/*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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.
bool& mSignalCalled;
};
+struct ChildOrderChangedFunctor
+{
+ ChildOrderChangedFunctor(bool& signalCalled, Actor& actor)
+ : mSignalCalled( signalCalled ),
+ mActor( actor )
+ { }
+
+ void operator()( Actor actor )
+ {
+ mSignalCalled = true;
+ mActor = actor;
+ }
+
+ bool& mSignalCalled;
+ Actor& mActor;
+};
+
+struct CulledPropertyNotificationFunctor
+{
+ CulledPropertyNotificationFunctor( bool& signalCalled, PropertyNotification& propertyNotification )
+ : mSignalCalled( signalCalled ),
+ mPropertyNotification( propertyNotification )
+ { }
+
+ void operator()( PropertyNotification& source )
+ {
+ mSignalCalled = true;
+ mPropertyNotification = source;
+ }
+
+ bool& mSignalCalled;
+ PropertyNotification& mPropertyNotification;
+};
+
} // anonymous namespace
END_TEST;
}
+int UtcDaliActorCalculateScreenExtents(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetPosition(Vector3(2.0f, 2.0f, 16.0f));
+ actor.SetSize(Vector3{ 1.0f, 1.0f, 1.0f });
+
+ application.SendNotification();
+ application.Render();
+
+ auto expectedExtent = Rect<>{ -0.5f, -0.5f, 1.0f, 1.0f };
+ auto actualExtent = DevelActor::CalculateScreenExtents( actor );
+ DALI_TEST_EQUALS( expectedExtent.x, actualExtent.x, Math::MACHINE_EPSILON_10000, TEST_LOCATION );
+ DALI_TEST_EQUALS( expectedExtent.y, actualExtent.y, Math::MACHINE_EPSILON_10000, TEST_LOCATION );
+ DALI_TEST_EQUALS( expectedExtent.width, actualExtent.width, Math::MACHINE_EPSILON_10000, TEST_LOCATION );
+ DALI_TEST_EQUALS( expectedExtent.height, actualExtent.height, Math::MACHINE_EPSILON_10000, TEST_LOCATION );
+
+ Stage::GetCurrent().Remove( actor );
+ END_TEST;
+}
+
// SetPosition(float x, float y)
int UtcDaliActorSetPosition01(void)
{
END_TEST;
}
-int UtcDaliActorInheritPosition(void)
-{
- tet_infoline("Testing Actor::SetPositionInheritanceMode");
- TestApplication application;
-
- Actor parent = Actor::New();
- Vector3 parentPosition( 1.0f, 2.0f, 3.0f );
- parent.SetPosition( parentPosition );
- parent.SetParentOrigin( ParentOrigin::CENTER );
- parent.SetAnchorPoint( AnchorPoint::CENTER );
- Stage::GetCurrent().Add( parent );
-
- Actor child = Actor::New();
- child.SetParentOrigin( ParentOrigin::CENTER );
- child.SetAnchorPoint( AnchorPoint::CENTER );
- Vector3 childPosition( 10.0f, 11.0f, 12.0f );
- child.SetPosition( childPosition );
- parent.Add( child );
-
- // The actors should not have a world position yet
- DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
-
- // first test default, which is to inherit position
- DALI_TEST_EQUALS( child.GetPositionInheritanceMode(), Dali::INHERIT_PARENT_POSITION, TEST_LOCATION );
- application.SendNotification();
- application.Render(0); // should only really call Update as Render is not required to update scene
- DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentPosition(), childPosition, TEST_LOCATION );
- DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childPosition, TEST_LOCATION );
-
-
- //Change child position
- Vector3 childOffset( -1.0f, 1.0f, 0.0f );
- child.SetPosition( childOffset );
-
- // Change inheritance mode to not inherit
- child.SetPositionInheritanceMode( Dali::DONT_INHERIT_POSITION );
- DALI_TEST_EQUALS( child.GetPositionInheritanceMode(), Dali::DONT_INHERIT_POSITION, TEST_LOCATION );
- application.SendNotification();
- application.Render(0); // should only really call Update as Render is not required to update scene
- DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentPosition(), childOffset, TEST_LOCATION );
- DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), childOffset, TEST_LOCATION );
- END_TEST;
-}
-
int UtcDaliActorSetInheritPosition(void)
{
tet_infoline("Testing Actor::SetInheritPosition");
END_TEST;
}
+int UtcDaliActorInheritOpacity(void)
+{
+ tet_infoline("Testing Actor::Inherit Opacity");
+ TestApplication application;
+
+ Actor parent = Actor::New();
+ Actor child = Actor::New();
+ parent.Add( child );
+ Stage::GetCurrent().Add( parent );
+
+ DALI_TEST_EQUALS( parent.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ parent.SetOpacity( 0.1f );
+
+ DALI_TEST_EQUALS( parent.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 0.1f, 0.0001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( parent.GetProperty( Actor::Property::WORLD_COLOR ).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( parent.GetCurrentProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 0.1f, 0.0001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( parent.GetCurrentProperty( Actor::Property::WORLD_COLOR ).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetProperty( Actor::Property::WORLD_COLOR ).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentProperty( Actor::Property::WORLD_COLOR ).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.f, 0.0001f, TEST_LOCATION );
+
+ END_TEST;
+}
+
// SetOrientation(float angleRadians, Vector3 axis)
int UtcDaliActorSetOrientation01(void)
{
