+
+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 UtcDaliAnimationMultipleProgressSignalsP2(void)
+{
+ tet_infoline( "Multiple animations with different progress markers and big step time" );
+
+ 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
+ const 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 1%" );
+ DevelAnimation::SetProgressNotification( animationAlpha, 0.01f );
+
+ tet_infoline( "AnimationBeta Progress notification set to 99%" );
+ DevelAnimation::SetProgressNotification( animationBeta, 0.99f );
+
+ application.SendNotification();
+ application.Render( );
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ // Start the animations unlimited looping
+ animationAlpha.SetLooping( true );
+ animationBeta.SetLooping( true );
+ animationAlpha.Play();
+ animationBeta.Play();
+
+ application.SendNotification();
+ application.Render(0); // start animation
+ application.Render(durationSeconds*20.0f ); // 2% progress
+ application.SendNotification();
+ DALI_TEST_EQUALS( 0.02f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+
+ tet_infoline( "Animation at 2% - Alpha signals should be received, Beta should not." );
+
+ progressCheckAlpha.CheckSignalReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ tet_infoline( "Progress check reset" );
+ progressCheckAlpha.Reset();
+ progressCheckBeta.Reset();
+
+ application.SendNotification();
+ application.Render(durationSeconds*960.0f ); // 98% progress
+ application.SendNotification();
+ tet_infoline( "Animation at 98% - No signal received" );
+ DALI_TEST_EQUALS( 0.98f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ application.SendNotification();
+ application.Render(durationSeconds*40.0f ); // 2% progress
+ application.SendNotification();
+ tet_infoline( "Animation loop once and now 2% - Alpha and Beta should receive signal" );
+ application.SendNotification();
+
+ DALI_TEST_EQUALS( 0.02f, animationBeta.GetCurrentProgress(), TEST_LOCATION );
+
+ progressCheckAlpha.CheckSignalReceived();
+ progressCheckBeta.CheckSignalReceived();
+
+ tet_infoline( "Progress check reset" );
+ progressCheckAlpha.Reset();
+ progressCheckBeta.Reset();
+
+ application.SendNotification();
+ application.Render(durationSeconds*980.0f ); // 100% progress
+ application.SendNotification();
+ tet_infoline( "Animation loop one more time. and now 100% - Beta should receive signal, Alhpa sholud not" );
+ application.SendNotification();
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalReceived();
+
+ tet_infoline( "Progress check reset" );
+ progressCheckAlpha.Reset();
+ progressCheckBeta.Reset();
+
+ animationAlpha.SetLooping( false );
+ animationBeta.SetLooping( false );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*2000.0f) + 1u/*just beyond the animation duration*/);
+ application.SendNotification();
+
+ // 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 UtcDaliAnimationProgressCallbackWithLoopingP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(0.0f);
+
+ //Set duration
+ const float durationSeconds(1.0f);
+ animation.SetDuration(durationSeconds);
+
+ // Set Looping Count
+ const int loopCount( 4 );
+ animation.SetLoopCount( loopCount );
+
+ 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% with looping count 4" );
+ DevelAnimation::SetProgressNotification( animation, 0.5f );
+
+ application.SendNotification();
+ application.Render( );
+
+ progressCheck.CheckSignalNotReceived();
+
+ animation.Play();
+
+ for(int count = 0; count < loopCount; count++)
+ {
+ 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();
+
+ application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
+ tet_infoline( "Animation at 100%" );
+ application.SendNotification();
+
+ //Nothing check at 100% progress. cause It can be both 100% and 0%.
+ application.SendNotification();
+ }
+ application.Render(10u);
+ application.SendNotification();
+ application.Render(0u);
+ application.SendNotification();
+
+ finishCheck.CheckSignalReceived();
+
+ END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackWithLoopingP2(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(0.0f);
+
+ //Set duration
+ const float durationSeconds(1.0f);
+ animation.SetDuration(durationSeconds);
+
+ // Set Looping Unlmited
+ animation.SetLooping( true );
+
+ 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% with unlimited looping" );
+ DevelAnimation::SetProgressNotification( animation, 0.5f );
+
+ application.SendNotification();
+ application.Render( );
+
+ progressCheck.CheckSignalNotReceived();
+
+ animation.Play();
+
+ for(int count = 0; count < 4; count++)
+ {
+ 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();
+
+ application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
+ tet_infoline( "Animation at 100%" );
+ application.SendNotification();
+
+ //Nothing check at 100% progress. cause It can be both 100% and 0%.
