent( touchEvent ); // process a touch event on ordered actors.
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ END_TEST;
+}
+
+int UtcDaliActorLowerBelow(void)
+{
+ tet_infoline( "UtcDaliActor LowerBelow test \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ // Set up renderers to add to Actors, float value 1, 2, 3 assigned to each
+ // enables checking of which actor the uniform is assigned too
+ Shader shaderA = CreateShader();
+ shaderA.RegisterProperty( "uRendererColor",1.f);
+
+ Shader shaderB = CreateShader();
+ shaderB.RegisterProperty( "uRendererColor", 2.f );
+
+ Shader shaderC = CreateShader();
+ shaderC.RegisterProperty( "uRendererColor", 3.f );
+
+ Actor actorA = Actor::New();
+ Actor actorB = Actor::New();
+ Actor actorC = Actor::New();
+
+ // Add renderers to Actors so ( uRendererColor, 1 ) is A, ( uRendererColor, 2 ) is B, and ( uRendererColor, 3 ) is C,
+ Geometry geometry = CreateQuadGeometry();
+
+ Renderer rendererA = Renderer::New(geometry, shaderA);
+ actorA.AddRenderer(rendererA);
+
+ Renderer rendererB = Renderer::New(geometry, shaderB);
+ actorB.AddRenderer(rendererB);
+
+ Renderer rendererC = Renderer::New(geometry, shaderC);
+ actorC.AddRenderer(rendererC);
+
+ actorA.SetAnchorPoint( AnchorPoint::CENTER );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorB.SetAnchorPoint( AnchorPoint::CENTER );
+ actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorC.SetAnchorPoint( AnchorPoint::CENTER );
+ actorC.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ Actor container = Actor::New();
+ container.SetParentOrigin( ParentOrigin::CENTER );
+ container.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ stage.Add( container );
+
+ container.Add( actorA );
+ container.Add( actorB );
+ container.Add( actorC );
+
+ ResetTouchCallbacks();
+
+ // Set up gl abstraction trace so can query the set uniform order
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ glAbstraction.EnableSetUniformCallTrace(true);
+ glAbstraction.ResetSetUniformCallStack();
+ TraceCallStack& glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+ glAbstraction.ResetSetUniformCallStack();
+
+ application.SendNotification();
+ application.Render();
+
+ glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+ tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+ // Test order of uniforms in stack
+ int indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "3" );
+ int indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "2" );
+ int indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "1" );
+
+ tet_infoline( "Testing C above B and A at bottom\n" );
+ bool CBA = ( indexC > indexB) && ( indexB > indexA );
+
+ DALI_TEST_EQUALS( CBA, true, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false, TEST_LOCATION );
+
+ // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
+ // Only top actor will get touched.
+ actorA.TouchSignal().Connect( TestTouchCallback );
+ actorB.TouchSignal().Connect( TestTouchCallback2 );
+ actorC.TouchSignal().Connect( TestTouchCallback3 );
+
+ Dali::Integration::Point point;
+ point.SetDeviceId( 1 );
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+ Dali::Integration::TouchEvent touchEvent;
+ touchEvent.AddPoint( point );
+
+ tet_infoline( "UtcDaliActor Test Set up completed \n" );
+
+ application.ProcessEvent( touchEvent );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ tet_printf( "Lower actor C below Actor B ( actor B and A on same level due to insertion order) so C is below both \n" );
+
+ DevelActor::LowerBelow( actorC, actorB );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent ); // touch event
+
+ glAbstraction.ResetSetUniformCallStack();
+ glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+ application.SendNotification();
+ application.Render();
+
+ tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+ // Test order of uniforms in stack
+ indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "3" );
+ indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "2" );
+ indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "1" );
+
+ tet_infoline( "Testing render order is A, C, B" );
+ DALI_TEST_EQUALS( indexC > indexA, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( indexB > indexC, true, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ tet_printf( "Lower actor C below Actor A leaving B on top\n" );
+
+ DevelActor::LowerBelow( actorC, actorA );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ glAbstraction.ResetSetUniformCallStack();
+ glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+ application.Render();
+ tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+ // Test order of uniforms in stack
+ indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "3" );
+ indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "2" );
+ indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "1" );
+
+ DALI_TEST_EQUALS( indexA > indexC, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( indexB > indexA, true, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ tet_printf( "Lower actor B below Actor C leaving A on top\n" );
+
+ DevelActor::LowerBelow( actorB, actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ glAbstraction.ResetSetUniformCallStack();
+ glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+ application.Render();
+ tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+
+ // Test order of uniforms in stack
+ indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "3" );
+ indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "2" );
+ indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "1" );
+
+ DALI_TEST_EQUALS( indexC > indexB, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( indexA > indexC, true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+
