#include <dali/integration-api/events/touch-event-integ.h>
#include <dali/integration-api/events/hover-event-integ.h>
#include <dali-test-suite-utils.h>
+#include <mesh-builder.h>
//& set: DaliActor
gTouchCallBackCalled = false;
// simulate a touch event
- Dali::TouchPoint point( 0, TouchPoint::Down, 25.0f, 25.0f );
+ Dali::Integration::Point point;
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( 25.0f, 25.0f ) );
Dali::Integration::TouchEvent event;
event.AddPoint( point );
app.ProcessEvent( event );
END_TEST;
}
+int UtcDaliActorSetParentOriginIndividual(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ Vector3 vector(0.7f, 0.8f, 0.9f);
+ DALI_TEST_CHECK(vector != actor.GetCurrentParentOrigin());
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN_X, vector.x );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.x, actor.GetCurrentParentOrigin().x, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN_Y, vector.y );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.y, actor.GetCurrentParentOrigin().y, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN_Z, vector.z );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.z, actor.GetCurrentParentOrigin().z, TEST_LOCATION );
+
+ END_TEST;
+}
+
int UtcDaliActorGetCurrentParentOrigin(void)
{
TestApplication application;
END_TEST;
}
+int UtcDaliActorSetAnchorPointIndividual(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ Vector3 vector(0.7f, 0.8f, 0.9f);
+ DALI_TEST_CHECK(vector != actor.GetCurrentAnchorPoint());
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT_X, vector.x );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.x, actor.GetCurrentAnchorPoint().x, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT_Y, vector.y );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.y, actor.GetCurrentAnchorPoint().y, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT_Z, vector.z );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.z, actor.GetCurrentAnchorPoint().z, TEST_LOCATION );
+
+ END_TEST;
+}
+
int UtcDaliActorGetCurrentAnchorPoint(void)
{
TestApplication application;
END_TEST;
}
+int UtcDaliActorSetSizeIndividual(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ Vector3 vector(0.7f, 0.8f, 0.9f);
+ DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+
+ actor.SetProperty( Actor::Property::SIZE_WIDTH, vector.width );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.width, actor.GetCurrentSize().width, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::SIZE_HEIGHT, vector.height );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.height, actor.GetCurrentSize().height, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::SIZE_DEPTH, vector.depth );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.depth, actor.GetCurrentSize().depth, TEST_LOCATION );
+
+ END_TEST;
+}
+
+
int UtcDaliActorGetCurrentSize(void)
{
TestApplication application;
END_TEST;
}
+int UtcDaliActorSetPositionProperties(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ Vector3 vector(0.7f, 0.8f, 0.9f);
+ DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+
+ actor.SetProperty( Actor::Property::POSITION_X, vector.x );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.x, actor.GetCurrentPosition().x, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::POSITION_Y, vector.y );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.y, actor.GetCurrentPosition().y, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::POSITION_Z, vector.z );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.z, actor.GetCurrentPosition().z, TEST_LOCATION );
+
+ END_TEST;
+}
+
int UtcDaliActorTranslateBy(void)
{
TestApplication application;
END_TEST;
}
+int UtcDaliActorSetInheritPosition(void)
+{
+ tet_infoline("Testing Actor::SetInheritPosition");
+ TestApplication application;
+
+ Actor parent = Actor::New();
+ Vector3 parentPosition( 1.0f, 2.0f, 3.0f );
+ parent.SetPosition( parentPosition );
+ parent.SetParentOrigin( ParentOrigin::CENTER );
+ parent.SetAnchorPoint( AnchorPoint::CENTER );
+ Stage::GetCurrent().Add( parent );
+
+ Actor child = Actor::New();
+ child.SetParentOrigin( ParentOrigin::CENTER );
+ child.SetAnchorPoint( AnchorPoint::CENTER );
+ Vector3 childPosition( 10.0f, 11.0f, 12.0f );
+ child.SetPosition( childPosition );
+ parent.Add( child );
+
+ // The actors should not have a world position yet
+ DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
+
+ // first test default, which is to inherit position
+ DALI_TEST_EQUALS( child.IsPositionInherited(), true, TEST_LOCATION );
+ application.SendNotification();
+ application.Render(0); // should only really call Update as Render is not required to update scene
+ DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentPosition(), childPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childPosition, TEST_LOCATION );
+
+ //Change child position
+ Vector3 childOffset( -1.0f, 1.0f, 0.0f );
+ child.SetPosition( childOffset );
+
+ // Use local position as world postion
+ child.SetInheritPosition( false );
+ DALI_TEST_EQUALS( child.IsPositionInherited(), false, TEST_LOCATION );
+ application.SendNotification();
+ application.Render(0); // should only really call Update as Render is not required to update scene
+ DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentPosition(), childOffset, TEST_LOCATION );
+ DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), childOffset, TEST_LOCATION );
+
+ //Change back to inherit position from parent
+ child.SetInheritPosition( true );
+ DALI_TEST_EQUALS( child.IsPositionInherited(), true, TEST_LOCATION );
+ application.SendNotification();
+ application.Render(0); // should only really call Update as Render is not required to update scene
+ DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentPosition(), childOffset, TEST_LOCATION );
+ DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childOffset, TEST_LOCATION );
+ END_TEST;
+}
+
// SetOrientation(float angleRadians, Vector3 axis)
int UtcDaliActorSetOrientation01(void)
{
END_TEST;
}
+// SetOrientation(float angleRadians, Vector3 axis)
+int UtcDaliActorSetOrientationProperty(void)
+{
+ TestApplication application;
+
+ Quaternion rotation( Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f));
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::ORIENTATION, rotation );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+ END_TEST;
+}
+
// RotateBy(float angleRadians, Vector3 axis)
int UtcDaliActorRotateBy01(void)
{
END_TEST;
}
+int UtcDaliActorSetScaleIndividual(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ Vector3 vector(0.7f, 0.8f, 0.9f);
+ DALI_TEST_CHECK(vector != actor.GetCurrentScale());
+
+ actor.SetProperty( Actor::Property::SCALE_X, vector.x );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.x, actor.GetCurrentScale().x, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::SCALE_Y, vector.y );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.y, actor.GetCurrentScale().y, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::SCALE_Z, vector.z );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.z, actor.GetCurrentScale().z, TEST_LOCATION );
+
+ END_TEST;
+}
+
int UtcDaliActorScaleBy(void)
{
TestApplication application;
END_TEST;
}
+int UtcDaliActorSetColorIndividual(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ Vector4 vector(0.7f, 0.8f, 0.9f, 0.6f);
+ DALI_TEST_CHECK(vector != actor.GetCurrentColor());
+
+ actor.SetProperty( Actor::Property::COLOR_RED, vector.r );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.r, actor.GetCurrentColor().r, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_GREEN, vector.g );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.g, actor.GetCurrentColor().g, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_BLUE, vector.b );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.b, actor.GetCurrentColor().b, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_ALPHA, vector.a );
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( vector.a, actor.GetCurrentColor().a, TEST_LOCATION );
+
+ END_TEST;
+}
+
+
int UtcDaliActorGetCurrentColor(void)
{
TestApplication application;
// simulate a touch event in the middle of the screen
Vector2 touchPoint( Stage::GetCurrent().GetSize() * 0.5 );
- Dali::TouchPoint point( 1, TouchPoint::Down, touchPoint.x, touchPoint.y );
+ Dali::Integration::Point point;
+ point.SetDeviceId( 1 );
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) );
Dali::Integration::TouchEvent event;
event.AddPoint( point );
application.ProcessEvent( event );
// simulate a hover event in the middle of the screen
Vector2 touchPoint( Stage::GetCurrent().GetSize() * 0.5 );
- Dali::TouchPoint point( 1, TouchPoint::Motion, touchPoint.x, touchPoint.y );
+ Dali::Integration::Point point;
+ point.SetDeviceId( 1 );
+ point.SetState( PointState::MOTION );
+ point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) );
Dali::Integration::HoverEvent event;
event.AddPoint( point );
application.ProcessEvent( event );
// connect to its touch signal
actor.TouchedSignal().Connect(TestCallback);
- Dali::TouchPoint point( 0, TouchPoint::Down, hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y );
+ Dali::Integration::Point point;
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y ) );
Dali::Integration::TouchEvent event;
event.AddPoint( point );
DALI_TEST_CHECK( DrawMode::OVERLAY_2D == a.GetDrawMode() ); // Check Actor is overlay
- a.SetDrawMode( DrawMode::STENCIL );
- app.SendNotification();
- app.Render(1);
-
- DALI_TEST_CHECK( DrawMode::STENCIL == a.GetDrawMode() ); // Check Actor is stencil, not overlay
-
a.SetDrawMode( DrawMode::NORMAL );
app.SendNotification();
app.Render(1);
- DALI_TEST_CHECK( DrawMode::NORMAL == a.GetDrawMode() ); // Check Actor is not stencil
+ DALI_TEST_CHECK( DrawMode::NORMAL == a.GetDrawMode() ); // Check Actor is normal
END_TEST;
}
BufferImage imageA = BufferImage::New(16, 16);
BufferImage imageB = BufferImage::New(16, 16);
BufferImage imageC = BufferImage::New(16, 16);
- ImageActor a = ImageActor::New( imageA );
- ImageActor b = ImageActor::New( imageB );
- ImageActor c = ImageActor::New( imageC );
+ Actor a = CreateRenderableActor( imageA );
+ Actor b = CreateRenderableActor( imageB );
+ Actor c = CreateRenderableActor( imageC );
// Render a,b,c as regular non-overlays. so order will be:
// a (8)
{ "padding", Actor::Property::PADDING, Property::VECTOR4 },
{ "minimumSize", Actor::Property::MINIMUM_SIZE, Property::VECTOR2 },
{ "maximumSize", Actor::Property::MAXIMUM_SIZE, Property::VECTOR2 },
+ { "inheritPosition", Actor::Property::INHERIT_POSITION, Property::BOOLEAN },
