/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2015 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include "assert.h"
#include <dali/public-api/dali-core.h>
#include <string>
+#include <cfloat> // For FLT_MAX
#include <dali/integration-api/events/touch-event-integ.h>
#include <dali/integration-api/events/hover-event-integ.h>
#include <dali-test-suite-utils.h>
namespace
{
bool gTouchCallBackCalled=false;
-bool gTouchCallBack2Called=false;
bool gHoverCallBackCalled=false;
/**
app.Render(1);
gTouchCallBackCalled = false;
- gTouchCallBack2Called = false;
// simulate a touch event
- Dali::TouchPoint point( 0, TouchPoint::Down, 25.0f, 25.0f );
+ Dali::Integration::Point point;
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( 25.0f, 25.0f ) );
Dali::Integration::TouchEvent event;
event.AddPoint( point );
app.ProcessEvent( event );
END_TEST;
}
-static bool TestCallback2(Actor actor, const TouchEvent& event)
-{
- gTouchCallBack2Called = true;
- return false;
- END_TEST;
-}
-
static bool TestCallback3(Actor actor, const HoverEvent& event)
{
gHoverCallBackCalled = true;
}
};
+struct OrientationComponentConstraint
+{
+ OrientationComponentConstraint(){}
+
+ void operator()( Quaternion& orientation, const PropertyInputContainer& inputs )
+ {
+ const Quaternion& parentOrientation = inputs[0]->GetQuaternion();
+ Vector3 pos, scale;
+ Quaternion rot;
+ orientation = parentOrientation;
+ }
+};
+// OnRelayout
+
+static bool gOnRelayoutCallBackCalled = false;
+static std::vector< std::string > gActorNamesRelayout;
+void OnRelayoutCallback( Actor actor )
+{
+ gOnRelayoutCallBackCalled = true;
+ gActorNamesRelayout.push_back( actor.GetName() );
+}
} // anonymous namespace
}
//& purpose: Testing Dali::Actor::DownCast()
-int UtcDaliActorDownCast(void)
+int UtcDaliActorDownCastP(void)
{
TestApplication application;
tet_infoline("Testing Dali::Actor::DownCast()");
}
//& purpose: Testing Dali::Actor::DownCast()
-int UtcDaliActorDownCast2(void)
+int UtcDaliActorDownCastN(void)
{
TestApplication application;
tet_infoline("Testing Dali::Actor::DownCast()");
END_TEST;
}
-int UtcDaliActorAdd(void)
+int UtcDaliActorAddP(void)
{
tet_infoline("Testing Actor::Add");
TestApplication application;
parent2.Add( child );
DALI_TEST_EQUALS( parent2.GetChildCount(), 1u, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliActorAddN(void)
+{
+ tet_infoline("Testing Actor::Add");
+ TestApplication application;
+
+ Actor child = Actor::New();
+
+ Actor parent2 = Actor::New();
+ parent2.Add( child );
+
// try illegal Add
try
{
tet_printf("Assertion test failed - wrong Exception\n" );
tet_result(TET_FAIL);
}
- END_TEST;
-}
-
-int UtcDaliActorInsert(void)
-{
- tet_infoline("Testing Actor::Insert");
- TestApplication application;
-
- Actor parent = Actor::New();
- Stage::GetCurrent().Add( parent );
- Actor first = Actor::New();
- Actor second = Actor::New();
- Actor third = Actor::New();
-
- parent.Insert(1, first); // test insert beyond range
- DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
- parent.Insert(0, second);
- DALI_TEST_EQUALS( parent.GetChildCount(), 2u, TEST_LOCATION );
- parent.Insert(1, third);
-
- DALI_TEST_EQUALS( parent.GetChildCount(), 3u, TEST_LOCATION );
-
- DALI_TEST_CHECK(parent.GetChildAt(0) == second);
- DALI_TEST_CHECK(parent.GetChildAt(1) == third);
- DALI_TEST_CHECK(parent.GetChildAt(2) == first);
END_TEST;
}
-
-int UtcDaliActorRemove01(void)
+int UtcDaliActorRemoveN(void)
{
tet_infoline("Testing Actor::Remove");
TestApplication application;
// add child back
parent.Add(child);
- // try illegal Remove
- try
- {
- parent.Remove( parent );
- tet_printf("Assertion test failed - no Exception\n" );
- tet_result(TET_FAIL);
- }
- catch(Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "this != &child", TEST_LOCATION);
- DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
- }
- catch(...)