+int UtcDaliActorRaiseAboveDifferentParentsN(void)
+{
+ tet_infoline( "UtcDaliActor RaiseToAbove test with actor and target actor having different parents \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ Actor parentA = Actor::New();
+ Actor parentB = Actor::New();
+ parentA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ parentA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+ parentB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ parentB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ parentA.SetAnchorPoint( AnchorPoint::CENTER );
+ parentA.SetParentOrigin( ParentOrigin::CENTER );
+
+ parentB.SetAnchorPoint( AnchorPoint::CENTER );
+ parentB.SetParentOrigin( ParentOrigin::CENTER );
+
+ stage.Add( parentA );
+ stage.Add( parentB );
+
+ Actor actorA = Actor::New();
+ Actor actorB = Actor::New();
+ Actor actorC = Actor::New();
+
+ parentA.Add( actorA );
+ parentA.Add( actorB );
+
+ tet_printf( "Actor C added to different parent from A and B \n" );
+ parentB.Add( actorC );
+
+ actorA.SetAnchorPoint( AnchorPoint::CENTER );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorB.SetAnchorPoint( AnchorPoint::CENTER );
+ actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorC.SetAnchorPoint( AnchorPoint::CENTER );
+ actorC.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ ResetTouchCallbacks();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false, TEST_LOCATION );
+
+ // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
+ // Only top actor will get touched.
+ actorA.TouchSignal().Connect( TestTouchCallback );
+ actorB.TouchSignal().Connect( TestTouchCallback2 );
+ actorC.TouchSignal().Connect( TestTouchCallback3 );
+
+ Dali::Integration::Point point;
+ point.SetDeviceId( 1 );
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+ Dali::Integration::TouchEvent touchEvent;
+ touchEvent.AddPoint( point );
+
+ application.ProcessEvent( touchEvent );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ tet_printf( "Raise actor A Above Actor C which have different parents\n" );
+
+ DevelActor::RaiseAbove( actorA, actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+
+ application.ProcessEvent( touchEvent ); // touch event
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ END_TEST;
+}
+
+int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
+{
+ tet_infoline( "UtcDaliActor Test raiseAbove and lowerBelow api when target Actor has no parent \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ Actor actorA = Actor::New();
+ Actor actorB = Actor::New();
+ Actor actorC = Actor::New();
+
+ actorA.SetAnchorPoint( AnchorPoint::CENTER );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorB.SetAnchorPoint( AnchorPoint::CENTER );
+ actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorC.SetAnchorPoint( AnchorPoint::CENTER );
+ actorC.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ ResetTouchCallbacks();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false, TEST_LOCATION );
+
+ // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
+ // Only top actor will get touched.
+ actorA.TouchSignal().Connect( TestTouchCallback );
+ actorB.TouchSignal().Connect( TestTouchCallback2 );
+ actorC.TouchSignal().Connect( TestTouchCallback3 );
+
+ Dali::Integration::Point point;
+ point.SetDeviceId( 1 );
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+ Dali::Integration::TouchEvent touchEvent;
+ touchEvent.AddPoint( point );
+
+ tet_printf( "Raise actor A Above Actor C which have no parents\n" );
+
+ DevelActor::RaiseAbove( actorA, actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_printf( "Not parented so RaiseAbove should show no effect\n" );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ stage.Add ( actorB );
+ tet_printf( "Lower actor A below Actor C when only A is not on stage \n" );
+ DevelActor::LowerBelow( actorA, actorC );
+
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_printf( "Actor A not parented so LowerBelow should show no effect\n" );
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ tet_printf( "Adding Actor A to stage, will be on top\n" );
+
+ stage.Add ( actorA );
+ application.SendNotification();
+ application.Render();
+
+ tet_printf( "Raise actor B Above Actor C when only B has a parent\n" );
+ DevelActor::RaiseAbove( actorB, actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_printf( "C not parented so RaiseAbove should show no effect\n" );
+ DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ tet_printf( "Lower actor A below Actor C when only A has a parent\n" );
+ DevelActor::LowerBelow( actorA, actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_printf( "C not parented so LowerBelow should show no effect\n" );
+ DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ stage.Add ( actorC );
+ DevelActor::RaiseAbove( actorA, actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_printf( "Raise actor A Above Actor C, now both have same parent \n" );
+ DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorTestAllAPIwhenActorNotParented(void)
+{
+ tet_infoline( "UtcDaliActor Test all raise/lower api when actor has no parent \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ Actor actorA = Actor::New();
+ Actor actorB = Actor::New();
+ Actor actorC = Actor::New();
+
+ actorA.SetAnchorPoint( AnchorPoint::CENTER );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorB.SetAnchorPoint( AnchorPoint::CENTER );
+ actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorC.SetAnchorPoint( AnchorPoint::CENTER );
+ actorC.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ ResetTouchCallbacks();
+
+ // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
+ // Only top actor will get touched.