+ { "batchParent", Actor::Property::BATCH_PARENT, Property::BOOLEAN },
+ { "clippingMode", Actor::Property::CLIPPING_MODE, Property::STRING },
};
const unsigned int PROPERTY_TABLE_COUNT = sizeof( PROPERTY_TABLE ) / sizeof( PROPERTY_TABLE[0] );
} // unnamed namespace
END_TEST;
}
+int UtcDaliActorAnchorPointPropertyAsString(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_LEFT" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_CENTER" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_CENTER, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_RIGHT" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_RIGHT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER_LEFT" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER_LEFT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER_RIGHT" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER_RIGHT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_LEFT" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_CENTER" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_RIGHT" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+
+ // Invalid should not change anything
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, "INVALID_ARG" );
+ DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorParentOriginPropertyAsString(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_LEFT" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_CENTER" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_CENTER, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_RIGHT" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_RIGHT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER_LEFT" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER_LEFT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER_RIGHT" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER_RIGHT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_LEFT" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_CENTER" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_RIGHT" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+
+ // Invalid should not change anything
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, "INVALID_ARG" );
+ DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorColorModePropertyAsString(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_COLOR" );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_COLOR, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_MODE, "USE_PARENT_COLOR" );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_PARENT_COLOR, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_MULTIPLY_PARENT_COLOR" );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_COLOR, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_MULTIPLY_PARENT_ALPHA" );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
+
+ // Invalid should not change anything
+ actor.SetProperty( Actor::Property::COLOR_MODE, "INVALID_ARG" );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorPositionInheritancePropertyAsString(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "INHERIT_PARENT_POSITION" );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), INHERIT_PARENT_POSITION, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "USE_PARENT_POSITION" );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "USE_PARENT_POSITION_PLUS_LOCAL_POSITION" );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION_PLUS_LOCAL_POSITION, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "DONT_INHERIT_POSITION" );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), DONT_INHERIT_POSITION, TEST_LOCATION );
+
+ // Invalid should not change anything
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "INVALID_ARG" );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), DONT_INHERIT_POSITION, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorDrawModePropertyAsString(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::DRAW_MODE, "NORMAL" );
+ DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::NORMAL, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::DRAW_MODE, "OVERLAY_2D" );
+ DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::OVERLAY_2D, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::DRAW_MODE, "STENCIL" );
+ DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::STENCIL, TEST_LOCATION );
+
+ // Invalid should not change anything
+ actor.SetProperty( Actor::Property::DRAW_MODE, "INVALID_ARG" );
+ DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::STENCIL, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorAddRendererP(void)
+{
+ tet_infoline("Testing Actor::AddRenderer");
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ actor.AddRenderer( renderer );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorAddRendererN(void)
+{
+ tet_infoline("Testing Actor::AddRenderer");
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Renderer renderer;
+
+ // try illegal Add
+ try
+ {
+ actor.AddRenderer( renderer );
+ tet_printf("Assertion test failed - no Exception\n" );
+ tet_result(TET_FAIL);
+ }
+ catch(Dali::DaliException& e)
+ {
+ DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_ASSERT(e, "Renderer handle is empty", TEST_LOCATION);
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ }
+ catch(...)
