/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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 <dali-test-suite-utils.h>
#include <dali/devel-api/actors/actor-devel.h>
+#include <dali/devel-api/common/capabilities.h>
#include <dali/integration-api/debug.h>
#include <dali/integration-api/events/hover-event-integ.h>
#include <dali/integration-api/events/touch-event-integ.h>
-#include <dali/devel-api/common/capabilities.h>
#include <dali/public-api/dali-core.h>
#include <mesh-builder.h>
+#include <test-actor-utils.h>
#include <cfloat> // For FLT_MAX
#include <string>
catch(Dali::DaliException& e)
{
DALI_TEST_PRINT_ASSERT(e);
- DALI_TEST_ASSERT(e, "this != &child", TEST_LOCATION);
+ DALI_TEST_ASSERT(e, "&mOwner != &child", TEST_LOCATION);
DALI_TEST_EQUALS(parent2.GetChildCount(), 1u, TEST_LOCATION);
}
catch(...)
END_TEST;
}
+int UtcDaliActorSwitchParentN(void)
+{
+ tet_infoline("Testing Actor::UtcDaliActorSwitchParentN");
+ TestApplication application;
+
+ Actor parent1 = Actor::New();
+ Actor child = Actor::New();
+
+ DALI_TEST_EQUALS(parent1.GetChildCount(), 0u, TEST_LOCATION);
+
+ parent1.Add(child);
+
+ DALI_TEST_EQUALS(parent1.GetChildCount(), 1u, TEST_LOCATION);
+
+ Actor parent2 = Actor::New();
+
+ DALI_TEST_EQUALS(parent2.GetChildCount(), 0u, TEST_LOCATION);
+
+ // Try switch parent with that both of parent1 and parent2 are off scene.
+ DevelActor::SwitchParent(child, parent2);
+
+ DALI_TEST_EQUALS(parent1.GetChildCount(), 1u, TEST_LOCATION);
+ DALI_TEST_EQUALS(parent2.GetChildCount(), 0u, TEST_LOCATION);
+ END_TEST;
+}
+
int UtcDaliActorGetChildCount(void)
{
TestApplication application;
END_TEST;
}
+int UtcDaliActorSetKeyboardFocusableChildren(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN, true);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN) == true);
+
+ actor.SetProperty(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN, false);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN) == false);
+ END_TEST;
+}
+
+int UtcDaliActorAreChildrenKeyBoardFocusable(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ DALI_TEST_CHECK(actor.GetProperty<bool>(DevelActor::Property::KEYBOARD_FOCUSABLE_CHILDREN) == true);
+ END_TEST;
+}
+
+int UtcDaliActorSetTouchFocusable(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty(DevelActor::Property::TOUCH_FOCUSABLE, true);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(DevelActor::Property::TOUCH_FOCUSABLE) == true);
+
+ actor.SetProperty(DevelActor::Property::TOUCH_FOCUSABLE, false);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(DevelActor::Property::TOUCH_FOCUSABLE) == false);
+ END_TEST;
+}
+
+int UtcDaliActorIsTouchFocusable(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ DALI_TEST_CHECK(actor.GetProperty<bool>(DevelActor::Property::TOUCH_FOCUSABLE) == false);
+ END_TEST;
+}
+
int UtcDaliActorRemoveConstraints(void)
{
tet_infoline(" UtcDaliActorRemoveConstraints");
ids.push_back(10); // third rendered actor
application.GetGlAbstraction().SetNextTextureIds(ids);
- Texture imageA = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
- Texture imageB = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
- Texture imageC = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
+ Texture imageA = CreateTexture(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
+ Texture imageB = CreateTexture(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
+ Texture imageC = CreateTexture(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
Actor a = CreateRenderableActor(imageA);
Actor b = CreateRenderableActor(imageB);
Actor c = CreateRenderableActor(imageC);
// Clipping test helper functions:
Actor CreateActorWithContent(uint32_t width, uint32_t height)
{
- Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, width, height);
+ Texture image = CreateTexture(TextureType::TEXTURE_2D, Pixel::RGBA8888, width, height);
Actor actor = CreateRenderableActor(image);
// Setup dimensions and position so actor is not skipped by culling.
DALI_TEST_EQUALS<bool>(colorMaskParams.red, maskValue, TEST_LOCATION);
DALI_TEST_EQUALS<bool>(colorMaskParams.green, maskValue, TEST_LOCATION);
DALI_TEST_EQUALS<bool>(colorMaskParams.blue, maskValue, TEST_LOCATION);
- DALI_TEST_EQUALS<bool>(colorMaskParams.alpha, maskValue, TEST_LOCATION);
+
+ // @todo only test alpha if the framebuffer has an alpha channel
+ //DALI_TEST_EQUALS<bool>(colorMaskParams.alpha, maskValue, TEST_LOCATION);
}
int UtcDaliActorPropertyClippingP(void)
CheckColorMask(glAbstraction, true);
// Check the stencil buffer was enabled.
- DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", "2960")); // 2960 is GL_STENCIL_TEST
+ std::ostringstream oss;
+ oss << std::hex << GL_STENCIL_TEST;
+ DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", oss.str()));
// Check the stencil buffer was cleared.
DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("ClearStencil", "0", startIndex));
CheckColorMask(glAbstraction, true);
// Check the stencil buffer was enabled.
- DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", "2960")); // 2960 is GL_STENCIL_TEST
+ std::ostringstream oss;
+ oss << std::hex << GL_STENCIL_TEST;
+ DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", oss.str()));
// Check the stencil buffer was cleared.
DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("ClearStencil", "0", startIndex));
GenerateTrace(application, enabledDisableTrace, stencilTrace);
// Check the stencil buffer was disabled.
- DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Disable", "2960")); // 2960 is GL_STENCIL_TEST
+ std::ostringstream stencil;
+ stencil << std::hex << GL_STENCIL_TEST;
+ DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Disable", stencil.str()));
// Ensure all values in stencil-mask are set to 1.
startIndex = 0u;
CheckColorMask(glAbstraction, true);
// Check the stencil buffer was enabled.
- DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", "2960")); // 2960 is GL_STENCIL_TEST
+ std::ostringstream oss;
+ oss << std::hex << GL_STENCIL_TEST;
+ DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", oss.str()));
// Perform the test twice, once for 2D layer, and once for 3D.
for(unsigned int i = 0u; i < 2u; ++i)
DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilOp", "7680, 7681, 7681", startIndex)); // GL_KEEP, GL_REPLACE, GL_REPLACE
// Check the correct setup was done to test against first bit-plane (only) of the stencil buffer.
- DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilFunc", "514, 1, 255", startIndex)); // 514 is GL_EQUAL
+ DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilFunc", "514, 1, 1", startIndex)); // 514 is GL_EQUAL
DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilOp", "7680, 7680, 7680", startIndex)); // GL_KEEP, GL_KEEP, GL_KEEP
// Check we are set up to write to the second bitplane of the stencil buffer (only).
// Check we are set up to test against both the first and second bit-planes of the stencil buffer.
// (Both must be set to pass the check).
- DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilFunc", "514, 3, 255", startIndex)); // 514 is GL_EQUAL, Test both bit-planes 1 & 2
+ DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilFunc", "514, 3, 3", startIndex)); // 514 is GL_EQUAL, Test both bit-planes 1 & 2
DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilOp", "7680, 7680, 7680", startIndex)); // GL_KEEP, GL_KEEP, GL_KEEP
// If we are on the first loop, set the layer to 3D and loop to perform the test again.
Actor actors[5];
for(int i = 0; i < 5; ++i)
{
- Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 16u, 16u);
+ Texture image = CreateTexture(TextureType::TEXTURE_2D, Pixel::RGBA8888, 16u, 16u);
Actor actor = CreateRenderableActor(image);
// Setup dimensions and position so actor is not skipped by culling.
