+ DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), 20, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 20, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationDuration(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ Animation animation = Animation::New( 0.0f );
+ DALI_TEST_EQUALS( 0.0f, animation.GetDuration(), TEST_LOCATION );
+
+ // The animation duration should automatically increase depending on the animator time period
+
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 0.0f, 1.0f ) );
+ DALI_TEST_EQUALS( 1.0f, animation.GetDuration(), TEST_LOCATION );
+
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_Y ), 200.0f, TimePeriod( 10.0f, 1.0f ) );
+ DALI_TEST_EQUALS( 11.0f, animation.GetDuration(), TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByNonAnimateableTypeN(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ // Register an integer property
+ int startValue(1);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+
+ try
+ {
+ // Build the animation
+ Animation animation = Animation::New( 2.0f );
+ std::string relativeValue = "relative string";
+ animation.AnimateBy( Property(actor, index), relativeValue );
+ tet_result(TET_FAIL);
+ }
+ catch ( Dali::DaliException& e )
+ {
+ DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION );
+ }
+
+
+ END_TEST;
+}
+
+
+int UtcDaliAnimationAnimateToNonAnimateableTypeN(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ // Register an integer property
+ int startValue(1);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+
+ try
+ {
+ // Build the animation
+ Animation animation = Animation::New( 2.0f );
+ std::string relativeValue = "relative string";
+ animation.AnimateTo( Property(actor, index), relativeValue );
+
+ tet_result(TET_FAIL);
+ }
+ catch ( Dali::DaliException& e )
+ {
+ DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION );
+ }
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNonAnimateableTypeN(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ // Register an integer property
+ int startValue(1);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+
+ try
+ {
+ // Build the animation
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add( 0.0f, std::string("relative string1") );
+ keyFrames.Add( 1.0f, std::string("relative string2") );
+ // no need to really create the animation as keyframes do the check
+
+ tet_result(TET_FAIL);
+ }
+ catch ( Dali::DaliException& e )
+ {
+ DALI_TEST_ASSERT( e, "Type not animateable", TEST_LOCATION );
+ }
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetAndGetTargetBeforePlayP(void)
+{
+ tet_infoline("Setting up an animation should not effect it's position property until the animation plays");
+
+ TestApplication application;
+
+ tet_infoline("Set initial position and set up animation to re-position actor");
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+ actor.SetProperty( Actor::Property::POSITION, initialPosition );
+
+ // Build the animation
+ Animation animation = Animation::New(2.0f);
+
+ //Test GetCurrentProgress return 0.0 as the duration is 0.0
+ DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+ DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentPosition(), TEST_LOCATION );
+
+ tet_infoline("Set target position in animation without intiating play");
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline("Ensure position of actor is still at intial value");
+
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION );
+
+ tet_infoline("Play animation and ensure actor position is now target");
+
+ animation.Play();
+ application.SendNotification();
+ application.Render(1000u);
+
+ tet_infoline("Ensure position of actor is at target value when aninmation half way");
+
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION );
+
+ tet_printf( "x position at half way point(%f)\n", actor.GetCurrentPosition().x );
+
+ application.Render(2000u);
+
+ tet_infoline("Ensure position of actor is still at target value when aninmation complete");
+
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsPositionP(void)
+{
+ tet_infoline("Setting up an animation should not effect it's position property until the animation plays even with mulitple animators");
+
+ TestApplication application;
+
+ std::vector<Vector3> targetPositions;
+
+ targetPositions.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
+ targetPositions.push_back( Vector3( 200.0f, 1.0f, 100.0f ) );
+ targetPositions.push_back( Vector3( 50.0f, 10.0f, 100.0f ) );
+
+ tet_infoline("Set initial position and set up animation to re-position actor");
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+ actor.SetProperty( Actor::Property::POSITION, initialPosition );
+
+ // Build the animation
+ Animation animation = Animation::New(2.0f);
+
+ //Test GetCurrentProgress return 0.0 as the duration is 0.0
+ DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+ DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentPosition(), TEST_LOCATION );
+
+ tet_infoline("Set target position in animation without intiating play");
+
+ for ( unsigned int i = 0; i < targetPositions.size(); i++ )
+ {
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPositions[i], AlphaFunction::LINEAR);
+ }
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline("Ensure position of actor is still at intial value");
+
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION );
+
+ tet_infoline("Play animation and ensure actor position is now target");
+
+ animation.Play();
