+
+int UtcDaliImageVisualSetInvalidRemoteImage(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "Request image visual with invalid images - should draw broken.png" );
+
+ VisualFactory factory = VisualFactory::Get();
+ DALI_TEST_CHECK( factory );
+
+ // Local invalid file, asynchronous loading
+ Property::Map propertyMap;
+ propertyMap.Insert( Toolkit::Visual::Property::TYPE, Visual::IMAGE );
+ propertyMap.Insert( ImageVisual::Property::URL, TEST_REMOTE_INVALID_FILE_NAME );
+
+ Visual::Base visual = factory.CreateVisual( propertyMap );
+ DALI_TEST_CHECK( visual );
+
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ DummyControl actor = DummyControl::New();
+ DummyControlImpl& dummyImpl = static_cast<DummyControlImpl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, visual );
+
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ application.GetScene().Add( actor );
+
+ application.SendNotification();
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
+
+ application.GetScene().Remove( actor );
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualAlphaMask(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "Request image visual with a Property::Map containing an Alpha mask" );
+
+ VisualFactory factory = VisualFactory::Get();
+ DALI_TEST_CHECK( factory );
+
+ Property::Map propertyMap;
+ propertyMap.Insert( Toolkit::Visual::Property::TYPE, Visual::IMAGE );
+ propertyMap.Insert( ImageVisual::Property::URL, TEST_LARGE_IMAGE_FILE_NAME );
+ propertyMap.Insert( ImageVisual::Property::ALPHA_MASK_URL, TEST_MASK_IMAGE_FILE_NAME );
+
+ Visual::Base visual = factory.CreateVisual( propertyMap );
+ DALI_TEST_CHECK( visual );
+
+ Property::Map testMap;
+ visual.CreatePropertyMap(testMap);
+ DALI_TEST_EQUALS(*testMap.Find(ImageVisual::Property::ALPHA_MASK_URL),Property::Value(TEST_MASK_IMAGE_FILE_NAME), TEST_LOCATION );
+
+ // For tesing the LoadResourceFunc is called, a big image size should be set, so the atlasing is not applied.
+ // Image with a size smaller than 512*512 will be uploaded as a part of the atlas.
+
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ DummyControl actor = DummyControl::New();
+ DummyControlImpl& dummyImpl = static_cast<DummyControlImpl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, visual );
+
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.IsResourceReady(), false, TEST_LOCATION );
+
+ application.GetScene().Add( actor );
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 3 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.IsResourceReady(), true, TEST_LOCATION );
+
+ dummyImpl.UnregisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1 );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualSynchronousLoadAlphaMask(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "Request image visual with a Property::Map containing an Alpha mask with synchronous loading" );
+
+ VisualFactory factory = VisualFactory::Get();
+ DALI_TEST_CHECK( factory );
+
+ Property::Map propertyMap;
+ propertyMap.Insert( Toolkit::Visual::Property::TYPE, Visual::IMAGE );
+ propertyMap.Insert( ImageVisual::Property::URL, TEST_LARGE_IMAGE_FILE_NAME );
+ propertyMap.Insert( ImageVisual::Property::ALPHA_MASK_URL, TEST_MASK_IMAGE_FILE_NAME );
+ propertyMap.Insert( ImageVisual::Property::SYNCHRONOUS_LOADING, true );
+
+ Visual::Base visual = factory.CreateVisual( propertyMap );
+ DALI_TEST_CHECK( visual );
+
+ Property::Map testMap;
+ visual.CreatePropertyMap(testMap);
+ DALI_TEST_EQUALS(*testMap.Find(ImageVisual::Property::ALPHA_MASK_URL),Property::Value(TEST_MASK_IMAGE_FILE_NAME), TEST_LOCATION );
+
+ // For tesing the LoadResourceFunc is called, a big image size should be set, so the atlasing is not applied.
+ // Image with a size smaller than 512*512 will be uploaded as a part of the atlas.
+
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ DummyControl actor = DummyControl::New();
+ DummyControlImpl& dummyImpl = static_cast<DummyControlImpl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, visual );
+
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.IsResourceReady(), false, TEST_LOCATION );
+
+ application.GetScene().Add( actor );
+
+ // Do not wait for any EventThreadTrigger in synchronous alpha mask.