+ actorA.TouchSignal().Connect( TestTouchCallback );
+ actorB.TouchSignal().Connect( TestTouchCallback2 );
+ actorC.TouchSignal().Connect( TestTouchCallback3 );
+
+ Dali::Integration::Point point;
+ point.SetDeviceId( 1 );
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+ Dali::Integration::TouchEvent touchEvent;
+ touchEvent.AddPoint( point );
+
+ stage.Add ( actorA );
+ tet_printf( "Raise actor B Above Actor C but B not parented\n" );
+ DevelActor::Raise( actorB );
+
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_printf( "Not parented so RaiseAbove should show no effect\n" );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ tet_printf( "Raise actor B Above Actor C but B not parented\n" );
+ ResetTouchCallbacks();
+
+ DevelActor::Lower( actorC );
+ // Sort actor tree before next touch event
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_printf( "Not parented so RaiseAbove should show no effect\n" );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+ ResetTouchCallbacks();
+
+ tet_printf( "Lower actor C below B but C not parented\n" );
+
+ DevelActor::Lower( actorB );
+ // Sort actor tree before next touch event
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_printf( "Not parented so Lower should show no effect\n" );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+ ResetTouchCallbacks();
+
+ tet_printf( "Raise actor B to top\n" );
+
+ DevelActor::RaiseToTop( actorB );
+ // Sort actor tree before next touch event
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_printf( "Not parented so RaiseToTop should show no effect\n" );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+ ResetTouchCallbacks();
+
+ tet_printf( "Add ActorB to stage so only Actor C not parented\n" );
+
+ stage.Add ( actorB );
+
+ tet_printf( "Lower actor C to Bottom, B stays at top\n" );
+
+ DevelActor::LowerToBottom( actorC );
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_printf( "Not parented so LowerToBottom should show no effect\n" );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+ ResetTouchCallbacks();
+
+ END_TEST;
+}
+
+
+int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void)
+{
+ tet_infoline( "UtcDaliActor RaiseToAbove and test with actor provided as target resulting in a no operation \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ Actor actorA = Actor::New();
+ Actor actorB = Actor::New();
+ Actor actorC = Actor::New();
+
+ actorA.SetAnchorPoint( AnchorPoint::CENTER );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorB.SetAnchorPoint( AnchorPoint::CENTER );
+ actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorC.SetAnchorPoint( AnchorPoint::CENTER );
+ actorC.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
+ actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+
+ stage.Add( actorA );
+ stage.Add( actorB );
+ stage.Add( actorC );
+
+ // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
+ // Only top actor will get touched.