+ application.SendNotification();
+ application.Render(1000u);
+
+ tet_infoline("Ensure position of actor is at target value when aninmation half way");
+
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[2].x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION );
+
+ tet_printf( "x position at half way point(%f)\n", actor.GetCurrentPosition().x );
+
+ application.Render(2000u);
+
+ tet_infoline("Ensure position of actor is still at target value when aninmation complete");
+
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[2].x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionP(void)
+{
+ tet_infoline("Setting up an animation should not effect it's size property until the animation plays even with mulitple animators of different Property Indexes");
+
+ TestApplication application;
+
+ std::vector<Vector3> targetSizes;
+ std::vector<Vector3> targetPositions;
+
+ targetSizes.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
+ targetSizes.push_back( Vector3( 50.0f, 10.0f, 100.0f ) );
+
+ targetPositions.push_back( Vector3( 200.0f, 1.0f, 100.0f ) );
+
+ tet_infoline("Set initial position and set up animation to re-position actor");
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ Vector3 initialSize( 10.0f, 10.0f, 10.0f);
+ Vector3 initialPosition(10.0f, 10.0f, 10.0f);
+
+ actor.SetProperty( Actor::Property::SIZE, initialSize );
+ actor.SetProperty( Actor::Property::POSITION, initialPosition );
+
+ // Build the animation
+ Animation animation = Animation::New(2.0f);
+
+ tet_infoline("Set target size in animation without intiating play");
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[0], AlphaFunction::LINEAR);
+ tet_infoline("Set target position in animation without intiating play");
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPositions[0], AlphaFunction::LINEAR);
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[1], AlphaFunction::LINEAR);
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline("Ensure position of actor is still at intial size and position");
+
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialSize.z, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialPosition.x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialPosition.y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialPosition.z, TEST_LOCATION );
+
+ tet_infoline("Play animation and ensure actor position and size is now matches targets");
+
+ animation.Play();
+ application.SendNotification();
+ application.Render(2000u);
+
+ tet_infoline("Ensure position and size of actor is at target value when aninmation playing");
+
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSizes[1].z, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[0].x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[0].y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[0].z, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionColourP(void)
+{
+ tet_infoline("Setting up an animation should not effect it's size property until the animation plays even if other Properties animated");
+
+ TestApplication application;
+
+ std::vector<Vector3> targetSizes;
+ std::vector<float> targetColors;
+
+ targetSizes.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
+ targetSizes.push_back( Vector3( 50.0f, 10.0f, 150.0f ) );
+
+ targetColors.push_back( 1.0f );
+
+ tet_infoline("Set initial position and set up animation to re-position actor");
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ Vector3 initialSize( 10.0f, 5.0f, 10.0f);
+
+ actor.SetProperty( Actor::Property::SIZE, initialSize );
+
+ // Build the animation
+ Animation animation = Animation::New(2.0f);
+
+ tet_infoline("Set target size in animation without initiating play");
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[0], AlphaFunction::LINEAR);
+ tet_infoline("Set target position in animation without intiating play");
+ animation.AnimateTo(Property(actor, Actor::Property::COLOR_RED), targetColors[0], AlphaFunction::LINEAR);
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[1], AlphaFunction::LINEAR);
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline("Ensure position of actor is still at initial size and position");
+
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialSize.z, TEST_LOCATION );
+
+ tet_infoline("Play animation and ensure actor position and size is now matches targets");
+
+ animation.Play();
+ application.SendNotification();
+ application.Render(2000u);
+
+ tet_infoline("Ensure position and size of actor is at target value when animation playing");
+
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSizes[1].z, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), targetColors[0], TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationTimePeriodOrder(void)
+{
+ tet_infoline("Animate the same property with different time periods and ensure it runs correctly and ends up in the right place" );
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
+ //////////////////////////////////////////////////////////////////////////////////
+
+ tet_infoline( "With two AnimateTo calls" );
+
+ Animation animation = Animation::New( 0.0f );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 3.0f, 1.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 1.0f, 1.0f ) );
+ animation.Play();
+
+ tet_infoline( "The target position should change instantly" );
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(5000); // After the animation is complete