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.IsResourceReady(), true, TEST_LOCATION );
+
+ dummyImpl.UnregisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1 );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualRemoteAlphaMask(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "Request image visual with a Property::Map containing an Alpha mask" );
+
+ VisualFactory factory = VisualFactory::Get();
+ DALI_TEST_CHECK( factory );
+
+ const std::string MASK_IMAGE = TEST_REMOTE_IMAGE_FILE_NAME;
+
+ Property::Map propertyMap;
+ propertyMap.Insert( Toolkit::Visual::Property::TYPE, Visual::IMAGE );
+ propertyMap.Insert( ImageVisual::Property::URL, TEST_IMAGE_FILE_NAME );
+ propertyMap.Insert( ImageVisual::Property::ALPHA_MASK_URL, MASK_IMAGE );
+
+ Visual::Base visual = factory.CreateVisual( propertyMap );
+ DALI_TEST_CHECK( visual );
+
+ Property::Map testMap;
+ visual.CreatePropertyMap(testMap);
+
+ DALI_TEST_EQUALS(*testMap.Find(ImageVisual::Property::ALPHA_MASK_URL),Property::Value(MASK_IMAGE), TEST_LOCATION );
+
+ // For tesing the LoadResourceFunc is called, a big image size should be set, so the atlasing is not applied.
+ // Image with a size smaller than 512*512 will be uploaded as a part of the atlas.
+
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ DummyControl actor = DummyControl::New();
+ DummyControlImpl& dummyImpl = static_cast<DummyControlImpl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, visual );
+
+ DALI_TEST_EQUALS( actor.IsResourceReady(), false, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ application.GetScene().Add( actor );
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 3 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.IsResourceReady(), true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualAlphaMaskCrop(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "Request image visual with an Alpha mask and scale/cropping" );
+
+ VisualFactory factory = VisualFactory::Get();
+ DALI_TEST_CHECK( factory );
+
+ Property::Map propertyMap;
+ propertyMap.Insert( Toolkit::Visual::Property::TYPE, Visual::IMAGE );
+ propertyMap.Insert( ImageVisual::Property::URL, TEST_LARGE_IMAGE_FILE_NAME );
+ propertyMap.Insert( ImageVisual::Property::ALPHA_MASK_URL, TEST_MASK_IMAGE_FILE_NAME );
+ propertyMap.Insert( ImageVisual::Property::MASK_CONTENT_SCALE, 1.6f );
+ propertyMap.Insert( ImageVisual::Property::CROP_TO_MASK, true );
+
+ Visual::Base visual = factory.CreateVisual( propertyMap );
+ DALI_TEST_CHECK( visual );
+
+ Property::Map testMap;
+ visual.CreatePropertyMap(testMap);
+ DALI_TEST_EQUALS( *testMap.Find(ImageVisual::Property::ALPHA_MASK_URL),Property::Value(TEST_MASK_IMAGE_FILE_NAME), TEST_LOCATION );
+ DALI_TEST_EQUALS( *testMap.Find(ImageVisual::Property::MASK_CONTENT_SCALE), Property::Value(1.6f), TEST_LOCATION );
+ DALI_TEST_EQUALS( *testMap.Find(ImageVisual::Property::CROP_TO_MASK),Property::Value(true), TEST_LOCATION );
+
+ // For tesing the LoadResourceFunc is called, a big image size should be set, so the atlasing is not applied.
+ // Image with a size smaller than 512*512 will be uploaded as a part of the atlas.
+
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ DummyControl actor = DummyControl::New();
+ DummyControlImpl& dummyImpl = static_cast<DummyControlImpl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, visual );
+
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.IsResourceReady(), false, TEST_LOCATION );
+
+ application.GetScene().Add( actor );
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 3 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ Vector2 size;
+ visual.GetNaturalSize(size);
+
+ DALI_TEST_EQUALS( size, Vector2( 100.0f, 100.0f ), 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.IsResourceReady(), true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualReleasePolicy01(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualReleasePolicy01 Detached Policy, disabling visual with this policy deletes texture" );
+
+ Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::RELEASE_POLICY, ImageVisual::ReleasePolicy::DETACHED );
+ DALI_TEST_CHECK( imageVisual );
+
+ // Set up debug trace
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Register visual with control and ensure it has the only handle" );
+ DummyControl actor = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
+ imageVisual.Reset();
+
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
+
+ application.GetScene().Add( actor );
+
+ // Wait for image to load
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(0);
+ // Test renderer and texture created
+ tet_infoline( "Confirm texture created" );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+
+ tet_infoline( "Disable visual causing the texture to be deleted" );
+ dummyImpl.EnableVisual( DummyControl::Property::TEST_VISUAL, false );
+
+ application.SendNotification();
+ application.Render(0);
+ // Test renderer and textures removed.
