END_TEST;
}
+int UtcDaliActorSetSizeIndividual02(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+ Stage::GetCurrent().Add( actor );
+
+ Vector3 vector( 100.0f, 200.0f, 400.0f );
+ DALI_TEST_CHECK( vector != actor.GetCurrentSize() );
+
+ actor.SetProperty( Actor::Property::SIZE_WIDTH, vector.width );
+ DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >(), vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::SIZE_HEIGHT, vector.height );
+ DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >(), vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::SIZE_DEPTH, vector.depth );
+ DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >(), vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ // Check the width in the new frame
+ DALI_TEST_EQUALS( vector.width, actor.GetCurrentSize().width, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.height, actor.GetCurrentSize().height, TEST_LOCATION );
+
+ END_TEST;
+}
+
int UtcDaliActorGetCurrentSize(void)
{
const Vector3 targetValue( 10.0f, 20.0f, 30.0f );
animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetValue );
- DALI_TEST_CHECK( actor.GetTargetSize() == targetValue );
+ DALI_TEST_CHECK( actor.GetTargetSize() == vector );
// Start the animation
animation.Play();
END_TEST;
}
+
+int utcDaliActorPositionUsesAnchorPoint(void)
+{
+ TestApplication application;
+ tet_infoline( "Check default behaviour\n" );
+
+ Actor actor = Actor::New();
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ actor.SetAnchorPoint( AnchorPoint::CENTER );
+ actor.SetSize( 100.0f, 100.0f );
+ Stage::GetCurrent().Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Check that the world position is in the center\n" );
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+ tet_infoline( "Set the position uses anchor point property to false\n" );
+ actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Check that the world position has changed appropriately\n" );
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+
+ END_TEST;
+}
+
+int utcDaliActorPositionUsesAnchorPointCheckScale(void)
+{
+ TestApplication application;
+ tet_infoline( "Check that the scale is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
+
+ Actor actor = Actor::New();
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ actor.SetAnchorPoint( AnchorPoint::CENTER );
+ actor.SetSize( 100.0f, 100.0f );
+ actor.SetScale( 2.0f );
+ actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+ Stage::GetCurrent().Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Check the world position is the same as it would be without a scale\n" );
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+
+ tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" );
+ actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 100.0f, 100.0f, 0.0f ), TEST_LOCATION );
+
+ tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" );
+ actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+ END_TEST;
+}
+
+int utcDaliActorPositionUsesAnchorPointCheckRotation(void)
+{
+ TestApplication application;
+ tet_infoline( "Check that the rotation is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
+
+ Actor actor = Actor::New();
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ actor.SetAnchorPoint( AnchorPoint::CENTER );
+ actor.SetSize( 100.0f, 100.0f );
+ actor.SetOrientation( Degree( 90.0f), Vector3::ZAXIS );
+ actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+ Stage::GetCurrent().Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Check the world position is the same as it would be without a rotation\n" );
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+
+ tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" );
+ actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( -50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+
+ tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" );
+ actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 150.0f, 50.0f, 0.0f ), TEST_LOCATION );
+
+ END_TEST;
+}
+
+int utcDaliActorPositionUsesAnchorPointCheckScaleAndRotation(void)
+{
+ TestApplication application;
+ tet_infoline( "Check that the scale and rotation is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
+
+ Actor actor = Actor::New();
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ actor.SetAnchorPoint( AnchorPoint::CENTER );
+ actor.SetSize( 100.0f, 100.0f );
+ actor.SetOrientation( Degree( 90.0f), Vector3::ZAXIS );
+ actor.SetScale( 2.0f );
+ actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+ Stage::GetCurrent().Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Check the world position is the same as it would be without a scale and rotation\n" );
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+
+ tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" );
+ actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( -100.0f, 100.0f, 0.0f ), TEST_LOCATION );
+
+ tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" );
+ actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 200.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+ END_TEST;
+}
+
+int utcDaliActorPositionUsesAnchorPointOnlyInheritPosition(void)
+{
+ TestApplication application;
+ tet_infoline( "Check that if not inheriting scale and position, then the position is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" );
+
+ Actor parent = Actor::New();
+
+ Stage::GetCurrent().Add( parent );
+ Vector2 stageSize( Stage::GetCurrent().GetSize() );
+
+ Actor actor = Actor::New();
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ actor.SetAnchorPoint( AnchorPoint::CENTER );
+ actor.SetSize( 100.0f, 100.0f );
+ actor.SetInheritScale( false );
+ actor.SetInheritOrientation( false );
+ actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+ parent.Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ const Vector3 expectedWorldPosition( -stageSize.width * 0.5f + 50.0f, -stageSize.height * 0.5f + 50.0f, 0.0f );
+
+ tet_infoline( "Check the world position is in the right place\n" );
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), expectedWorldPosition, TEST_LOCATION );
+
+ tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure world position hasn't changed" );
+ actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), expectedWorldPosition, TEST_LOCATION );
+
+ tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure world position hasn't changed" );
+ actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), expectedWorldPosition, TEST_LOCATION );
+
+ END_TEST;
+}
+