+int UtcDaliImageViewFillMode(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline( "Create an ImageVisual without padding and set the fill-mode to fill" );
+ tet_infoline( " There should be no need to change the transform, our size-policy should be relative and size shoudl be [1,1]");
+
+ ImageView imageView = ImageView::New();
+ Property::Map imageMap;
+ imageMap.Add( Toolkit::Visual::Property::TYPE, Toolkit::Visual::IMAGE );
+ imageMap.Add( Toolkit::ImageVisual::Property::URL, gImage_600_RGB );
+ imageMap.Add( DevelVisual::Property::VISUAL_FITTING_MODE, DevelVisual::FittingMode::FILL );
+
+ imageView.SetProperty( Toolkit::ImageView::Property::IMAGE, imageMap );
+
+ Stage::GetCurrent().Add( imageView );
+
+ // Trigger a potential relayout
+ application.SendNotification();
+ application.Render();
+
+ Toolkit::Visual::Base visual = DevelControl::GetVisual( Toolkit::Internal::GetImplementation( imageView ), Toolkit::ImageView::Property::IMAGE );
+ Property::Map returnedMap;
+ visual.CreatePropertyMap( returnedMap );
+
+ Property::Value* value = returnedMap.Find( Toolkit::Visual::Property::TRANSFORM );
+ DALI_TEST_CHECK( value );
+ Property::Map* map = value->GetMap();
+ DALI_TEST_CHECK( map );
+
+ // If there's
+ value = map->Find( Toolkit::Visual::Transform::Property::SIZE );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_EQUALS( value->Get< Vector2 >(), Vector2::ONE, TEST_LOCATION ); // Relative size so will take up 100%
+
+ value = map->Find( Toolkit::Visual::Transform::Property::SIZE_POLICY );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_CHECK( value->Get< int >() == Toolkit::Visual::Transform::Policy::RELATIVE );
+
+ END_TEST;
+}
+
+int UtcDaliImageViewCustomShader(void)
+{
+ ToolkitTestApplication application;
+
+ // Set a custom shader with an image url
+ {
+ Property::Map properties;
+ Property::Map shader;
+ const std::string vertexShader = "Foobar";
+ const std::string fragmentShader = "Foobar";
+ shader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShader;
+ shader[Visual::Shader::Property::VERTEX_SHADER] = vertexShader;
+
+ properties[Visual::Property::TYPE] = Visual::IMAGE;
+ properties[Visual::Property::SHADER] = shader;
+ properties[ImageVisual::Property::URL] = TEST_IMAGE_FILE_NAME;
+
+ ImageView imageView = ImageView::New();
+ imageView.SetProperty( ImageView::Property::IMAGE, properties );
+
+ Stage::GetCurrent().Add( imageView );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ Renderer renderer = imageView.GetRendererAt( 0 );
+ Shader shader2 = renderer.GetShader();
+ Property::Value value = shader2.GetProperty( Shader::Property::PROGRAM );
+ Property::Map* map = value.GetMap();
+ DALI_TEST_CHECK( map );
+
+ Property::Value* fragment = map->Find( "fragment" ); // fragment key name from shader-impl.cpp
+ DALI_TEST_EQUALS( fragmentShader, fragment->Get< std::string >(), TEST_LOCATION );
+
+ Property::Value* vertex = map->Find( "vertex" ); // vertex key name from shader-impl.cpp
+ DALI_TEST_EQUALS( vertexShader, vertex->Get< std::string >(), TEST_LOCATION );
+ }
+
+ // Set a custom shader after setting an image url
+ {
+ Property::Map properties;
+ Property::Map shader;
+ const std::string vertexShader = "Foobar";
+ const std::string fragmentShader = "Foobar";
+ shader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShader;
+ shader[Visual::Shader::Property::VERTEX_SHADER] = vertexShader;
+
+ properties[Visual::Property::SHADER] = shader;
+
+ ImageView imageView = ImageView::New( TEST_IMAGE_FILE_NAME );
+ imageView.SetProperty( ImageView::Property::IMAGE, properties );
+
+ Stage::GetCurrent().Add( imageView );
+
+ application.SendNotification();
+ application.Render();
+
+ Renderer renderer = imageView.GetRendererAt( 0 );
+ Shader shader2 = renderer.GetShader();
+ Property::Value value = shader2.GetProperty( Shader::Property::PROGRAM );
+ Property::Map* map = value.GetMap();
+ DALI_TEST_CHECK( map );
+
+ Property::Value* fragment = map->Find( "fragment" ); // fragment key name from shader-impl.cpp
+ DALI_TEST_EQUALS( fragmentShader, fragment->Get< std::string >(), TEST_LOCATION );
+
+ Property::Value* vertex = map->Find( "vertex" ); // vertex key name from shader-impl.cpp