+ finishCheck.CheckSignalNotReceived();
+ application.SendNotification();
+ }
+ finishCheck.CheckSignalNotReceived();
+
+ animation.SetLooping( false );
+ application.Render(0u);
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 10u);
+ application.SendNotification();
+ application.Render(0u);
+ application.SendNotification();
+
+ finishCheck.CheckSignalReceived();
+
+ END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackNegativeSpeed(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(0.0f);
+
+ //Set duration
+ const float durationSeconds(1.0f);
+ animation.SetDuration(durationSeconds);
+
+ //Set speed negative
+ animation.SetSpeedFactor( -1.0f );
+
+ // Set Looping Unlmited
+ animation.SetLooping( true );
+
+ 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();
+
+ for(int count = 0; count < 4; count++)
+ {
+ application.SendNotification();
+ application.Render(0); // start animation
+ progressCheck.CheckSignalNotReceived();
+
+ application.SendNotification();
+ application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
+ DALI_TEST_EQUALS( 0.75f, 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( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
+ tet_infoline( "Animation at 100%" );
+ application.SendNotification();
+
+ //Nothing check at 100% progress. cause It can be both 100% and 0%.
+ finishCheck.CheckSignalNotReceived();
+ application.SendNotification();
+ }
+ finishCheck.CheckSignalNotReceived();
+
+ animation.Stop();
+ animation.SetLooping( false );
+ animation.SetLoopCount( 4 );
+ animation.Play();
+ application.Render(0u);
+ application.SendNotification();
+
+ for(int count = 0; count < 4; count++)
+ {
+ application.SendNotification();
+ application.Render(0); // start animation
+ progressCheck.CheckSignalNotReceived();
+
+ application.SendNotification();
+ application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
+ DALI_TEST_EQUALS( 0.75f, 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( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
+ tet_infoline( "Animation at 100%" );
+ application.SendNotification();
+
+ //Nothing check at 100% progress. cause It can be both 100% and 0%.
+ application.SendNotification();
+ }
+ application.Render(10u);
+ application.SendNotification();
+ application.Render(0u);
+ application.SendNotification();
+
+ finishCheck.CheckSignalReceived();
+
+ END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackInvalidSignalN(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(0.0f);
+
+ //Set duration
+ const 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 PlayRange as 10% ~ 90%" );
+ animation.SetPlayRange( Vector2( 0.1f, 0.9f ) );
+
+ tet_infoline( "Animation Progress notification set to >90% that never can notificated" );
+ DevelAnimation::SetProgressNotification( animation, 0.9f + Math::MACHINE_EPSILON_1 );
+
+ application.SendNotification();
+ application.Render( );
+
+ progressCheck.CheckSignalNotReceived();
+
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(0); // start animation
+ application.Render(durationSeconds*0.25*1000.0f ); // 35% progress
+ DALI_TEST_EQUALS( 0.35f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ tet_infoline( "Animation at 35%" );
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.SendNotification();
+ application.Render(durationSeconds*0.25*1000.0f ); // 60% progress
+ application.SendNotification();
+ DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ tet_infoline( "Animation at 60%" );
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.Render(durationSeconds*0.25*1000.0f ); // 85% progress
+ tet_infoline( "Animation at 85%" );
+ application.SendNotification();
+ DALI_TEST_EQUALS( 0.85f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.Render(durationSeconds*0.25*1000.0f ); // 90% progress
+ tet_infoline( "Animation over 90%" );
+ application.SendNotification();
+
+ // progress never signaled because playrange is 90%
+ progressCheck.CheckSignalNotReceived();
+
+ 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();
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByInvalidParameters(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Create the animation
+ Animation animation = Animation::New(1.0f);
+
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable property (STRING)