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));
+ size_t startIndex = 0u;
+ std::ostringstream blend;
+ blend << std::hex << GL_BLEND;
+ std::ostringstream stencil;
+ stencil << std::hex << GL_STENCIL_TEST;
+
+ DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParamsFromStartIndex("Enable", blend.str(), startIndex));
+ DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParamsFromStartIndex("Enable", stencil.str(), startIndex));
+ DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParamsFromStartIndex("Disable", stencil.str(), startIndex));
// Swap the clipping actor from top of left branch to top of right branch.
actors[1].SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::DISABLED);
// 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));
+ DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParamsFromStartIndex("Enable", stencil.str(), startIndex));
+ DALI_TEST_CHECK(!enabledDisableTrace.FindMethodAndParamsFromStartIndex("Disable", stencil.str(), startIndex));
END_TEST;
}
-int UtcDaliActorPropertyScissorClippingActor(void)
+int UtcDaliActorPropertyScissorClippingActor01(void)
{
// This test checks that an actor is correctly setup for clipping.
tet_infoline("Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor");
CheckColorMask(glAbstraction, true);
// Check scissor test was enabled.
- DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", "3089")); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+
+ std::ostringstream scissor;
+ scissor << std::hex << GL_SCISSOR_TEST;
+ DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
// Check the scissor was set, and the coordinates are correct.
std::stringstream compareParametersString;
END_TEST;
}
+int UtcDaliActorPropertyScissorClippingActor02(void)
+{
+ // This test checks that an actor is correctly setup for clipping.
+ tet_infoline("Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor with a transparent renderer");
+ 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 actorSize(16.0f, 16.0f);
+
+ // Create a clipping actor.
+ Actor clippingActorA = CreateRenderableActor();
+ clippingActorA[Actor::Property::SIZE] = actorSize;
+
+ Renderer renderer = clippingActorA.GetRendererAt(0);
+ DALI_TEST_CHECK(renderer);
+
+ // Make Renderer opacity 0.
+ renderer[DevelRenderer::Property::OPACITY] = 0.0f;
+
+ // 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.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_LEFT);
+ clippingActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT);
+ clippingActorA.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+ application.GetScene().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.
+
+ std::ostringstream scissor;
+ scissor << std::hex << GL_SCISSOR_TEST;
+ DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
+
+ // Check the scissor was set, and the coordinates are correct.
+ std::stringstream compareParametersString;
+ compareParametersString << "0, 0, " << actorSize.x << ", " << actorSize.y;
+ DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", compareParametersString.str())); // Compare with 0, 0, 16, 16
+
+ clippingActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_RIGHT);
+ clippingActorA.SetProperty(Actor::Property::ANCHOR_POINT, 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 - actorSize.x) << ", " << (stageSize.y - actorSize.y) << ", " << actorSize.x << ", " << actorSize.y;
+ DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", compareParametersString.str())); // Compare with 464, 784, 16, 16
+
+ END_TEST;
+}
+
int UtcDaliActorPropertyScissorClippingActorSiblings(void)
{
// This test checks that an actor is correctly setup for clipping.
CheckColorMask(glAbstraction, true);
// Check scissor test was enabled.
- DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", "3089")); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+ std::ostringstream scissor;
+ scissor << std::hex << GL_SCISSOR_TEST;
+ DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
// Check the scissor was set, and the coordinates are correct.
std::stringstream compareParametersString;
CheckColorMask(glAbstraction, true);
// Check scissor test was enabled.
- DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", "3089")); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+ std::ostringstream scissor;
+ scissor << std::hex << GL_SCISSOR_TEST;
+ DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
// Check the scissor was set, and the coordinates are correct.
const Vector4& expectResults(expect[test]);
CheckColorMask(glAbstraction, true);
// Check scissor test was enabled.
- DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", "3089")); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+ std::ostringstream scissor;
+ scissor << std::hex << GL_SCISSOR_TEST;
+ DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
// Check the scissor was set, and the coordinates are correct.
std::string clipA("0, 500, 480, 200");
DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", clipB));
DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", clipC));
DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", clipD));
- DALI_TEST_CHECK(scissorTrace.CountMethod("Scissor") == 4); // Scissor rect should not be changed in clippingActorE case. So count should be 4.
+ DALI_TEST_EQUALS(scissorTrace.CountMethod("Scissor"), 4, TEST_LOCATION); // Scissor rect should not be changed in clippingActorE case. So count should be 4.
END_TEST;
}
CheckColorMask(glAbstraction, true);
// Check the stencil buffer was not enabled.
- DALI_TEST_CHECK(!enabledDisableTrace.FindMethodAndParams("Enable", "2960")); // 2960 is GL_STENCIL_TEST
+ std::ostringstream stencil;
+ stencil << std::hex << GL_STENCIL_TEST;
+ DALI_TEST_CHECK(!enabledDisableTrace.FindMethodAndParams("Enable", stencil.str()));
// Check stencil functions are not called.
DALI_TEST_CHECK(!stencilTrace.FindMethod("StencilFunc"));
- DALI_TEST_CHECK(!stencilTrace.FindMethod("StencilMask"));
+ // TODO: Temporarily commented out the line below when caching is disabled. Will need to add it back.
+ // DALI_TEST_CHECK(!stencilTrace.FindMethod("StencilMask"));
DALI_TEST_CHECK(!stencilTrace.FindMethod("StencilOp"));
// Check that scissor clipping is overriden by the renderer properties.
GenerateTrace(application, enabledDisableTrace, scissorTrace);
// Check the stencil buffer was not enabled.
- DALI_TEST_CHECK(!enabledDisableTrace.FindMethodAndParams("Enable", "3089")); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+ std::ostringstream scissor;
+ scissor << std::hex << GL_SCISSOR_TEST;
+ DALI_TEST_CHECK(!enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
DALI_TEST_CHECK(!scissorTrace.FindMethod("StencilFunc"));
END_TEST;
}
+int UtcDaliActorPropertyClippingActorCulled(void)
+{
+ // This test checks that child actors are clipped by an culled parent actor.
+ tet_infoline("Testing child actors are clipped by an culled parent actor");
+ TestApplication application;
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+ const Vector2 actorSize(160.0f, 160.0f);
+
+ // Create a clipping actor.
+ Actor clippingActorA = CreateRenderableActor();
+ clippingActorA[Actor::Property::SIZE] = actorSize;
+
+ // 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[Actor::Property::PARENT_ORIGIN] = ParentOrigin::BOTTOM_LEFT;
+ clippingActorA[Actor::Property::ANCHOR_POINT] = AnchorPoint::BOTTOM_LEFT;
+ clippingActorA[Actor::Property::CLIPPING_MODE] = ClippingMode::CLIP_TO_BOUNDING_BOX;
+ application.GetScene().Add(clippingActorA);
+
+ // Create a child actor
+ Actor childActor = CreateRenderableActor();
+ childActor[Actor::Property::PARENT_ORIGIN] = ParentOrigin::BOTTOM_LEFT;
+ childActor[Actor::Property::ANCHOR_POINT] = AnchorPoint::BOTTOM_LEFT;
+ childActor[Actor::Property::SIZE] = Vector2(50.0f, 50.0f);
+ childActor[Actor::Property::INHERIT_POSITION] = false;
+
+ // Gather the call trace.
+ GenerateTrace(application, enabledDisableTrace, scissorTrace);
+
+ // Check scissor test was enabled.
+ std::ostringstream scissor;
+ scissor << std::hex << GL_SCISSOR_TEST;
+ DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
+
+ // Check the scissor was set, and the coordinates are correct.
+ std::stringstream compareParametersString;
+ compareParametersString << "0, 0, " << actorSize.x << ", " << actorSize.y;
+ DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", compareParametersString.str())); // Compare with 0, 0, 16, 16
+
+ // Move the clipping actor out of screen
+ clippingActorA[Actor::Property::POSITION] = Vector2(2000.0f, 2000.0f);
+
+ // 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 << 2000 << ", " << 0 << ", " << 0 << ", " << 0;
+ DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", compareParametersString.str())); // Clipping area should be empty.