- {
- tet_printf("Assertion test failed - wrong Exception\n" );
- tet_result(TET_FAIL);
- }
+ DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
+ // try Remove self, its a no-op
+ parent.Remove( parent );
+ DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
// try Remove empty
try
END_TEST;
}
-int UtcDaliActorRemove02(void)
+int UtcDaliActorRemoveP(void)
{
TestApplication application;
END_TEST;
}
+int UtcDaliActorSetParentOriginIndividual(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ Vector3 vector(0.7f, 0.8f, 0.9f);
+ DALI_TEST_CHECK(vector != actor.GetCurrentParentOrigin());
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN_X, vector.x );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.x, actor.GetCurrentParentOrigin().x, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN_Y, vector.y );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.y, actor.GetCurrentParentOrigin().y, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN_Z, vector.z );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.z, actor.GetCurrentParentOrigin().z, TEST_LOCATION );
+
+ END_TEST;
+}
+
int UtcDaliActorGetCurrentParentOrigin(void)
{
TestApplication application;
END_TEST;
}
+int UtcDaliActorSetAnchorPointIndividual(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ Vector3 vector(0.7f, 0.8f, 0.9f);
+ DALI_TEST_CHECK(vector != actor.GetCurrentAnchorPoint());
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT_X, vector.x );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.x, actor.GetCurrentAnchorPoint().x, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT_Y, vector.y );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.y, actor.GetCurrentAnchorPoint().y, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT_Z, vector.z );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.z, actor.GetCurrentAnchorPoint().z, TEST_LOCATION );
+
+ END_TEST;
+}
+
int UtcDaliActorGetCurrentAnchorPoint(void)
{
TestApplication application;
TestApplication application;
Actor actor = Actor::New();
- Vector3 vector(100.0f, 100.0f, 100.0f);
+ Vector3 vector(100.0f, 100.0f, 0.0f);
DALI_TEST_CHECK(vector != actor.GetCurrentSize());
TestApplication application;
Actor actor = Actor::New();
- Vector3 vector(100.0f, 100.0f, 100.0f);
+ Vector3 vector(100.0f, 100.0f, 0.0f);
DALI_TEST_CHECK(vector != actor.GetCurrentSize());
END_TEST;
}
+int UtcDaliActorSetSizeIndividual(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ Vector3 vector(0.7f, 0.8f, 0.9f);
+ DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+
+ actor.SetProperty( Actor::Property::SIZE_WIDTH, vector.width );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.width, actor.GetCurrentSize().width, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::SIZE_HEIGHT, vector.height );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.height, actor.GetCurrentSize().height, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::SIZE_DEPTH, vector.depth );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.depth, actor.GetCurrentSize().depth, TEST_LOCATION );
+
+ END_TEST;
+}
+
+
int UtcDaliActorGetCurrentSize(void)
{
TestApplication application;
END_TEST;
}
+int UtcDaliActorSetPositionProperties(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ Vector3 vector(0.7f, 0.8f, 0.9f);
+ DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+
+ actor.SetProperty( Actor::Property::POSITION_X, vector.x );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.x, actor.GetCurrentPosition().x, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::POSITION_Y, vector.y );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.y, actor.GetCurrentPosition().y, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::POSITION_Z, vector.z );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.z, actor.GetCurrentPosition().z, TEST_LOCATION );
+
+ END_TEST;
+}
+
int UtcDaliActorTranslateBy(void)
{
TestApplication application;
DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
- // first test default, which is INHERIT_PARENT_POSITION
+ // first test default, which is to inherit position
DALI_TEST_EQUALS( child.GetPositionInheritanceMode(), Dali::INHERIT_PARENT_POSITION, TEST_LOCATION );
application.SendNotification();
application.Render(0); // should only really call Update as Render is not required to update scene
DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childPosition, TEST_LOCATION );
- // Change inheritance mode to use parent
- child.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
- DALI_TEST_EQUALS( child.GetPositionInheritanceMode(), Dali::USE_PARENT_POSITION, TEST_LOCATION );
+
+ //Change child position
+ Vector3 childOffset( -1.0f, 1.0f, 0.0f );
+ child.SetPosition( childOffset );
+
+ // Change inheritance mode to not inherit
+ child.SetPositionInheritanceMode( Dali::DONT_INHERIT_POSITION );
+ DALI_TEST_EQUALS( child.GetPositionInheritanceMode(), Dali::DONT_INHERIT_POSITION, TEST_LOCATION );
+ application.SendNotification();
+ application.Render(0); // should only really call Update as Render is not required to update scene
+ DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentPosition(), childOffset, TEST_LOCATION );
+ DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), childOffset, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliActorSetInheritPosition(void)
+{
+ tet_infoline("Testing Actor::SetInheritPosition");
+ TestApplication application;
+
+ Actor parent = Actor::New();
+ Vector3 parentPosition( 1.0f, 2.0f, 3.0f );
+ parent.SetPosition( parentPosition );
+ parent.SetParentOrigin( ParentOrigin::CENTER );
+ parent.SetAnchorPoint( AnchorPoint::CENTER );
+ Stage::GetCurrent().Add( parent );
+
+ Actor child = Actor::New();
+ child.SetParentOrigin( ParentOrigin::CENTER );
+ child.SetAnchorPoint( AnchorPoint::CENTER );
+ Vector3 childPosition( 10.0f, 11.0f, 12.0f );
+ child.SetPosition( childPosition );
+ parent.Add( child );
+
+ // The actors should not have a world position yet
+ DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
+
+ // first test default, which is to inherit position
+ DALI_TEST_EQUALS( child.IsPositionInherited(), true, TEST_LOCATION );
application.SendNotification();
application.Render(0); // should only really call Update as Render is not required to update scene
DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
DALI_TEST_EQUALS( child.GetCurrentPosition(), childPosition, TEST_LOCATION );
DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childPosition, TEST_LOCATION );
- // Change inheritance mode to use parent + offset
- child.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
+ //Change child position
Vector3 childOffset( -1.0f, 1.0f, 0.0f );
child.SetPosition( childOffset );
- DALI_TEST_EQUALS( child.GetPositionInheritanceMode(), Dali::USE_PARENT_POSITION_PLUS_LOCAL_POSITION, TEST_LOCATION );
+
+ // Use local position as world postion
+ child.SetInheritPosition( false );
+ DALI_TEST_EQUALS( child.IsPositionInherited(), false, TEST_LOCATION );
application.SendNotification();
application.Render(0); // should only really call Update as Render is not required to update scene
DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
DALI_TEST_EQUALS( child.GetCurrentPosition(), childOffset, TEST_LOCATION );
DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childOffset, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), childOffset, TEST_LOCATION );
- // Change inheritance mode to not inherit
- child.SetPositionInheritanceMode( Dali::DONT_INHERIT_POSITION );
- DALI_TEST_EQUALS( child.GetPositionInheritanceMode(), Dali::DONT_INHERIT_POSITION, TEST_LOCATION );
+ //Change back to inherit position from parent
+ child.SetInheritPosition( true );
+ DALI_TEST_EQUALS( child.IsPositionInherited(), true, TEST_LOCATION );
application.SendNotification();
application.Render(0); // should only really call Update as Render is not required to update scene
DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
DALI_TEST_EQUALS( child.GetCurrentPosition(), childOffset, TEST_LOCATION );
DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), childOffset, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childOffset, TEST_LOCATION );
END_TEST;
}
END_TEST;
}
+// SetOrientation(float angleRadians, Vector3 axis)
+int UtcDaliActorSetOrientationProperty(void)
+{
+ TestApplication application;
+
+ Quaternion rotation( Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f));
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::ORIENTATION, rotation );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+ END_TEST;
+}
+
// RotateBy(float angleRadians, Vector3 axis)
int UtcDaliActorRotateBy01(void)
{
END_TEST;
}
-int UtcDaliActorScaleBy(void)
+int UtcDaliActorSetScaleIndividual(void)
{
TestApplication application;
+
Actor actor = Actor::New();
- Vector3 vector(100.0f, 100.0f, 100.0f);
+ Vector3 vector(0.7f, 0.8f, 0.9f);
DALI_TEST_CHECK(vector != actor.GetCurrentScale());
- actor.SetScale(vector);
+ actor.SetProperty( Actor::Property::SCALE_X, vector.x );
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(vector == actor.GetCurrentScale());
+ DALI_TEST_EQUALS( vector.x, actor.GetCurrentScale().x, TEST_LOCATION );
- actor.ScaleBy(vector);
+ actor.SetProperty( Actor::Property::SCALE_Y, vector.y );
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(vector*100.0f == actor.GetCurrentScale());
- END_TEST;
-}
+ DALI_TEST_EQUALS( vector.y, actor.GetCurrentScale().y, TEST_LOCATION );
-int UtcDaliActorGetCurrentScale(void)
-{
- TestApplication application;
+ actor.SetProperty( Actor::Property::SCALE_Z, vector.z );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.z, actor.GetCurrentScale().z, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorScaleBy(void)
+{
+ TestApplication application;
+ Actor actor = Actor::New();
+ Vector3 vector(100.0f, 100.0f, 100.0f);
+
+ DALI_TEST_CHECK(vector != actor.GetCurrentScale());
+
+ actor.SetScale(vector);
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_CHECK(vector == actor.GetCurrentScale());
+
+ actor.ScaleBy(vector);
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_CHECK(vector*100.0f == actor.GetCurrentScale());
+ END_TEST;
+}
+
+int UtcDaliActorGetCurrentScale(void)
+{
+ TestApplication application;
Vector3 scale(12.0f, 1.0f, 2.0f);
Actor actor = Actor::New();
END_TEST;
}
+int UtcDaliActorSetColorIndividual(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ Vector4 vector(0.7f, 0.8f, 0.9f, 0.6f);
+ DALI_TEST_CHECK(vector != actor.GetCurrentColor());
+
+ actor.SetProperty( Actor::Property::COLOR_RED, vector.r );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.r, actor.GetCurrentColor().r, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_GREEN, vector.g );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.g, actor.GetCurrentColor().g, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_BLUE, vector.b );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.b, actor.GetCurrentColor().b, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_ALPHA, vector.a );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.a, actor.GetCurrentColor().a, TEST_LOCATION );
+
+ END_TEST;
+}
+
+
int UtcDaliActorGetCurrentColor(void)
{
TestApplication application;
float localX;
float localY;
+ application.SendNotification();
+ application.Render();
+
DALI_TEST_CHECK( actor.ScreenToLocal(localX, localY, 50.0f, 50.0f) );
DALI_TEST_EQUALS(localX, 40.0f, 0.01f, TEST_LOCATION);
// simulate a touch event in the middle of the screen
Vector2 touchPoint( Stage::GetCurrent().GetSize() * 0.5 );
- Dali::TouchPoint point( 1, TouchPoint::Down, touchPoint.x, touchPoint.y );
+ Dali::Integration::Point point;
+ point.SetDeviceId( 1 );
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) );
Dali::Integration::TouchEvent event;
event.AddPoint( point );
application.ProcessEvent( event );
// simulate a hover event in the middle of the screen
Vector2 touchPoint( Stage::GetCurrent().GetSize() * 0.5 );
- Dali::TouchPoint point( 1, TouchPoint::Motion, touchPoint.x, touchPoint.y );
+ Dali::Integration::Point point;
+ point.SetDeviceId( 1 );
+ point.SetState( PointState::MOTION );
+ point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) );
Dali::Integration::HoverEvent event;
event.AddPoint( point );
application.ProcessEvent( event );
// connect to its touch signal
actor.TouchedSignal().Connect(TestCallback);
- Dali::TouchPoint point( 0, TouchPoint::Down, hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y );
+ Dali::Integration::Point point;
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y ) );
Dali::Integration::TouchEvent event;
event.AddPoint( point );
DALI_TEST_CHECK( DrawMode::NORMAL == a.GetDrawMode() ); // Ensure overlay is off by default
- a.SetDrawMode( DrawMode::OVERLAY );
+ a.SetDrawMode( DrawMode::OVERLAY_2D );
app.SendNotification();
app.Render(1);
- DALI_TEST_CHECK( DrawMode::OVERLAY == a.GetDrawMode() ); // Check Actor is overlay
+ DALI_TEST_CHECK( DrawMode::OVERLAY_2D == a.GetDrawMode() ); // Check Actor is overlay
a.SetDrawMode( DrawMode::STENCIL );
app.SendNotification();
BufferImage imageA = BufferImage::New(16, 16);
BufferImage imageB = BufferImage::New(16, 16);
BufferImage imageC = BufferImage::New(16, 16);
- ImageActor a = ImageActor::New( imageA );
- ImageActor b = ImageActor::New( imageB );
- ImageActor c = ImageActor::New( imageC );
+ Actor a = CreateRenderableActor( imageA );
+ Actor b = CreateRenderableActor( imageB );
+ Actor c = CreateRenderableActor( imageC );
// Render a,b,c as regular non-overlays. so order will be:
// a (8)
// b (9)
// c (10)
// a (8)
- a.SetDrawMode( DrawMode::OVERLAY );
+ a.SetDrawMode( DrawMode::OVERLAY_2D );
app.GetGlAbstraction().ClearBoundTextures();
app.SendNotification();
END_TEST;
}
-
-int UtcDaliActorSetDrawModeOverlayHitTest(void)
-{
- TestApplication app;
- tet_infoline(" UtcDaliActorSetDrawModeOverlayHitTest");
-
- BufferImage imageA = BufferImage::New(16, 16);
- BufferImage imageB = BufferImage::New(16, 16);
- ImageActor a = ImageActor::New( imageA );
- ImageActor b = ImageActor::New( imageB );
-
- // Render a,b as regular non-overlays. so order will be:
- Stage::GetCurrent().Add(a);
- Stage::GetCurrent().Add(b);
-
- a.SetSize( 100.0f, 100.0f );
- b.SetSize( 100.0f, 100.0f );
-
- // position b overlapping a. (regular non-overlays)
- // hit test at point 'x'
- // --------
- // | |
- // | a |
- // | --------
- // | |x |
- // | | |
- // ----| |
- // | b |
- // | |
- // --------
- // note: b is on top, because it's Z position is higher.
