+///////////////////////////////////////////////////////////////////////////////
+namespace
+{
+void SetHalfOpacity( Vector4& current, const PropertyInputContainer& inputs )
+{
+ current.a = 0.5f;
+}
+} // unnamed namespace
+
+int UtcDaliConstraintEnsureResetterAppliedOnStageRemoval(void)
+{
+ // Ensure BOTH double-buffered values of our color property is reset when a constraint is applied to it.
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add( actor );
+
+ // Check initial value is fully opaque
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
+
+ // Create a constraint whose value is discarded when it is removed
+ Constraint constraint = Constraint::New< Vector4 >( actor, Actor::Property::COLOR, SetHalfOpacity );
+ constraint.SetRemoveAction( Constraint::RemoveAction::Discard );
+ constraint.Apply();
+
+ // Check value after one render, it should be constrained
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.5f, TEST_LOCATION );
+
+ // Render another frame, ensure the other value has also been updated
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.5f, TEST_LOCATION );
+
+ // Remove the actor from the stage and delete the constraint
+ actor.Unparent();
+ constraint.Remove();
+ constraint.Reset();
+
+ // Check value while off-stage, it should be fully opaque
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
+
+ // Add the actor back to the stage and check the value, it should be fully opaque again
+ Stage::GetCurrent().Add( actor );
+
+ // Check value when back on-stage, it should be fully opaque as the constraint is no longer applied to it.
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
+
+ // Render for another frame to ensure both buffers have the correct value
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliConstraintOnActorAddedAndRemoved(void)
+{
+ // Ensure adding and removing an actor from stage with a constraint still has it applied when it is re-added back to the stage
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add( actor );
+
+ // Check initial value is fully opaque
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
+
+ // Create a constraint whose value is discarded when it is removed
+ Constraint constraint = Constraint::New< Vector4 >( actor, Actor::Property::COLOR, SetHalfOpacity );
+ constraint.SetRemoveAction( Constraint::RemoveAction::Discard );
+ constraint.Apply();
+
+ // Check value after one render, it should be constrained
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.5f, TEST_LOCATION );
+
+ // Render another frame, ensure the other value has also been updated
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.5f, TEST_LOCATION );
+
+ // Remove the actor from the stage
+ actor.Unparent();
+
+ // Check value while off-stage, the constraint is no longer being applied as it's off-stage
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
+
+ // Check the other buffer, the constraint should not be applied to this either.
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
+
+ // Add the actor back to the stage and check the value, the constraint should have been re-applied
+ Stage::GetCurrent().Add( actor );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.5f, TEST_LOCATION );
+
+ // Render for another frame to ensure both buffers have the correct value
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.5f, TEST_LOCATION );
+
+ END_TEST;
+}
+
+///////////////////////////////////////////////////////////////////////////////