+
+ END_TEST;
+}
+
int UtcDaliGetPropertyN(void)
{
tet_infoline("Testing Actor::GetProperty returns a non valid value if property index is out of range");
tet_printf("Trace Output:%s \n", glSetUniformStack.GetTraceString().c_str());
// Test order of uniforms in stack
- int indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
- int indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
- int indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
+ int indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+ int indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+ int indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
bool CBA = (indexC > indexB) && (indexB > indexA);
application.ProcessEvent(touchEvent);
- glAbstraction.ResetSetUniformCallStack();
- glSetUniformStack = glAbstraction.GetSetUniformTrace();
+ glSetUniformStack.Reset();
application.SendNotification();
application.Render();
tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
// Test order of uniforms in stack
- indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
- indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
- indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
+ indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+ indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+ indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
tet_infoline("Testing A above C and B at bottom\n");
bool ACB = (indexA > indexC) && (indexC > indexB);
application.ProcessEvent(touchEvent);
- glAbstraction.ResetSetUniformCallStack();
- glSetUniformStack = glAbstraction.GetSetUniformTrace();
+ glSetUniformStack.Reset();
application.SendNotification();
application.Render();
tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
// Test order of uniforms in stack
- indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
- indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
- indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
+ indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+ indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+ indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
tet_infoline("Testing B above A and C at bottom\n");
bool BAC = (indexB > indexA) && (indexA > indexC);
application.ProcessEvent(touchEvent);
- glAbstraction.ResetSetUniformCallStack();
- glSetUniformStack = glAbstraction.GetSetUniformTrace();
+ glSetUniformStack.Reset();
application.SendNotification();
application.Render();
tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
// Test order of uniforms in stack
- indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
- indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
- indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
+ indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+ indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+ indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
tet_infoline("Testing C above A and B at bottom\n");
bool CAB = (indexC > indexA) && (indexA > indexB);
END_TEST;
}
+int UtcDaliActorRaiseAbove2(void)
+{
+ tet_infoline("UtcDaliActor RaiseToAbove test using SIBLING_ORDER property\n");
+
+ TestApplication application;
+
+ Integration::Scene stage(application.GetScene());
+
+ Actor actorA = Actor::New();
+ Actor actorB = Actor::New();
+ Actor actorC = Actor::New();
+
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+ actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+ actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+ actorA.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+ actorA.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
+
+ actorB.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+ actorB.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
+
+ 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);
+
+ ResetTouchCallbacks();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+
+ // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
+ // Only top actor will get touched.
+ actorA.TouchedSignal().Connect(TestTouchCallback);
+ actorB.TouchedSignal().Connect(TestTouchCallback2);
+ actorC.TouchedSignal().Connect(TestTouchCallback3);
+
+ bool orderChangedSignal(false);
+ Actor orderChangedActor;
+ ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+ DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
+
+ Dali::Integration::Point point;
+ point.SetDeviceId(1);
+ point.SetState(PointState::DOWN);
+ point.SetScreenPosition(Vector2(10.f, 10.f));
+ Dali::Integration::TouchEvent touchEvent;
+ touchEvent.AddPoint(point);
+
+ application.ProcessEvent(touchEvent);
+
+ DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled3, true, TEST_LOCATION);
+
+ ResetTouchCallbacks();
+
+ tet_printf("Raise actor B Above Actor C\n");
+
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+ int newOrder = actorC[DevelActor::Property::SIBLING_ORDER];
+ actorB[DevelActor::Property::SIBLING_ORDER] = newOrder;
+ DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
+
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+ application.ProcessEvent(touchEvent);
+
+ DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled2, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+
+ ResetTouchCallbacks();
+
+ tet_printf("Raise actor A Above Actor B\n");
+
+ orderChangedSignal = false;
+
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+ newOrder = actorB[DevelActor::Property::SIBLING_ORDER];
+ actorA[DevelActor::Property::SIBLING_ORDER] = newOrder;
+ DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
+
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+
+ application.ProcessEvent(touchEvent); // process a touch event on ordered actors.
+
+ DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+
+ ResetTouchCallbacks();
+
+ END_TEST;
+}
+
int UtcDaliActorLowerBelow(void)
{
tet_infoline("UtcDaliActor LowerBelow test \n");
application.SendNotification();
application.Render();
- glSetUniformStack = glAbstraction.GetSetUniformTrace();
-
tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
// Test order of uniforms in stack
- int indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
- int indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
- int indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
+ int indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+ int indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+ int indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
tet_infoline("Testing C above B and A at bottom\n");
bool CBA = (indexC > indexB) && (indexB > indexA);
application.ProcessEvent(touchEvent); // touch event
- glAbstraction.ResetSetUniformCallStack();
- glSetUniformStack = glAbstraction.GetSetUniformTrace();
+ glSetUniformStack.Reset();
application.SendNotification();
application.Render();
tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
// Test order of uniforms in stack
- indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
- indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
- indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
+ indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+ indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+ indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
tet_infoline("Testing render order is A, C, B");
DALI_TEST_EQUALS(indexC > indexA, true, TEST_LOCATION);
application.ProcessEvent(touchEvent);
- glAbstraction.ResetSetUniformCallStack();
- glSetUniformStack = glAbstraction.GetSetUniformTrace();
+ glSetUniformStack.Reset();
application.Render();
tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
// Test order of uniforms in stack
- indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
- indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
- indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
+ indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+ indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+ indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
DALI_TEST_EQUALS(indexA > indexC, true, TEST_LOCATION);
DALI_TEST_EQUALS(indexB > indexA, true, TEST_LOCATION);
application.ProcessEvent(touchEvent);
- glAbstraction.ResetSetUniformCallStack();
- glSetUniformStack = glAbstraction.GetSetUniformTrace();
+ glSetUniformStack.Reset();
application.Render();
tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
// Test order of uniforms in stack
- indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
- indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
- indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
+ indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+ indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+ indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
DALI_TEST_EQUALS(indexC > indexB, true, TEST_LOCATION);
DALI_TEST_EQUALS(indexA > indexC, true, TEST_LOCATION);
END_TEST;
}
-int UtcDaliActorRaiseAboveDifferentParentsN(void)
+int UtcDaliActorLowerBelow2(void)
{
- tet_infoline("UtcDaliActor RaiseToAbove test with actor and target actor having different parents \n");
+ tet_infoline("UtcDaliActor LowerBelow test using SIBLING_ORDER property\n");
TestApplication application;
Integration::Scene stage(application.GetScene());
- Actor parentA = Actor::New();
- Actor parentB = Actor::New();
- parentA.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
- parentA.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
- parentB.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
- parentB.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
+ // Set up renderers to add to Actors, float value 1, 2, 3 assigned to each
+ // enables checking of which actor the uniform is assigned too
+ Shader shaderA = CreateShader();
+ shaderA.RegisterProperty("uRendererColor", 1.f);
+
+ Shader shaderB = CreateShader();
+ shaderB.RegisterProperty("uRendererColor", 2.f);
+
+ Shader shaderC = CreateShader();
+ shaderC.RegisterProperty("uRendererColor", 3.f);
+
+ Actor actorA = Actor::New();
+ Actor actorB = Actor::New();
+ Actor actorC = Actor::New();
+
+ // Add renderers to Actors so ( uRendererColor, 1 ) is A, ( uRendererColor, 2 ) is B, and ( uRendererColor, 3 ) is C,
+ Geometry geometry = CreateQuadGeometry();
+
+ Renderer rendererA = Renderer::New(geometry, shaderA);
+ actorA.AddRenderer(rendererA);
+
+ Renderer rendererB = Renderer::New(geometry, shaderB);
+ actorB.AddRenderer(rendererB);
+
+ Renderer rendererC = Renderer::New(geometry, shaderC);
+ actorC.AddRenderer(rendererC);
+
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+ actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+ actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+
+ actorA.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+ actorA.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
+
+ actorB.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+ actorB.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
+
+ actorC.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+ actorC.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
+
+ Actor container = Actor::New();
+ container.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ container.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
+ stage.Add(container);
+
+ container.Add(actorA);
+ container.Add(actorB);
+ container.Add(actorC);
+
+ ResetTouchCallbacks();
+
+ // Connect ChildOrderChangedSignal
+ bool orderChangedSignal(false);
+ Actor orderChangedActor;
+ ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+ DevelActor::ChildOrderChangedSignal(container).Connect(&application, f);
+
+ // Set up gl abstraction trace so can query the set uniform order
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ glAbstraction.EnableSetUniformCallTrace(true);
+ glAbstraction.ResetSetUniformCallStack();
+ TraceCallStack& glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+ glAbstraction.ResetSetUniformCallStack();
+
+ application.SendNotification();
+ application.Render();
+
+ tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
+
+ // Test order of uniforms in stack
+ int indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+ int indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+ int indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
+
+ tet_infoline("Testing C above B and A at bottom\n");
+ bool CBA = (indexC > indexB) && (indexB > indexA);
+
+ DALI_TEST_EQUALS(CBA, true, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+
+ // connect to actor touch signals, will use touch callbacks to determine which actor is on top.