+ DALI_TEST_EQUALS( vertexShader, vertex->Get< std::string >(), TEST_LOCATION );
+ }
+
+ // Set a custom shader before setting an image url
+ {
+ Property::Map properties;
+ Property::Map shader;
+ const std::string vertexShader = "Foobar";
+ const std::string fragmentShader = "Foobar";
+ shader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShader;
+ shader[Visual::Shader::Property::VERTEX_SHADER] = vertexShader;
+
+ properties[Visual::Property::SHADER] = shader;
+
+ ImageView imageView = ImageView::New();
+ imageView.SetProperty( ImageView::Property::IMAGE, properties );
+ imageView.SetProperty( ImageView::Property::IMAGE, TEST_IMAGE_FILE_NAME );
+
+ Stage::GetCurrent().Add( imageView );
+
+ application.SendNotification();
+ application.Render();
+
+ Renderer renderer = imageView.GetRendererAt( 0 );
+ Shader shader2 = renderer.GetShader();
+ Property::Value value = shader2.GetProperty( Shader::Property::PROGRAM );
+ Property::Map* map = value.GetMap();
+ DALI_TEST_CHECK( map );
+
+ Property::Value* fragment = map->Find( "fragment" ); // fragment key name from shader-impl.cpp
+ DALI_TEST_EQUALS( fragmentShader, fragment->Get< std::string >(), TEST_LOCATION );
+
+ Property::Value* vertex = map->Find( "vertex" ); // vertex key name from shader-impl.cpp
+ DALI_TEST_EQUALS( vertexShader, vertex->Get< std::string >(), TEST_LOCATION );
+ }
+
+ // Set a custom shader after setting a property map
+ {
+ Property::Map properties;
+ Property::Map shader;
+ const std::string vertexShader = "Foobar";
+ const std::string fragmentShader = "Foobar";
+ shader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShader;
+ shader[Visual::Shader::Property::VERTEX_SHADER] = vertexShader;
+
+ properties[Visual::Property::SHADER] = shader;
+
+ Property::Map properties1;
+ properties1[Visual::Property::TYPE] = Visual::IMAGE;
+ properties1[ImageVisual::Property::URL] = TEST_IMAGE_FILE_NAME;
+
+ ImageView imageView = ImageView::New();
+ imageView.SetProperty( ImageView::Property::IMAGE, properties1 );
+ imageView.SetProperty( ImageView::Property::IMAGE, properties );
+
+ Stage::GetCurrent().Add( imageView );
+
+ application.SendNotification();
+ application.Render();
+
+ Renderer renderer = imageView.GetRendererAt( 0 );
+ Shader shader2 = renderer.GetShader();
+ Property::Value value = shader2.GetProperty( Shader::Property::PROGRAM );
+ Property::Map* map = value.GetMap();
+ DALI_TEST_CHECK( map );
+
+ Property::Value* fragment = map->Find( "fragment" ); // fragment key name from shader-impl.cpp
+ DALI_TEST_EQUALS( fragmentShader, fragment->Get< std::string >(), TEST_LOCATION );
+
+ Property::Value* vertex = map->Find( "vertex" ); // vertex key name from shader-impl.cpp
+ DALI_TEST_EQUALS( vertexShader, vertex->Get< std::string >(), TEST_LOCATION );
+ }
+
+ // Set a custom shader before setting a property map
+ {
+ Property::Map properties;
+ Property::Map shader;
+ const std::string vertexShader = "Foobar";
+ const std::string fragmentShader = "Foobar";
+ shader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShader;
+ shader[Visual::Shader::Property::VERTEX_SHADER] = vertexShader;
+
+ properties[Visual::Property::SHADER] = shader;
+
+ Property::Map properties1;
+ properties1[Visual::Property::TYPE] = Visual::IMAGE;
+ properties1[ImageVisual::Property::URL] = TEST_IMAGE_FILE_NAME;
+
+ ImageView imageView = ImageView::New();
+ imageView.SetProperty( ImageView::Property::IMAGE, properties );
+ imageView.SetProperty( ImageView::Property::IMAGE, properties1 );
+
+ Stage::GetCurrent().Add( imageView );
+
+ application.SendNotification();
+ application.Render();
+
+ Renderer renderer = imageView.GetRendererAt( 0 );
+ Shader shader2 = renderer.GetShader();
+ Property::Value value = shader2.GetProperty( Shader::Property::PROGRAM );
+ Property::Map* map = value.GetMap();
+ DALI_TEST_CHECK( map );
+
+ Property::Value* fragment = map->Find( "fragment" ); // fragment key name from shader-impl.cpp
+ DALI_TEST_EQUALS( fragmentShader, fragment->Get< std::string >(), TEST_LOCATION );
+
+ Property::Value* vertex = map->Find( "vertex" ); // vertex key name from shader-impl.cpp
+ DALI_TEST_EQUALS( vertexShader, vertex->Get< std::string >(), TEST_LOCATION );
+ }
+
+ END_TEST;
+}