+ 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 );