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+
+ //////////////////////////////////////////////////////////////////////////////////
+
+ tet_infoline( "Same animation again but in a different order - should yield the same result" );
+
+ actor.SetX( 0.0f );
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
+ animation = Animation::New( 0.0f );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 1.0f, 1.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 3.0f, 1.0f ) );
+ animation.Play();
+
+ tet_infoline( "The target position should change instantly" );
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(5000); // After the animation is complete
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void)
+{
+ tet_infoline("Animate the same property with different time periods and ensure it runs correctly and ends up in the right place with several AnimateTo calls" );
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
+ //////////////////////////////////////////////////////////////////////////////////
+
+ tet_infoline( "" );
+
+ Animation animation = Animation::New( 0.0f );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1000.0f, TimePeriod( 4.0f, 2.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 145.0f, TimePeriod( 3.0f, 10.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 109.0f, TimePeriod( 1.0f, 1.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1.0f, TimePeriod( 3.0f, 4.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 200.0f, TimePeriod( 2.0f, 5.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 10.0f, 2.0f ) );
+ animation.Play();
+
+ tet_infoline( "The target position should change instantly" );
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(14000); // After the animation is complete
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+
+ //////////////////////////////////////////////////////////////////////////////////
+
+ tet_infoline( "Same animation again but in a different order - should end up at the same point" );
+
+ actor.SetX( 0.0f );
+
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
+ animation = Animation::New( 0.0f );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 200.0f, TimePeriod( 2.0f, 5.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 10.0f, 2.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 145.0f, TimePeriod( 3.0f, 10.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1000.0f, TimePeriod( 4.0f, 2.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1.0f, TimePeriod( 3.0f, 4.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 109.0f, TimePeriod( 1.0f, 1.0f ) );
+ animation.Play();
+
+ tet_infoline( "The target position should change instantly" );
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(14000); // After the animation is complete
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenIntegerP(void)
+{
+ TestApplication application;
+
+ int startValue(1);
+ Actor actor = Actor::New();
+ const Property::Index index = actor.RegisterProperty("customProperty", startValue );
+ Stage::GetCurrent().Add(actor);
+
+ application.Render();
+ application.SendNotification();
+
+ DALI_TEST_EQUALS( actor.GetProperty< int >( index ), startValue, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, 10);
+ keyFrames.Add(0.2f, 20);
+ keyFrames.Add(0.4f, 30);
+ keyFrames.Add(0.6f, 40);
+ keyFrames.Add(0.8f, 50);
+ keyFrames.Add(1.0f, 60);
+
+ animation.AnimateBetween( Property(actor, index ), keyFrames );
+
+ // Start the animation
+ animation.Play();
+
+ // Target value should change to the last key-frame's value straight away
+ DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 60, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenVector2P(void)
+{
+ TestApplication application;
+
+ Vector2 startValue( 10.0f, 20.0f );
+ Actor actor = Actor::New();
+ const Property::Index index = actor.RegisterProperty("customProperty", startValue );
+ Stage::GetCurrent().Add(actor);
+
+ application.Render();
+ application.SendNotification();
+
+ DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add( 0.0f, Vector2( 0.0f, 5.0f ) );
+ keyFrames.Add( 0.2f, Vector2( 30.0f, 25.0f ) );
+ keyFrames.Add( 0.4f, Vector2( 40.0f, 35.0f ) );
+ keyFrames.Add( 0.6f, Vector2( 50.0f, 45.0f ) );
+ keyFrames.Add( 0.8f, Vector2( 60.0f, 55.0f ) );
+ keyFrames.Add( 1.0f, Vector2( 70.0f, 65.0f ) );
+
+ animation.AnimateBetween( Property(actor, index ), keyFrames );
+
+ // Start the animation
+ animation.Play();
+
+ // Target value should change to the last key-frame's value straight away
+ DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), Vector2( 70.0f, 65.0f ), TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(0.0f);
+
+ //Set duration
+ float durationSeconds(1.0f);
+ animation.SetDuration(durationSeconds);
+
+ bool finishedSignalReceived(false);
+ bool progressSignalReceived(false);
+
+ AnimationFinishCheck finishCheck(finishedSignalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ AnimationProgressCheck progressCheck(progressSignalReceived);
+ DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ tet_infoline( "Animation Progress notification set to 30%" );
+ DevelAnimation::SetProgressNotification( animation, 0.3f );
+
+ application.SendNotification();
+ application.Render( );
+
+ DALI_TEST_EQUALS( 0.3f, DevelAnimation::GetProgressNotification( animation ), TEST_LOCATION );
+
+ progressCheck.CheckSignalNotReceived();
+
+ // Start the animation from 10% progress
+ animation.SetCurrentProgress( 0.1f );