- a.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
- b.SetPosition(Vector3(50.0f, 50.0f, 1.0f));
-
- // connect to their touch signals
- a.TouchedSignal().Connect(TestCallback);
- b.TouchedSignal().Connect(TestCallback2);
-
- a.SetDrawMode( DrawMode::NORMAL );
- b.SetDrawMode( DrawMode::NORMAL );
- SimulateTouchForSetOverlayHitTest(app);
-
- DALI_TEST_CHECK( gTouchCallBackCalled == false );
- DALI_TEST_CHECK( gTouchCallBack2Called == true );
- // Make Actor a an overlay.
- // --------
- // | |
- // | a |
- // | |----
- // | x | |
- // | | |
- // -------- |
- // | b |
- // | |
- // --------
- // note: a is on top, because it is an overlay.
- a.SetDrawMode( DrawMode::OVERLAY );
- b.SetDrawMode( DrawMode::NORMAL );
- SimulateTouchForSetOverlayHitTest(app);
-
- DALI_TEST_CHECK( gTouchCallBackCalled == true );
- DALI_TEST_CHECK( gTouchCallBack2Called == false );
- // Make both Actors as overlays
- // --------
- // | |
- // | a |
- // | --------
- // | |x |
- // | | |
- // ----| |
- // | b |
- // | |
- // --------
- // note: b is on top, because it is the 2nd child in the hierarchy.
- a.SetDrawMode( DrawMode::OVERLAY );
- b.SetDrawMode( DrawMode::OVERLAY );
- SimulateTouchForSetOverlayHitTest(app);
-
- DALI_TEST_CHECK( gTouchCallBackCalled == false );
- DALI_TEST_CHECK( gTouchCallBack2Called == true );
- END_TEST;
-}
-
int UtcDaliActorGetCurrentWorldMatrix(void)
{
TestApplication app;
child.SetScale( childScale );
parent.Add( child );
- // The actors should not have a world matrix yet
- DALI_TEST_EQUALS( parent.GetCurrentWorldMatrix(), Matrix::IDENTITY, 0.001, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldMatrix(), Matrix::IDENTITY, 0.001, TEST_LOCATION );
-
app.SendNotification();
app.Render(0);
app.Render();
Matrix parentMatrix(false);
parentMatrix.SetTransformComponents(parentScale, parentRotation, parentPosition);
- Vector3 childWorldPosition = parentPosition + parentRotation * parentScale * childPosition;
- Quaternion childWorldRotation = parentRotation * childRotation;
- Vector3 childWorldScale = parentScale * childScale;
+ Matrix childMatrix(false);
+ childMatrix.SetTransformComponents( childScale, childRotation, childPosition );
+ //Child matrix should be the composition of child and parent
Matrix childWorldMatrix(false);
- childWorldMatrix.SetTransformComponents(childWorldScale, childWorldRotation, childWorldPosition);
+ Matrix::Multiply( childWorldMatrix, childMatrix, parentMatrix);
DALI_TEST_EQUALS( parent.GetCurrentWorldMatrix(), parentMatrix, 0.001, TEST_LOCATION );
DALI_TEST_EQUALS( child.GetCurrentWorldMatrix(), childWorldMatrix, 0.001, TEST_LOCATION );
Stage::GetCurrent().Add( child );
- // The actors should not have a world matrix yet
- DALI_TEST_EQUALS( parent.GetCurrentWorldMatrix(), Matrix::IDENTITY, 0.001, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldMatrix(), Matrix::IDENTITY, 0.001, TEST_LOCATION );
-
app.SendNotification();
app.Render(0);
app.Render();
END_TEST;
}
+int UtcDaliActorConstrainedToOrientation(void)
+{
+ TestApplication app;
+ tet_infoline(" UtcDaliActorConstrainedToOrientation");
+
+ Actor parent = Actor::New();
+ parent.SetParentOrigin(ParentOrigin::CENTER);
+ parent.SetAnchorPoint(AnchorPoint::CENTER);
+ Vector3 parentPosition( 10.0f, 20.0f, 30.0f);
+ Radian rotationAngle(Degree(85.0f));
+ Quaternion parentRotation(rotationAngle, Vector3::ZAXIS);
+ Vector3 parentScale( 1.0f, 2.0f, 3.0f );
+ parent.SetPosition( parentPosition );
+ parent.SetOrientation( parentRotation );
+ parent.SetScale( parentScale );
+ Stage::GetCurrent().Add( parent );
+
+ Actor child = Actor::New();
+ child.SetParentOrigin(ParentOrigin::CENTER);
+ Constraint posConstraint = Constraint::New<Quaternion>( child, Actor::Property::ORIENTATION, OrientationComponentConstraint() );
+ posConstraint.AddSource( Source( parent, Actor::Property::ORIENTATION ) );
+ posConstraint.Apply();
+
+ Stage::GetCurrent().Add( child );
+
+ app.SendNotification();
+ app.Render(0);
+ app.Render();
+ app.SendNotification();
+
+ DALI_TEST_EQUALS( child.GetCurrentOrientation(), parent.GetCurrentOrientation(), 0.001, TEST_LOCATION );
+ END_TEST;
+}
+
int UtcDaliActorUnparent(void)
{
TestApplication app;
tet_infoline(" UtcDaliActorSetGetOverlay");
Actor parent = Actor::New();
- parent.SetDrawMode(DrawMode::OVERLAY );
- DALI_TEST_CHECK( parent.GetDrawMode() == DrawMode::OVERLAY );
+ parent.SetDrawMode(DrawMode::OVERLAY_2D );
+ DALI_TEST_CHECK( parent.GetDrawMode() == DrawMode::OVERLAY_2D );
END_TEST;
}
-// Current Dynamics functions are crashing, so testing these sections are futile
-
-int UtcDaliActorDynamics(void)
-{
- DALI_TEST_CHECK( true );
- END_TEST;
-}
-
int UtcDaliActorCreateDestroy(void)
{
Actor* actor = new Actor;
const PropertyStringIndex PROPERTY_TABLE[] =
{
- { "parent-origin", Actor::Property::PARENT_ORIGIN, Property::VECTOR3 },
- { "parent-origin-x", Actor::Property::PARENT_ORIGIN_X, Property::FLOAT },
- { "parent-origin-y", Actor::Property::PARENT_ORIGIN_Y, Property::FLOAT },
