static bool gTestConstraintCalled;
+LayoutDirection::Type gLayoutDirectionType;
+
struct TestConstraint
{
void operator()( Vector4& color, const PropertyInputContainer& /* inputs */ )
// Immediately retrieve the size after setting
Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
// Flush the queue and render once
application.SendNotification();
currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+ // Check async behaviour
+ currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
+ DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.width, actor.GetCurrentProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.height, actor.GetCurrentProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.depth, actor.GetCurrentProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
// Change the resize policy and check whether the size stays the same
actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
actor.SetProperty( Actor::Property::POSITION_X, vector.x );
+ DALI_TEST_EQUALS( vector.x, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::POSITION_X ), TEST_LOCATION );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( vector.x, actor.GetCurrentPosition().x, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.x, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::POSITION_X ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), TEST_LOCATION );
actor.SetProperty( Actor::Property::POSITION_Y, vector.y );
+ DALI_TEST_EQUALS( vector.y, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::POSITION_Y ), TEST_LOCATION );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( vector.y, actor.GetCurrentPosition().y, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.y, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::POSITION_Y ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< float >( Actor::Property::POSITION_Y ), TEST_LOCATION );
actor.SetProperty( Actor::Property::POSITION_Z, vector.z );
+ DALI_TEST_EQUALS( vector.z, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::POSITION_Z ), TEST_LOCATION );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( vector.z, actor.GetCurrentPosition().z, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.z, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::POSITION_Z ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< float >( Actor::Property::POSITION_Z ), TEST_LOCATION );
END_TEST;
}
Actor actor = Actor::New();
actor.SetProperty( Actor::Property::ORIENTATION, rotation );
+ DALI_TEST_EQUALS(rotation, actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+ DALI_TEST_EQUALS(rotation, actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
+ DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
END_TEST;
}
DALI_TEST_CHECK(vector != actor.GetCurrentScale());
actor.SetProperty( Actor::Property::SCALE_X, vector.x );
+ DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( vector.x, actor.GetCurrentScale().x, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION );
actor.SetProperty( Actor::Property::SCALE_Y, vector.y );
+ DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::SCALE_Y ), TEST_LOCATION );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( vector.y, actor.GetCurrentScale().y, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::SCALE_Y ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), TEST_LOCATION );
actor.SetProperty( Actor::Property::SCALE_Z, vector.z );
+ DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::SCALE_Z ), TEST_LOCATION );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( vector.z, actor.GetCurrentScale().z, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::SCALE_Z ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), TEST_LOCATION );
+
+ DALI_TEST_EQUALS( vector, actor.GetProperty< Vector3 >( Actor::Property::SCALE ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector, actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), TEST_LOCATION );
END_TEST;
}
DALI_TEST_CHECK(vector != actor.GetCurrentColor());
actor.SetProperty( Actor::Property::COLOR_RED, vector.r );
+ DALI_TEST_EQUALS( vector.r, actor.GetProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( vector.r, actor.GetCurrentColor().r, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.r, actor.GetProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.r, actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION );
actor.SetProperty( Actor::Property::COLOR_GREEN, vector.g );
+ DALI_TEST_EQUALS( vector.g, actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), TEST_LOCATION );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( vector.g, actor.GetCurrentColor().g, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.g, actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.g, actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), TEST_LOCATION );
actor.SetProperty( Actor::Property::COLOR_BLUE, vector.b );
+ DALI_TEST_EQUALS( vector.b, actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), TEST_LOCATION );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( vector.b, actor.GetCurrentColor().b, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.b, actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.b, actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), TEST_LOCATION );
+
actor.SetProperty( Actor::Property::COLOR_ALPHA, vector.a );
+ DALI_TEST_EQUALS( vector.a, actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), TEST_LOCATION );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( vector.a, actor.GetCurrentColor().a, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.a, actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.a, actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), TEST_LOCATION );
+
+ DALI_TEST_EQUALS( vector, actor.GetProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION );
actor.SetProperty( DevelActor::Property::OPACITY, 0.2f );
+
// flush the queue and render once
application.SendNotification();
application.Render();
point.SetDeviceId( 1 );
point.SetState( PointState::DOWN );
point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) );
- Dali::Integration::TouchEvent event;
- event.AddPoint( point );
- application.ProcessEvent( event );
+ Dali::Integration::TouchEvent touchEvent;
+ touchEvent.AddPoint( point );
+ application.ProcessEvent( touchEvent );
DALI_TEST_CHECK( gTouchCallBackCalled == true );
END_TEST;
point.SetDeviceId( 1 );
point.SetState( PointState::MOTION );
point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) );
- Dali::Integration::HoverEvent event;
- event.AddPoint( point );
- application.ProcessEvent( event );
+ Dali::Integration::HoverEvent hoverEvent;
+ hoverEvent.AddPoint( point );
+ application.ProcessEvent( hoverEvent );
DALI_TEST_CHECK( gHoverCallBackCalled == true );
END_TEST;
DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
- Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
- Renderer renderer = Renderer::New(geometry, shader);
+ {
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
- actor.AddRenderer( renderer );
- DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+ actor.AddRenderer( renderer );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
- actor.RemoveRenderer(renderer);
- DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ application.SendNotification();
+ application.Render();
+ }
+ {
+ Renderer renderer = actor.GetRendererAt(0);
+ actor.RemoveRenderer(renderer);
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+ }
+
+ // Call one final time to ensure that the renderer is actually removed after
+ // the handle goes out of scope, and excercises the deletion code path in
+ // scene graph and render.