+ animation.Play();
+
+ tet_infoline( "Animation Playing from 10%" );
+
+ application.SendNotification();
+ application.Render(0); // start animation
+ application.Render(durationSeconds*100.0f ); // 20% progress
+
+ tet_infoline( "Animation at 20%" );
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.SendNotification();
+ application.Render(durationSeconds*200.0f ); // 40% progress
+ application.SendNotification();
+ tet_infoline( "Animation at 40%" );
+ DALI_TEST_EQUALS( 0.4f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ progressCheck.CheckSignalReceived();
+
+ tet_infoline( "Progress check reset" );
+ progressCheck.Reset();
+
+ application.Render(durationSeconds*100.0f ); // 50% progress
+ tet_infoline( "Animation at 50%" );
+ application.SendNotification();
+
+ DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 60% progress */);
+ application.SendNotification();
+
+ tet_infoline( "Animation at 60%" );
+
+ finishCheck.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+ application.SendNotification();
+ DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+ tet_infoline( "Animation at 80%" );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ tet_infoline( "Animation finished" );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterP(void)
+{
+ TestApplication application;
+
+ tet_printf("Testing that playing after 2 seconds\n");
+
+ {
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ bool signalReceived( false );
+ AnimationFinishCheck finishCheck( signalReceived );
+ animation.FinishedSignal().Connect( &application, finishCheck );
+ application.SendNotification();
+
+ Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+
+ // Play animation after the initial delay time
+ animation.PlayAfter( 0.2f );
+ application.SendNotification();
+ application.Render(0); // start animation
+
+ application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move
+
+ application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% animation progress, 0% animator progress */ );
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) + 1u/*just beyond the animation duration*/ );
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ }
+
+ tet_printf("Testing that playing after 2 seconds with negative speedfactor\n");
+ // SpeedFactor < 0
+ {
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.SetSpeedFactor( -1.0f ); // Set SpeedFactor as < 0
+
+ bool signalReceived( false );
+ AnimationFinishCheck finishCheck( signalReceived );
+ animation.FinishedSignal().Connect( &application, finishCheck );
+ application.SendNotification();
+
+ Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+
+ // Play animation after the initial delay time
+ animation.PlayAfter( 0.2f );
+ application.SendNotification();
+ application.Render(0); // start animation
+
+ application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
+
+ application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 25% animation progress, 50% animator progress */ );
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 50% animation progress, 100% animator progress */ );
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 500.0f ) + 1u/*just beyond the animation duration*/ );
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of Timeperiod in seconds
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(0.0, 0.0, 0.0), TEST_LOCATION );
+ }
+
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterP2(void)
+{
+ TestApplication application;
+
+ tet_printf("Testing that playing after 2 seconds before looping\n");
+
+ {
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.SetLooping( true );
+
+ bool signalReceived( false );
+ AnimationFinishCheck finishCheck( signalReceived );
+ animation.FinishedSignal().Connect( &application, finishCheck );
+ application.SendNotification();
+
+ Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+
+ // Play animation after the initial delay time
+ animation.PlayAfter( 0.2f );
+ application.SendNotification();
+ application.Render(0); // start animation
+
+ for( int iterations = 0; iterations < 3; ++iterations )
+ {
+ // The initial delay time of PlayAfter() applies only once in looping mode.
+ if( iterations == 0 )
+ {
+ application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move
+ }
+
+ application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% animation progress, 0% animator progress */ );
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) /* 100% progress */ );
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ }
+
+ animation.SetLooping(false);
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/ );
+
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ }
+
+ tet_printf("Testing that playing after 2 seconds before looping with negative speedfactor\n");
+ // SpeedFactor < 0
+ {
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.SetLooping( true );
+ animation.SetSpeedFactor( -1.0f ); //Set SpeedFactor as < 0
+
+ bool signalReceived( false );
+ AnimationFinishCheck finishCheck( signalReceived );
+ animation.FinishedSignal().Connect( &application, finishCheck );
+ application.SendNotification();
+
+ Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+
+ // Play animation after the initial delay time
+ animation.PlayAfter( 0.2f );
+ application.SendNotification();
+ application.Render(0); // start animation
+
+ for( int iterations = 0; iterations < 3; ++iterations )
+ {
+ // The initial delay time of PlayAfter() applies only once in looping mode.