- { "parent-origin-z", Actor::Property::PARENT_ORIGIN_Z, Property::FLOAT },
- { "anchor-point", Actor::Property::ANCHOR_POINT, Property::VECTOR3 },
- { "anchor-point-x", Actor::Property::ANCHOR_POINT_X, Property::FLOAT },
- { "anchor-point-y", Actor::Property::ANCHOR_POINT_Y, Property::FLOAT },
- { "anchor-point-z", Actor::Property::ANCHOR_POINT_Z, Property::FLOAT },
+ { "parentOrigin", Actor::Property::PARENT_ORIGIN, Property::VECTOR3 },
+ { "parentOriginX", Actor::Property::PARENT_ORIGIN_X, Property::FLOAT },
+ { "parentOriginY", Actor::Property::PARENT_ORIGIN_Y, Property::FLOAT },
+ { "parentOriginZ", Actor::Property::PARENT_ORIGIN_Z, Property::FLOAT },
+ { "anchorPoint", Actor::Property::ANCHOR_POINT, Property::VECTOR3 },
+ { "anchorPointX", Actor::Property::ANCHOR_POINT_X, Property::FLOAT },
+ { "anchorPointY", Actor::Property::ANCHOR_POINT_Y, Property::FLOAT },
+ { "anchorPointZ", Actor::Property::ANCHOR_POINT_Z, Property::FLOAT },
{ "size", Actor::Property::SIZE, Property::VECTOR3 },
- { "size-width", Actor::Property::SIZE_WIDTH, Property::FLOAT },
- { "size-height", Actor::Property::SIZE_HEIGHT, Property::FLOAT },
- { "size-depth", Actor::Property::SIZE_DEPTH, Property::FLOAT },
+ { "sizeWidth", Actor::Property::SIZE_WIDTH, Property::FLOAT },
+ { "sizeHeight", Actor::Property::SIZE_HEIGHT, Property::FLOAT },
+ { "sizeDepth", Actor::Property::SIZE_DEPTH, Property::FLOAT },
{ "position", Actor::Property::POSITION, Property::VECTOR3 },
- { "position-x", Actor::Property::POSITION_X, Property::FLOAT },
- { "position-y", Actor::Property::POSITION_Y, Property::FLOAT },
- { "position-z", Actor::Property::POSITION_Z, Property::FLOAT },
- { "world-position", Actor::Property::WORLD_POSITION, Property::VECTOR3 },
- { "world-position-x", Actor::Property::WORLD_POSITION_X, Property::FLOAT },
- { "world-position-y", Actor::Property::WORLD_POSITION_Y, Property::FLOAT },
- { "world-position-z", Actor::Property::WORLD_POSITION_Z, Property::FLOAT },
+ { "positionX", Actor::Property::POSITION_X, Property::FLOAT },
+ { "positionY", Actor::Property::POSITION_Y, Property::FLOAT },
+ { "positionZ", Actor::Property::POSITION_Z, Property::FLOAT },
+ { "worldPosition", Actor::Property::WORLD_POSITION, Property::VECTOR3 },
+ { "worldPositionX", Actor::Property::WORLD_POSITION_X, Property::FLOAT },
+ { "worldPositionY", Actor::Property::WORLD_POSITION_Y, Property::FLOAT },
+ { "worldPositionZ", Actor::Property::WORLD_POSITION_Z, Property::FLOAT },
{ "orientation", Actor::Property::ORIENTATION, Property::ROTATION },
- { "world-orientation", Actor::Property::WORLD_ORIENTATION, Property::ROTATION },
+ { "worldOrientation", Actor::Property::WORLD_ORIENTATION, Property::ROTATION },
{ "scale", Actor::Property::SCALE, Property::VECTOR3 },
- { "scale-x", Actor::Property::SCALE_X, Property::FLOAT },
- { "scale-y", Actor::Property::SCALE_Y, Property::FLOAT },
- { "scale-z", Actor::Property::SCALE_Z, Property::FLOAT },
- { "world-scale", Actor::Property::WORLD_SCALE, Property::VECTOR3 },
+ { "scaleX", Actor::Property::SCALE_X, Property::FLOAT },
+ { "scaleY", Actor::Property::SCALE_Y, Property::FLOAT },
+ { "scaleZ", Actor::Property::SCALE_Z, Property::FLOAT },
+ { "worldScale", Actor::Property::WORLD_SCALE, Property::VECTOR3 },
{ "visible", Actor::Property::VISIBLE, Property::BOOLEAN },
{ "color", Actor::Property::COLOR, Property::VECTOR4 },
- { "color-red", Actor::Property::COLOR_RED, Property::FLOAT },
- { "color-green", Actor::Property::COLOR_GREEN, Property::FLOAT },
- { "color-blue", Actor::Property::COLOR_BLUE, Property::FLOAT },
- { "color-alpha", Actor::Property::COLOR_ALPHA, Property::FLOAT },
- { "world-color", Actor::Property::WORLD_COLOR, Property::VECTOR4 },
- { "world-matrix", Actor::Property::WORLD_MATRIX, Property::MATRIX },
+ { "colorRed", Actor::Property::COLOR_RED, Property::FLOAT },
+ { "colorGreen", Actor::Property::COLOR_GREEN, Property::FLOAT },
+ { "colorBlue", Actor::Property::COLOR_BLUE, Property::FLOAT },
+ { "colorAlpha", Actor::Property::COLOR_ALPHA, Property::FLOAT },
+ { "worldColor", Actor::Property::WORLD_COLOR, Property::VECTOR4 },
+ { "worldMatrix", Actor::Property::WORLD_MATRIX, Property::MATRIX },
{ "name", Actor::Property::NAME, Property::STRING },
{ "sensitive", Actor::Property::SENSITIVE, Property::BOOLEAN },
- { "leave-required", Actor::Property::LEAVE_REQUIRED, Property::BOOLEAN },
- { "inherit-orientation", Actor::Property::INHERIT_ORIENTATION, Property::BOOLEAN },
- { "inherit-scale", Actor::Property::INHERIT_SCALE, Property::BOOLEAN },
- { "color-mode", Actor::Property::COLOR_MODE, Property::STRING },
- { "position-inheritance", Actor::Property::POSITION_INHERITANCE, Property::STRING },
- { "draw-mode", Actor::Property::DRAW_MODE, Property::STRING },
- { "size-mode-factor", Actor::Property::SIZE_MODE_FACTOR, Property::VECTOR3 },
- { "relayout-enabled", Actor::Property::RELAYOUT_ENABLED, Property::BOOLEAN },