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 1, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualReleasePolicy02(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualReleasePolicy02 Destroyed Policy, Texture should be deleted when visual destroyed" );
+
+ Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::RELEASE_POLICY, ImageVisual::ReleasePolicy::DESTROYED );
+ DALI_TEST_CHECK( imageVisual );
+
+ // Setup debug trace
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Register visual with control and ensure it has the only handle" );
+ DummyControl actor = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
+ imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
+
+ application.GetScene().Add( actor );
+
+ // Wait for image to load
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(0);
+ // Test renderer and texture created
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+
+
+ DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
+ tet_infoline( "Destroy visual by UnRegistering visual with control, check renderer is destroyed" );
+ dummyImpl.UnregisterVisual( DummyControl::Property::TEST_VISUAL );
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ application.SendNotification();
+ application.Render();
+
+ // Test texture removed after visual destroyed.
+ tet_infoline( "Ensure texture is deleted after visual destroyed" );
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 1, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualReleasePolicy03(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualReleasePolicy03 Never Policy, texture should not be deleted after visual destroyed" );
+
+ Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::RELEASE_POLICY, ImageVisual::ReleasePolicy::NEVER );
+ DALI_TEST_CHECK( imageVisual );
+
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Register visual with control and ensure it has the only handle" );
+ DummyControl actor = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
+ imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
+
+ application.GetScene().Add( actor );
+
+ // Wait for image to load
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(0);
+ // Test renderer and texture created
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+
+ tet_infoline( "Destroy visual by UnRegistering visual with control, check renderer is destroyed" );
+ DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
+ dummyImpl.UnregisterVisual( DummyControl::Property::TEST_VISUAL );
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Ensure texture is not deleted as policy is set to NEVER" );
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 0, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualReleasePolicy04(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualReleasePolicy04 Two visuals with different policies sharing a texture" );
+
+ tet_infoline( "Create first visual with Never release policy" );
+ Visual::Base imageVisualNever = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::RELEASE_POLICY, ImageVisual::ReleasePolicy::NEVER );
+
+ tet_infoline( "Create second visual with Destroyed release policy");
+ Visual::Base imageVisualDestroyed = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::RELEASE_POLICY, ImageVisual::ReleasePolicy::DESTROYED );
+
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Register visuals with control and ensure it has the only handles" );
+ DummyControl actor = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisualNever );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL2, imageVisualDestroyed );
+ imageVisualNever.Reset(); // reduce ref count so only the control keeps the visual alive.
+ imageVisualDestroyed.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+
+ // Test initially zero renderers
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
+
+ application.GetScene().Add( actor );
+
+ // Wait for image to load
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(0);
+ tet_infoline( "Ensure a texture is created, shared amongst both visuals. Each visual has its own renderer" );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 2u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+
+ // Test renderer removed when visual destroyed
+ DALI_TEST_CHECK( actor.GetRendererCount() == 2u );
+ dummyImpl.UnregisterVisual( DummyControl::Property::TEST_VISUAL2 ); // TEST_VISUAL2 no longer requires the texture as release policy DESTROYED
+ DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
+ application.SendNotification();
+ application.Render();
+
+ // Test texture was not deleted as TEST_VISUAL release policy is NEVER so it is still required.
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 0, TEST_LOCATION );
+
+ dummyImpl.UnregisterVisual( DummyControl::Property::TEST_VISUAL );
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Ensure a texture is not deleted as second visual used the NEVER release policy" );
+ // Test texture was not deleted as TEST_VISUAL release policy is NEVER so it is still required.