+ animation.AnimateBy( Property( actor, Actor::Property::LAYOUT_DIRECTION ), Property::Value( "new direction" ) );
+ }, "Property type is not animatable" );
+
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable property (MATRIX)
+ Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Dali::Matrix() ), Property::ANIMATABLE );
+ animation.AnimateBy( Property( actor, index ), Property::Value( Property::MATRIX ) );
+ }, "Property type is not animatable" );
+
+ // AnimateBy
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable target (NONE)
+ animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value() );
+ }, "Target value is not animatable" );
+
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable target (STRING)
+ animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value("foo") );
+ }, "Target value is not animatable" );
+
+ DALI_TEST_ASSERTION(
+ {
+ // not mathing properties (VECTOR3, FLOAT)
+ animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( 10.f ) );
+ }, "Property and target types don't match" );
+
+ DALI_TEST_ASSERTION(
+ {
+ // not mathing properties (VECTOR3.A, VECTOR2)
+ animation.AnimateBy( Property( actor, Actor::Property::COLOR_ALPHA ), Property::Value( Property::VECTOR2 ) );
+ }, "Property and target types don't match" );
+
+ DALI_TEST_ASSERTION(
+ {
+ // negative duration
+ animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( Vector3(1,2,3) ), TimePeriod(-1) );
+ }, "Duration must be >=0" );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateToInvalidParameters(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Create the animation
+ Animation animation = Animation::New(1.0f);
+
+ // AnimateTo
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable property (MAP)
+ Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Property::MAP ), Property::ANIMATABLE );
+ animation.AnimateTo( Property( actor, index ), Property::Value( Property::MAP ) );
+ }, "Property type is not animatable" );
+
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable target (NONE)
+ animation.AnimateTo( Property( actor, Actor::Property::CLIPPING_MODE ), Property::Value() );
+ }, "Property type is not animatable" );
+
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable target (ARRAY)
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Property::Value( Property::ARRAY ) );
+ }, "Target value is not animatable" );
+
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable target (RECTANGLE)
+ animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( Rect<int32_t>() ) );
+ }, "Target value is not animatable" );
+
+ DALI_TEST_ASSERTION(
+ {
+ // not mathing properties (FLOAT, INT)
+ animation.AnimateTo( Property( actor, Actor::Property::SCALE_Y ), Property::Value(10) );
+ }, "Property and target types don't match" );
+
+ DALI_TEST_ASSERTION(
+ {
+ // not mathing properties (VECTOR3, VECTOR2)
+ animation.AnimateTo( Property( actor, Actor::Property::COLOR ), Property::Value( Property::VECTOR2 ) );
+ }, "Property and target types don't match" );
+
+ DALI_TEST_ASSERTION(
+ {
+ // negative duration
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Property::Value( Vector3(1,2,3) ), TimePeriod(-1) );
+ }, "Duration must be >=0" );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenInvalidParameters(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Create the animation
+ Animation animation = Animation::New(1.0f);
+
+ // AnimateBetween
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable property (ARRAY)
+ Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Property::ARRAY ), Property::ANIMATABLE );
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( 0.5f, Property::Value( Property::ARRAY ) );
+ animation.AnimateBetween( Property( actor, index ), keyframes );
+ }, "Property type is not animatable" );
+
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable target (NONE)
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( 0.5f, Property::Value() );
+ animation.AnimateBetween( Property( actor, Actor::Property::CLIPPING_MODE ), keyframes );
+ }, "Property type is not animatable" );
+
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable target (EXTENTS)
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( 0.5f, Property::Value( Property::EXTENTS ) ); // throws
+ animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes );
+ }, "Property type is not animatable" );
+
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable target (RECTANGLE)
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( 0.5f, Property::Value( Property::MAP ) ); // throws
+ animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes );
+ }, "Property type is not animatable" );
+
+ DALI_TEST_ASSERTION(
+ {
+ // not mathing properties (VECTOR2, VECTOR4)
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( 0.5f, Property::Value( Vector4( 1, 2, 3, 4 ) ) );
+ animation.AnimateBetween( Property( actor, Actor::Property::MAXIMUM_SIZE ), keyframes );
+ }, "Property and target types don't match" );
+
+ DALI_TEST_ASSERTION(
+ {
+ // negative duration
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( 0.5f, Property::Value(Vector3( 1, 2, 3 ) ) );
+ animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes, TimePeriod(-1) );
+ }, "Duration must be >=0" );
+
+ END_TEST;
+}
+
+namespace // Purposefully left this in the middle as the values in this namespace are only used for the subsequent two test cases
+{
+enum TestFunction
+{
+ STOP,
+ CLEAR
+};
+
+void CheckPropertyValuesWhenCallingAnimationMethod( TestFunction functionToTest, const char * testName )
+{
+ tet_printf( "Testing %s\n", testName );
+
+ // When an Animation::Stop() or Animation::Clear() is called, the event-side property needs to be updated appropriately
+ // This test checks that that is being done
+
+ const float durationSeconds( 1.0f );
+ unsigned int halfAnimationDuration( static_cast< unsigned int >( durationSeconds * 1000.0f * 0.5f ) );
+ const Vector3 originalPosition( Vector3::ZERO );
+ const Vector3 targetPosition( 10.0f, 10.0f, 10.0f );
+ const Vector3 halfWayToTarget( targetPosition * 0.5f );
+
+ struct ExpectedValue
+ {
+ Animation::EndAction endAction;
+ Vector3 expectedGetPropertyValue;
+ };
+
+ ExpectedValue expectedValueTable[] =
+ {
+ { Animation::Bake, halfWayToTarget }, // When baking, the current value is the final value.
+ { Animation::BakeFinal, targetPosition }, // When BakeFinal, we should jump to the final value when clearing or stopping.
+ { Animation::Discard, originalPosition }, // When discarding, we should jump back to the original value when clearing or stopping.
+ };
+ const auto expectedValueTableCount = sizeof( expectedValueTable ) / sizeof( ExpectedValue );
+
+ for( auto i = 0u; i < expectedValueTableCount; ++i )
+ {
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New( durationSeconds );
+ animation.SetEndAction( expectedValueTable[ i ].endAction );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR );
+
+ // Start the animation
+ animation.Play();
+
+ application.SendNotification();
+ application.Render( halfAnimationDuration );
+
+ // Stop or Clear the animation early, both have the same effect
+ if( functionToTest == TestFunction::STOP )
+ {
+ animation.Stop();
+ }
+ else
+ {
+ animation.Clear();
+ }
+
+ // The event side property should be set the expected value immediately, the update side property will still only be halfway as we haven't run an update yet
+ DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+
+ // After one frame, both values should match regardless of the End Action
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION );
+ }
+}
+} // unnamed namespace
+
+int UtcDaliAnimationStopPropertyValue(void)
+{
+ CheckPropertyValuesWhenCallingAnimationMethod( TestFunction::STOP, "UtcDaliAnimationStopPropertyValue" );
+ END_TEST;
+}
+
+int UtcDaliAnimationClearPropertyValue(void)
+{
+ CheckPropertyValuesWhenCallingAnimationMethod( TestFunction::CLEAR, "UtcDaliAnimationStopPropertyValue" );
+ END_TEST;
+}
+
+int UtcDaliAnimationPausePropertyValue(void)
+{
+ const float durationSeconds( 1.0f );
+ unsigned int halfAnimationDuration( static_cast< unsigned int >( durationSeconds * 1000.0f * 0.5f ) );
+ const Vector3 originalPosition( Vector3::ZERO );
+ const Vector3 targetPosition( 10.0f, 10.0f, 10.0f );
+ const Vector3 halfWayToTarget( targetPosition * 0.5f );
+
+ Animation::EndAction endActions[] =
+ {
+ Animation::Bake,
+ Animation::BakeFinal,
+ Animation::Discard,
+ };
+ const auto endActionCount = sizeof( endActions ) / sizeof( endActions[0] );
+
+ // For all end actions, when pausing, we stay at the current value
+ for( auto i = 0u; i < endActionCount; ++i )
+ {