{ "inheritOrientation", Actor::Property::INHERIT_ORIENTATION, Property::BOOLEAN },
{ "inheritScale", Actor::Property::INHERIT_SCALE, Property::BOOLEAN },
{ "colorMode", Actor::Property::COLOR_MODE, Property::STRING },
- { "positionInheritance", Actor::Property::POSITION_INHERITANCE, Property::STRING },
{ "drawMode", Actor::Property::DRAW_MODE, Property::STRING },
{ "sizeModeFactor", Actor::Property::SIZE_MODE_FACTOR, Property::VECTOR3 },
{ "widthResizePolicy", Actor::Property::WIDTH_RESIZE_POLICY, Property::STRING },
{ "inheritPosition", Actor::Property::INHERIT_POSITION, Property::BOOLEAN },
{ "clippingMode", Actor::Property::CLIPPING_MODE, Property::STRING },
{ "opacity", DevelActor::Property::OPACITY, Property::FLOAT },
+ { "updateSizeHint", DevelActor::Property::UPDATE_SIZE_HINT, Property::VECTOR2 },
};
const unsigned int PROPERTY_TABLE_COUNT = sizeof( PROPERTY_TABLE ) / sizeof( PROPERTY_TABLE[0] );
} // unnamed namespace
END_TEST;
}
-int UtcDaliActorPositionInheritancePropertyAsString(void)
-{
- TestApplication application;
-
- Actor actor = Actor::New();
-
- actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "INHERIT_PARENT_POSITION" );
- DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), INHERIT_PARENT_POSITION, TEST_LOCATION );
-
- actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "USE_PARENT_POSITION" );
- DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION, TEST_LOCATION );
-
- actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "USE_PARENT_POSITION_PLUS_LOCAL_POSITION" );
- DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION_PLUS_LOCAL_POSITION, TEST_LOCATION );
-
- actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "DONT_INHERIT_POSITION" );
- DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), DONT_INHERIT_POSITION, TEST_LOCATION );
-
- // Invalid should not change anything
- actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "INVALID_ARG" );
- DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), DONT_INHERIT_POSITION, TEST_LOCATION );
-
- END_TEST;
-}
-
int UtcDaliActorDrawModePropertyAsString(void)
{
TestApplication application;
actor.SetProperty( Actor::Property::DRAW_MODE, "OVERLAY_2D" );
DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::OVERLAY_2D, TEST_LOCATION );
- actor.SetProperty( Actor::Property::DRAW_MODE, "STENCIL" );
- DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::STENCIL, TEST_LOCATION );
-
// Invalid should not change anything
actor.SetProperty( Actor::Property::DRAW_MODE, "INVALID_ARG" );
- DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::STENCIL, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::OVERLAY_2D, TEST_LOCATION );
END_TEST;
}
END_TEST;
}
-int UtcDaliActorPositionInheritancePropertyAsEnum(void)
-{
- TestApplication application;
-
- Actor actor = Actor::New();
-
- actor.SetProperty( Actor::Property::POSITION_INHERITANCE, INHERIT_PARENT_POSITION );
- DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), INHERIT_PARENT_POSITION, TEST_LOCATION );
-
- actor.SetProperty( Actor::Property::POSITION_INHERITANCE, USE_PARENT_POSITION );
- DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION, TEST_LOCATION );
-
- actor.SetProperty( Actor::Property::POSITION_INHERITANCE, USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
- DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION_PLUS_LOCAL_POSITION, TEST_LOCATION );
-
- actor.SetProperty( Actor::Property::POSITION_INHERITANCE, DONT_INHERIT_POSITION );
- DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), DONT_INHERIT_POSITION, TEST_LOCATION );
-
- END_TEST;
-}
-
int UtcDaliActorDrawModePropertyAsEnum(void)
{
TestApplication application;
actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::OVERLAY_2D, TEST_LOCATION );
- actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::STENCIL );
- DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::STENCIL, TEST_LOCATION );
-
END_TEST;
}
actorB.TouchSignal().Connect( TestTouchCallback2 );
actorC.TouchSignal().Connect( TestTouchCallback3 );
+ // Connect ChildOrderChangedSignal
+ 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 );
Property::Value value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
value.Get( preActorOrder );
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorB.Raise();
+ DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+
// Ensure sort order is calculated before next touch event
application.SendNotification();
value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
value.Get( preActorOrder );
+ orderChangedSignal = false;
+
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorB.Lower();
+ DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+
application.SendNotification(); // ensure sort order calculated before next touch event
value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
ResetTouchCallbacks();
+ // Connect ChildOrderChangedSignal
+ bool orderChangedSignal( false );
+ Actor orderChangedActor;
+ ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
+ DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+
// Set up gl abstraction trace so can query the set uniform order
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
glAbstraction.EnableSetUniformCallTrace(true);
tet_printf( "RaiseToTop ActorA\n" );
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorA.RaiseToTop();
+ DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+
application.SendNotification(); // ensure sorting order is calculated before next touch event
application.ProcessEvent( touchEvent );
tet_printf( "RaiseToTop ActorB\n" );
+ orderChangedSignal = false;
+
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorB.RaiseToTop();
+ DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+
application.SendNotification(); // Ensure sort order is calculated before next touch event
application.ProcessEvent( touchEvent );
tet_printf( "LowerToBottom ActorA then ActorB leaving Actor C at Top\n" );
+ orderChangedSignal = false;
+
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorA.LowerToBottom();
+ DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+
application.SendNotification();
application.Render();
+ orderChangedSignal = false;
+
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorB.LowerToBottom();
+ DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+
application.SendNotification();
application.Render();
actorB.TouchSignal().Connect( TestTouchCallback2 );
actorC.TouchSignal().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 );
tet_printf( "Raise actor B Above Actor C\n" );
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorB.RaiseAbove( actorC );
+ 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 );
tet_printf( "Raise actor A Above Actor B\n" );
+ orderChangedSignal = false;
+
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorA.RaiseAbove( actorB );
+ 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();
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);
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.LowerBelow( actorB );
+ 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();
tet_printf( "Lower actor C below Actor A leaving B on top\n" );
+ orderChangedSignal = false;
+
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorC.LowerBelow( actorA );
+ 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();
tet_printf( "Lower actor B below Actor C leaving A on top\n" );
+ orderChangedSignal = false;
+
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorB.LowerBelow( actorC );
+ 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();
ResetTouchCallbacks();
+ // Connect ChildOrderChangedSignal
+ bool orderChangedSignal( false );
+ Actor orderChangedActor;
+ ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
+ DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+
application.SendNotification();
application.Render();
tet_printf( "Raise actor A Above Actor C which have different parents\n" );
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorA.RaiseAbove( actorC );
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
ResetTouchCallbacks();
+ // Connect ChildOrderChangedSignal
+ bool orderChangedSignal( false );
+ Actor orderChangedActor;
+ ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
+ DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+
application.SendNotification();
application.Render();
tet_printf( "Raise actor A Above Actor C which have no parents\n" );
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorA.RaiseAbove( actorC );
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
ResetTouchCallbacks();
+ orderChangedSignal = false;
+
stage.Add ( actorB );
tet_printf( "Lower actor A below Actor C when only A is not on stage \n" );
+
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorA.LowerBelow( actorC );
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
ResetTouchCallbacks();
+ orderChangedSignal = false;
+
tet_printf( "Adding Actor A to stage, will be on top\n" );
stage.Add ( actorA );
application.Render();
tet_printf( "Raise actor B Above Actor C when only B has a parent\n" );
+
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorB.RaiseAbove( actorC );
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
ResetTouchCallbacks();
+ orderChangedSignal = false;
+
tet_printf( "Lower actor A below Actor C when only A has a parent\n" );
+
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorA.LowerBelow( actorC );
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
ResetTouchCallbacks();
+ orderChangedSignal = false;
+
stage.Add ( actorC );
+
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorA.RaiseAbove( actorC );
+ 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.Render();
ResetTouchCallbacks();
+ // Connect ChildOrderChangedSignal
+ bool orderChangedSignal( false );
+ Actor orderChangedActor;
+ ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
+ DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+
// connect to actor touch signals, will use touch callbacks to determine which actor is on top.
