+ event = Dali::Integration::TouchEvent();
+ point.SetState(PointState::UP);
+ point.SetScreenPosition(Vector2(10, 30));
+ event.AddPoint(point);
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+ application.ProcessEvent(event);
+
+ DALI_TEST_EQUALS(gIsCalledChildButtonCallback, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(!gIsCalledButtonCallback, true, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliButtonRelease(void)
+{
+ /**
+ * Down event followed by interrupted event should signal Release.
+ */
+
+ ToolkitTestApplication application;
+
+ Button parentButton = PushButton::New();
+ parentButton.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ parentButton.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ parentButton.SetProperty(Actor::Property::SIZE, Vector2(20, 20));
+ application.GetScene().Add(parentButton);
+ parentButton.ReleasedSignal().Connect(&ButtonCallback);
+
+ // Reset signal flags
+ gIsCalledButtonCallback = false;
+
+ // Peform a button down and then button interrupted at coordinates (10,10).
+ Dali::Integration::TouchEvent event;
+ event = Dali::Integration::TouchEvent();
+ Dali::Integration::Point point;
+ point.SetState(PointState::DOWN);
+ point.SetScreenPosition(Vector2(10, 10));
+ event.AddPoint(point);
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+ application.ProcessEvent(event);
+
+ event = Dali::Integration::TouchEvent();
+ point.SetState(PointState::INTERRUPTED);
+ event.AddPoint(point);
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+ application.ProcessEvent(event);
+
+ DALI_TEST_EQUALS(gIsCalledButtonCallback, true, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliButtonMultiTouch(void)
+{
+ /**
+ * Down event followed by a multi touch point event should signal Release.
+ */
+
+ ToolkitTestApplication application;
+
+ Button button = PushButton::New();
+ button.SetProperty(Button::Property::TOGGLABLE, true);
+
+ button.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ button.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ button.SetProperty(Actor::Property::SIZE, Vector2(20, 20));
+ application.GetScene().Add(button);
+ button.ReleasedSignal().Connect(&ButtonCallback);
+
+ // Reset signal flags
+ gIsCalledButtonCallback = false;
+
+ // Peform a button down and then button interrupted at coordinates (10,10).
+ Dali::Integration::TouchEvent downEvent;
+ downEvent = Dali::Integration::TouchEvent();
+ Dali::Integration::Point point;
+
+ // Add Press button
+ point.SetState(PointState::DOWN);
+ point.SetScreenPosition(Vector2(15, 15));
+ downEvent.AddPoint(point);
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+ application.ProcessEvent(downEvent);
+
+ // Release button
+ Dali::Integration::TouchEvent upEvent;
+ upEvent = Dali::Integration::TouchEvent();
+ point.SetState(PointState::UP);
+ point.SetScreenPosition(Vector2(15, 15));
+ upEvent.AddPoint(point);
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+ application.ProcessEvent(upEvent);