+ actorA.TouchSignal().Connect( TestTouchCallback );
+ actorB.TouchSignal().Connect( TestTouchCallback2 );
+ actorC.TouchSignal().Connect( TestTouchCallback3 );
+
+ ResetTouchCallbacks();
+
+ application.SendNotification();
+ application.Render();
+
+ Dali::Integration::Point point;
+ point.SetDeviceId( 1 );
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+ Dali::Integration::TouchEvent touchEvent;
+ touchEvent.AddPoint( point );
+
+ application.ProcessEvent( touchEvent );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, true, TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ tet_infoline( "Raise actor A Above Actor A which is the same actor!!\n" );
+
+ DevelActor::RaiseAbove( actorA, actorA );
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_infoline( "No target is source Actor so RaiseAbove should show no effect\n" );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ DevelActor::RaiseAbove( actorA, actorC );
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_infoline( "Raise actor A Above Actor C which will now be successful \n" );
+ DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorGetScreenPosition(void)
+{
+ tet_infoline( "UtcDaliActorGetScreenPosition Get screen coordinates of Actor \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ Actor actorA = Actor::New();
+ actorA.SetAnchorPoint( AnchorPoint::CENTER );
+
+ Vector2 size2( 10.0f, 20.0f );
+ actorA.SetSize( size2 );
+
+ actorA.SetPosition( 0.f, 0.f );
+
+ tet_infoline( "UtcDaliActorGetScreenPosition Center Anchor Point and 0,0 position \n" );
+
+ stage.Add( actorA );
+
+ application.SendNotification();
+ application.Render();
+
+ Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::CENTER \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position %f %f \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 0lu , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 0lu , TEST_LOCATION );
+
+ tet_infoline( "UtcDaliActorGetScreenPosition Top Left Anchor Point and 0,0 position \n" );
+
+ actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+
+ application.SendNotification();
+ application.Render();
+
+ actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position ( %f %f ) AnchorPoint::TOP_LEFT \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 0lu , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 0lu , TEST_LOCATION );
+
+ tet_infoline( "UtcDaliActorGetScreenPosition Bottom right Anchor Point and 0,0 position \n" );
+
+ actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+
+ application.SendNotification();
+ application.Render();
+
+ actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 0lu , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 0lu , TEST_LOCATION );
+
+ tet_infoline( "UtcDaliActorGetScreenPosition Bottom right Anchor Point and 30,0 position \n" );
+
+ actorA.SetPosition( 30.0, 0.0 );
+
+ application.SendNotification();
+ application.Render();
+
+ actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 0.0 \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 0.0 \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 30lu , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 0lu , TEST_LOCATION );
+
+ tet_infoline( "UtcDaliActorGetScreenPosition Bottom right Anchor Point and 30,420 position \n" );
+
+ actorA.SetPosition( 30.0, 420.0 );
+
+ application.SendNotification();
+ application.Render();
+
+ actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 30lu , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 420lu , TEST_LOCATION );
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 420.0\n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 420.0 \n", actorScreenPosition.x, actorScreenPosition.y );
+
+
+ END_TEST;
+}
+
+int UtcDaliActorGetScreenPositionAfterScaling(void)
+{
+ tet_infoline( "UtcDaliActorGetScreenPositionAfterScaling Get screen coordinates of Actor \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ Actor actorA = Actor::New();
+ actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+
+ Vector2 size2( 10.0f, 20.0f );
+ actorA.SetSize( size2 );
+ actorA.SetScale( 1.5f );
+ actorA.SetPosition( 0.f, 0.f );
+
+ tet_infoline( "UtcDaliActorGetScreenPositionAfterScaling TopRight Anchor Point, scale 1.5f and 0,0 position \n" );
+
+ stage.Add( actorA );
+
+ application.SendNotification();
+ application.Render();
+
+ Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 0lu , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 0lu , TEST_LOCATION );
+
+ tet_infoline( "UtcDaliActorGetScreenPositionAfterScaling BOTTOM_RIGHT Anchor Point, scale 1.5f and 0,0 position \n" );
+
+ actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+
+ application.SendNotification();
+ application.Render();
+
+ actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x , 0.0f , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 0.0f , TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorGetScreenPositionWithDifferentParentOrigin(void)
+{
+ tet_infoline( "UtcDaliActorGetScreenPositionWithDifferentParentOrigin Changes parent origin which should not effect result \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ Actor actorA = Actor::New();
+ actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+ Vector2 size2( 10.0f, 20.0f );
+ actorA.SetSize( size2 );
+ actorA.SetPosition( 0.f, 0.f );
+