- { "width-resize-policy", Actor::Property::WIDTH_RESIZE_POLICY, Property::STRING },
- { "height-resize-policy", Actor::Property::HEIGHT_RESIZE_POLICY, Property::STRING },
- { "size-scale-policy", Actor::Property::SIZE_SCALE_POLICY, Property::STRING },
- { "width-for-height", Actor::Property::WIDTH_FOR_HEIGHT, Property::BOOLEAN },
- { "height-for-width", Actor::Property::HEIGHT_FOR_WIDTH, Property::BOOLEAN },
+ { "leaveRequired", Actor::Property::LEAVE_REQUIRED, Property::BOOLEAN },
+ { "inheritOrientation", Actor::Property::INHERIT_ORIENTATION, Property::BOOLEAN },
+ { "inheritScale", Actor::Property::INHERIT_SCALE, Property::BOOLEAN },
+ { "colorMode", Actor::Property::COLOR_MODE, Property::STRING },
+ { "positionInheritance", Actor::Property::POSITION_INHERITANCE, Property::STRING },
+ { "drawMode", Actor::Property::DRAW_MODE, Property::STRING },
+ { "sizeModeFactor", Actor::Property::SIZE_MODE_FACTOR, Property::VECTOR3 },
+ { "widthResizePolicy", Actor::Property::WIDTH_RESIZE_POLICY, Property::STRING },
+ { "heightResizePolicy", Actor::Property::HEIGHT_RESIZE_POLICY, Property::STRING },
+ { "sizeScalePolicy", Actor::Property::SIZE_SCALE_POLICY, Property::STRING },
+ { "widthForHeight", Actor::Property::WIDTH_FOR_HEIGHT, Property::BOOLEAN },
+ { "heightForWidth", Actor::Property::HEIGHT_FOR_WIDTH, Property::BOOLEAN },
{ "padding", Actor::Property::PADDING, Property::VECTOR4 },
- { "minimum-size", Actor::Property::MINIMUM_SIZE, Property::VECTOR2 },
- { "maximum-size", Actor::Property::MAXIMUM_SIZE, Property::VECTOR2 },
+ { "minimumSize", Actor::Property::MINIMUM_SIZE, Property::VECTOR2 },
+ { "maximumSize", Actor::Property::MAXIMUM_SIZE, Property::VECTOR2 },
};
const unsigned int PROPERTY_TABLE_COUNT = sizeof( PROPERTY_TABLE ) / sizeof( PROPERTY_TABLE[0] );
} // unnamed namespace
END_TEST;
}
-int UtcDaliRelayoutProperties_RelayoutEnabled(void)
-{
- TestApplication app;
-
- Actor actor = Actor::New();
-
- // Defaults
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::RELAYOUT_ENABLED ).Get< bool >(), false, TEST_LOCATION );
-
- // Set relayout disabled
- actor.SetProperty( Actor::Property::RELAYOUT_ENABLED, false );
-
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::RELAYOUT_ENABLED ).Get< bool >(), false, TEST_LOCATION );
-
- // Set relayout enabled
- actor.SetProperty( Actor::Property::RELAYOUT_ENABLED, true );
-
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::RELAYOUT_ENABLED ).Get< bool >(), true, TEST_LOCATION );
-
- END_TEST;
-}
-
int UtcDaliRelayoutProperties_ResizePolicies(void)
{
TestApplication app;
Actor actor = Actor::New();
// Defaults
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::WIDTH_RESIZE_POLICY ).Get< std::string >(), "FIXED", TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::HEIGHT_RESIZE_POLICY ).Get< std::string >(), "FIXED", TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::WIDTH_RESIZE_POLICY ).Get< std::string >(), "USE_NATURAL_SIZE", TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::HEIGHT_RESIZE_POLICY ).Get< std::string >(), "USE_NATURAL_SIZE", TEST_LOCATION );
// Set resize policy for all dimensions
actor.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
// Defaults
DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_SCALE_POLICY ).Get< std::string >(), "USE_SIZE_SET", TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetSizeScalePolicy(), SizeScalePolicy::USE_SIZE_SET, TEST_LOCATION );
+
+ SizeScalePolicy::Type policy = SizeScalePolicy::FILL_WITH_ASPECT_RATIO;
+ actor.SetSizeScalePolicy( policy );
+ DALI_TEST_EQUALS( actor.GetSizeScalePolicy(), policy, TEST_LOCATION );
// Set
const char* const policy1 = "FIT_WITH_ASPECT_RATIO";
END_TEST;
}
+int UtcDaliRelayoutProperties_SizeModeFactor(void)
+{
+ TestApplication app;
+
+ Actor actor = Actor::New();
+
+ // Defaults
+ DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_MODE_FACTOR ).Get< Vector3 >(), Vector3( 1.0f, 1.0f, 1.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetSizeModeFactor(), Vector3( 1.0f, 1.0f, 1.0f ), TEST_LOCATION );
+
+ Vector3 sizeMode( 1.0f, 2.0f, 3.0f );
+ actor.SetSizeModeFactor( sizeMode );
+ DALI_TEST_EQUALS( actor.GetSizeModeFactor(), sizeMode, TEST_LOCATION );
+
+ // Set
+ Vector3 sizeMode1( 2.0f, 3.0f, 4.0f );
+
+ actor.SetProperty( Actor::Property::SIZE_MODE_FACTOR, sizeMode1 );
+ DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_MODE_FACTOR ).Get< Vector3 >(), sizeMode1, TEST_LOCATION );
+
+ END_TEST;
+}
+
int UtcDaliRelayoutProperties_DimensionDependency(void)
{
TestApplication app;
END_TEST;
}
+
+int UtcDaliActorGetHeightForWidth(void)
+{
+ TestApplication app;
+
+ Actor actor = Actor::New();
+
+ DALI_TEST_EQUALS( actor.GetHeightForWidth( 1.0f ), 1.0f, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorGetWidthForHeight(void)
+{
+ TestApplication app;
+
+ Actor actor = Actor::New();
+
+ DALI_TEST_EQUALS( actor.GetWidthForHeight( 1.0f ), 1.0f, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorGetRelayoutSize(void)