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New( durationSeconds );
+ animation.SetEndAction( endActions[ i ] );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR );
+
+ // Start the animation
+ animation.Play();
+
+ application.SendNotification();
+ application.Render( halfAnimationDuration );
+
+ // Puase the animation early
+ animation.Pause();
+
+ // The event side property should be set the current value immediately, the update side property will still only be halfway
+ DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+
+ // After one frame, both values should match regardless of the End Action
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+ }
+
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayFromWithLoopCount(void)
+{
+ TestApplication application;
+
+ auto actor = Actor::New();
+ Stage::GetCurrent().Add( actor );
+
+ auto animation = Animation::New( 1.0f );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f );
+ animation.SetLoopCount( 2 );
+ animation.Play();
+
+ application.SendNotification();
+ application.Render( 1001 );
+
+ // One loop completed
+
+ application.Render( 2005 );
+ application.SendNotification();
+
+ // 2 loops should have completed
+ DALI_TEST_EQUALS( animation.GetCurrentLoop(), 2u, TEST_LOCATION );
+
+ // Another render needs to occur after all the loops end
+ application.SendNotification();
+ application.Render( 1000 );
+
+ // Stop the animation and use PlayFrom, previously we got an Assert here
+ animation.Stop();
+ animation.PlayFrom( 0.5f );
+
+ application.SendNotification();
+ application.Render( 1000 );
+
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationCombineToAndByWithStop(void)
+{
+ tet_infoline( "Ensure the Y Position is not modified when animating the X position using AnimateTo and AnimateBy");
+
+ TestApplication application;
+
+ auto actor = Actor::New();
+ actor.SetPosition( 100.0f, 100.0f );
+ Stage::GetCurrent().Add( actor );
+
+ auto animation = Animation::New( 1.0f );
+ const float origY = actor.GetProperty( Actor::Property::POSITION_Y ).Get< float >();
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3( 150.0f, origY, 0.0f ), TimePeriod( 1.0f ) );
+ animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Vector3( -30.0f, 0.0f, 0.0f ), TimePeriod( 1.0f, 1.0f ) );
+ animation.Play();
+
+ application.SendNotification();
+ application.Render( 500 );
+
+ application.SendNotification();
+ application.Render( 500 );
+
+ application.SendNotification();
+ application.Render( 500 );
+
+ // Stop and clear the animation using the current values
+ animation.Stop();
+ animation.Clear();
+
+ // Check the y position, it should be the same as before
+ DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION_Y).Get< float >(), origY, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationCountAndGetAnimationAt(void)
+{
+ tet_infoline( "UtcDaliAnimationCountAndGetAnimationAt");
+
+ TestApplication application;
+
+ auto actor = Actor::New();
+ actor.SetPosition( 100.0f, 100.0f );
+ Stage::GetCurrent().Add( actor );
+
+ auto animation = Animation::New( 1.0f );
+ const float origY = actor.GetProperty( Actor::Property::POSITION_Y ).Get< float >();
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3( 150.0f, origY, 0.0f ), TimePeriod( 1.0f ) );
+ animation.Play();
+
+ application.SendNotification();
+ application.Render( 500 );
+
+ uint32_t animationCount = Dali::DevelAnimation::GetAnimationCount();
+ DALI_TEST_EQUALS( animationCount, 1, TEST_LOCATION );
+
+ DALI_TEST_CHECK( !Dali::DevelAnimation::GetAnimationAt( 5 ) );
+
+ Dali::Animation animationReturned = Dali::DevelAnimation::GetAnimationAt( 0 );
+ DALI_TEST_EQUALS( animationReturned.GetState(), Dali::Animation::State::PLAYING, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( animation.GetDuration(), animationReturned.GetDuration(), TEST_LOCATION );
+ DALI_TEST_EQUALS( animation.GetLoopCount(), animationReturned.GetLoopCount(), TEST_LOCATION );
+ DALI_TEST_EQUALS( animation.IsLooping(), animationReturned.IsLooping(), TEST_LOCATION );
+ DALI_TEST_EQUALS( animation.GetEndAction(), animationReturned.GetEndAction(), TEST_LOCATION );
+ DALI_TEST_EQUALS( animation.GetState(), animationReturned.GetState(), TEST_LOCATION );
+
+ // Stop and clear the animation using the current values
+ animation.Stop();
+ animation.Clear();
+
+ END_TEST;
+}