+ tet_infoline( " TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+
+ stage.Add( actorA );
+
+ application.SendNotification();
+ application.Render();
+
+ Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 240.0f , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 400.0f , TEST_LOCATION );
+
+ tet_infoline( " BOTTOM_RIGHT Anchor Point, ParentOrigin::TOP_RIGHT and 0,0 position \n" );
+
+ actorA.SetParentOrigin( ParentOrigin::TOP_RIGHT );
+ actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+
+ application.SendNotification();
+ application.Render();
+
+ actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT ParentOrigin::TOP_RIGHT \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x , 480.0f , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 0.0f , TEST_LOCATION );
+
+ END_TEST;
+ END_TEST;
+}
+
+int UtcDaliActorGetScreenPositionWithChildActors(void)
+{
+ tet_infoline( "UtcDaliActorGetScreenPositionWithChildActors Check screen position with a tree of actors \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ tet_infoline( "Create Child Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+
+ Actor actorA = Actor::New();
+ actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+ Vector2 size1( 10.0f, 20.0f );
+ actorA.SetSize( size1 );
+ actorA.SetPosition( 0.f, 0.f );
+
+ tet_infoline( "Create Parent Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+
+ Actor parentActorA = Actor::New();
+ parentActorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ parentActorA.SetParentOrigin( ParentOrigin::CENTER );
+ Vector2 size2( 30.0f, 60.0f );
+ parentActorA.SetSize( size2 );
+ parentActorA.SetPosition( 0.f, 0.f );
+
+ tet_infoline( "Add child 1 to Parent 1 and check screen position \n" );
+
+ stage.Add( parentActorA );
+ parentActorA.Add ( actorA );
+
+ application.SendNotification();
+ application.Render();
+
+ Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 255.0f , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 430.0f , TEST_LOCATION );
+
+ tet_infoline( "Test 2\n");
+
+ tet_infoline( "change parent anchor point and parent origin then check screen position \n" );
+
+ parentActorA.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
+ parentActorA.SetParentOrigin( ParentOrigin::TOP_LEFT );
+
+ application.SendNotification();
+ application.Render();
+
+ actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_LEFT ParentOrigin::TOP_LEFT \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 15.0f , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, -30.0f , TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorGetScreenPositionWithChildActors02(void)
+{
+ tet_infoline( "UtcDaliActorGetScreenPositionWithChildActors02 Check screen position with a tree of actors \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ tet_infoline( "Create Child Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+
+ Actor actorA = Actor::New();
+ actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+ Vector2 size1( 10.0f, 20.0f );
+ actorA.SetSize( size1 );
+ actorA.SetPosition( 0.f, 0.f );
+
+ tet_infoline( "Create Parent Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+
+ Actor parentActorA = Actor::New();
+ parentActorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ parentActorA.SetParentOrigin( ParentOrigin::CENTER );
+ Vector2 size2( 30.0f, 60.0f );
+ parentActorA.SetSize( size2 );
+ parentActorA.SetPosition( 0.f, 0.f );
+
+ tet_infoline( "Create Grand Parent Actor 1 BOTTOM_LEFT Anchor Point, ParentOrigin::BOTTOM_LEFT and 0,0 position \n" );
+
+ Actor grandParentActorA = Actor::New();
+ grandParentActorA.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
+ grandParentActorA.SetParentOrigin( ParentOrigin::BOTTOM_LEFT );
+ Vector2 size3( 60.0f, 120.0f );
+ grandParentActorA.SetSize( size3 );
+ grandParentActorA.SetPosition( 0.f, 0.f );
+
+ tet_infoline( "Add Parent 1 to Grand Parent 1 \n" );
+
+ stage.Add( grandParentActorA );
+ grandParentActorA.Add ( parentActorA );
+
+ tet_infoline( "Add child 1 to Parent 1 and check screen position \n" );
+
+ parentActorA.Add ( actorA );
+
+ application.SendNotification();
+ application.Render();
+
+ Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 45.0f , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 770.0f , TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse(void)
+{
+ tet_infoline( "UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse Check screen position where the position does not use the anchor point" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ tet_infoline( "Create an actor with AnchorPoint::TOP_LEFT, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" );
+
+ Actor actorA = Actor::New();
+ actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+ actorA.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+ actorA.SetSize( 10.0f, 20.0f );
+ stage.Add( actorA );
+
+ tet_infoline( "Create an Actor with AnchorPoint::BOTTOM_RIGHT, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" );
+
+ Actor actorB = Actor::New();
+ actorB.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+ actorB.SetParentOrigin( ParentOrigin::CENTER );
+ actorB.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+ Vector2 actorBSize( 30.0f, 60.0f );
+ actorB.SetSize( actorBSize );
+ stage.Add( actorB );
+
+ tet_infoline( "Create an actor with AnchorPoint::CENTER, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" );