+ // Only top actor will get touched.
+ actorA.TouchedSignal().Connect(TestTouchCallback);
+ actorB.TouchedSignal().Connect(TestTouchCallback2);
+ actorC.TouchedSignal().Connect(TestTouchCallback3);
+
+ Dali::Integration::Point point;
+ point.SetDeviceId(1);
+ point.SetState(PointState::DOWN);
+ point.SetScreenPosition(Vector2(10.f, 10.f));
+ Dali::Integration::TouchEvent touchEvent;
+ touchEvent.AddPoint(point);
+
+ tet_infoline("UtcDaliActor Test Set up completed \n");
+
+ application.ProcessEvent(touchEvent);
+
+ DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled3, true, TEST_LOCATION);
+
+ ResetTouchCallbacks();
+
+ 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");
+
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+ actorC[DevelActor::Property::SIBLING_ORDER] = 1;
+ DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(orderChangedActor, actorC, TEST_LOCATION);
+
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent(touchEvent); // touch event
+
+ glSetUniformStack.Reset();
+
+ application.SendNotification();
+ application.Render();
+
+ tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
+
+ // Test order of uniforms in stack
+ indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+ indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+ indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
+
+ 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);
+ DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
+
+ ResetTouchCallbacks();
+
+ tet_printf("Lower actor C below Actor A leaving B on top\n");
+
+ orderChangedSignal = false;
+
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+ actorC[DevelActor::Property::SIBLING_ORDER] = 0;
+ DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(orderChangedActor, actorC, TEST_LOCATION);
+
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent(touchEvent);
+
+ glSetUniformStack.Reset();
+
+ application.Render();
+ tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
+
+ // Test order of uniforms in stack
+ indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+ indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+ indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
+
+ DALI_TEST_EQUALS(indexA > indexC, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(indexB > indexA, true, 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 B below Actor C leaving A on top\n");
+
+ orderChangedSignal = false;
+
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+ actorB[DevelActor::Property::SIBLING_ORDER] = 0;
+ DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
+
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent(touchEvent);
+
+ glSetUniformStack.Reset();
+
+ application.Render();
+ tet_printf("Trace:%s \n", glSetUniformStack.GetTraceString().c_str());
+
+ // Test order of uniforms in stack
+ indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3.000000");
+ indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2.000000");
+ indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1.000000");
+
+ DALI_TEST_EQUALS(indexC > indexB, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(indexA > indexC, true, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliActorRaiseAboveDifferentParentsN(void)
+{
+ tet_infoline("UtcDaliActor RaiseToAbove test with actor and target actor having different parents \n");
+
+ TestApplication application;
+
+ Integration::Scene stage(application.GetScene());
+
+ Actor parentA = Actor::New();
+ Actor parentB = Actor::New();
+ parentA.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+ parentA.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
+ parentB.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+ parentB.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
parentA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
parentA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
END_TEST;
}
+int UtcDaliActorSwitchParentP(void)
+{
+ tet_infoline("Testing Actor::UtcDaliActorSwitchParentP");
+ TestApplication application;
+
+ Actor parent1 = Actor::New();
+ Actor child = Actor::New();
+
+ application.GetScene().Add(parent1);
+
+ DALI_TEST_EQUALS(parent1.GetChildCount(), 0u, TEST_LOCATION);
+
+ child.OnSceneSignal().Connect(OnSceneCallback);
+ child.OffSceneSignal().Connect(OffSceneCallback);
+
+ // sanity check
+ DALI_TEST_CHECK(gOnSceneCallBackCalled == 0);
+ DALI_TEST_CHECK(gOffSceneCallBackCalled == 0);
+
+ parent1.Add(child);
+
+ DALI_TEST_EQUALS(parent1.GetChildCount(), 1u, TEST_LOCATION);
+
+ DALI_TEST_CHECK(gOnSceneCallBackCalled == 1);
+ DALI_TEST_CHECK(gOffSceneCallBackCalled == 0);
+
+ Actor parent2 = Actor::New();
+ application.GetScene().Add(parent2);
+
+ bool addSignalReceived = false;
+ ChildAddedSignalCheck addedSignal(addSignalReceived, child);
+ DevelActor::ChildAddedSignal(application.GetScene().GetRootLayer()).Connect(&application, addedSignal);
+ DALI_TEST_EQUALS(addSignalReceived, false, TEST_LOCATION);
+
+ bool removedSignalReceived = false;
+ ChildRemovedSignalCheck removedSignal(removedSignalReceived, child);
+ DevelActor::ChildRemovedSignal(application.GetScene().GetRootLayer()).Connect(&application, removedSignal);
+ DALI_TEST_EQUALS(removedSignalReceived, false, TEST_LOCATION);
+
+ DevelActor::SwitchParent(child, parent2);
+
+ DALI_TEST_EQUALS(addSignalReceived, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(removedSignalReceived, false, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(parent1.GetChildCount(), 0u, TEST_LOCATION);
+ DALI_TEST_EQUALS(parent2.GetChildCount(), 1u, TEST_LOCATION);
+
+ DALI_TEST_CHECK(gOnSceneCallBackCalled == 1);
+ DALI_TEST_CHECK(gOffSceneCallBackCalled == 0);
+ DALI_TEST_CHECK(child.GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE));
+ DALI_TEST_CHECK(child.GetParent() == parent2);
+
+ END_TEST;
+}
+
int utcDaliActorCulled(void)
{
TestApplication application;
END_TEST;
}
-int utcDaliActorPartialUpdate(void)
+int utcDaliActorRelayoutAndAnimation(void)
{
- TestApplication application(
- TestApplication::DEFAULT_SURFACE_WIDTH,
- TestApplication::DEFAULT_SURFACE_HEIGHT,
- TestApplication::DEFAULT_HORIZONTAL_DPI,
- TestApplication::DEFAULT_VERTICAL_DPI,
- true,
- true);
+ TestApplication application;
+ tet_infoline("Check the actor size when relayoutting and playing animation");
- tet_infoline("Check the damaged area");
+ Vector3 parentSize(300.0f, 300.0f, 0.0f);
+ Vector3 actorSize(100.0f, 100.0f, 0.0f);
- const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+ {
+ Actor parentA = Actor::New();
+ parentA.SetProperty(Actor::Property::SIZE, parentSize);
+ parentA.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(parentA);
- std::vector<Rect<int>> damagedRects;
- Rect<int> clippingRect;
- application.SendNotification();
- application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ Actor parentB = Actor::New();
+ parentB.SetProperty(Actor::Property::SIZE, parentSize);
+ parentB.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(parentB);
- // First render pass, nothing to render, adaptor would just do swap buffer.
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, actorSize);
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ parentA.Add(actor);
+
+ Vector3 size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+ Vector3 targetValue(200.0f, 200.0f, 0.0f);
+
+ Animation animation = Animation::New(1.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetValue);
+ animation.Play();
+
+ size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(1100); // After the animation
+
+ // Size and current size should be updated.
+ size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+ Vector3 currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+ // Trigger relayout
+ parentB.Add(actor);
+
+ application.SendNotification();
+ application.Render();
+
+ // Size and current size should be same.