+ application.SendNotification();
+ application.Render();
END_TEST;
}
Renderer renderer = Renderer::New(geometry, shader);
actor.AddRenderer( renderer );
+ application.SendNotification();
+ application.Render();
+
DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
actor.RemoveRenderer(0);
- DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ // Shut down whilst holding onto the renderer handle.
END_TEST;
}
int UtcDaliActorPropertyClippingP(void)
{
// This test checks the clippingMode property.
- tet_infoline( "Testing Actor::Property::CLIPPING_MODE P" );
+ tet_infoline( "Testing Actor::Property::ClippingMode: P" );
TestApplication application;
Actor actor = Actor::New();
DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
}
- // Check setting the property.
+ // Check setting the property to the stencil mode.
actor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
// Check the new value was set.
DALI_TEST_EQUALS<int>( value, ClippingMode::CLIP_CHILDREN, TEST_LOCATION );
}
+ // Check setting the property to the scissor mode.
+ actor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+ // Check the new value was set.
+ getValue = actor.GetProperty( Actor::Property::CLIPPING_MODE );
+ getValueResult = getValue.Get( value );
+ DALI_TEST_CHECK( getValueResult );
+
+ if( getValueResult )
+ {
+ DALI_TEST_EQUALS<int>( value, ClippingMode::CLIP_TO_BOUNDING_BOX, TEST_LOCATION );
+ }
END_TEST;
}
int UtcDaliActorPropertyClippingN(void)
{
// Negative test case for Clipping.
- tet_infoline( "Testing Actor::Property::CLIPPING_MODE N" );
+ tet_infoline( "Testing Actor::Property::ClippingMode: N" );
TestApplication application;
Actor actor = Actor::New();
int UtcDaliActorPropertyClippingActor(void)
{
// This test checks that an actor is correctly setup for clipping.
- tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor" );
+ tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN actor" );
TestApplication application;
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
int UtcDaliActorPropertyClippingActorEnableThenDisable(void)
{
// This test checks that an actor is correctly setup for clipping and then correctly setup when clipping is disabled
- tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor enable and then disable" );
+ tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN actor enable and then disable" );
TestApplication application;
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
END_TEST;
}
-
int UtcDaliActorPropertyClippingNestedChildren(void)
{
// This test checks that a hierarchy of actors are clipped correctly by
// writing to and reading from the correct bit-planes of the stencil buffer.
- tet_infoline( "Testing Actor::Property::CLIPPING_MODE nested children" );
+ tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN nested children" );
TestApplication application;
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
END_TEST;
}
+int UtcDaliActorPropertyClippingActorDrawOrder(void)
+{
+ // This test checks that a hierarchy of actors are drawn in the correct order when clipping is enabled.
+ tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN draw order" );
+ TestApplication application;
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+ /* We create a small tree of actors as follows:
+
+ A
+ / \
+ Clipping enabled -> B D
+ | |
+ C E
+
+ The correct draw order is "ABCDE" (the same as if clipping was not enabled).
+ */
+ Actor actors[5];
+ for( int i = 0; i < 5; ++i )
+ {
+ BufferImage image = BufferImage::New( 16u, 16u );
+ Actor actor = CreateRenderableActor( image );
+
+ // Setup dimensions and position so actor is not skipped by culling.
+ actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+ actor.SetSize( 16.0f, 16.0f );
+
+ if( i == 0 )
+ {
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ }
+ else
+ {
+ float b = i > 2 ? 1.0f : -1.0f;
+ actor.SetParentOrigin( Vector3( 0.5 + ( 0.2f * b ), 0.8f, 0.8f ) );
+ }
+
+ actors[i] = actor;
+ }
+
+ // Enable clipping on the actor at the top of the left branch.
+ actors[1].SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+
+ // Build the scene graph.
+ Stage::GetCurrent().Add( actors[0] );
+
+ // Left branch:
+ actors[0].Add( actors[1] );
+ actors[1].Add( actors[2] );
+
+ // Right branch:
+ actors[0].Add( actors[3] );
+ actors[3].Add( actors[4] );
+
+ // Gather the call trace.
+ enabledDisableTrace.Reset();
+ enabledDisableTrace.Enable( true );
+ application.SendNotification();
+ application.Render();
+ enabledDisableTrace.Enable( false );
+
+ /* Check stencil is enabled and disabled again (as right-hand branch of tree is drawn).