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 0, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualReleasePolicy05(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualReleasePolicy05 Testing settung by string currents correct enum" );
+
+ VisualFactory factory = VisualFactory::Get();
+
+ Property::Map propertyMapNeverReleasePolicy;
+ propertyMapNeverReleasePolicy.Insert( Visual::Property::TYPE, Visual::IMAGE );
+ propertyMapNeverReleasePolicy.Insert( ImageVisual::Property::URL, TEST_IMAGE_FILE_NAME );
+ propertyMapNeverReleasePolicy.Insert( ImageVisual::Property::DESIRED_WIDTH, 20 );
+ propertyMapNeverReleasePolicy.Insert( ImageVisual::Property::DESIRED_HEIGHT, 30 );
+ propertyMapNeverReleasePolicy.Insert( "releasePolicy" , "never" );
+
+ Visual::Base imageVisualNever = factory.CreateVisual( propertyMapNeverReleasePolicy );
+
+ Property::Map resultMap;
+ imageVisualNever.CreatePropertyMap( resultMap );
+ DALI_TEST_CHECK( ! resultMap.Empty() );
+
+ DALI_TEST_EQUALS( ( resultMap.Find( ImageVisual::Property::RELEASE_POLICY ) )->Get<int>(), (int)ImageVisual::ReleasePolicy::NEVER, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualReleasePolicy06(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualReleasePolicy06 Never Policy, texture should not be affected by Disabling and Enabling visual" );
+
+ Visual::Base imageVisual= CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::RELEASE_POLICY, ImageVisual::ReleasePolicy::NEVER );
+ DALI_TEST_CHECK( imageVisual );
+
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Register visual with control and ensure it has the only handle" );
+ DummyControl actor = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
+ imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
+
+ application.GetScene().Add( actor );
+
+ // Wait for image to load
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(0);
+ // Test renderer and texture created
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+ textureTrace.Reset();
+
+ tet_infoline( "Disable Visual and check texture not affected" );
+ dummyImpl.EnableVisual( DummyControl::Property::TEST_VISUAL, false );
+ application.SendNotification();
+ application.Render(0);
+ tet_infoline( "Check renderer is destroyed when visual off stage" );
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 0, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
+ textureTrace.Reset();
+
+ tet_infoline( "Re-enable Visual and check texture not affected" );
+ dummyImpl.EnableVisual( DummyControl::Property::TEST_VISUAL, true );
+ application.SendNotification();
+ application.Render(0);
+ tet_infoline( "Check texture not affected and renderer is destroyed when visual off stage" );
+ DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 0, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualReleasePolicy07(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualReleasePolicy07 Two visuals with different policies sharing a texture DETACHED and DESTROYED" );
+
+ tet_infoline( "Create first visual with DESTROYED release policy" );
+ Visual::Base imageVisualDestroyed = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::RELEASE_POLICY, ImageVisual::ReleasePolicy::DESTROYED );
+
+
+ tet_infoline( "Create second visual with DETACHED release policy");
+ Visual::Base imageVisualDetached = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::RELEASE_POLICY, ImageVisual::ReleasePolicy::DETACHED );
+
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Register visuals with control and ensure it has the only handles" );
+ DummyControl actor = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisualDestroyed );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL2, imageVisualDetached );
+ imageVisualDestroyed.Reset(); // reduce ref count so only the control keeps the visual alive.
+ imageVisualDetached.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+
+ // Test initially zero renderers
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
+
+ application.GetScene().Add( actor );
+
+ // Wait for image to load
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(0);
+ tet_infoline( "Ensure a texture is created, shared amongst both visuals. Each visual has its own renderer" );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 2u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+
+ // Test renderer removed when visual destroyed
+ DALI_TEST_CHECK( actor.GetRendererCount() == 2u );
+ dummyImpl.EnableVisual( DummyControl::Property::TEST_VISUAL2, false ); // TEST_VISUAL2 no longer requires the texture as release policy DETACHED
+ DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
+ application.SendNotification();
+ application.Render();
+
+ // Test texture was not deleted as TEST_VISUAL release policy is DESTROYED and is still required.
