+ actorView = blurView;
+ SuperBlurView downCastView = SuperBlurView::DownCast(actorView);
+ DALI_TEST_CHECK(downCastView);
+ END_TEST;
+}
+
+int UtcDaliSuperBlurViewCreate(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline(" UtcDaliSuperBlurViewNew ");
+
+ // Test default constructor.
+ SuperBlurView blurView;
+ DALI_TEST_CHECK(!blurView);
+
+ // Test object creation
+ TypeInfo type = TypeRegistry::Get().GetTypeInfo("SuperBlurView");
+ if(type)
+ {
+ Dali::BaseHandle handle = type.CreateInstance();
+ if(handle)
+ {
+ blurView = Dali::Toolkit::SuperBlurView::DownCast(handle);
+ }
+ }
+
+ DALI_TEST_CHECK(blurView);
+
+ END_TEST;
+}
+
+int UtcDaliSuperBlurViewSetTexture(void)
+{
+ ToolkitTestApplication application;
+
+ tet_infoline(" UtcDaliSuperBlurViewSetTexture ");
+
+ SuperBlurView blurView = SuperBlurView::New(BLUR_LEVELS);
+ blurView.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+
+ Texture inputTexture = CreateSolidColorTexture(application, Color::GREEN, 50, 50);
+ blurView.SetTexture(inputTexture);
+ // start multiple guassian blur call, each guassian blur creates two render tasks
+ DALI_TEST_CHECK(application.GetScene().GetRenderTaskList().GetTaskCount() == 1 + BLUR_LEVELS * 2);
+
+ {
+ // create renderers for the original image and each blurred image
+ application.GetScene().Add(blurView);
+ Wait(application);
+ DALI_TEST_EQUALS(blurView.GetRendererCount(), BLUR_LEVELS + 1, TEST_LOCATION);
+
+ Wait(application);
+ application.GetScene().Remove(blurView);
+ }
+
+ END_TEST;
+}
+
+int UtcDaliSuperBlurViewSetTexture2(void)
+{
+ ToolkitTestApplication application;
+ Integration::Scene stage = application.GetScene();
+
+ tet_infoline(" UtcDaliSuperBlurViewSetTexture2 - test setting a second texture ");
+
+ SuperBlurView blurView = SuperBlurView::New(BLUR_LEVELS);
+ blurView.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+
+ tet_infoline("Call SetTexture and add blurview to stage");
+ Texture inputTexture = CreateSolidColorTexture(application, Color::GREEN, 50, 50);
+ blurView.SetTexture(inputTexture);
+
+ // start multiple guassian blur call, each guassian blur creates two render tasks
+ DALI_TEST_CHECK(application.GetScene().GetRenderTaskList().GetTaskCount() == 1 + BLUR_LEVELS * 2);
+ {
+ // create renderers for the original image and each blurred image
+ stage.Add(blurView);
+ Wait(application);
+ DALI_TEST_EQUALS(blurView.GetRendererCount(), BLUR_LEVELS + 1, TEST_LOCATION);
+
+ tet_infoline("Wait for a second to allow blur to finish");
+ Wait(application, 1000);
+
+ tet_infoline("Remove from stage");
+ application.GetScene().Remove(blurView);
+ }
+
+ tet_infoline("Test that there are no render tasks remaining");
+ DALI_TEST_EQUALS(blurView.GetRendererCount(), 0, TEST_LOCATION);
+
+ tet_infoline("Call SetTexture a second time and add blurview back to stage");
+ Texture inputTexture2 = CreateSolidColorTexture(application, Color::CYAN, 50, 50);
+ blurView.SetTexture(inputTexture2);
+ // start multiple guassian blur call, each guassian blur creates two render tasks
+ DALI_TEST_CHECK(application.GetScene().GetRenderTaskList().GetTaskCount() == 1 + BLUR_LEVELS * 2);
+
+ {
+ // create renderers for the original image and each blurred image
+ application.GetScene().Add(blurView);
+ Wait(application);
+ DALI_TEST_EQUALS(blurView.GetRendererCount(), BLUR_LEVELS + 1, TEST_LOCATION);
+
+ tet_infoline("Wait for a second to allow blur to finish");
+ Wait(application, 1000);
+
+ tet_infoline("Remove from stage");
+ application.GetScene().Remove(blurView);
+ }
+
+ tet_infoline("Test that there are no render tasks remaining");
+ DALI_TEST_EQUALS(blurView.GetRendererCount(), 0, TEST_LOCATION);
+