+
+ Note: Correct enable call trace: StackTrace: Index:0, Function:Enable, ParamList:3042 StackTrace: Index:1, Function:Enable, ParamList:2960 StackTrace: Index:2, Function:Disable, ParamList:2960
+ Incorrect enable call trace: StackTrace: Index:0, Function:Enable, ParamList:3042 StackTrace: Index:1, Function:Enable, ParamList:2960
+ */
+ size_t startIndex = 0u;
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Enable", "3042", startIndex ) );
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Enable", "2960", startIndex ) ); // 2960 is GL_STENCIL_TEST
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Disable", "2960", startIndex ) );
+
+ // Swap the clipping actor from top of left branch to top of right branch.
+ actors[1].SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::DISABLED );
+ actors[3].SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+
+ // Gather the call trace.
+ enabledDisableTrace.Reset();
+ enabledDisableTrace.Enable( true );
+ application.SendNotification();
+ application.Render();
+ enabledDisableTrace.Enable( false );
+
+ // Check stencil is enabled but NOT disabled again (as right-hand branch of tree is drawn).
+ // This proves the draw order has remained the same.
+ startIndex = 0u;
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Enable", "2960", startIndex ) );
+ DALI_TEST_CHECK( !enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Disable", "2960", startIndex ) );
+
+ END_TEST;
+}
+
+int UtcDaliActorPropertyScissorClippingActor(void)
+{
+ // This test checks that an actor is correctly setup for clipping.
+ tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor" );
+ TestApplication application;
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+ const Vector2 stageSize( TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT );
+ const Vector2 imageSize( 16.0f, 16.0f );
+
+ // Create a clipping actor.
+ Actor clippingActorA = CreateActorWithContent();
+ // Note: Scissor coords are have flipped Y values compared with DALi's coordinate system.
+ // We choose BOTTOM_LEFT to give us x=0, y=0 starting coordinates for the first test.
+ clippingActorA.SetParentOrigin( ParentOrigin::BOTTOM_LEFT );
+ clippingActorA.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
+ clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+ Stage::GetCurrent().Add( clippingActorA );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, scissorTrace );
+
+ // Check we are writing to the color buffer.
+ CheckColorMask( glAbstraction, true );
+
+ // Check scissor test was enabled.
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) ); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+
+ // Check the scissor was set, and the coordinates are correct.
+ std::stringstream compareParametersString;
+ compareParametersString << "0, 0, " << imageSize.x << ", " << imageSize.y;
+ DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", compareParametersString.str() ) ); // Compare with 0, 0, 16, 16
+
+ clippingActorA.SetParentOrigin( ParentOrigin::TOP_RIGHT );
+ clippingActorA.SetAnchorPoint( AnchorPoint::TOP_RIGHT );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, scissorTrace );
+
+ // Check the scissor was set, and the coordinates are correct.
+ compareParametersString.str( std::string() );
+ compareParametersString.clear();
+ compareParametersString << ( stageSize.x - imageSize.x ) << ", " << ( stageSize.y - imageSize.y ) << ", " << imageSize.x << ", " << imageSize.y;
+ DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", compareParametersString.str() ) ); // Compare with 464, 784, 16, 16
+
+ END_TEST;
+}
+
+int UtcDaliActorPropertyScissorClippingActorNested01(void)
+{
+ // This test checks that an actor is correctly setup for clipping.
+ tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor nested" );
+ TestApplication application;
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+ const Vector2 stageSize( TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT );
+ const Vector2 imageSize( 16.0f, 16.0f );
+
+ /* Create a nest of 2 scissors to test nesting (intersecting clips).
+
+ A is drawn first - with scissor clipping on
+ B is drawn second - also with scissor clipping on
+ C is the generated clipping region, the intersection ( A ∩ B )
+
+ ┏━━━━━━━┓ ┌───────┐
+ ┃ B ┃ │ B │
+ ┌───╂┄┄┄┐ ┃ ┌┄┄┄╆━━━┓ │
+ │ ┃ ┊ ┃ ━━━━━> ┊ ┃ C ┃ │
+ │ ┗━━━┿━━━┛ ┊ ┗━━━╃───┘
+ │ A │ ┊ A ┊
+ └───────┘ └┄┄┄┄┄┄┄┘
+
+ We then reposition B around each corner of A to test the 4 overlap combinations (thus testing intersecting works correctly).
+ */
+
+ // Create a clipping actor.
+ Actor clippingActorA = CreateActorWithContent();
+ // Note: Scissor coords are have flipped Y values compared with DALi's coordinate system.
+ // We choose BOTTOM_LEFT to give us x=0, y=0 starting coordinates for the first test.
+ clippingActorA.SetParentOrigin( ParentOrigin::CENTER );
+ clippingActorA.SetAnchorPoint( AnchorPoint::CENTER );
+ clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+ Stage::GetCurrent().Add( clippingActorA );
+
+ // Create a child clipping actor.
