/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2015 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include "assert.h"
#include <dali/public-api/dali-core.h>
#include <string>
+#include <cfloat> // For FLT_MAX
#include <dali/integration-api/events/touch-event-integ.h>
#include <dali/integration-api/events/hover-event-integ.h>
#include <dali-test-suite-utils.h>
namespace
{
bool gTouchCallBackCalled=false;
-bool gTouchCallBack2Called=false;
bool gHoverCallBackCalled=false;
/**
app.Render(1);
gTouchCallBackCalled = false;
- gTouchCallBack2Called = false;
// simulate a touch event
Dali::TouchPoint point( 0, TouchPoint::Down, 25.0f, 25.0f );
END_TEST;
}
-static bool TestCallback2(Actor actor, const TouchEvent& event)
-{
- gTouchCallBack2Called = true;
- return false;
- END_TEST;
-}
-
static bool TestCallback3(Actor actor, const HoverEvent& event)
{
gHoverCallBackCalled = true;
}
};
+// OnRelayout
+
+static bool gOnRelayoutCallBackCalled = 0;
+static std::vector< std::string > gActorNamesRelayout;
+void OnRelayoutCallback( Actor actor )
+{
+ ++gOnRelayoutCallBackCalled;
+ gActorNamesRelayout.push_back( actor.GetName() );
+}
} // anonymous namespace
}
//& purpose: Testing Dali::Actor::DownCast()
-int UtcDaliActorDownCast(void)
+int UtcDaliActorDownCastP(void)
{
TestApplication application;
tet_infoline("Testing Dali::Actor::DownCast()");
}
//& purpose: Testing Dali::Actor::DownCast()
-int UtcDaliActorDownCast2(void)
+int UtcDaliActorDownCastN(void)
{
TestApplication application;
tet_infoline("Testing Dali::Actor::DownCast()");
END_TEST;
}
-int UtcDaliActorAdd(void)
+int UtcDaliActorAddP(void)
{
tet_infoline("Testing Actor::Add");
TestApplication application;
parent2.Add( child );
DALI_TEST_EQUALS( parent2.GetChildCount(), 1u, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliActorAddN(void)
+{
+ tet_infoline("Testing Actor::Add");
+ TestApplication application;
+
+ Actor child = Actor::New();
+
+ Actor parent2 = Actor::New();
+ parent2.Add( child );
+
// try illegal Add
try
{
tet_printf("Assertion test failed - wrong Exception\n" );
tet_result(TET_FAIL);
}
- END_TEST;
-}
-
-int UtcDaliActorInsert(void)
-{
- tet_infoline("Testing Actor::Insert");
- TestApplication application;
-
- Actor parent = Actor::New();
- Stage::GetCurrent().Add( parent );
- Actor first = Actor::New();
- Actor second = Actor::New();
- Actor third = Actor::New();
-
- parent.Insert(1, first); // test insert beyond range
- DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
- parent.Insert(0, second);
- DALI_TEST_EQUALS( parent.GetChildCount(), 2u, TEST_LOCATION );
- parent.Insert(1, third);
-
- DALI_TEST_EQUALS( parent.GetChildCount(), 3u, TEST_LOCATION );
-
- DALI_TEST_CHECK(parent.GetChildAt(0) == second);
- DALI_TEST_CHECK(parent.GetChildAt(1) == third);
- DALI_TEST_CHECK(parent.GetChildAt(2) == first);
END_TEST;
}
-
-int UtcDaliActorRemove01(void)
+int UtcDaliActorRemoveN(void)
{
tet_infoline("Testing Actor::Remove");
TestApplication application;
// add child back
parent.Add(child);
- // try illegal Remove
- try
- {
- parent.Remove( parent );
- tet_printf("Assertion test failed - no Exception\n" );
- tet_result(TET_FAIL);
- }
- catch(Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "this != &child", TEST_LOCATION);
- DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
- }
- catch(...)
