*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
tet_infoline(" UtcDaliSuperBlurViewSetTexture ");
SuperBlurView blurView = SuperBlurView::New( BLUR_LEVELS );
tet_infoline(" UtcDaliSuperBlurViewSetTexture ");
SuperBlurView blurView = SuperBlurView::New( BLUR_LEVELS );
Texture inputTexture = CreateSolidColorTexture( application, Color::GREEN, 50, 50 );
blurView.SetTexture( inputTexture );
// start multiple guassian blur call, each guassian blur creates two render tasks
Texture inputTexture = CreateSolidColorTexture( application, Color::GREEN, 50, 50 );
blurView.SetTexture( inputTexture );
// start multiple guassian blur call, each guassian blur creates two render tasks
tet_infoline(" UtcDaliSuperBlurViewSetTexture2 - test setting a second texture ");
SuperBlurView blurView = SuperBlurView::New( BLUR_LEVELS );
tet_infoline(" UtcDaliSuperBlurViewSetTexture2 - test setting a second texture ");
SuperBlurView blurView = SuperBlurView::New( BLUR_LEVELS );
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
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
Texture inputTexture2 = CreateSolidColorTexture( application, Color::CYAN, 50, 50 );
blurView.SetTexture( inputTexture2 );
// start multiple guassian blur call, each guassian blur creates two render tasks
Texture inputTexture2 = CreateSolidColorTexture( application, Color::CYAN, 50, 50 );
blurView.SetTexture( inputTexture2 );
// start multiple guassian blur call, each guassian blur creates two render tasks
SuperBlurView blurView = SuperBlurView::New( BLUR_LEVELS );
// create renderers for the original image and each blurred image
SuperBlurView blurView = SuperBlurView::New( BLUR_LEVELS );
// create renderers for the original image and each blurred image
- Stage::GetCurrent().Add( blurView );
- blurView.SetSize( 100.f, 100.f );
+ application.GetScene().Add( blurView );
+ blurView.SetProperty( Actor::Property::SIZE, Vector2(100.0f, 100.0f) );
// Will create ResourceImage
blurView.SetProperty(SuperBlurView::Property::IMAGE_URL, TEST_IMAGE_FILE_NAME);
// Will create ResourceImage
blurView.SetProperty(SuperBlurView::Property::IMAGE_URL, TEST_IMAGE_FILE_NAME);
tet_infoline(" UtcDaliSuperBlurViewSetProperty ");
SuperBlurView blurView = SuperBlurView::New( BLUR_LEVELS );
tet_infoline(" UtcDaliSuperBlurViewSetProperty ");
SuperBlurView blurView = SuperBlurView::New( BLUR_LEVELS );
blurView.SetProperty(SuperBlurView::Property::IMAGE_URL, TEST_IMAGE_FILE_NAME);
Wait(application);
// create renderers for the original image and each blurred image
blurView.SetProperty(SuperBlurView::Property::IMAGE_URL, TEST_IMAGE_FILE_NAME);
Wait(application);
// create renderers for the original image and each blurred image
std::string imageUrl = blurView.GetProperty<std::string>( SuperBlurView::Property::IMAGE_URL );
DALI_TEST_EQUALS( imageUrl, TEST_IMAGE_FILE_NAME, TEST_LOCATION );
std::string imageUrl = blurView.GetProperty<std::string>( SuperBlurView::Property::IMAGE_URL );
DALI_TEST_EQUALS( imageUrl, TEST_IMAGE_FILE_NAME, TEST_LOCATION );
tet_infoline( "UtcDaliSuperBlurViewGetBlurredTexture" );
SuperBlurView blurView = SuperBlurView::New( BLUR_LEVELS );
tet_infoline( "UtcDaliSuperBlurViewGetBlurredTexture" );
SuperBlurView blurView = SuperBlurView::New( BLUR_LEVELS );
Texture inputTexture = CreateSolidColorTexture( application, Color::GREEN, 100, 100 );
blurView.SetTexture( inputTexture );
Texture inputTexture = CreateSolidColorTexture( application, Color::GREEN, 100, 100 );
blurView.SetTexture( inputTexture );
tet_infoline(" UtcDaliSuperBlurViewSignal ");
SuperBlurView blurView = SuperBlurView::New( BLUR_LEVELS );
tet_infoline(" UtcDaliSuperBlurViewSignal ");
SuperBlurView blurView = SuperBlurView::New( BLUR_LEVELS );
Texture inputTexture = CreateSolidColorTexture( application, Color::GREEN, 50, 50 );
blurView.SetTexture( inputTexture );
// start multiple guassian blur call, each guassian blur creates two render tasks
Texture inputTexture = CreateSolidColorTexture( application, Color::GREEN, 50, 50 );
blurView.SetTexture( inputTexture );
// start multiple guassian blur call, each guassian blur creates two render tasks
SignalHandler signalHandler;
blurView.BlurFinishedSignal().Connect(&signalHandler, &SignalHandler::Callback);
// create renderers for the original image and each blurred image
SignalHandler signalHandler;
blurView.BlurFinishedSignal().Connect(&signalHandler, &SignalHandler::Callback);
// create renderers for the original image and each blurred image