+ Actor clippingActorB = CreateActorWithContent();
+ clippingActorB.SetParentOrigin( ParentOrigin::CENTER );
+ clippingActorB.SetAnchorPoint( AnchorPoint::CENTER );
+ clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+ clippingActorA.Add( clippingActorB );
+
+ // positionModifiers is an array of positions to position B around.
+ // expect is an array of expected scissor clip coordinate results.
+ const Vector2 positionModifiers[4] = { Vector2( 1.0f, 1.0f ), Vector2( -1.0f, 1.0f ), Vector2( -1.0f, -1.0f ), Vector2( 1.0f, -1.0f ) };
+ const Vector4 expect[4] = { Vector4( 240, 392, 8, 8 ), Vector4( 232, 392, 8, 8 ), Vector4( 232, 400, 8, 8 ), Vector4( 240, 400, 8, 8 ) };
+
+ // Loop through each overlap combination.
+ for( unsigned int test = 0u; test < 4u; ++test )
+ {
+ // Position the child clipping actor so it intersects with the 1st clipping actor. This changes each loop.
+ const Vector2 position = ( imageSize / 2.0f ) * positionModifiers[test];
+ clippingActorB.SetPosition( position.x, position.y );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, scissorTrace );
+
+ // Check we are writing to the color buffer.
+ CheckColorMask( glAbstraction, true );
+
+ // Check scissor test was enabled.
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) ); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+
+ // Check the scissor was set, and the coordinates are correct.
+ const Vector4& expectResults( expect[test] );
+ std::stringstream compareParametersString;
+ compareParametersString << expectResults.x << ", " << expectResults.y << ", " << expectResults.z << ", " << expectResults.w;
+ DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", compareParametersString.str() ) ); // Compare with the expected result
+ }
+
+ END_TEST;
+}
+
+int UtcDaliActorPropertyScissorClippingActorNested02(void)
+{
+ // This test checks that an actor is correctly setup for clipping.
+ tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor nested" );
+ TestApplication application;
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+ /* Create a nest of 2 scissors and siblings of the parent.
+
+ stage
+ |
+ ┌─────┐─────┐
+ A C D
+ |
+ B
+ */
+
+ const Vector2 stageSize( TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT );
+ const Vector2 sizeA{ stageSize.width, stageSize.height * 0.25f };
+ const Vector2 sizeB{ stageSize.width, stageSize.height * 0.05f };
+ const Vector2 sizeC{ stageSize.width, stageSize.height * 0.25f };
+ const Vector2 sizeD{ stageSize.width, stageSize.height * 0.25f };
+
+ // Create a clipping actors.
+ Actor clippingActorA = CreateActorWithContent( sizeA.width, sizeA.height );
+ Actor clippingActorB = CreateActorWithContent( sizeB.width, sizeB.height );
+ Actor clippingActorC = CreateActorWithContent( sizeC.width, sizeC.height );
+ Actor clippingActorD = CreateActorWithContent( sizeD.width, sizeD.height );
+
+ clippingActorA.SetParentOrigin( ParentOrigin::CENTER_LEFT );
+ clippingActorA.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+ clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+ clippingActorB.SetParentOrigin( ParentOrigin::CENTER_LEFT );
+ clippingActorB.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+ clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+ clippingActorC.SetParentOrigin( ParentOrigin::CENTER_LEFT );
+ clippingActorC.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+ clippingActorC.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+ clippingActorD.SetParentOrigin( ParentOrigin::CENTER_LEFT );
+ clippingActorD.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+ clippingActorD.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+ clippingActorA.SetPosition( 0.0f, -200.0f, 0.0f );
+ clippingActorB.SetPosition( 0.0f, 0.0f, 0.0f );
+ clippingActorC.SetPosition( 0.0f, 100.0f, 0.0f );
+ clippingActorD.SetPosition( 0.0f, 0.0f, 0.0f );
+
+ Stage::GetCurrent().Add( clippingActorA );
+ clippingActorA.Add( clippingActorB );
+ Stage::GetCurrent().Add( clippingActorC );
+ Stage::GetCurrent().Add( clippingActorD );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, scissorTrace );
+
+ // Check we are writing to the color buffer.
+ CheckColorMask( glAbstraction, true );
+
+ // Check scissor test was enabled.
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) ); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+
+ // Check the scissor was set, and the coordinates are correct.
+ std::string clipA( "0, 500, 480, 200" );
+ std::string clipB( "0, 580, 480, 40" );
+ std::string clipC( "0, 200, 480, 200" );
+ std::string clipD( "0, 300, 480, 200" );
+
+ DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipA ) );
+ DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipB ) );
+ DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipC ) );
+ DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipD ) );
+
+ END_TEST;
+}
+
int UtcDaliActorPropertyClippingActorWithRendererOverride(void)
{
// This test checks that an actor with clipping will be ignored if overridden by the Renderer properties.
DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilMask" ) );
DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilOp" ) );
+ // Check that scissor clipping is overriden by the renderer properties.
+ TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
+
+ actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, scissorTrace );
+
+ // Check the stencil buffer was not enabled.
+ DALI_TEST_CHECK( !enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) ); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+
+ DALI_TEST_CHECK( !scissorTrace.FindMethod( "StencilFunc" ) );
+
END_TEST;
}
point.SetDeviceId( 1 );
point.SetState( PointState::DOWN );
point.SetScreenPosition( Vector2( 10.f, 10.f ) );
- Dali::Integration::TouchEvent event;
- event.AddPoint( point );
+ Dali::Integration::TouchEvent touchEvent;
+ touchEvent.AddPoint( point );
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
Property::Value value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
value.Get( preActorOrder );
- DevelActor::Raise( actorB );
+ actorB.Raise();
+ // Ensure sort order is calculated before next touch event
+ application.SendNotification();
value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
value.Get( postActorOrder );
tet_printf( "Raised ActorB from (%d) to (%d) \n", preActorOrder, postActorOrder );
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
DALI_TEST_EQUALS( gTouchCallBackCalled2, true , TEST_LOCATION );
value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
value.Get( preActorOrder );
- DevelActor::Lower( actorB );
+ actorB.Lower();
+ application.SendNotification(); // ensure sort order calculated before next touch event
value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
value.Get( postActorOrder );
tet_printf( "Lowered ActorB from (%d) to (%d) \n", preActorOrder, postActorOrder );
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
DALI_TEST_EQUALS( gTouchCallBackCalled2, false , TEST_LOCATION );
point.SetDeviceId( 1 );
point.SetState( PointState::DOWN );
point.SetScreenPosition( Vector2( 10.f, 10.f ) );
- Dali::Integration::TouchEvent event;
- event.AddPoint( point );
+ Dali::Integration::TouchEvent touchEvent;
+ touchEvent.AddPoint( point );
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
tet_printf( "RaiseToTop ActorA\n" );
- DevelActor::RaiseToTop( actorA );
+ actorA.RaiseToTop();
+ application.SendNotification(); // ensure sorting order is calculated before next touch event
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
glAbstraction.ResetSetUniformCallStack();
glSetUniformStack = glAbstraction.GetSetUniformTrace();
tet_printf( "RaiseToTop ActorB\n" );
- DevelActor::RaiseToTop( actorB );
+ actorB.RaiseToTop();
+ application.SendNotification(); // Ensure sort order is calculated before next touch event
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
glAbstraction.ResetSetUniformCallStack();
glSetUniformStack = glAbstraction.GetSetUniformTrace();
tet_printf( "LowerToBottom ActorA then ActorB leaving Actor C at Top\n" );
- DevelActor::LowerToBottom( actorA );
+ actorA.LowerToBottom();
application.SendNotification();
application.Render();
- DevelActor::LowerToBottom( actorB );
+ actorB.LowerToBottom();
application.SendNotification();
application.Render();
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
glAbstraction.ResetSetUniformCallStack();
glSetUniformStack = glAbstraction.GetSetUniformTrace();
point.SetDeviceId( 1 );
point.SetState( PointState::DOWN );
point.SetScreenPosition( Vector2( 10.f, 10.f ) );
- Dali::Integration::TouchEvent event;
- event.AddPoint( point );
+ Dali::Integration::TouchEvent touchEvent;
+ touchEvent.AddPoint( point );
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
tet_printf( "Raise actor B Above Actor C\n" );
- DevelActor::RaiseAbove( actorB, actorC );
+ actorB.RaiseAbove( actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION );
tet_printf( "Raise actor A Above Actor B\n" );
- DevelActor::RaiseAbove( actorA, actorB );
+ actorA.RaiseAbove( actorB );
+
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent ); // process a touch event on ordered actors.
DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
- stage.Add( actorA );
- stage.Add( actorB );
- stage.Add( actorC );
+ Actor container = Actor::New();
+ container.SetParentOrigin( ParentOrigin::CENTER );
+ container.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ stage.Add( container );
+
+ container.Add( actorA );
+ container.Add( actorB );
+ container.Add( actorC );
ResetTouchCallbacks();
point.SetDeviceId( 1 );
point.SetState( PointState::DOWN );
point.SetScreenPosition( Vector2( 10.f, 10.f ) );
- Dali::Integration::TouchEvent event;
- event.AddPoint( point );
+ Dali::Integration::TouchEvent touchEvent;
+ touchEvent.AddPoint( point );
tet_infoline( "UtcDaliActor Test Set up completed \n" );
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
tet_printf( "Lower actor C below Actor B ( actor B and A on same level due to insertion order) so C is below both \n" );
- DevelActor::LowerBelow( actorC, actorB );
-
+ actorC.LowerBelow( actorB );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
application.Render();
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent ); // touch event
glAbstraction.ResetSetUniformCallStack();
glSetUniformStack = glAbstraction.GetSetUniformTrace();
indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "2" );
indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "1" );
- tet_infoline( "Testing B above A and C at bottom\n" );
- bool BAC = ( indexB > indexA) && ( indexA > indexC ); // B at TOP, then A then C at bottom
-
- DALI_TEST_EQUALS( BAC, true, TEST_LOCATION );
+ tet_infoline( "Testing render order is A, C, B" );
+ DALI_TEST_EQUALS( indexC > indexA, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( indexB > indexC, true, TEST_LOCATION );
DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION );
ResetTouchCallbacks();
- tet_printf( "Lower actor B below Actor C leaving A on top\n" );
-
- DevelActor::LowerBelow( actorB, actorC );
+ tet_printf( "Lower actor C below Actor A leaving B on top\n" );
+ actorC.LowerBelow( actorA );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
application.Render();
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
glAbstraction.ResetSetUniformCallStack();
glSetUniformStack = glAbstraction.GetSetUniformTrace();
indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "2" );
indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "1" );
- bool ACB = ( indexA > indexC) && ( indexC > indexB ); // A on TOP, then C then B at bottom
-
- DALI_TEST_EQUALS( ACB, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( indexA > indexC, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( indexB > indexA, true, TEST_LOCATION );
- DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
- DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION );
DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
ResetTouchCallbacks();
- tet_printf( "Lower actor A below Actor C leaving C on top\n" );
-
- DevelActor::LowerBelow( actorA, actorC );
+ tet_printf( "Lower actor B below Actor C leaving A on top\n" );
+ actorB.LowerBelow( actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
application.Render();
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
glAbstraction.ResetSetUniformCallStack();
glSetUniformStack = glAbstraction.GetSetUniformTrace();
indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "2" );
indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "1" );
- bool CAB = ( indexC > indexA) && ( indexA > indexB );
-
- DALI_TEST_EQUALS( CAB, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( indexC > indexB, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( indexA > indexC, true, TEST_LOCATION );
END_TEST;
}
-int UtcDaliActorMaxSiblingOrder(void)
-{
- tet_infoline( "UtcDaliActor De-fragment of sibling order once max index reached\n" );
-
- TestApplication application;
-
- int testOrders[] = { 0,1,3,5,17,998, 999 };
- int resultingOrders[] = { 0,1,2,3,4,6,5 };
-
- const int TEST_ORDERS_COUNT = sizeof( testOrders ) / sizeof( testOrders[0] );
-
- Stage stage( Stage::GetCurrent() );
-
- Actor parent = Actor::New();
-
- for ( int index = 0; index < TEST_ORDERS_COUNT; index++ )
- {
- Actor newActor = Actor::New();
- newActor.SetProperty(Dali::DevelActor::Property::SIBLING_ORDER, testOrders[index] );
- parent.Add( newActor );
- }
- stage.Add( parent );
-
- tet_printf( "Sibling Order %d children :", parent.GetChildCount() );
- for ( unsigned int index = 0; index < parent.GetChildCount(); index ++)
- {
- Actor sibling = parent.GetChildAt( index );
- int siblingOrder = 0;
- Property::Value value = sibling.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
- value.Get( siblingOrder );
- tet_printf( "%d, ", siblingOrder );
- }
- tet_printf( "\n" );
-
- Actor sibling = parent.GetChildAt( 5 );
- DevelActor::RaiseToTop( sibling );
-
- application.SendNotification();
- application.Render();
-
- tet_printf( "Sibling Order %d children :", parent.GetChildCount() );
- for ( unsigned int index = 0; index < parent.GetChildCount(); index ++)
- {
- Actor sibling = parent.GetChildAt( index );
- int siblingOrder = 0;
- Property::Value value = sibling.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
- value.Get( siblingOrder );
- tet_printf( "%d, ", siblingOrder );
- DALI_TEST_EQUALS( siblingOrder, resultingOrders[ index] , TEST_LOCATION );
- }
-
- tet_printf( "\n" );
-
- END_TEST;
-}
-int UtcDaliActorRaiseAboveLowerBelowDifferentParentsN(void)
+int UtcDaliActorRaiseAboveDifferentParentsN(void)
{
tet_infoline( "UtcDaliActor RaiseToAbove test with actor and target actor having different parents \n" );
point.SetDeviceId( 1 );
point.SetState( PointState::DOWN );
point.SetScreenPosition( Vector2( 10.f, 10.f ) );
- Dali::Integration::TouchEvent event;
- event.AddPoint( point );
+ Dali::Integration::TouchEvent touchEvent;