+ {
+ tet_printf("Assertion test failed - wrong Exception\n" );
+ tet_result(TET_FAIL);
+ }
+
+ END_TEST;
+}
+
+int UtcDaliActorAddRendererOnStage(void)
+{
+ tet_infoline("Testing Actor::AddRenderer");
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ application.SendNotification();
+ application.Render(0);
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ application.SendNotification();
+ application.Render(0);
+
+ try
+ {
+ actor.AddRenderer( renderer );
+ tet_result(TET_PASS);
+ }
+ catch(...)
+ {
+ tet_result(TET_FAIL);
+ }
+
+ END_TEST;
+}
+
+int UtcDaliActorRemoveRendererP1(void)
+{
+ tet_infoline("Testing Actor::RemoveRenderer");
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ actor.AddRenderer( renderer );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+
+ actor.RemoveRenderer(renderer);
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+
+ END_TEST;
+}
+
+int UtcDaliActorRemoveRendererP2(void)
+{
+ tet_infoline("Testing Actor::RemoveRenderer");
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ actor.AddRenderer( renderer );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+
+ actor.RemoveRenderer(0);
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+
+ END_TEST;
+}
+
+
+int UtcDaliActorRemoveRendererN(void)
+{
+ tet_infoline("Testing Actor::RemoveRenderer");
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ actor.AddRenderer( renderer );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+
+ actor.RemoveRenderer(10);
+ DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+
+ END_TEST;
+}
+
+// Clipping test helper functions:
+Actor CreateActorWithContent()
+{
+ BufferImage image = BufferImage::New( 16u, 16u );
+ Actor actor = CreateRenderableActor( image );
+
+ // Setup dimensions and position so actor is not skipped by culling.
+ actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+ actor.SetSize( 16.0f, 16.0f );
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ actor.SetAnchorPoint( AnchorPoint::CENTER );
+
+ return actor;
+}
+
+void GenerateTrace( TestApplication& application, TraceCallStack& enabledDisableTrace, TraceCallStack& stencilTrace )
+{
+ enabledDisableTrace.Reset();
+ stencilTrace.Reset();
+ enabledDisableTrace.Enable( true );
+ stencilTrace.Enable( true );
+
+ application.SendNotification();
+ application.Render();
+
+ enabledDisableTrace.Enable( false );
+ stencilTrace.Enable( false );
+}
+
+void CheckColorMask( TestGlAbstraction& glAbstraction, bool maskValue )
+{
+ const TestGlAbstraction::ColorMaskParams& colorMaskParams = glAbstraction.GetColorMaskParams();
+
+ 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 );
+}
+
+int UtcDaliActorPropertyClippingP(void)
+{
+ // This test checks the clippingMode property.
+ tet_infoline( "Testing Actor::Property::CLIPPING_MODE P" );
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ // Check default clippingEnabled value.
+ Property::Value getValue( actor.GetProperty( Actor::Property::CLIPPING_MODE ) );
+
+ int value = 0;
+ bool getValueResult = getValue.Get( value );
+ DALI_TEST_CHECK( getValueResult );
+
+ if( getValueResult )
+ {
+ DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
+ }
+
+ // Check setting the property.
+ actor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+
+ // Check the new value was set.
+ getValue = actor.GetProperty( Actor::Property::CLIPPING_MODE );
+ getValueResult = getValue.Get( value );
+ DALI_TEST_CHECK( getValueResult );
+
+ if( getValueResult )
+ {
+ DALI_TEST_EQUALS<int>( value, ClippingMode::CLIP_CHILDREN, TEST_LOCATION );
+ }
+
+ END_TEST;
+}
+
+int UtcDaliActorPropertyClippingN(void)
+{
+ // Negative test case for Clipping.
+ tet_infoline( "Testing Actor::Property::CLIPPING_MODE N" );
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ // Check default clippingEnabled value.
+ Property::Value getValue( actor.GetProperty( Actor::Property::CLIPPING_MODE ) );
+
+ int value = 0;
+ bool getValueResult = getValue.Get( value );
+ DALI_TEST_CHECK( getValueResult );
+
+ if( getValueResult )
+ {
+ DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
+ }
+
+ // Check setting an invalid property value won't change the current property value.
+ actor.SetProperty( Actor::Property::CLIPPING_MODE, "INVALID_PROPERTY" );
+
+ getValue = actor.GetProperty( Actor::Property::CLIPPING_MODE );
+ getValueResult = getValue.Get( value );
+ DALI_TEST_CHECK( getValueResult );
+
+ if( getValueResult )
+ {
+ DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
+ }
+
+ END_TEST;
+}
+
+int UtcDaliActorPropertyClippingActor(void)
+{
+ // This test checks that an actor is correctly setup for clipping.
+ tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor" );
+ TestApplication application;
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+ size_t startIndex = 0u;
+
+ // Create a clipping actor.
+ Actor actorDepth1Clip = CreateActorWithContent();
+ actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+ Stage::GetCurrent().Add( actorDepth1Clip );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, stencilTrace );
+
+ // Check we are writing to the color buffer.
+ CheckColorMask( glAbstraction, true );
+
+ // Check the stencil buffer was enabled.
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) ); // 2960 is GL_STENCIL_TEST
+
+ // Check the stencil buffer was cleared.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "ClearStencil", "0", startIndex ) );
+
+ // Check the correct setup was done to write to the first bit-plane (only) of the stencil buffer.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 1, 0", startIndex ) ); // 514 is GL_EQUAL, But testing no bit-planes for the first clipping node.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "1", startIndex ) );
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE
+
+ END_TEST;
+}
+
+int UtcDaliActorPropertyClippingNestedChildren(void)
+{
+ // This test checks that a hierarchy of actors are clipped correctly by
+ // writing to and reading from the correct bit-planes of the stencil buffer.
+ tet_infoline( "Testing Actor::Property::CLIPPING_MODE nested children" );
+ TestApplication application;
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+ // Create a clipping actor.
+ Actor actorDepth1Clip = CreateActorWithContent();
+ actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+ Stage::GetCurrent().Add( actorDepth1Clip );
+
+ // Create a child actor.
+ Actor childDepth2 = CreateActorWithContent();
+ actorDepth1Clip.Add( childDepth2 );
+
+ // Create another clipping actor.
+ Actor childDepth2Clip = CreateActorWithContent();
+ childDepth2Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+ childDepth2.Add( childDepth2Clip );
+
+ // Create another 2 child actors. We do this so 2 nodes will have the same clipping ID.
+ // This tests the sort algorithm.
+ Actor childDepth3 = CreateActorWithContent();
+ childDepth2Clip.Add( childDepth3 );
+ Actor childDepth4 = CreateActorWithContent();
+ childDepth3.Add( childDepth4 );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, stencilTrace );
+
+ // Check we are writing to the color buffer.
+ CheckColorMask( glAbstraction, true );
+
+ // Check the stencil buffer was enabled.
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) ); // 2960 is GL_STENCIL_TEST
+
+ // Perform the test twice, once for 2D layer, and once for 3D.
+ for( unsigned int i = 0u ; i < 2u; ++i )
+ {
+ size_t startIndex = 0u;
+
+ // Check the stencil buffer was cleared.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "ClearStencil", "0", startIndex ) );
+
+ // Check the correct setup was done to write to the first bit-plane (only) of the stencil buffer.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 1, 0", startIndex ) ); // 514 is GL_EQUAL, But testing no bit-planes for the first clipping node.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "1", startIndex ) ); // Write to the first bit-plane
+ 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( "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).
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 3, 1", startIndex ) ); // 514 is GL_EQUAL, Test both bit-planes 1 & 2
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "3", startIndex ) ); // Write to second (and previous) bit-planes
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE
+
+ // 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( "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.
+ if( i == 0u )
+ {
+ Stage::GetCurrent().GetRootLayer().SetBehavior( Layer::LAYER_3D );
+ GenerateTrace( application, enabledDisableTrace, stencilTrace );
+ }
+ }
+
+ END_TEST;
+}
+
+int UtcDaliActorPropertyClippingActorWithRendererOverride(void)
+{
+ // This test checks that an actor with clipping will be ignored if overridden by the Renderer properties.
+ tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor with renderer override" );
+ TestApplication application;
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+ // Create a clipping actor.
+ Actor actorDepth1Clip = CreateActorWithContent();
+ actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+ Stage::GetCurrent().Add( actorDepth1Clip );
+
+ // Turn the RenderMode to just "COLOR" at the Renderer level to ignore the clippingMode.
+ actorDepth1Clip.GetRendererAt( 0 ).SetProperty( Renderer::Property::RENDER_MODE, RenderMode::COLOR );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, stencilTrace );
+
+ // Check we are writing to the color buffer.
+ CheckColorMask( glAbstraction, true );
+
+ // Check the stencil buffer was not enabled.
+ DALI_TEST_CHECK( !enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) ); // 2960 is GL_STENCIL_TEST
+
+ // Check stencil functions are not called.
+ DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilFunc" ) );
+ DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilMask" ) );
+ DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilOp" ) );
+
+ END_TEST;
+}