+
+ Actor actorC = Actor::New();
+ actorC.SetAnchorPoint( AnchorPoint::CENTER );
+ actorC.SetParentOrigin( ParentOrigin::CENTER );
+ actorC.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+ Vector2 actorCSize( 60.0f, 120.0f );
+ actorC.SetSize( actorCSize );
+ stage.Add( actorC );
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Despite differing sizes and anchor-points, the screen position for all actors is the same");
+
+ Vector2 center( stage.GetSize() * 0.5f );
+
+ DALI_TEST_EQUALS( actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
+ DALI_TEST_EQUALS( actorB.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
+ DALI_TEST_EQUALS( actorC.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
+
+ tet_infoline( "Add scale to all actors" );
+
+ actorA.SetScale( 2.0f );
+ actorB.SetScale( 2.0f );
+ actorC.SetScale( 2.0f );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center /* TOP_LEFT Anchor */, TEST_LOCATION );
+ DALI_TEST_EQUALS( actorB.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center - actorBSize /* BOTTOM_RIGHT Anchor */, TEST_LOCATION );
+ DALI_TEST_EQUALS( actorC.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center - actorCSize * 0.5f /* CENTER Anchor*/, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int utcDaliActorPositionUsesAnchorPoint(void)
+{
+ TestApplication application;
+ tet_infoline( "Check default behaviour\n" );
+
+ Actor actor = Actor::New();
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ actor.SetAnchorPoint( AnchorPoint::CENTER );
+ actor.SetSize( 100.0f, 100.0f );
+ Stage::GetCurrent().Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Check that the world position is in the center\n" );
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+ tet_infoline( "Set the position uses anchor point property to false\n" );
+ actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Check that the world position has changed appropriately\n" );
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+
+ END_TEST;
+}
+
+int utcDaliActorPositionUsesAnchorPointCheckScale(void)
+{
+ TestApplication application;
+ tet_infoline( "Check that the scale is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
+
+ Actor actor = Actor::New();
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ actor.SetAnchorPoint( AnchorPoint::CENTER );
+ actor.SetSize( 100.0f, 100.0f );
+ actor.SetScale( 2.0f );
+ actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+ Stage::GetCurrent().Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Check the world position is the same as it would be without a scale\n" );
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+
+ tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" );
+ actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 100.0f, 100.0f, 0.0f ), TEST_LOCATION );
+
+ tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" );
+ actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+ END_TEST;
+}
+
+int utcDaliActorPositionUsesAnchorPointCheckRotation(void)
+{
+ TestApplication application;
+ tet_infoline( "Check that the rotation is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
+
+ Actor actor = Actor::New();
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ actor.SetAnchorPoint( AnchorPoint::CENTER );
+ actor.SetSize( 100.0f, 100.0f );
+ actor.SetOrientation( Degree( 90.0f), Vector3::ZAXIS );
+ actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+ Stage::GetCurrent().Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Check the world position is the same as it would be without a rotation\n" );
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+
+ tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" );
+ actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( -50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+
+ tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" );
+ actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 150.0f, 50.0f, 0.0f ), TEST_LOCATION );
+
+ END_TEST;
+}
+
+int utcDaliActorPositionUsesAnchorPointCheckScaleAndRotation(void)
+{
+ TestApplication application;
+ tet_infoline( "Check that the scale and rotation is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
+
+ Actor actor = Actor::New();
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ actor.SetAnchorPoint( AnchorPoint::CENTER );
+ actor.SetSize( 100.0f, 100.0f );
+ actor.SetOrientation( Degree( 90.0f), Vector3::ZAXIS );
+ actor.SetScale( 2.0f );
+ actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+ Stage::GetCurrent().Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Check the world position is the same as it would be without a scale and rotation\n" );
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+
+ tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" );
+ actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( -100.0f, 100.0f, 0.0f ), TEST_LOCATION );
+
+ tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" );
+ actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 200.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+ END_TEST;
+}
+
+int utcDaliActorPositionUsesAnchorPointOnlyInheritPosition(void)
+{
+ TestApplication application;
+ tet_infoline( "Check that if not inheriting scale and position, then the position is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