+ if( iterations == 0 )
+ {
+ application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
+ }
+
+ application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 25% animation progress, 50% animator progress */ );
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 50% animation progress, 100% animator progress */ );
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 500.0f ) /* 100% progress */ );
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in second
+ }
+
+ animation.SetLooping(false);
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/ );
+
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(0.0, 0.0, 0.0), TEST_LOCATION );
+ }
+
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterP3(void)
+{
+ TestApplication application;
+
+ tet_printf("Testing that PlayAfter with the negative delay seconds\n");
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ bool signalReceived( false );
+ AnimationFinishCheck finishCheck( signalReceived );
+ animation.FinishedSignal().Connect( &application, finishCheck );
+ application.SendNotification();
+
+ Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+
+ // When the delay time is negative value, it would treat as play immediately.
+ animation.PlayAfter( -2.0f );
+ application.SendNotification();
+ application.Render(0); // start animation
+
+ application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% animation progress, 0% animator progress */ );
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) + 1u/*just beyond the animation duration*/ );
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterP4(void)
+{
+ TestApplication application;
+
+ tet_printf("Testing that PlayAfter with progress value\n");
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ bool signalReceived( false );
+ AnimationFinishCheck finishCheck( signalReceived );
+ animation.FinishedSignal().Connect( &application, finishCheck );
+ application.SendNotification();
+
+ Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
+
+ // Delay time is 0.3s. So after duration times, progress must be 70%. animation will finished at 1.3s.
+ animation.PlayAfter( durationSeconds * 0.3f );
+ application.SendNotification();
+ application.Render(0); // start animation
+
+ application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 5/6 delay progress, 0% animation progress, 0% animator progress */ );
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of PlayAfter
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 20% animation progress, 0% animator progress */ );
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 45% animation progress, 0% animator progress */ );
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 70% animation progress, 40% animator progress */ );
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.4f ), TEST_LOCATION ); // 40% of animator progress
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 95% animation progress, 90% animator progress */ );
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.9f ), TEST_LOCATION ); // 90% of animator progress
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 50.0f ) + 1u/*just beyond the animation duration*/ );
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationSetLoopingModeP(void)
+{
+ // Test Loop forever and Loop mode being set
+ TestApplication application;
+ Stage stage( Stage::GetCurrent() );
+
+ // Default: LoopingMode::RESTART
+ {
+ Actor actor = Actor::New();
+ stage.Add( actor );
+
+ float durationSeconds( 1.0f );
+ Animation animation = Animation::New( durationSeconds );
+ DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::RESTART );
+
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+
+ // Start the animation
+ animation.Play();
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+
+ actor.Unparent();
+
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ }
+
+ // LoopingMode::AUTO_REVERSE
+ {
+ Actor actor = Actor::New();
+ stage.Add( actor );
+
+ float durationSeconds( 1.0f );
+ Animation animation = Animation::New( durationSeconds );
+ animation.SetLooping( true );
+
+ bool signalReceived( false );
+ AnimationFinishCheck finishCheck( signalReceived );
+ animation.FinishedSignal().Connect( &application, finishCheck );
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+
+ animation.SetLoopingMode( Animation::LoopingMode::AUTO_REVERSE );
+ DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+ // Start the animation
+ animation.Play();
+ application.SendNotification();
+ application.Render(0);
+
+ for( int iterations = 0; iterations < 3; ++iterations )
+ {
+ application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% time progress */ );
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
+ // and arrives at the beginning.