+ touchEvent.AddPoint( point );
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
tet_printf( "Raise actor A Above Actor C which have different parents\n" );
- DevelActor::RaiseAbove( actorA, actorC );
+ actorA.RaiseAbove( actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent ); // touch event
DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
point.SetDeviceId( 1 );
point.SetState( PointState::DOWN );
point.SetScreenPosition( Vector2( 10.f, 10.f ) );
- Dali::Integration::TouchEvent event;
- event.AddPoint( point );
+ Dali::Integration::TouchEvent touchEvent;
+ touchEvent.AddPoint( point );
tet_printf( "Raise actor A Above Actor C which have no parents\n" );
- DevelActor::RaiseAbove( actorA, actorC );
+ actorA.RaiseAbove( actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
tet_printf( "Not parented so RaiseAbove should show no effect\n" );
ResetTouchCallbacks();
stage.Add ( actorB );
+ tet_printf( "Lower actor A below Actor C when only A is not on stage \n" );
+ actorA.LowerBelow( actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
application.Render();
- tet_printf( "Lower actor A below Actor C when only A is not on stage \n" );
- DevelActor::LowerBelow( actorA, actorC );
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
tet_printf( "Actor A not parented so LowerBelow should show no effect\n" );
DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
application.Render();
tet_printf( "Raise actor B Above Actor C when only B has a parent\n" );
- DevelActor::RaiseAbove( actorB, actorC );
- application.ProcessEvent( event );
+ actorB.RaiseAbove( actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+
+ application.ProcessEvent( touchEvent );
tet_printf( "C not parented so RaiseAbove should show no effect\n" );
DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
ResetTouchCallbacks();
tet_printf( "Lower actor A below Actor C when only A has a parent\n" );
- DevelActor::LowerBelow( actorA, actorC );
- application.ProcessEvent( event );
+ actorA.LowerBelow( actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+
+ application.ProcessEvent( touchEvent );
tet_printf( "C not parented so LowerBelow should show no effect\n" );
DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
ResetTouchCallbacks();
stage.Add ( actorC );
-
+ actorA.RaiseAbove( actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
application.Render();
- DevelActor::RaiseAbove( actorA, actorC );
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
tet_printf( "Raise actor A Above Actor C, now both have same parent \n" );
DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
point.SetDeviceId( 1 );
point.SetState( PointState::DOWN );
point.SetScreenPosition( Vector2( 10.f, 10.f ) );
- Dali::Integration::TouchEvent event;
- event.AddPoint( point );
+ Dali::Integration::TouchEvent touchEvent;
+ touchEvent.AddPoint( point );
stage.Add ( actorA );
+ tet_printf( "Raise actor B Above Actor C but B not parented\n" );
+ actorB.Raise();
application.SendNotification();
application.Render();
- tet_printf( "Raise actor B Above Actor C but B not parented\n" );
-
- DevelActor::Raise( actorB );
-
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
tet_printf( "Not parented so RaiseAbove should show no effect\n" );
tet_printf( "Raise actor B Above Actor C but B not parented\n" );
ResetTouchCallbacks();
- DevelActor::Lower( actorC );
+ actorC.Lower();
+ // Sort actor tree before next touch event
+ application.SendNotification();
+ application.Render();
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
tet_printf( "Not parented so RaiseAbove should show no effect\n" );
tet_printf( "Lower actor C below B but C not parented\n" );
- DevelActor::Lower( actorB );
+ actorB.Lower();
+ // Sort actor tree before next touch event
+ application.SendNotification();
+ application.Render();
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
tet_printf( "Not parented so Lower should show no effect\n" );
tet_printf( "Raise actor B to top\n" );
- DevelActor::RaiseToTop( actorB );
+ actorB.RaiseToTop();
+ // Sort actor tree before next touch event
+ application.SendNotification();
+ application.Render();
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
tet_printf( "Not parented so RaiseToTop should show no effect\n" );
stage.Add ( actorB );
- application.SendNotification();
- application.Render();
-
tet_printf( "Lower actor C to Bottom, B stays at top\n" );
- DevelActor::LowerToBottom( actorC );
+ actorC.LowerToBottom();
+ application.SendNotification();
+ application.Render();
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
tet_printf( "Not parented so LowerToBottom should show no effect\n" );
point.SetDeviceId( 1 );
point.SetState( PointState::DOWN );
point.SetScreenPosition( Vector2( 10.f, 10.f ) );
- Dali::Integration::TouchEvent event;
- event.AddPoint( point );
+ Dali::Integration::TouchEvent touchEvent;
+ touchEvent.AddPoint( point );
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
tet_infoline( "Raise actor A Above Actor A which is the same actor!!\n" );
- DevelActor::RaiseAbove( actorA, actorA );
+ actorA.RaiseAbove( actorA );
+ application.SendNotification();
+ application.Render();
- application.ProcessEvent( event );
+ application.ProcessEvent( touchEvent );
tet_infoline( "No target is source Actor so RaiseAbove should show no effect\n" );
ResetTouchCallbacks();
- DevelActor::RaiseAbove( actorA, actorC );
- application.ProcessEvent( event );
+ actorA.RaiseAbove( actorC );
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
tet_infoline( "Raise actor A Above Actor C which will now be successful \n" );
DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 420.0\n", actorWorldPosition.x, actorWorldPosition.y );