+
+ Actor parent = Actor::New();
+
+ Stage::GetCurrent().Add( parent );
+ Vector2 stageSize( Stage::GetCurrent().GetSize() );
+
+ Actor actor = Actor::New();
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ actor.SetAnchorPoint( AnchorPoint::CENTER );
+ actor.SetSize( 100.0f, 100.0f );
+ actor.SetInheritScale( false );
+ actor.SetInheritOrientation( false );
+ actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+ parent.Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ const Vector3 expectedWorldPosition( -stageSize.width * 0.5f + 50.0f, -stageSize.height * 0.5f + 50.0f, 0.0f );
+
+ tet_infoline( "Check the world position is in the right place\n" );
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), expectedWorldPosition, TEST_LOCATION );
+
+ tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure world position hasn't changed" );
+ actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), expectedWorldPosition, TEST_LOCATION );
+
+ tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure world position hasn't changed" );
+ actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), expectedWorldPosition, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int utcDaliActorVisibilityChangeSignalSelf(void)
+{
+ TestApplication application;
+ tet_infoline( "Check that the visibility change signal is called when the visibility changes for the actor itself" );
+
+ Actor actor = Actor::New();
+
+ VisibilityChangedFunctorData data;
+ DevelActor::VisibilityChangedSignal( actor ).Connect( &application, VisibilityChangedFunctor( data ) );
+
+ actor.SetVisible( false );
+
+ data.Check( true /* called */, actor, false /* not visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
+
+ tet_infoline( "Ensure functor is not called if we attempt to change the visibility to what it already is at" );
+ data.Reset();
+
+ actor.SetVisible( false );
+ data.Check( false /* not called */, TEST_LOCATION );
+
+ tet_infoline( "Change the visibility using properties, ensure called" );
+ data.Reset();
+
+ actor.SetProperty( Actor::Property::VISIBLE, true );
+ data.Check( true /* called */, actor, true /* visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
+
+ tet_infoline( "Set the visibility to current using properties, ensure not called" );
+ data.Reset();
+
+ actor.SetProperty( Actor::Property::VISIBLE, true );
+ data.Check( false /* not called */, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int utcDaliActorVisibilityChangeSignalChildren(void)
+{
+ TestApplication application;
+ tet_infoline( "Check that the visibility change signal is called for the children when the visibility changes for the parent" );
+
+ Actor parent = Actor::New();
+ Actor child = Actor::New();
+ parent.Add( child );
+
+ Actor grandChild = Actor::New();
+ child.Add( grandChild );
+
+ VisibilityChangedFunctorData parentData;
+ VisibilityChangedFunctorData childData;
+ VisibilityChangedFunctorData grandChildData;
+
+ tet_infoline( "Only connect the child and grandchild, ensure they are called and not the parent" );
+ DevelActor::VisibilityChangedSignal( child ).Connect( &application, VisibilityChangedFunctor( childData ) );
+ DevelActor::VisibilityChangedSignal( grandChild ).Connect( &application, VisibilityChangedFunctor( grandChildData ) );
+
+ parent.SetVisible( false );
+ parentData.Check( false /* not called */, TEST_LOCATION );
+ childData.Check( true /* called */, child, false /* not visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
+ grandChildData.Check( true /* called */, grandChild, false /* not visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
+
+ tet_infoline( "Connect to the parent's signal as well and ensure all three are called" );
+ parentData.Reset();
+ childData.Reset();
+ grandChildData.Reset();
+
+ DevelActor::VisibilityChangedSignal( parent ).Connect( &application, VisibilityChangedFunctor( parentData ) );
+
+ parent.SetVisible( true );
+ parentData.Check( true /* called */, parent, true /* visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
+ childData.Check( true /* called */, child, true /* visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
+ grandChildData.Check( true /* called */, grandChild, true /* visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
+
+ tet_infoline( "Ensure none of the functors are called if we attempt to change the visibility to what it already is at" );
+ parentData.Reset();
+ childData.Reset();
+ grandChildData.Reset();
+
+ parent.SetVisible( true );
+ parentData.Check( false /* not called */, TEST_LOCATION );
+ childData.Check( false /* not called */, TEST_LOCATION );
+ grandChildData.Check( false /* not called */, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int utcDaliActorVisibilityChangeSignalAfterAnimation(void)
+{
+ TestApplication application;
+ tet_infoline( "Check that the visibility change signal is emitted when the visibility changes when an animation starts" );
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ VisibilityChangedFunctorData data;
+ DevelActor::VisibilityChangedSignal( actor ).Connect( &application, VisibilityChangedFunctor( data ) );
+
+ Animation animation = Animation::New( 1.0f );
+ animation.AnimateTo( Property( actor, Actor::Property::VISIBLE ), false );
+
+ data.Check( false, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+