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 0, TEST_LOCATION );
+
+ dummyImpl.EnableVisual( DummyControl::Property::TEST_VISUAL, false );
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Ensure a texture is not deleted as second visual used the DESTROYED release policy" );
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 0, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualReleasePolicy08(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualReleasePolicy08 Ensure TextureSet is same after detach/attach on stage when texture used the DESTROYED release policy" );
+
+ tet_infoline( "Create first visual with DESTROYED release policy" );
+ Visual::Base imageVisualDestroyed = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::RELEASE_POLICY, ImageVisual::ReleasePolicy::DESTROYED );
+
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Register visuals with control and ensure it has the only handles" );
+ DummyControl actor = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisualDestroyed );
+ imageVisualDestroyed.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+
+ // Test initially zero renderers
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
+ textureTrace.Reset();
+
+ application.GetScene().Add( actor );
+
+ // Wait for image to load
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(0);
+ tet_infoline( "Ensure a texture is created" );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+ textureTrace.Reset();
+
+ // Ensure TextureSet is same after detach/attach on stage when texture used the DESTROYED release policy
+ // 1. Get TextureSet
+ TextureSet textureSetBefore = actor.GetRendererAt( 0u ).GetTextures();
+
+ // 2.Remove actor from stage. In this case, renderer also is deleted.
+ tet_infoline( "Remove actor from stage" );
+ application.GetScene().Remove( actor );
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Ensure a texture is not deleted as visual used the DESTROYED release policy" );
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 0, TEST_LOCATION );
+ textureTrace.Reset();
+
+ // 3.Add actor in stage. In this case, renderer is created.
+ tet_infoline( "Add actor in stage" );
+ application.GetScene().Add( actor );
+ DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
+ application.SendNotification();
+ application.Render();
+ tet_infoline( "Ensure a texture is not created again" );
+ DALI_TEST_EQUALS( textureTrace.CountMethod("GenTextures"), 0, TEST_LOCATION );
+ textureTrace.Reset();
+
+ // 4.Compare Texture with before and after. textureSet need to be same because release policy is the DESTROYED.
+ tet_infoline( "Ensure a textureSet is not deleted because it is used the DESTROYED release policy" );
+ TextureSet textureSetAfter = actor.GetRendererAt( 0u ).GetTextures();
+ DALI_TEST_CHECK( textureSetBefore == textureSetAfter );
+ textureSetBefore.Reset();
+ textureSetAfter.Reset();
+
+ dummyImpl.UnregisterVisual( DummyControl::Property::TEST_VISUAL );
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 1, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualLoadPolicy01(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualLoadPolicy01 Load a visual image before attaching to stage" );
+
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Create visual with IMMEDIATE load policy" );
+ VisualFactory factory = VisualFactory::Get();
+
+ Property::Map propertyMap;
+ propertyMap.Insert( Visual::Property::TYPE, Visual::IMAGE );
+ propertyMap.Insert( ImageVisual::Property::URL, TEST_IMAGE_FILE_NAME );
+ propertyMap.Insert( ImageVisual::Property::DESIRED_WIDTH, 20 );
+ propertyMap.Insert( ImageVisual::Property::DESIRED_HEIGHT, 30 );
+ propertyMap.Insert( "loadPolicy" , ImageVisual::LoadPolicy::IMMEDIATE );
+
+ Visual::Base imageVisual = factory.CreateVisual( propertyMap );
+
+ Property::Map resultMap;
+ imageVisual.CreatePropertyMap( resultMap );
+ DALI_TEST_CHECK( ! resultMap.Empty() );
+ DALI_TEST_EQUALS( ( resultMap.Find( ImageVisual::Property::LOAD_POLICY ) )->Get<int>(), (int)ImageVisual::LoadPolicy::IMMEDIATE, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ // Ensure texture has been uploaded
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Ensure texture loading starts after visual created" );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+ textureTrace.Reset();
+
+ tet_infoline( "Register visuals with control and ensure it has the only handles" );
+ DummyControl actor = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
+ imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+ application.GetScene().Add( actor );
+ tet_infoline( "Ensure nothing triggers another load as texure already loaded" );
+ const unsigned int TIME_OUT_3_SECONDS = 3;
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1, TIME_OUT_3_SECONDS ), false, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
+
+ // Ensure texture is deleted when no longer needed (ref count was correct )
+ dummyImpl.UnregisterVisual( DummyControl::Property::TEST_VISUAL );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 1, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualLoadPolicy02(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualLoadPolicy01 Load a visual image only after attached to stage" );
+
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Create visual with IMMEDIATE load policy" );
+ Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::LOAD_POLICY, ImageVisual::LoadPolicy::ATTACHED );
+
+ const unsigned int TIME_OUT_3_SECONDS = 3;
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1, TIME_OUT_3_SECONDS ), false, TEST_LOCATION );
+
+ // Act on meeage queue even although nothing expected to load
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Ensure texture is not generated yet" );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
+ textureTrace.Reset();
+
+ tet_infoline( "Register visuals with control and ensure it has the only handles" );
+ DummyControl actor = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
+ imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+ application.GetScene().Add( actor );
+ tet_infoline( "Allow image time to load" );
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Ensure texture generated and renderer created" );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+
+ // Ensure texture is delete when no longer needed
+ dummyImpl.UnregisterVisual( DummyControl::Property::TEST_VISUAL );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 1, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualLoadPolicy03(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualLoadPolicy03 Load a visual image and receive ResourceReady Signal when loaded" );
+
+ const bool VISUAL_NOT_ENABLED( false ); // Instead of just passing 'false' into an API.