+ size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+ currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+ actor.Unparent();
+ parentA.Unparent();
+ parentB.Unparent();
+ }
+
+ {
+ Actor parentA = Actor::New();
+ parentA.SetProperty(Actor::Property::SIZE, parentSize);
+ parentA.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(parentA);
+
+ Actor parentB = Actor::New();
+ parentB.SetProperty(Actor::Property::SIZE, parentSize);
+ parentB.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(parentB);
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, actorSize);
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ parentA.Add(actor);
+
+ Vector3 size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render();
+
+ size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+ Vector3 currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(currentSize, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+ Vector3 targetValue(200.0f, 200.0f, 0.0f);
+
+ // Make an animation
+ Animation animation = Animation::New(1.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetValue);
+ animation.Play();
+
+ size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(1100); // After the animation
+
+ // Size and current size should be updated.
+ size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+ currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+ // Trigger relayout
+ parentB.Add(actor);
+
+ application.SendNotification();
+ application.Render();
+
+ // Size and current size should be same.
+ size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+ currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+ actor.Unparent();
+ parentA.Unparent();
+ parentB.Unparent();
+ }
+
+ END_TEST;
+}
+
+int utcDaliActorPartialUpdate(void)
+{
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ tet_infoline("Check the damaged area");
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ // First render pass, nothing to render, adaptor would just do swap buffer.
DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
application.RenderWithPartialUpdate(damagedRects, clippingRect);
Actor actor = CreateRenderableActor();
DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
- application.GetScene().Remove(actor);
+ application.GetScene().Remove(actor);
+ application.SendNotification();
+
+ // Actor removed, last 3 dirty rects are reported. Adaptor would merge them together.
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 3, TEST_LOCATION);
+
+ clippingRect = damagedRects[0];
+ clippingRect.Merge(damagedRects[1]);
+ clippingRect.Merge(damagedRects[2]);
+
+ DALI_TEST_EQUALS(clippingRect.IsEmpty(), false, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.IsValid(), true, TEST_LOCATION);
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, Rect<int>(16, 736, 64, 64), TEST_LOCATION);
+
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int utcDaliActorPartialUpdateSetColor(void)
+{
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ tet_infoline("Check uniform update");
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ // First render pass, nothing to render, adaptor would just do swap buffer.
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ Actor actor = CreateRenderableActor();
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+
+ // 1. Actor added, damaged rect is added size of actor
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ // Aligned by 16
+ clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ // 2. Set new color
+ actor.SetProperty(Actor::Property::COLOR, Vector3(1.0f, 0.0f, 0.0f));
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ // Aligned by 16
+ clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ END_TEST;
+}
+
+const std::string SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME("uLightCameraProjectionMatrix");
+const std::string SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME("uLightCameraViewMatrix");
+const std::string SHADER_SHADOW_COLOR_PROPERTY_NAME("uShadowColor");
+const char* const RENDER_SHADOW_VERTEX_SOURCE =
+ " uniform mediump mat4 uLightCameraProjectionMatrix;\n"
+ " uniform mediump mat4 uLightCameraViewMatrix;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = uProjection * uModelView * vec4(aPosition,1.0);\n"
+ " vec4 textureCoords = uLightCameraProjectionMatrix * uLightCameraViewMatrix * uModelMatrix * vec4(aPosition,1.0);\n"
+ " vTexCoord = 0.5 + 0.5 * (textureCoords.xy/textureCoords.w);\n"
+ "}\n";
+
+const char* const RENDER_SHADOW_FRAGMENT_SOURCE =
+ "uniform lowp vec4 uShadowColor;\n"
+ "void main()\n"
+ "{\n"
+ " lowp float alpha;\n"
+ " alpha = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y)).a;\n"
+ " gl_FragColor = vec4(uShadowColor.rgb, uShadowColor.a * alpha);\n"
+ "}\n";
+
+int utcDaliActorPartialUpdateSetProperty(void)
+{
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ tet_infoline("Set/Update property with partial update");
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ // First render pass, nothing to render, adaptor would just do swap buffer.
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ Texture image = CreateTexture(TextureType::TEXTURE_2D, Pixel::RGBA8888, 4u, 4u);
+ Actor actor = CreateRenderableActor(image, RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE);
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ actor.RegisterProperty(SHADER_SHADOW_COLOR_PROPERTY_NAME, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+
+ damagedRects.clear();
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ // Aligned by 16
+ clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ Property::Index shadowColorPropertyIndex = actor.GetPropertyIndex(SHADER_SHADOW_COLOR_PROPERTY_NAME);
+ actor.SetProperty(shadowColorPropertyIndex, Vector4(1.0f, 1.0f, 0.0f, 1.0f));
+
+ damagedRects.clear();
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ // Should be no damage rects, nothing changed
+ damagedRects.clear();
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ // Should be 1 damage rect due to change in size
+ damagedRects.clear();
+ actor.SetProperty(Actor::Property::SIZE, Vector3(26.0f, 26.0f, 0.0f));
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ clippingRect = Rect<int>(16, 752, 32, 48); // new clipping rect size increased due to change in actor size
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int utcDaliActorPartialUpdateTwoActors(void)
+{
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ tet_infoline("Check the damaged rects with partial update and two actors");
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ Actor actor = CreateRenderableActor();
+ actor.SetProperty(Actor::Property::POSITION, Vector3(100.0f, 100.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(50.0f, 50.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ Actor actor2 = CreateRenderableActor();
+ actor2.SetProperty(Actor::Property::POSITION, Vector3(150.0f, 150.0f, 0.0f));
+ actor2.SetProperty(Actor::Property::SIZE, Vector3(100.0f, 100.0f, 0.0f));
+ actor2.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor2);
+
+ application.SendNotification();
+ std::vector<Rect<int>> damagedRects;
+ application.PreRenderWithPartialUpdate(TestApplication::DEFAULT_RENDER_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 2, TEST_LOCATION);
+ DALI_TEST_EQUALS<Rect<int>>(Rect<int>(64, 672, 64, 64), damagedRects[0], TEST_LOCATION);
+ DALI_TEST_EQUALS<Rect<int>>(Rect<int>(96, 592, 112, 112), damagedRects[1], TEST_LOCATION);
+
+ // in screen coordinates, adaptor would calculate it using previous frames information
+ Rect<int> clippingRect = Rect<int>(64, 592, 144, 192);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ // Change a Renderer of actor1
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer newRenderer = Renderer::New(geometry, shader);
+ Renderer renderer = actor.GetRendererAt(0);
+
+ actor.RemoveRenderer(renderer);
+ actor.AddRenderer(newRenderer);
+
+ damagedRects.clear();
+
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::DEFAULT_RENDER_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_CHECK(damagedRects.size() > 0);
+ DALI_TEST_EQUALS<Rect<int>>(Rect<int>(64, 672, 64, 64), damagedRects[0], TEST_LOCATION);
+
+ // in screen coordinates, adaptor would calculate it using previous frames information
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int utcDaliActorPartialUpdateActorsWithSizeHint(void)
+{
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ tet_infoline("Check the damaged rect with partial update and actor size hint");
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ Actor actor = CreateRenderableActor();
+ actor.SetProperty(Actor::Property::POSITION, Vector3(64.0f, 64.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(32.0f, 32.0f, 0.0f));
+ actor.SetProperty(DevelActor::Property::UPDATE_SIZE_HINT, Vector3(64.0f, 64.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+ std::vector<Rect<int>> damagedRects;
+ application.PreRenderWithPartialUpdate(TestApplication::DEFAULT_RENDER_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ Rect<int> clippingRect = Rect<int>(32, 704, 80, 80);
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int utcDaliActorPartialUpdateAnimation(void)
+{
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ tet_infoline("Check the damaged area with partial update and animation");
+
+ TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
+ drawTrace.Enable(true);
+ drawTrace.Reset();
+
+ Actor actor1 = CreateRenderableActor();
+ actor1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor1.SetProperty(Actor::Property::SIZE, Vector3(80.0f, 80.0f, 0.0f));
+ application.GetScene().Add(actor1);
+
+ Actor actor2 = CreateRenderableActor();
+ actor2.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor2.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ application.GetScene().Add(actor2);
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+ Rect<int> expectedRect1, expectedRect2;
+
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 2, TEST_LOCATION);
+
+ // Aligned by 16
+ expectedRect1 = Rect<int>(0, 720, 96, 96); // in screen coordinates, includes 3 last frames updates
+ expectedRect2 = Rect<int>(0, 784, 32, 32); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(expectedRect1, damagedRects[0], TEST_LOCATION);
+ DALI_TEST_EQUALS<Rect<int>>(expectedRect2, damagedRects[1], TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ damagedRects.clear();
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // Make an animation
+ Animation animation = Animation::New(1.0f);
+ animation.AnimateTo(Property(actor2, Actor::Property::POSITION_X), 160.0f, TimePeriod(0.5f, 0.5f));
+ animation.Play();
+
+ application.SendNotification();
+
+ damagedRects.clear();
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ drawTrace.Reset();
+ damagedRects.clear();
+
+ // In animation deley time
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // Skip rendering
+ DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 0, TEST_LOCATION);
+
+ drawTrace.Reset();
+ damagedRects.clear();
+
+ // Also in animation deley time
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ application.PreRenderWithPartialUpdate(100, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // Skip rendering
+ DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 0, TEST_LOCATION);
+
+ // Unparent 2 actors and make a new actor
+ actor1.Unparent();
+ actor2.Unparent();
+
+ Actor actor3 = CreateRenderableActor();
+ actor3.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor3.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ application.GetScene().Add(actor3);
+
+ application.SendNotification();
+
+ // Started animation
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(500, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 5, TEST_LOCATION);
+
+ // The first dirty rect is actor3's.