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 100% time progress */ );
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+ }
+
+ animation.SetLooping( false );
+ application.SendNotification();
+ application.Render(static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/);
+
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+ }
+
+ // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
+ {
+ Actor actor = Actor::New();
+ stage.Add( actor );
+
+ float durationSeconds( 1.0f );
+ Animation animation = Animation::New( durationSeconds );
+ animation.SetLooping( true );
+
+ bool signalReceived( false );
+ AnimationFinishCheck finishCheck( signalReceived );
+ animation.FinishedSignal().Connect( &application, finishCheck );
+ application.SendNotification();
+
+ // Specify a negative multiplier to play the animation in reverse
+ animation.SetSpeedFactor( -1.0f );
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+
+ animation.SetLoopingMode( Animation::AUTO_REVERSE );
+ DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+ // Start the animation
+ animation.Play();
+ application.SendNotification();
+ application.Render(0);
+
+ for( int iterations = 0; iterations < 3; ++iterations )
+ {
+ application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% time progress */ );
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ // Setting a negative speed factor is to play the animation in reverse.
+ // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
+ // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 100% time progress */ );
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ }
+
+ animation.SetLooping( false );
+ application.SendNotification();
+ application.Render(static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/);
+
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ }
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetLoopingModeP2(void)
+{
+ // Test Loop Count and Loop mode being set
+ TestApplication application;
+ Stage stage( Stage::GetCurrent() );
+
+ // LoopingMode::AUTO_REVERSE
+ {
+ Actor actor = Actor::New();
+ stage.Add( actor );
+
+ float durationSeconds( 1.0f );
+ Animation animation = Animation::New( durationSeconds );
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
+
+ bool signalReceived( false );
+ AnimationFinishCheck finishCheck( signalReceived );
+ animation.FinishedSignal().Connect( &application, finishCheck );
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+
+ animation.SetLoopingMode( Animation::AUTO_REVERSE );
+ DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+ // Start the animation
+ animation.Play();
+
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+
+ // Loop
+ float intervalSeconds = 3.0f;
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
+ // and arrives at the beginning.
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+ finishCheck.Reset();
+ }
+
+ // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
+ {
+ Actor actor = Actor::New();
+ stage.Add( actor );
+
+ float durationSeconds( 1.0f );
+ Animation animation = Animation::New( durationSeconds );
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
+
+ bool signalReceived( false );
+ AnimationFinishCheck finishCheck( signalReceived );
+ animation.FinishedSignal().Connect( &application, finishCheck );
+ application.SendNotification();
+
+ // Specify a negative multiplier to play the animation in reverse
+ animation.SetSpeedFactor( -1.0f );
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+
+ animation.SetLoopingMode( Animation::AUTO_REVERSE );
+ DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+ // Start the animation
+ animation.Play();
+
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+
+ // Loop
+ float intervalSeconds = 3.0f;
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ // Setting a negative speed factor is to play the animation in reverse.
+ // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
+ // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ finishCheck.Reset();
+ }
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetLoopingModeP3(void)
+{
+ // Test Loop Count is 1 (== default) and Loop mode being set
+ TestApplication application;
+ Stage stage( Stage::GetCurrent() );
+
+ // LoopingMode::AUTO_REVERSE
+ {
+ Actor actor = Actor::New();
+ stage.Add( actor );
+
+ float durationSeconds( 1.0f );
+ Animation animation = Animation::New( durationSeconds );
+ DALI_TEST_CHECK(1 == animation.GetLoopCount());
+
+ bool signalReceived( false );
+ AnimationFinishCheck finishCheck( signalReceived );
+ animation.FinishedSignal().Connect( &application, finishCheck );
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+
+ animation.SetLoopingMode( Animation::AUTO_REVERSE );
+ DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+ // Start the animation
+ animation.Play();
+ application.Render(0);
+ application.SendNotification();
+
+ application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 50% time progress */ );
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
+ // and arrives at the beginning.
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 100% time progress */ );
+
+ application.SendNotification();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 1.0f * 1000.0f ) + 1u /*just beyond the animation duration*/ );
+
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ // After all animation finished, arrives at the beginning.
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+ finishCheck.Reset();
+ }
+
+ // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
+ {
+ Actor actor = Actor::New();
+ stage.Add( actor );
+
+ float durationSeconds( 1.0f );
+ Animation animation = Animation::New( durationSeconds );
+ DALI_TEST_CHECK(1 == animation.GetLoopCount());
+
+ bool signalReceived( false );
+ AnimationFinishCheck finishCheck( signalReceived );
+ animation.FinishedSignal().Connect( &application, finishCheck );
+ application.SendNotification();
+
+ // Specify a negative multiplier to play the animation in reverse
+ animation.SetSpeedFactor( -1.0f );
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
+
+ animation.SetLoopingMode( Animation::AUTO_REVERSE );
+ DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+ // Start the animation
+ animation.Play();
+ application.Render(0);
+ application.SendNotification();
+
+ application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 50% time progress */ );
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ // Setting a negative speed factor is to play the animation in reverse.
+ // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
+ // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 100% time progress */ );
+
+ application.SendNotification();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds * 1.0f * 1000.0f ) + 1u /*just beyond the animation duration*/ );
+
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ // After all animation finished, arrives at the target.
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ finishCheck.Reset();
+ }
+
+ END_TEST;
+}
+
+int UtcDaliAnimationGetLoopingModeP(void)
+{
+ TestApplication application;
+
+ Animation animation = Animation::New(1.0f);
+
+ // default mode
+ DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::RESTART );
+
+ animation.SetLoopingMode( Animation::AUTO_REVERSE );
+ DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationProgressSignalConnectionWithoutProgressMarkerP(void)
+{
+ TestApplication application;
+
+ tet_infoline( "Connect to ProgressReachedSignal but do not set a required Progress marker" );
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(0.0f);
+
+ //Set duration
+ float durationSeconds(1.0f);
+ animation.SetDuration(durationSeconds);
+
+ bool finishedSignalReceived(false);
+ bool progressSignalReceived(false);
+
+ AnimationFinishCheck finishCheck(finishedSignalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ AnimationProgressCheck progressCheck( progressSignalReceived );
+ DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ progressCheck.CheckSignalNotReceived();
+
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(0); // start animation
+ application.Render(durationSeconds*100.0f ); // 10% progress
+ application.SendNotification();
+
+ tet_infoline( "Ensure after animation has started playing that ProgressReachedSignal not emitted" );
+ progressCheck.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
+
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ tet_infoline( "Animation finished" );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationMultipleProgressSignalsP(void)
+{
+ tet_infoline( "Multiple animations with different progress markers" );
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ Animation animationAlpha = Animation::New(0.0f);
+ Animation animationBeta = Animation::New(0.0f);
+
+ //Set duration
+ float durationSeconds(1.0f);
+ animationAlpha.SetDuration(durationSeconds);
+ animationBeta.SetDuration(durationSeconds);
+
+ bool progressSignalReceivedAlpha(false);
+ bool progressSignalReceivedBeta(false);
+
+ AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
+ AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" );
+
+ DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha );
+ DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ tet_infoline( "AnimationAlpha Progress notification set to 30%" );
+ DevelAnimation::SetProgressNotification( animationAlpha, 0.3f );
+
+ tet_infoline( "AnimationBeta Progress notification set to 50%" );
+ DevelAnimation::SetProgressNotification( animationBeta, 0.5f );
+
+ application.SendNotification();
+ application.Render( );
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ // Start the animations from 10% progress
+ animationAlpha.SetCurrentProgress( 0.1f );
+ animationBeta.SetCurrentProgress( 0.1f );
+ animationAlpha.Play();
+ animationBeta.Play();
+
+ tet_infoline( "Animation Playing from 10%" );
+
+ application.SendNotification();
+ application.Render(0); // start animation
+ application.Render(durationSeconds*100.0f ); // 20% progress
+
+ tet_infoline( "Animation at 20% - No signals to be received" );
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ application.SendNotification();
+ application.Render(durationSeconds*200.0f ); // 40% progress
+ application.SendNotification();
+ tet_infoline( "Animation at 40% - Alpha signal should be received" );
+ DALI_TEST_EQUALS( 0.4f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+
+ progressCheckAlpha.CheckSignalReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ tet_infoline( "Progress check reset" );
+ progressCheckAlpha.Reset();
+ progressCheckBeta.Reset();
+
+ application.Render(durationSeconds*100.0f ); // 50% progress
+ tet_infoline( "Animation at 50% - Beta should receive signal, Alpha should not" );
+ application.SendNotification();
+
+ DALI_TEST_EQUALS( 0.5f, animationBeta.GetCurrentProgress(), TEST_LOCATION );
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalReceived();
+ tet_infoline( "Progress check reset" );
+ progressCheckAlpha.Reset();
+ progressCheckBeta.Reset();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 60% progress */);
+ application.SendNotification();
+
+ tet_infoline( "Animation at 60%" );
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+ application.SendNotification();
+ tet_infoline( "Animation at 80%" );
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+ // We did expect the animation to finish