tet_printf( "Actor Screen Position( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 420.0 \n", actorScreenPosition.x, actorScreenPosition.y );
+ tet_infoline( "UtcDaliActorGetScreenPosition Scale parent and check child's screen position \n" );
+
+ actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ actorA.SetPosition( 30.0, 30.0 );
+
+ Actor actorB = Actor::New();
+ actorB.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ actorB.SetSize( size2 );
+ actorB.SetPosition( 10.f, 10.f );
+ actorA.Add( actorB );
+
+ actorA.SetScale( 2.0f );
+
+ application.SendNotification();
+ application.Render();
+
+ actorScreenPosition = actorB.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 50lu , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 50lu , TEST_LOCATION );
END_TEST;
}
childData.Check( false /* not called */, TEST_LOCATION );
grandChildData.Check( false /* not called */, TEST_LOCATION );
- END_TEST;}
+ END_TEST;
+}
+
+int utcDaliActorVisibilityChangeSignalAfterAnimation(void)
+{
+ TestApplication application;
+ tet_infoline( "Check that the visibility change signal is emitted when the visibility changes when an animation starts" );
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ VisibilityChangedFunctorData data;
+ DevelActor::VisibilityChangedSignal( actor ).Connect( &application, VisibilityChangedFunctor( data ) );
+
+ Animation animation = Animation::New( 1.0f );
+ animation.AnimateTo( Property( actor, Actor::Property::VISIBLE ), false );
+
+ data.Check( false, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+
+ tet_infoline( "Play the animation and check the property value" );
+ animation.Play();
+
+ data.Check( true /* called */, actor, false /* not visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
+
+ tet_infoline( "Animation not currently finished, so the current visibility should still be true" );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render( 1100 ); // After the animation
+
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
+
+ END_TEST;
+}
+
+
+static void LayoutDirectionChanged( Actor actor, LayoutDirection::Type type )
+{
+ gLayoutDirectionType = type;
+}
+
+int UtcDaliActorLayoutDirectionProperty(void)
+{
+ TestApplication application;
+ tet_infoline( "Check layout direction property" );
+
+ Actor actor0 = Actor::New();
+ DALI_TEST_EQUALS( actor0.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ Stage::GetCurrent().Add( actor0 );
+
+ application.SendNotification();
+ application.Render();
+
+ Actor actor1 = Actor::New();
+ DALI_TEST_EQUALS( actor1.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ Actor actor2 = Actor::New();
+ DALI_TEST_EQUALS( actor2.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ Actor actor3 = Actor::New();
+ DALI_TEST_EQUALS( actor3.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ Actor actor4 = Actor::New();
+ DALI_TEST_EQUALS( actor4.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ Actor actor5 = Actor::New();
+ DALI_TEST_EQUALS( actor5.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ Actor actor6 = Actor::New();
+ DALI_TEST_EQUALS( actor6.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ Actor actor7 = Actor::New();
+ DALI_TEST_EQUALS( actor7.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ Actor actor8 = Actor::New();
+ DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ Actor actor9 = Actor::New();
+ DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+
+ actor1.Add( actor2 );
+ gLayoutDirectionType = LayoutDirection::LEFT_TO_RIGHT;
+ actor2.LayoutDirectionChangedSignal().Connect( LayoutDirectionChanged );
+
+ DALI_TEST_EQUALS( actor1.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), true, TEST_LOCATION );
+ actor1.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::RIGHT_TO_LEFT );
+ DALI_TEST_EQUALS( actor1.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), false, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( actor1.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor2.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( gLayoutDirectionType, LayoutDirection::RIGHT_TO_LEFT, TEST_LOCATION );
+
+ actor1.SetProperty( Actor::Property::INHERIT_LAYOUT_DIRECTION, true );
+ actor0.Add( actor1 );
+ DALI_TEST_EQUALS( actor1.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor2.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+
+ Stage::GetCurrent().Add( actor3 );
+ actor3.Add( actor4 );
+ actor4.Add( actor5 );
+ actor5.Add( actor6 );
+ actor5.Add( actor7 );
+ actor7.Add( actor8 );
+ actor8.Add( actor9 );
+ actor3.SetProperty( Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT" );
+ actor5.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::LEFT_TO_RIGHT );
+
+ DALI_TEST_EQUALS( actor8.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), true, TEST_LOCATION );
+ actor8.SetProperty( Actor::Property::INHERIT_LAYOUT_DIRECTION, false );
+ DALI_TEST_EQUALS( actor8.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), false, TEST_LOCATION );
+
+ actor7.SetProperty( Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT" );
+
+ DALI_TEST_EQUALS( actor3.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor4.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor5.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor6.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor7.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+
+ actor8.SetProperty( Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT" );
+ DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+
+ actor7.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::LEFT_TO_RIGHT );
+ DALI_TEST_EQUALS( actor7.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+
+ actor8.SetProperty( Actor::Property::INHERIT_LAYOUT_DIRECTION, true );
+ DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+
+ END_TEST;
+}