+ // We don't know the exact dirty rect of actor2
+ DALI_TEST_EQUALS<Rect<int>>(expectedRect2, damagedRects[0], TEST_LOCATION);
+ DALI_TEST_EQUALS<Rect<int>>(expectedRect1, damagedRects[1], TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // Finished animation, but the actor was already unparented
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(500, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+ DALI_TEST_EQUALS<Rect<int>>(expectedRect2, damagedRects[0], TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ END_TEST;
+}
+
+int utcDaliActorPartialUpdateChangeVisibility(void)
+{
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ tet_infoline("Check the damaged rect with partial update and visibility change");
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ Actor actor = CreateRenderableActor();
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+
+ // 1. Actor added, damaged rect is added size of actor
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ // Aligned by 16
+ clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // Ensure the damaged rect is empty
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ // 2. Make the Actor invisible
+ actor.SetProperty(Actor::Property::VISIBLE, false);
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_CHECK(damagedRects.size() > 0);
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ // 3. Make the Actor visible again
+ actor.SetProperty(Actor::Property::VISIBLE, true);
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_CHECK(damagedRects.size() > 0);
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int utcDaliActorPartialUpdateOnOffScene(void)
+{
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ tet_infoline("Check the damaged rect with partial update and on/off scene");
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ Actor actor = CreateRenderableActor();
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+
+ // 1. Actor added, damaged rect is added size of actor
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ // Aligned by 16
+ clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // Ensure the damaged rect is empty
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ // 2. Remove the Actor from the Scene
+ actor.Unparent();
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_CHECK(damagedRects.size() > 0);
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ // 3. Add the Actor to the Scene again
+ application.GetScene().Add(actor);
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_CHECK(damagedRects.size() > 0);
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int utcDaliActorPartialUpdateSkipRendering(void)
+{
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ tet_infoline("Check to skip rendering in case of the empty damaged rect");
+
+ TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
+ drawTrace.Enable(true);
+ drawTrace.Reset();
+
+ Actor actor1 = CreateRenderableActor();
+ actor1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor1.SetProperty(Actor::Property::SIZE, Vector3(80.0f, 80.0f, 0.0f));
+ application.GetScene().Add(actor1);
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+ Rect<int> expectedRect1;
+
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ // Aligned by 16
+ expectedRect1 = Rect<int>(0, 720, 96, 96); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(expectedRect1, damagedRects[0], TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
+
+ damagedRects.clear();
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // Remove the actor
+ actor1.Unparent();
+
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS<Rect<int>>(expectedRect1, damagedRects[0], TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // Render again without any change
+ damagedRects.clear();
+ drawTrace.Reset();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ clippingRect = Rect<int>();
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // Skip rendering
+ DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 0, TEST_LOCATION);
+
+ // Add the actor again
+ application.GetScene().Add(actor1);
+
+ application.SendNotification();
+
+ damagedRects.clear();
+ drawTrace.Reset();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS<Rect<int>>(expectedRect1, damagedRects[0], TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int utcDaliActorPartialUpdate3DNode(void)
+{
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ tet_infoline("Partial update should be ignored in case of 3d layer of 3d node");
+
+ TraceCallStack& drawTrace = application.GetGlAbstraction().GetDrawTrace();
+ drawTrace.Enable(true);
+ drawTrace.Reset();
+
+ Actor actor1 = CreateRenderableActor();
+ actor1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor1.SetProperty(Actor::Property::SIZE, Vector3(80.0f, 80.0f, 0.0f));
+ application.GetScene().Add(actor1);
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
+
+ // Change the layer to 3D
+ application.GetScene().GetRootLayer().SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_3D);
+
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+ DALI_TEST_EQUALS<Rect<int>>(TestApplication::DEFAULT_SURFACE_RECT, damagedRects[0], TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ drawTrace.Reset();
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
+
+ // Change the layer to 2D
+ application.GetScene().GetRootLayer().SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_UI);
+
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // Make 3D transform
+ actor1.SetProperty(Actor::Property::ORIENTATION, Quaternion(Degree(90.0f), Vector3::YAXIS));
+
application.SendNotification();
- // Actor removed, last 3 dirty rects are reported. Adaptor would merge them together.
damagedRects.clear();
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
- DALI_TEST_EQUALS(damagedRects.size(), 3, TEST_LOCATION);
-
- clippingRect = damagedRects[0];
- clippingRect.Merge(damagedRects[1]);
- clippingRect.Merge(damagedRects[2]);
- DALI_TEST_EQUALS(clippingRect.IsEmpty(), false, TEST_LOCATION);
- DALI_TEST_EQUALS(clippingRect.IsValid(), true, TEST_LOCATION);
- DALI_TEST_EQUALS<Rect<int>>(clippingRect, Rect<int>(16, 736, 64, 64), TEST_LOCATION);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+ DALI_TEST_EQUALS<Rect<int>>(TestApplication::DEFAULT_SURFACE_RECT, damagedRects[0], TEST_LOCATION);
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ drawTrace.Reset();
application.RenderWithPartialUpdate(damagedRects, clippingRect);
- DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
- DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
- DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
- DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION);
END_TEST;
}
-int utcDaliActorPartialUpdateSetColor(void)
+int utcDaliActorPartialUpdateNotRenderableActor(void)
{
TestApplication application(
TestApplication::DEFAULT_SURFACE_WIDTH,
true,
true);
- tet_infoline("Check uniform update");
+ tet_infoline("Check the damaged rect with not renderable parent actor");
const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
- std::vector<Rect<int>> damagedRects;
- Rect<int> clippingRect;
- application.SendNotification();
- application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
-
- // First render pass, nothing to render, adaptor would just do swap buffer.
- DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
- application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ Actor parent = Actor::New();
+ parent[Actor::Property::ANCHOR_POINT] = AnchorPoint::TOP_LEFT;
+ parent[Actor::Property::POSITION] = Vector3(16.0f, 16.0f, 0.0f);
+ parent[Actor::Property::SIZE] = Vector3(16.0f, 16.0f, 0.0f);
+ parent.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(parent);
- Actor actor = CreateRenderableActor();
- actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
- actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
- actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
- actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
- application.GetScene().Add(actor);
+ Actor child = CreateRenderableActor();
+ child[Actor::Property::ANCHOR_POINT] = AnchorPoint::TOP_LEFT;
+ child[Actor::Property::SIZE] = Vector3(16.0f, 16.0f, 0.0f);
+ child.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ parent.Add(child);
application.SendNotification();
+ std::vector<Rect<int>> damagedRects;
+
// 1. Actor added, damaged rect is added size of actor
- damagedRects.clear();
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
// Aligned by 16
- clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+ Rect<int> clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
application.RenderWithPartialUpdate(damagedRects, clippingRect);
DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
damagedRects.clear();
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
damagedRects.clear();
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
-
- // 2. Set new color
- actor.SetProperty(Actor::Property::COLOR, Vector3(1.0f, 0.0f, 0.0f));
- application.SendNotification();
-
- damagedRects.clear();
- application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
- DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
-
- // Aligned by 16
- clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
- DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
application.RenderWithPartialUpdate(damagedRects, clippingRect);
- DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
- DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
- DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
- DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ // Ensure the damaged rect is empty
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
END_TEST;
}
-const std::string SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME("uLightCameraProjectionMatrix");
-const std::string SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME("uLightCameraViewMatrix");
-const std::string SHADER_SHADOW_COLOR_PROPERTY_NAME("uShadowColor");
-const char* const RENDER_SHADOW_VERTEX_SOURCE =
- " uniform mediump mat4 uLightCameraProjectionMatrix;\n"
- " uniform mediump mat4 uLightCameraViewMatrix;\n"
- "\n"
- "void main()\n"
- "{\n"
- " gl_Position = uProjection * uModelView * vec4(aPosition,1.0);\n"
- " vec4 textureCoords = uLightCameraProjectionMatrix * uLightCameraViewMatrix * uModelMatrix * vec4(aPosition,1.0);\n"
- " vTexCoord = 0.5 + 0.5 * (textureCoords.xy/textureCoords.w);\n"
- "}\n";
-
-const char* const RENDER_SHADOW_FRAGMENT_SOURCE =
- "uniform lowp vec4 uShadowColor;\n"
- "void main()\n"
- "{\n"
- " lowp float alpha;\n"
- " alpha = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y)).a;\n"
- " gl_FragColor = vec4(uShadowColor.rgb, uShadowColor.a * alpha);\n"
- "}\n";
-
-int utcDaliActorPartialUpdateSetProperty(void)
+int utcDaliActorPartialUpdateChangeTransparency(void)
{
TestApplication application(
TestApplication::DEFAULT_SURFACE_WIDTH,
true,
true);
- tet_infoline("Set/Update property with partial update");
+ tet_infoline("Check the damaged rect with changing transparency");
const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
- std::vector<Rect<int>> damagedRects;
- Rect<int> clippingRect;
- application.SendNotification();
- application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
-
- // First render pass, nothing to render, adaptor would just do swap buffer.
- DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
- application.RenderWithPartialUpdate(damagedRects, clippingRect);
-
- Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 4u, 4u);
- Actor actor = CreateRenderableActor(image, RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE);
- actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
- actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
- actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ Actor actor = CreateRenderableActor();
+ actor[Actor::Property::ANCHOR_POINT] = AnchorPoint::TOP_LEFT;
+ actor[Actor::Property::POSITION] = Vector3(16.0f, 16.0f, 0.0f);
+ actor[Actor::Property::SIZE] = Vector3(16.0f, 16.0f, 0.0f);
actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
application.GetScene().Add(actor);
- actor.RegisterProperty(SHADER_SHADOW_COLOR_PROPERTY_NAME, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
-
- damagedRects.clear();
application.SendNotification();
+
+ std::vector<Rect<int>> damagedRects;
+
+ // Actor added, damaged rect is added size of actor
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
// Aligned by 16
- clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+ Rect<int> clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
application.RenderWithPartialUpdate(damagedRects, clippingRect);
DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
- Property::Index shadowColorPropertyIndex = actor.GetPropertyIndex(SHADER_SHADOW_COLOR_PROPERTY_NAME);
- actor.SetProperty(shadowColorPropertyIndex, Vector4(1.0f, 1.0f, 0.0f, 1.0f));
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
damagedRects.clear();
- application.SendNotification();
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
- DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ // Make the actor transparent by changing opacity of the Renderer
+ // It changes a uniform value
+ Renderer renderer = actor.GetRendererAt(0);
+ renderer[DevelRenderer::Property::OPACITY] = 0.0f;
+
+ application.SendNotification();
+
+ // The damaged rect should be same
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_CHECK(damagedRects.size() > 0);
DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
application.RenderWithPartialUpdate(damagedRects, clippingRect);
- DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
- DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
- DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
- DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+ // Ensure the damaged rect is empty
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ // Make the actor opaque again
+ renderer[DevelRenderer::Property::OPACITY] = 1.0f;
+
+ application.SendNotification();
+
+ // The damaged rect should not be empty
damagedRects.clear();
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
-
DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
application.RenderWithPartialUpdate(damagedRects, clippingRect);
- DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
- DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
- DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
- DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
damagedRects.clear();
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
- DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
- END_TEST;
-}
+ // Make the actor culled
+ actor[Actor::Property::SIZE] = Vector3(0.0f, 0.0f, 0.0f);
-int utcDaliActorPartialUpdateTwoActors(void)
-{
- TestApplication application(
- TestApplication::DEFAULT_SURFACE_WIDTH,
- TestApplication::DEFAULT_SURFACE_HEIGHT,
- TestApplication::DEFAULT_HORIZONTAL_DPI,
- TestApplication::DEFAULT_VERTICAL_DPI,
- true,
- true);
+ application.SendNotification();
- tet_infoline("Check the damaged rects with partial update and two actors");
+ // The damaged rect should be same
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_CHECK(damagedRects.size() > 0);
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
- const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
- Actor actor = CreateRenderableActor();
- actor.SetProperty(Actor::Property::POSITION, Vector3(100.0f, 100.0f, 0.0f));
- actor.SetProperty(Actor::Property::SIZE, Vector3(50.0f, 50.0f, 0.0f));
- actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
- application.GetScene().Add(actor);
+ // Ensure the damaged rect is empty
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
- Actor actor2 = CreateRenderableActor();
- actor2.SetProperty(Actor::Property::POSITION, Vector3(150.0f, 150.0f, 0.0f));
- actor2.SetProperty(Actor::Property::SIZE, Vector3(100.0f, 100.0f, 0.0f));
- actor2.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
- application.GetScene().Add(actor2);
+ // Make the actor not culled again
+ actor[Actor::Property::SIZE] = Vector3(16.0f, 16.0f, 16.0f);
application.SendNotification();
- std::vector<Rect<int>> damagedRects;