+ tet_infoline( "Animation finished" );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationProgressSignalWithPlayAfterP(void)
+{
+ tet_infoline( "Multiple animations with different progress markers" );
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ Animation animationAlpha = Animation::New(0.0f);
+ Animation animationBeta = Animation::New(0.0f);
+
+ //Set duration
+ float durationSeconds(1.0f);
+ float delaySeconds(0.5f);
+ animationAlpha.SetDuration(durationSeconds);
+ animationBeta.SetDuration(durationSeconds);
+
+ bool progressSignalReceivedAlpha(false);
+ bool progressSignalReceivedBeta(false);
+
+ AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
+ AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" );
+
+ DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha );
+ DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ tet_infoline( "AnimationAlpha Progress notification set to 30%" );
+ DevelAnimation::SetProgressNotification( animationAlpha, 0.3f );
+
+ tet_infoline( "AnimationBeta Progress notification set to ~0% (==Notify when delay is done)" );
+ DevelAnimation::SetProgressNotification( animationBeta, Math::MACHINE_EPSILON_1 );
+
+ application.SendNotification();
+ application.Render( );
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ // Start the animations from 10% progress
+ animationAlpha.PlayAfter(delaySeconds);
+ animationBeta.PlayAfter(delaySeconds);
+
+ application.SendNotification();
+ application.Render(0); // start animation
+ application.Render(delaySeconds * 500.0f ); // 50% wait progress
+
+ tet_infoline( "Delay at 50% - No signals to be received" );
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ application.SendNotification();
+ application.Render(delaySeconds * 500.0f + durationSeconds * 50.0f ); // 100% wait, 5% progress
+ application.SendNotification();
+ tet_infoline( "Delay at 100%, Animation at 5% - Beta signal should be received" );
+ DALI_TEST_EQUALS( 0.05f, animationBeta.GetCurrentProgress(), TEST_LOCATION );
+
+ progressCheckBeta.CheckSignalReceived();
+ progressCheckAlpha.CheckSignalNotReceived();
+
+ tet_infoline( "Progress check reset" );
+ progressCheckAlpha.Reset();
+ progressCheckBeta.Reset();
+
+ application.Render(durationSeconds * 200.0f ); // 25% progress
+ tet_infoline( "Animation at 25% - No signals to be received" );
+ application.SendNotification();
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ application.Render(durationSeconds * 200.0f ); // 45% progress
+ tet_infoline( "Animation at 45% - Alpha should receive signal, Beta should not" );
+ application.SendNotification();
+
+ DALI_TEST_EQUALS( 0.45f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+
+ progressCheckAlpha.CheckSignalReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ tet_infoline( "Progress check reset" );
+ progressCheckAlpha.Reset();
+ progressCheckBeta.Reset();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*150.0f)/* 60% progress */);
+ application.SendNotification();
+
+ tet_infoline( "Animation at 60%" );
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+ application.SendNotification();
+ tet_infoline( "Animation at 80%" );
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+ // We did expect the animation to finish
+ tet_infoline( "Animation finished" );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackLongDurationP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(0.0f);
+
+ //Set duration
+ float durationSeconds(5.0f);
+ animation.SetDuration(durationSeconds);
+
+ bool finishedSignalReceived(false);
+ bool progressSignalReceived(false);
+
+ AnimationFinishCheck finishCheck(finishedSignalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ AnimationProgressCheck progressCheck(progressSignalReceived);
+ DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ tet_infoline( "Animation Progress notification set to 50%" );
+ DevelAnimation::SetProgressNotification( animation, 0.5f );
+
+ application.SendNotification();
+ application.Render( );
+
+ progressCheck.CheckSignalNotReceived();
+
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(0); // start animation
+ application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
+ DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ tet_infoline( "Animation at 25%" );
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.SendNotification();
+ application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
+ application.SendNotification();
+ tet_infoline( "Animation at 50%" );
+ DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ progressCheck.CheckSignalReceived();
+
+ tet_infoline( "Progress check reset" );
+ progressCheck.Reset();
+
+ application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
+ tet_infoline( "Animation at 75%" );
+ application.SendNotification();
+
+ DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ progressCheck.CheckSignalNotReceived();
+