- {
- tet_printf("Assertion test failed - wrong Exception\n" );
- tet_result(TET_FAIL);
- }
+ DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
+ // try Remove self, its a no-op
+ parent.Remove( parent );
+ DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
// try Remove empty
try
END_TEST;
}
-int UtcDaliActorRemove02(void)
+int UtcDaliActorRemoveP(void)
{
TestApplication application;
TestApplication application;
Actor actor = Actor::New();
- Vector3 vector(100.0f, 100.0f, 100.0f);
+ Vector3 vector(100.0f, 100.0f, 0.0f);
DALI_TEST_CHECK(vector != actor.GetCurrentSize());
TestApplication application;
Actor actor = Actor::New();
- Vector3 vector(100.0f, 100.0f, 100.0f);
+ Vector3 vector(100.0f, 100.0f, 0.0f);
DALI_TEST_CHECK(vector != actor.GetCurrentSize());
{
TestApplication application;
- Quaternion rotation(0.785f, Vector3(1.0f, 1.0f, 0.0f));
+ Quaternion rotation( Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f));
Actor actor = Actor::New();
actor.SetOrientation(rotation);
Actor actor = Actor::New();
- float angle = 0.785f;
+ Radian angle( 0.785f );
Vector3 axis(1.0f, 1.0f, 0.0f);
- actor.SetOrientation(Radian( angle ), axis);
+ actor.SetOrientation( angle, axis);
Quaternion rotation( angle, axis );
// flush the queue and render once
application.SendNotification();
DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
actor.SetOrientation( Degree( 0 ), Vector3( 1.0f, 0.0f, 0.0f ) );
- Quaternion result( 0, Vector3( 1.0f, 0.0f, 0.0f ) );
+ Quaternion result( Radian( 0 ), Vector3( 1.0f, 0.0f, 0.0f ) );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( result, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
- actor.SetOrientation(Radian( angle ), axis);
+ actor.SetOrientation( angle, axis);
// flush the queue and render once
application.SendNotification();
application.Render();
Actor actor = Actor::New();
- float angle = M_PI * 0.25f;
- actor.RotateBy(Radian( angle ), Vector3::ZAXIS);
+ Radian angle( M_PI * 0.25f );
+ actor.RotateBy(( angle ), Vector3::ZAXIS);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS(Quaternion(M_PI*0.25f, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+ DALI_TEST_EQUALS(Quaternion( angle, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
Stage::GetCurrent().Add( actor );
- actor.RotateBy(Radian( angle ), Vector3::ZAXIS);
+ actor.RotateBy( angle, Vector3::ZAXIS);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS(Quaternion(M_PI*0.5f, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+ DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
Stage::GetCurrent().Remove( actor );
END_TEST;
Actor actor = Actor::New();
- Quaternion rotation(M_PI*0.25f, Vector3::ZAXIS);
+ Radian angle( M_PI * 0.25f );
+ Quaternion rotation(angle, Vector3::ZAXIS);
actor.RotateBy(rotation);
// flush the queue and render once
application.SendNotification();
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS(Quaternion(M_PI*0.5f, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+ DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Quaternion rotation(0.785f, Vector3(1.0f, 1.0f, 0.0f));
+ Quaternion rotation(Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f));
actor.SetOrientation(rotation);
// flush the queue and render once
application.SendNotification();
parent.Add( child );
// The actors should not have a world rotation yet
- DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion(0.0f, Vector3::YAXIS), 0.001, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), Quaternion(0.0f, Vector3::YAXIS), 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION );
application.SendNotification();
application.Render(0);
DALI_TEST_CHECK( DrawMode::NORMAL == a.GetDrawMode() ); // Ensure overlay is off by default
- a.SetDrawMode( DrawMode::OVERLAY );
+ a.SetDrawMode( DrawMode::OVERLAY_2D );
app.SendNotification();
app.Render(1);
- DALI_TEST_CHECK( DrawMode::OVERLAY == a.GetDrawMode() ); // Check Actor is overlay
+ DALI_TEST_CHECK( DrawMode::OVERLAY_2D == a.GetDrawMode() ); // Check Actor is overlay
a.SetDrawMode( DrawMode::STENCIL );
app.SendNotification();
// b (9)
// c (10)
// a (8)
- a.SetDrawMode( DrawMode::OVERLAY );
+ a.SetDrawMode( DrawMode::OVERLAY_2D );
app.GetGlAbstraction().ClearBoundTextures();
app.SendNotification();
END_TEST;
}
-
-int UtcDaliActorSetDrawModeOverlayHitTest(void)
-{
- TestApplication app;
- tet_infoline(" UtcDaliActorSetDrawModeOverlayHitTest");
-
- BufferImage imageA = BufferImage::New(16, 16);
- BufferImage imageB = BufferImage::New(16, 16);
- ImageActor a = ImageActor::New( imageA );
- ImageActor b = ImageActor::New( imageB );
-
- // Render a,b as regular non-overlays. so order will be:
- Stage::GetCurrent().Add(a);
- Stage::GetCurrent().Add(b);
-
- a.SetSize( 100.0f, 100.0f );
- b.SetSize( 100.0f, 100.0f );
-
- // position b overlapping a. (regular non-overlays)
- // hit test at point 'x'
- // --------
- // | |
- // | a |
- // | --------
- // | |x |
- // | | |
- // ----| |
- // | b |
- // | |
- // --------
- // note: b is on top, because it's Z position is higher.