+ tet_infoline( "Play the animation and check the property value" );
+ animation.Play();
+
+ data.Check( true /* called */, actor, false /* not visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
+
+ tet_infoline( "Animation not currently finished, so the current visibility should still be true" );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render( 1100 ); // After the animation
+
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
+
+ END_TEST;
+}
+
+
+static void LayoutDirectionChanged( Actor actor, DevelActor::LayoutDirection::Type type )
+{
+ gLayoutDirectionType = type;
+}
+
+int UtcDaliActorLayoutDirectionProperty(void)
+{
+ TestApplication application;
+ tet_infoline( "Check layout direction property" );
+
+ Actor actor0 = Actor::New();
+ DALI_TEST_EQUALS( actor0.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+ Stage::GetCurrent().Add( actor0 );
+
+ application.SendNotification();
+ application.Render();
+
+ Actor actor1 = Actor::New();
+ DALI_TEST_EQUALS( actor1.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+ Actor actor2 = Actor::New();
+ DALI_TEST_EQUALS( actor2.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+ Actor actor3 = Actor::New();
+ DALI_TEST_EQUALS( actor3.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+ Actor actor4 = Actor::New();
+ DALI_TEST_EQUALS( actor4.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+ Actor actor5 = Actor::New();
+ DALI_TEST_EQUALS( actor5.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+ Actor actor6 = Actor::New();
+ DALI_TEST_EQUALS( actor6.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+ Actor actor7 = Actor::New();
+ DALI_TEST_EQUALS( actor7.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+ Actor actor8 = Actor::New();
+ DALI_TEST_EQUALS( actor8.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+ Actor actor9 = Actor::New();
+ DALI_TEST_EQUALS( actor9.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+
+ actor1.Add( actor2 );
+ gLayoutDirectionType = DevelActor::LayoutDirection::LTR;
+ DevelActor::LayoutDirectionChangedSignal( actor2 ).Connect( LayoutDirectionChanged );
+
+ DALI_TEST_EQUALS( actor1.GetProperty< bool >( DevelActor::Property::INHERIT_LAYOUT_DIRECTION ), true, TEST_LOCATION );
+ actor1.SetProperty( DevelActor::Property::LAYOUT_DIRECTION, DevelActor::LayoutDirection::RTL );
+ DALI_TEST_EQUALS( actor1.GetProperty< bool >( DevelActor::Property::INHERIT_LAYOUT_DIRECTION ), false, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( actor1.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::RTL ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor2.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::RTL ), TEST_LOCATION );
+ DALI_TEST_EQUALS( gLayoutDirectionType, DevelActor::LayoutDirection::RTL, TEST_LOCATION );
+
+ actor1.SetProperty( DevelActor::Property::INHERIT_LAYOUT_DIRECTION, true );
+ actor0.Add( actor1 );
+ DALI_TEST_EQUALS( actor1.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor2.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+
+ Stage::GetCurrent().Add( actor3 );
+ actor3.Add( actor4 );
+ actor4.Add( actor5 );
+ actor5.Add( actor6 );
+ actor5.Add( actor7 );
+ actor7.Add( actor8 );
+ actor8.Add( actor9 );
+ actor3.SetProperty( DevelActor::Property::LAYOUT_DIRECTION, "RTL" );
+ actor5.SetProperty( DevelActor::Property::LAYOUT_DIRECTION, DevelActor::LayoutDirection::LTR );
+
+ DALI_TEST_EQUALS( actor8.GetProperty< bool >( DevelActor::Property::INHERIT_LAYOUT_DIRECTION ), true, TEST_LOCATION );
+ actor8.SetProperty( DevelActor::Property::INHERIT_LAYOUT_DIRECTION, false );
+ DALI_TEST_EQUALS( actor8.GetProperty< bool >( DevelActor::Property::INHERIT_LAYOUT_DIRECTION ), false, TEST_LOCATION );
+
+ actor7.SetProperty( DevelActor::Property::LAYOUT_DIRECTION, "RTL" );
+
+ DALI_TEST_EQUALS( actor3.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::RTL ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor4.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::RTL ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor5.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor6.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor7.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::RTL ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor8.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor9.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+
+ actor8.SetProperty( DevelActor::Property::LAYOUT_DIRECTION, "RTL" );
+ DALI_TEST_EQUALS( actor8.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::RTL ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor9.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::RTL ), TEST_LOCATION );
+
+ actor7.SetProperty( DevelActor::Property::LAYOUT_DIRECTION, DevelActor::LayoutDirection::LTR );
+ DALI_TEST_EQUALS( actor7.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor8.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::RTL ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor9.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::RTL ), TEST_LOCATION );
+
+ actor8.SetProperty( DevelActor::Property::INHERIT_LAYOUT_DIRECTION, true );
+ DALI_TEST_EQUALS( actor8.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor9.GetProperty< int >( DevelActor::Property::LAYOUT_DIRECTION ), static_cast< int >( DevelActor::LayoutDirection::LTR ), TEST_LOCATION );
+
+ END_TEST;
+}