+{
+ TestApplication app;
+
+ Actor actor = Actor::New();
+
+ // Add actor to stage
+ Stage::GetCurrent().Add( actor );
+
+ DALI_TEST_EQUALS( actor.GetRelayoutSize( Dimension::WIDTH ), 0.0f, TEST_LOCATION );
+
+ actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH );
+ actor.SetSize( Vector2( 1.0f, 0.0f ) );
+
+ // Flush the queue and render once
+ app.SendNotification();
+ app.Render();
+
+ DALI_TEST_EQUALS( actor.GetRelayoutSize( Dimension::WIDTH ), 1.0f, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorSetPadding(void)
+{
+ TestApplication app;
+
+ Actor actor = Actor::New();
+
+ Padding padding;
+ actor.GetPadding( padding );
+
+ DALI_TEST_EQUALS( padding.left, 0.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( padding.right, 0.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( padding.bottom, 0.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( padding.top, 0.0f, TEST_LOCATION );
+
+ Padding padding2( 1.0f, 2.0f, 3.0f, 4.0f );
+ actor.SetPadding( padding2 );
+
+ actor.GetPadding( padding );
+
+ DALI_TEST_EQUALS( padding.left, padding2.left, TEST_LOCATION );
+ DALI_TEST_EQUALS( padding.right, padding2.right, TEST_LOCATION );
+ DALI_TEST_EQUALS( padding.bottom, padding2.bottom, TEST_LOCATION );
+ DALI_TEST_EQUALS( padding.top, padding2.top, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorSetMinimumSize(void)
+{
+ TestApplication app;
+
+ Actor actor = Actor::New();
+
+ Vector2 size = actor.GetMinimumSize();
+
+ DALI_TEST_EQUALS( size.width, 0.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( size.height, 0.0f, TEST_LOCATION );
+
+ Vector2 size2( 1.0f, 2.0f );
+ actor.SetMinimumSize( size2 );
+
+ size = actor.GetMinimumSize();
+
+ DALI_TEST_EQUALS( size.width, size2.width, TEST_LOCATION );
+ DALI_TEST_EQUALS( size.height, size2.height, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorSetMaximumSize(void)
+{
+ TestApplication app;
+
+ Actor actor = Actor::New();
+
+ Vector2 size = actor.GetMaximumSize();
+
+ DALI_TEST_EQUALS( size.width, FLT_MAX, TEST_LOCATION );
+ DALI_TEST_EQUALS( size.height, FLT_MAX, TEST_LOCATION );
+
+ Vector2 size2( 1.0f, 2.0f );
+ actor.SetMaximumSize( size2 );
+
+ size = actor.GetMaximumSize();
+
+ DALI_TEST_EQUALS( size.width, size2.width, TEST_LOCATION );
+ DALI_TEST_EQUALS( size.height, size2.height, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorOnRelayoutSignal(void)
+{
+ tet_infoline("Testing Dali::Actor::OnRelayoutSignal()");
+
+ TestApplication application;
+
+ // Clean test data
+ gOnRelayoutCallBackCalled = false;
+ gActorNamesRelayout.clear();
+
+ Actor actor = Actor::New();
+ actor.SetName( "actor" );
+ actor.OnRelayoutSignal().Connect( OnRelayoutCallback );
+
+ // Sanity check
+ DALI_TEST_CHECK( ! gOnRelayoutCallBackCalled );
+
+ // Add actor to stage
+ Stage::GetCurrent().Add( actor );
+
+ actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+ actor.SetSize( Vector2( 1.0f, 2.0 ) );
+
+ // Flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ // OnRelayout emitted
+ DALI_TEST_EQUALS( gOnRelayoutCallBackCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( "actor", gActorNamesRelayout[ 0 ], TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorGetHierachyDepth(void)
+{
+ TestApplication application;
+ tet_infoline("Testing Dali::Actor::GetHierarchyDepth()");
+
+
+ /* Build tree of actors:
+ *
+ * Depth
+ *
+ * A (parent) 1
+ * / \
+ * B C 2`
+ * / \ \
+ * D E F 3
+ *
+ * GetHierarchyDepth should return 1 for A, 2 for B and C, and 3 for D, E and F.
+ */
+ Stage stage( Stage::GetCurrent() );
+
+ Actor actorA = Actor::New();
+ Actor actorB = Actor::New();
+ Actor actorC = Actor::New();
+ Actor actorD = Actor::New();
+ Actor actorE = Actor::New();
+ Actor actorF = Actor::New();
+
+ //Test that root actor has depth equal 0
+ DALI_TEST_EQUALS( 0, stage.GetRootLayer().GetHierarchyDepth(), TEST_LOCATION );
+
+ //Test actors return depth -1 when not connected to the tree
+ DALI_TEST_EQUALS( -1, actorA.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorB.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorC.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorD.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorE.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorF.GetHierarchyDepth(), TEST_LOCATION );
+
+ //Create the hierarchy
+ stage.Add( actorA );
+ actorA.Add( actorB );
+ actorA.Add( actorC );
+ actorB.Add( actorD );
+ actorB.Add( actorE );
+ actorC.Add( actorF );
+
+ //Test actors return correct depth
+ DALI_TEST_EQUALS( 1, actorA.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( 2, actorB.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( 2, actorC.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( 3, actorD.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( 3, actorE.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( 3, actorF.GetHierarchyDepth(), TEST_LOCATION );
+
+ //Removing actorB from the hierarchy. actorB, actorD and actorE should now have depth equal -1