+
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Create a control and connect to resource ready signal without adding to stage" );
+ DummyControl actor = DummyControl::New(true);
+ actor.ResourceReadySignal().Connect( &ResourceReadySignal);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+
+ tet_infoline( "Create visual with IMMEDIATE load policy" );
+ Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::LOAD_POLICY, ImageVisual::LoadPolicy::IMMEDIATE );
+
+ tet_infoline( "Registering visual allows control to get a signal once loaded even if visual not enabled( not staged )" );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual, VISUAL_NOT_ENABLED );
+ imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ tet_infoline( "Allow image time to load resource" );
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+ application.SendNotification();
+ application.Render();
+
+ // Ensure texture has been uploaded
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualLoadPolicy04(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualLoadPolicy04 First part Load a visual image before attaching to stage");
+ tet_infoline( "Second part, Reuse the same image in aonther control and check resource ready signal fired" );
+
+ const bool VISUAL_NOT_ENABLED( false ); // Instead of just passing false into an API.
+
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Create a control and connect to resource ready signal" );
+ DummyControl actor = DummyControl::New(true);
+ actor.ResourceReadySignal().Connect( &ResourceReadySignal);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+
+ tet_infoline( "Create visual with IMMEDIATE load policy" );
+ Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::LOAD_POLICY, ImageVisual::LoadPolicy::IMMEDIATE );
+
+ tet_infoline( "Registering visual allows control to get a signal once loaded even if visual not enabled( staged )" );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual, VISUAL_NOT_ENABLED );
+ imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ tet_infoline( "Allow image time to load" );
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Testing texture is loaded and resource ready signal fired" );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+
+ tet_infoline( "Original control correctly signalled, now testing for signal with new Control reusing the image" );
+
+ gResourceReadySignalFired = false; // Reset signal check ready for testing next Control
+ Visual::Base imageVisual2 = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::LOAD_POLICY, ImageVisual::LoadPolicy::IMMEDIATE );
+ DummyControl actor2 = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl2 = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ actor2.ResourceReadySignal().Connect( &ResourceReadySignal);
+
+ tet_infoline( "Registering visual this should trigger the loading signal as is already image loaded for previous control" );
+ dummyImpl2.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual2 );
+ imageVisual2.Reset(); // reduce ref count so only the control keeps the visual alive.
+ actor2.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 0 ), true, TEST_LOCATION ); // Not expecting any further loading as texture is being reused.
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualLoadPolicy05(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualLoadPolicy05 LoadPolicy::ATTACHED (default) First part Load a visual image before attaching to stage");
+ tet_infoline( "Second part, Reuse the same image in aonther control and check resource ready signal fired" );
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Create a control and connect to resource ready signal" );
+ DummyControl actor = DummyControl::New(true);
+ actor.ResourceReadySignal().Connect( &ResourceReadySignal);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+ application.GetScene().Add( actor );
+
+ tet_infoline( "Create visual with ATTACHED load policy" );
+ Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::LOAD_POLICY, ImageVisual::LoadPolicy::ATTACHED );
+
+ tet_infoline( "Registering visual allows control to get a signal once loaded" );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
+ imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ tet_infoline( "Allow image time to load" );
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Testing texture is loaded and resource ready signal fired" );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+
+ tet_infoline( "Original control correctly signalled, now testing for signal with new Control reusing the image" );
+
+ gResourceReadySignalFired = false; // Reset signal check ready for testing next Control
+ Visual::Base imageVisual2 = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::LOAD_POLICY, ImageVisual::LoadPolicy::ATTACHED );
+ DummyControl actor2 = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl2 = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ actor2.ResourceReadySignal().Connect( &ResourceReadySignal);
+
+ tet_infoline( "Registering visual this should trigger the loading signal as is already image loaded for previous control" );
+ dummyImpl2.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual2 );
+ imageVisual2.Reset(); // reduce ref count so only the control keeps the visual alive.