- application.PreRenderWithPartialUpdate(TestApplication::DEFAULT_RENDER_INTERVAL, nullptr, damagedRects);
-
- DALI_TEST_EQUALS(damagedRects.size(), 2, TEST_LOCATION);
- DALI_TEST_EQUALS<Rect<int>>(Rect<int>(64, 672, 64, 64), damagedRects[0], TEST_LOCATION);
- DALI_TEST_EQUALS<Rect<int>>(Rect<int>(96, 592, 112, 112), damagedRects[1], TEST_LOCATION);
- // in screen coordinates, adaptor would calculate it using previous frames information
- Rect<int> clippingRect = Rect<int>(64, 592, 144, 192);
+ // The damaged rect should not be empty
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
application.RenderWithPartialUpdate(damagedRects, clippingRect);
-
- DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
- DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
- DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
- DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
END_TEST;
}
-int utcDaliActorPartialUpdateActorsWithSizeHint(void)
+int utcDaliActorPartialUpdateChangeParentOpacity(void)
{
TestApplication application(
TestApplication::DEFAULT_SURFACE_WIDTH,
true,
true);
- tet_infoline("Check the damaged rect with partial update and actor size hint");
+ tet_infoline("Check the damaged rect with changing parent's opacity");
const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
- Actor actor = CreateRenderableActor();
- actor.SetProperty(Actor::Property::POSITION, Vector3(75.0f, 150.0f, 0.0f));
- actor.SetProperty(Actor::Property::SIZE, Vector3(75.0f, 150.0f, 0.0f));
- actor.SetProperty(DevelActor::Property::UPDATE_SIZE_HINT, Vector3(150, 300, 0));
- actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
- application.GetScene().Add(actor);
+ Actor parent = Actor::New();
+ parent[Actor::Property::ANCHOR_POINT] = AnchorPoint::TOP_LEFT;
+ parent[Actor::Property::POSITION] = Vector3(16.0f, 16.0f, 0.0f);
+ parent[Actor::Property::SIZE] = Vector3(16.0f, 16.0f, 0.0f);
+ parent.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(parent);
+
+ Texture texture = CreateTexture(TextureType::TEXTURE_2D, Pixel::RGBA8888, 16u, 16u);
+ Actor child = CreateRenderableActor(texture);
+ child[Actor::Property::ANCHOR_POINT] = AnchorPoint::TOP_LEFT;
+ child[Actor::Property::SIZE] = Vector3(16.0f, 16.0f, 0.0f);
+ child.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ parent.Add(child);
application.SendNotification();
+
std::vector<Rect<int>> damagedRects;
- application.PreRenderWithPartialUpdate(TestApplication::DEFAULT_RENDER_INTERVAL, nullptr, damagedRects);
+ // Actor added, damaged rect is added size of actor
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
- Rect<int> clippingRect = Rect<int>(0, 496, 160, 320);
+ // Aligned by 16
+ Rect<int> clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
application.RenderWithPartialUpdate(damagedRects, clippingRect);
-
DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // Ensure the damaged rect is empty
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ // Change the parent's opacity
+ parent[Actor::Property::OPACITY] = 0.5f;
+
+ application.SendNotification();
+
+ // The damaged rect should be same
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_CHECK(damagedRects.size() > 0);
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
END_TEST;
}
END_TEST;
}
-int UtcDaliActorTouchAreaPropertyP(void)
+int UtcDaliActorTouchAreaOffsetPropertyP(void)
{
TestApplication application;
- Actor actor = Actor::New();
- Vector2 touchArea = actor.GetProperty(DevelActor::Property::TOUCH_AREA).Get<Vector2>();
- DALI_TEST_EQUALS(touchArea, Vector2::ZERO, TEST_LOCATION);
- actor.SetProperty(DevelActor::Property::TOUCH_AREA, Vector2(10.f, 10.f));
- touchArea = actor.GetProperty(DevelActor::Property::TOUCH_AREA).Get<Vector2>();
- DALI_TEST_EQUALS(touchArea, Vector2(10.f, 10.f), TEST_LOCATION);
+ Actor actor = Actor::New();
+ Rect<int> touchAreaOffset = actor.GetProperty(DevelActor::Property::TOUCH_AREA_OFFSET).Get<Rect<int>>();
+ DALI_TEST_EQUALS(Rect<int>(0, 0, 0, 0), touchAreaOffset, TEST_LOCATION);
+ actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Rect<int>(10, 20, 30, 40));
+ touchAreaOffset = actor.GetProperty(DevelActor::Property::TOUCH_AREA_OFFSET).Get<Rect<int>>();
+ DALI_TEST_EQUALS(Rect<int>(10, 20, 30, 40), touchAreaOffset, TEST_LOCATION);
END_TEST;
}
-int UtcDaliActorTouchAreaPropertyN(void)
+int UtcDaliActorTouchAreaOffsetPropertyN(void)
{
TestApplication application;
// Make sure setting invalid types does not cause a crash
try
{
- actor.SetProperty(DevelActor::Property::TOUCH_AREA, 1.0f);
- actor.SetProperty(DevelActor::Property::TOUCH_AREA, Vector2::ONE);
- actor.SetProperty(DevelActor::Property::TOUCH_AREA, Vector3::ONE);
- actor.SetProperty(DevelActor::Property::TOUCH_AREA, Vector4::ONE);
- actor.SetProperty(DevelActor::Property::TOUCH_AREA, Property::Map());
- actor.SetProperty(DevelActor::Property::TOUCH_AREA, Property::Array());
+ actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, 1.0f);
+ actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Vector2::ONE);
+ actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Vector3::ONE);
+ actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Vector4::ONE);
+ actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Property::Map());
+ actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Property::Array());
tet_result(TET_PASS);
}
catch(...)
tet_infoline("Test SetProperty AdvancedBlendEquation");
- Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
- Renderer renderer1 = Renderer::New( geometry, shader );
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer1 = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.SetProperty(Actor::Property::OPACITY, 0.1f);
actor.SetProperty(Actor::Property::SIZE, Vector2(400, 400));
application.GetScene().Add(actor);
- if( !Dali::Capabilities::IsBlendEquationSupported( DevelBlendEquation::SCREEN ) )
+ if(!Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::SCREEN))
{
- actor.SetProperty( Dali::DevelActor::Property::BLEND_EQUATION, Dali::DevelBlendEquation::SCREEN );
- int equation = actor.GetProperty<int>( Dali::DevelActor::Property::BLEND_EQUATION );
- DALI_TEST_EQUALS( ( Dali::DevelBlendEquation::SCREEN == equation ), false, TEST_LOCATION );
+ actor.SetProperty(Dali::DevelActor::Property::BLEND_EQUATION, Dali::DevelBlendEquation::SCREEN);
+ int equation = actor.GetProperty<int>(Dali::DevelActor::Property::BLEND_EQUATION);
+ DALI_TEST_EQUALS((Dali::DevelBlendEquation::SCREEN == equation), false, TEST_LOCATION);
}
- if( Dali::Capabilities::IsBlendEquationSupported( DevelBlendEquation::SCREEN ) )
+ if(Dali::Capabilities::IsBlendEquationSupported(DevelBlendEquation::SCREEN))
{
- actor.SetProperty( Dali::DevelActor::Property::BLEND_EQUATION, Dali::DevelBlendEquation::SCREEN );
- int equation = actor.GetProperty<int>( Dali::DevelActor::Property::BLEND_EQUATION );
- DALI_TEST_EQUALS( ( Dali::DevelBlendEquation::SCREEN == equation ), true, TEST_LOCATION );
+ actor.SetProperty(Dali::DevelActor::Property::BLEND_EQUATION, Dali::DevelBlendEquation::SCREEN);
+ int equation = actor.GetProperty<int>(Dali::DevelActor::Property::BLEND_EQUATION);
+ DALI_TEST_EQUALS((Dali::DevelBlendEquation::SCREEN == equation), true, TEST_LOCATION);
}
- Renderer renderer2 = Renderer::New( geometry, shader );
+ Renderer renderer2 = Renderer::New(geometry, shader);
actor.AddRenderer(renderer2);
END_TEST;
}
+
+int UtcDaliActorRegisterProperty(void)
+{
+ tet_infoline("Test property registration and uniform map update\n");
+
+ TestApplication application;
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer1 = Renderer::New(geometry, shader);
+ Renderer renderer2 = Renderer::New(geometry, shader);
+
+ Actor actor1 = Actor::New();
+ actor1.AddRenderer(renderer1);
+ actor1.SetProperty(Actor::Property::SIZE, Vector2(100, 100));
+ actor1.RegisterProperty("uCustom", 1);
+ application.GetScene().Add(actor1);
+
+ Actor actor2 = Actor::New();
+ actor2.AddRenderer(renderer2);
+ actor2.SetProperty(Actor::Property::SIZE, Vector2(100, 100));
+ application.GetScene().Add(actor2);
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& callStack = glAbstraction.GetSetUniformTrace();
+ glAbstraction.EnableSetUniformCallTrace(true);
+
+ application.SendNotification();
+ application.Render();
+
+ std::stringstream out;
+ out.str("1");
+ std::string params;
+
+ // Test uniform value of the custom property
+ DALI_TEST_CHECK(callStack.FindMethodAndGetParameters("uCustom", params));
+ DALI_TEST_EQUALS(out.str(), params, TEST_LOCATION);
+
+ // Make invisible
+ actor1[Actor::Property::VISIBLE] = false;
+
+ application.SendNotification();
+ application.Render();
+
+ // Make visible again
+ actor1[Actor::Property::VISIBLE] = true;
+ actor1["uCustom"] = 2;
+
+ glAbstraction.ResetSetUniformCallStack();
+
+ application.SendNotification();
+ application.Render();
+
+ out.str("2");
+
+ // The uniform value should not be changed
+ DALI_TEST_CHECK(callStack.FindMethodAndGetParameters("uCustom", params));
+ DALI_TEST_EQUALS(out.str(), params, TEST_LOCATION);
+
+ END_TEST;
+}