+
+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" );
+
+ 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();
+
+ 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 B above A and C at bottom\n" );
+ bool BAC = ( indexB > indexA) && ( indexA > indexC ); // B at TOP, then A then C at bottom
+
+ 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( "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" );
+
+ bool ACB = ( indexA > indexC) && ( indexC > indexB ); // A on TOP, then C then B at bottom
+
+ 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( "Lower actor A below Actor C leaving C on top\n" );
+
+ DevelActor::LowerBelow( actorA, 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" );
+
+ bool CAB = ( indexC > indexA) && ( indexA > indexB );
+
+ DALI_TEST_EQUALS( CAB, true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorMaxSiblingOrder(void)
+{
+ tet_infoline( "UtcDaliActor De-fragment of sibling order once max index reached\n" );
+
+ TestApplication application;
+
+ int testOrders[] = { 0,1,3,5,17,998, 999 };
+ int resultingOrders[] = { 0,1,2,3,4,6,5 };
+
+ const int TEST_ORDERS_COUNT = sizeof( testOrders ) / sizeof( testOrders[0] );
+
+ Stage stage( Stage::GetCurrent() );
+
+ Actor parent = Actor::New();
+
+ for ( int index = 0; index < TEST_ORDERS_COUNT; index++ )
+ {
+ Actor newActor = Actor::New();
+ newActor.SetProperty(Dali::DevelActor::Property::SIBLING_ORDER, testOrders[index] );
+ parent.Add( newActor );
+ }
+ stage.Add( parent );
+
+ tet_printf( "Sibling Order %d children :", parent.GetChildCount() );
+ for ( unsigned int index = 0; index < parent.GetChildCount(); index ++)
+ {
+ Actor sibling = parent.GetChildAt( index );
+ int siblingOrder = 0;
+ Property::Value value = sibling.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+ value.Get( siblingOrder );
+ tet_printf( "%d, ", siblingOrder );
+ }
+ tet_printf( "\n" );
+
+ Actor sibling = parent.GetChildAt( 5 );
+ DevelActor::RaiseToTop( sibling );
+
+ // Ensure sorting happens at end of Core::ProcessEvents()
+ application.SendNotification();
+ application.Render();
+
+ tet_printf( "Sibling Order %d children :", parent.GetChildCount() );
+ for ( unsigned int index = 0; index < parent.GetChildCount(); index ++)
+ {
+ Actor sibling = parent.GetChildAt( index );
+ int siblingOrder = 0;
+ Property::Value value = sibling.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+ value.Get( siblingOrder );
+ tet_printf( "%d, ", siblingOrder );
+ DALI_TEST_EQUALS( siblingOrder, resultingOrders[ index] , TEST_LOCATION );
+ }
+
+ tet_printf( "\n" );
+
+ END_TEST;
+}
+
+int UtcDaliActorRaiseAboveLowerBelowDifferentParentsN(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;
+}