+ actor2.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 0 ), true, TEST_LOCATION ); // Not expecting any further loading as texture is being reused.
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+
+int UtcDaliImageVisualOrientationCorrection(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualOrientationCorrection Enabling OrientationCorrection should rotate an image with exif (90deg) orientation data with requested" );
+
+ VisualFactory factory = VisualFactory::Get();
+ tet_infoline( "Create visual with Orientation correction set OFF" );
+ Property::Map propertyMap;
+ propertyMap.Insert( Visual::Property::TYPE, Visual::IMAGE );
+ propertyMap.Insert( ImageVisual::Property::URL, TEST_ROTATED_IMAGE );
+ propertyMap.Insert( "orientationCorrection", false );
+ Visual::Base imageVisual = factory.CreateVisual( propertyMap );
+
+ tet_infoline( "Create control for visual, need to loaded it" );
+ DummyControl actor = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ application.GetScene().Add( actor );
+
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
+ // Wait for image to load
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ Vector2 originalImageSize;
+ tet_infoline( "Get size of original visual to compare later with rotated image" );
+ imageVisual.GetNaturalSize( originalImageSize );
+ DALI_TEST_GREATER( originalImageSize.width, originalImageSize.height, TEST_LOCATION ); // Width and Height must be different for this test.
+ imageVisual.Reset(); // remove handle so can unregister it and remove from cache
+ dummyImpl.UnregisterVisual( DummyControl::Property::TEST_VISUAL );
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Create visual with Orientation correction set ON " );
+ propertyMap.Clear();
+ propertyMap.Insert( Visual::Property::TYPE, Visual::IMAGE );
+ propertyMap.Insert( ImageVisual::Property::URL, TEST_ROTATED_IMAGE );
+ propertyMap.Insert( ImageVisual::Property::ORIENTATION_CORRECTION, true );
+ imageVisual = factory.CreateVisual( propertyMap );
+
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
+ // Wait for image to load
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ Vector2 rotatedImageSize;
+ imageVisual.GetNaturalSize( rotatedImageSize );
+ tet_infoline( "Confirm that visual has rotated" );
+ DALI_TEST_EQUALS( originalImageSize.width, rotatedImageSize.height , TEST_LOCATION );
+ DALI_TEST_EQUALS( originalImageSize.height, rotatedImageSize.width , TEST_LOCATION );
+
+ Property::Map resultMap;
+ imageVisual.CreatePropertyMap( resultMap );
+
+ // check the Property::ORIENTATION_CORRECTION value from the returned map
+ Property::Value* typeValue = resultMap.Find( ImageVisual::Property::ORIENTATION_CORRECTION, Property::BOOLEAN );
+ DALI_TEST_EQUALS( typeValue->Get<bool>(), true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualCustomShader(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualCustomShader Test custom shader" );
+
+ VisualFactory factory = VisualFactory::Get();
+ 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;
+
+ Visual::Base visual = factory.CreateVisual( properties );
+
+ // trigger creation through setting on stage
+ DummyControl dummy = DummyControl::New( true );
+ Impl::DummyControl& dummyImpl = static_cast< Impl::DummyControl& >( dummy.GetImplementation() );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual );
+
+ dummy.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
+ dummy.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ application.GetScene().Add( dummy );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ Renderer renderer = dummy.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 );
+
+ shader.Clear();
+
+ shader[Visual::Shader::Property::HINTS] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
+ properties[Visual::Property::SHADER] = shader;
+
+ Visual::Base visual1 = factory.CreateVisual( properties );
+
+ // trigger creation through setting on stage
+ DummyControl dummy1 = DummyControl::New( true );
+ Impl::DummyControl& dummyImpl1 = static_cast< Impl::DummyControl& >( dummy1.GetImplementation() );
+ dummyImpl1.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual1 );