// Only top actor will get touched.
actorA.TouchSignal().Connect( TestTouchCallback );
stage.Add ( actorA );
tet_printf( "Raise actor B Above Actor C but B not parented\n" );
+
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorB.Raise();
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
application.SendNotification();
application.Render();
tet_printf( "Raise actor B Above Actor C but B not parented\n" );
ResetTouchCallbacks();
+ orderChangedSignal = false;
+
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorC.Lower();
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+
// Sort actor tree before next touch event
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
ResetTouchCallbacks();
+ orderChangedSignal = false;
+
tet_printf( "Lower actor C below B but C not parented\n" );
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorB.Lower();
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+
// Sort actor tree before next touch event
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
ResetTouchCallbacks();
+ orderChangedSignal = false;
+
tet_printf( "Raise actor B to top\n" );
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorB.RaiseToTop();
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+
// Sort actor tree before next touch event
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
ResetTouchCallbacks();
+ orderChangedSignal = false;
+
tet_printf( "Add ActorB to stage so only Actor C not parented\n" );
stage.Add ( actorB );
tet_printf( "Lower actor C to Bottom, B stays at top\n" );
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorC.LowerToBottom();
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+
application.SendNotification();
application.Render();
ResetTouchCallbacks();
+ // Connect ChildOrderChangedSignal
+ bool orderChangedSignal( false );
+ Actor orderChangedActor;
+ ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
+ DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+
application.SendNotification();
application.Render();
tet_infoline( "Raise actor A Above Actor A which is the same actor!!\n" );
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorA.RaiseAbove( actorA );
+ DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+
application.SendNotification();
application.Render();
ResetTouchCallbacks();
+ orderChangedSignal = false;
+
+ DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
actorA.RaiseAbove( actorC );
+ DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+
application.SendNotification();
application.Render();
END_TEST;
}
+
+int utcDaliActorCulled(void)
+{
+ TestApplication application;
+ auto stage = Stage::GetCurrent();
+
+ tet_infoline( "Check that the actor is culled if the actor is out of the screen" );
+
+ Actor actor = Actor::New();
+ actor.SetSize( 10.0f, 10.0f );
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+ actor.AddRenderer( renderer );
+
+ stage.Add( actor );
+
+ application.SendNotification();
+ application.Render( 0 );
+
+ DALI_TEST_EQUALS( actor.GetProperty< bool >( DevelActor::Property::CULLED ), false, TEST_LOCATION );
+
+ PropertyNotification notification = actor.AddPropertyNotification( DevelActor::Property::CULLED, LessThanCondition( 0.5f ) );
+ notification.SetNotifyMode( PropertyNotification::NotifyOnChanged );
+
+ // Connect NotifySignal
+ bool propertyNotificationSignal( false );
+ PropertyNotification source;
+ CulledPropertyNotificationFunctor f( propertyNotificationSignal, source );
+ notification.NotifySignal().Connect( &application, f ) ;
+
+ actor.SetPosition( 1000.0f, 1000.0f );
+
+ application.SendNotification();
+ application.Render();
+
+ application.SendNotification();
+
+ DALI_TEST_EQUALS( actor.GetProperty< bool >( DevelActor::Property::CULLED ), true, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( propertyNotificationSignal, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( source.GetTargetProperty(), static_cast< int >( DevelActor::Property::CULLED ), TEST_LOCATION );
+ DALI_TEST_EQUALS( source.GetTarget().GetProperty< bool >( source.GetTargetProperty() ), true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorUpdateSizeHint(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Vector3 vector(100.0f, 100.0f, 0.0f);
+
+ DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+
+ actor.SetSize(vector.x, vector.y);
+
+
+ Vector2 updateSizeHint = Vector2(150.f, 150.f);
+ actor.SetProperty(Dali::DevelActor::Property::UPDATE_SIZE_HINT, updateSizeHint);
+
+ // Flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+
+ Vector2 currentSizeHint = actor.GetProperty( Dali::DevelActor::Property::UPDATE_SIZE_HINT ).Get< Vector2 >();
+ DALI_TEST_EQUALS( currentSizeHint, updateSizeHint, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+ // Flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ END_TEST;
+}
+
+int utcDaliEnsureRenderWhenRemovingLastRenderableActor(void)
+{
+ TestApplication application;
+ auto stage = Stage::GetCurrent();
+
+ tet_infoline( "Ensure we clear the screen when the last actor is removed" );
+
+ Actor actor = CreateRenderableActor();
+ actor.SetSize( 100.0f, 100.0f );
+ stage.Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ auto& glAbstraction = application.GetGlAbstraction();
+ const auto clearCountBefore = glAbstraction.GetClearCountCalled();
+
+ actor.Unparent();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 1, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int utcDaliEnsureRenderWhenMakingLastActorInvisible(void)
+{
+ TestApplication application;
+ auto stage = Stage::GetCurrent();
+
+ tet_infoline( "Ensure we clear the screen when the last actor is made invisible" );
+
+ Actor actor = CreateRenderableActor();
+ actor.SetSize( 100.0f, 100.0f );
+ stage.Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ auto& glAbstraction = application.GetGlAbstraction();
+ const auto clearCountBefore = glAbstraction.GetClearCountCalled();
+
+ actor.SetVisible( false );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 1, TEST_LOCATION );
+
+ END_TEST;
+}