+ actorA.Remove( actorB );
+
+ DALI_TEST_EQUALS( -1, actorB.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorD.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorE.GetHierarchyDepth(), TEST_LOCATION );
+
+ //Removing actorA from the stage. All actors should have depth equal -1
+ stage.Remove( actorA );
+
+ DALI_TEST_EQUALS( -1, actorA.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorB.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorC.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorD.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorE.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorF.GetHierarchyDepth(), TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorAnchorPointPropertyAsString(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_LEFT" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_CENTER" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_CENTER, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_RIGHT" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_RIGHT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER_LEFT" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER_LEFT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER_RIGHT" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER_RIGHT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_LEFT" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_CENTER" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_RIGHT" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+
+ // Invalid should not change anything
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "INVALID_ARG" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorParentOriginPropertyAsString(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_LEFT" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_CENTER" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_CENTER, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_RIGHT" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_RIGHT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER_LEFT" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER_LEFT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER_RIGHT" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER_RIGHT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_LEFT" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_CENTER" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_RIGHT" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+
+ // Invalid should not change anything
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "INVALID_ARG" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorColorModePropertyAsString(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_COLOR" );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_COLOR, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_MODE, "USE_PARENT_COLOR" );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_PARENT_COLOR, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_MULTIPLY_PARENT_COLOR" );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_COLOR, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_MULTIPLY_PARENT_ALPHA" );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
+
+ // Invalid should not change anything
+ actor.SetProperty( Actor::Property::COLOR_MODE, "INVALID_ARG" );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorPositionInheritancePropertyAsString(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "INHERIT_PARENT_POSITION" );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), INHERIT_PARENT_POSITION, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "USE_PARENT_POSITION" );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "USE_PARENT_POSITION_PLUS_LOCAL_POSITION" );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION_PLUS_LOCAL_POSITION, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "DONT_INHERIT_POSITION" );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), DONT_INHERIT_POSITION, TEST_LOCATION );
+
+ // Invalid should not change anything
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "INVALID_ARG" );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), DONT_INHERIT_POSITION, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorDrawModePropertyAsString(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::DRAW_MODE, "NORMAL" );
+ DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::NORMAL, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::DRAW_MODE, "OVERLAY_2D" );
+ DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::OVERLAY_2D, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::DRAW_MODE, "STENCIL" );
+ DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::STENCIL, TEST_LOCATION );
+
+ // Invalid should not change anything
+ actor.SetProperty( Actor::Property::DRAW_MODE, "INVALID_ARG" );
+ DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::STENCIL, TEST_LOCATION );
+
+ END_TEST;
+}