+ dummy1.SetProperty( Actor::Property::SIZE, Vector2( 200, 200 ) );
+ dummy1.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ application.GetScene().Add( dummy1 );
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ glAbstraction.EnableEnableDisableCallTrace( true );
+
+ application.SendNotification();
+ application.Render();
+
+ TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+ std::ostringstream blendStr;
+ blendStr << GL_BLEND;
+ DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+
+ END_TEST;
+}
+
+
+void ResourceReadyLoadNext( Control control )
+{
+ static int callNumber = 0;
+
+ gResourceReadySignalFired = true;
+ gReadyIds.push_back(control.GetProperty< int >( Actor::Property::ID ));
+
+ if( callNumber == 0 )
+ {
+ DALI_TEST_EQUALS( control.GetVisualResourceStatus(DummyControl::Property::TEST_VISUAL), Toolkit::Visual::ResourceStatus::FAILED, TEST_LOCATION );
+
+ tet_infoline( "Create visual with loaded image from within the signal handler" );
+ VisualFactory factory = VisualFactory::Get();
+ Visual::Base imageVisual = factory.CreateVisual( TEST_IMAGE_FILE_NAME, ImageDimensions{20,30} );
+
+ Impl::DummyControl& controlImpl = static_cast<Impl::DummyControl&>(control.GetImplementation());
+ controlImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual ); // This should trigger another signal.
+ callNumber = 1;
+ }
+ else
+ {
+ tet_infoline( "3rd signal called" );
+ DALI_TEST_CHECK(true);
+ }
+}
+
+int UtcDaliImageVisualLoadReady01(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualLoadReady01");
+ tet_infoline( "First part: Load an image visual for one resource, then another image visual for a second resource.");
+ tet_infoline( "Second part, In the ready signal for the second image visual, add a 3rd visual with the first URL" );
+ tet_infoline( "Should get a ready signal for all three visuals");
+
+ ClearReadyIds();
+
+ tet_infoline( "Create a control and connect to resource ready signal" );
+ DummyControl actor = DummyControl::New(true);
+ int actor1Id = actor.GetProperty< int >( Actor::Property::ID );
+ actor.ResourceReadySignal().Connect( &ResourceReadySignal);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+ application.GetScene().Add(actor);
+
+ tet_infoline( "Create visual with IMMEDIATE load policy" );
+ Visual::Base imageVisual1 = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::LOAD_POLICY, ImageVisual::LoadPolicy::IMMEDIATE );
+
+ tet_infoline( "Registering visual allows control to get a signal once loaded even if visual not enabled( staged )" );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual1 );
+
+
+ tet_infoline( "Allow image time to load" );
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Testing texture is loaded and resource ready signal fired" );
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gReadyIds[0], actor1Id, TEST_LOCATION );
+
+
+ tet_infoline( "Original control correctly signalled, now testing failing image" );
+
+ gResourceReadySignalFired = false; // Reset signal check ready for testing next Control
+ ClearReadyIds();
+
+ Visual::Base imageVisual2 = CreateVisualWithPolicy( TEST_BROKEN_IMAGE_FILE_NAME, ImageVisual::Property::LOAD_POLICY, ImageVisual::LoadPolicy::IMMEDIATE );
+
+ DummyControl actor2 = DummyControl::New(true);
+ int actor2Id = actor2.GetProperty< int >( Actor::Property::ID );
+ Impl::DummyControl& dummyImpl2 = static_cast<Impl::DummyControl&>(actor2.GetImplementation());
+ actor2.ResourceReadySignal().Connect( &ResourceReadyLoadNext);
+
+ tet_infoline( "Registering visual this should trigger the ready signal when the image fails to load" );
+ dummyImpl2.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual2 );
+
+ actor2.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+ application.GetScene().Add(actor2);
+
+ tet_infoline( "Wait for loading thread to finish");
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( gReadyIds[0], actor2Id, TEST_LOCATION);
+
+ tet_infoline( "Check for 3rd signal");
+ application.SendNotification();
+ DALI_TEST_EQUALS( gReadyIds.size(), 2, TEST_LOCATION );
+ DALI_TEST_EQUALS( gReadyIds[1], actor2Id, TEST_LOCATION);
+
+ END_TEST;
+}