- a.SetPosition(Vector3(0.0f, 0.0f, 0.0f));
- b.SetPosition(Vector3(50.0f, 50.0f, 1.0f));
-
- // connect to their touch signals
- a.TouchedSignal().Connect(TestCallback);
- b.TouchedSignal().Connect(TestCallback2);
-
- a.SetDrawMode( DrawMode::NORMAL );
- b.SetDrawMode( DrawMode::NORMAL );
- SimulateTouchForSetOverlayHitTest(app);
-
- DALI_TEST_CHECK( gTouchCallBackCalled == false );
- DALI_TEST_CHECK( gTouchCallBack2Called == true );
- // Make Actor a an overlay.
- // --------
- // | |
- // | a |
- // | |----
- // | x | |
- // | | |
- // -------- |
- // | b |
- // | |
- // --------
- // note: a is on top, because it is an overlay.
- a.SetDrawMode( DrawMode::OVERLAY );
- b.SetDrawMode( DrawMode::NORMAL );
- SimulateTouchForSetOverlayHitTest(app);
-
- DALI_TEST_CHECK( gTouchCallBackCalled == true );
- DALI_TEST_CHECK( gTouchCallBack2Called == false );
- // Make both Actors as overlays
- // --------
- // | |
- // | a |
- // | --------
- // | |x |
- // | | |
- // ----| |
- // | b |
- // | |
- // --------
- // note: b is on top, because it is the 2nd child in the hierarchy.
- a.SetDrawMode( DrawMode::OVERLAY );
- b.SetDrawMode( DrawMode::OVERLAY );
- SimulateTouchForSetOverlayHitTest(app);
-
- DALI_TEST_CHECK( gTouchCallBackCalled == false );
- DALI_TEST_CHECK( gTouchCallBack2Called == true );
- END_TEST;
-}
-
int UtcDaliActorGetCurrentWorldMatrix(void)
{
TestApplication app;
tet_infoline(" UtcDaliActorSetGetOverlay");
Actor parent = Actor::New();
- parent.SetDrawMode(DrawMode::OVERLAY );
- DALI_TEST_CHECK( parent.GetDrawMode() == DrawMode::OVERLAY );
+ parent.SetDrawMode(DrawMode::OVERLAY_2D );
+ DALI_TEST_CHECK( parent.GetDrawMode() == DrawMode::OVERLAY_2D );
END_TEST;
}
-// Current Dynamics functions are crashing, so testing these sections are futile
-
-int UtcDaliActorDynamics(void)
-{
- DALI_TEST_CHECK( true );
- END_TEST;
-}
-
int UtcDaliActorCreateDestroy(void)
{
Actor* actor = new Actor;
{ "position-inheritance", Actor::Property::POSITION_INHERITANCE, Property::STRING },
{ "draw-mode", Actor::Property::DRAW_MODE, Property::STRING },
{ "size-mode-factor", Actor::Property::SIZE_MODE_FACTOR, Property::VECTOR3 },
- { "relayout-enabled", Actor::Property::RELAYOUT_ENABLED, Property::BOOLEAN },
{ "width-resize-policy", Actor::Property::WIDTH_RESIZE_POLICY, Property::STRING },
{ "height-resize-policy", Actor::Property::HEIGHT_RESIZE_POLICY, Property::STRING },
{ "size-scale-policy", Actor::Property::SIZE_SCALE_POLICY, Property::STRING },
END_TEST;
}
-int UtcDaliRelayoutProperties_RelayoutEnabled(void)
-{
- TestApplication app;
-
- Actor actor = Actor::New();
-
- // Defaults
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::RELAYOUT_ENABLED ).Get< bool >(), false, TEST_LOCATION );
-
- // Set relayout disabled
- actor.SetProperty( Actor::Property::RELAYOUT_ENABLED, false );
-
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::RELAYOUT_ENABLED ).Get< bool >(), false, TEST_LOCATION );
-
- // Set relayout enabled
- actor.SetProperty( Actor::Property::RELAYOUT_ENABLED, true );
-
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::RELAYOUT_ENABLED ).Get< bool >(), true, TEST_LOCATION );
-
- END_TEST;
-}
-
int UtcDaliRelayoutProperties_ResizePolicies(void)
{
TestApplication app;
Actor actor = Actor::New();
// Defaults
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::WIDTH_RESIZE_POLICY ).Get< std::string >(), "FIXED", TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::HEIGHT_RESIZE_POLICY ).Get< std::string >(), "FIXED", TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::WIDTH_RESIZE_POLICY ).Get< std::string >(), "USE_NATURAL_SIZE", TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::HEIGHT_RESIZE_POLICY ).Get< std::string >(), "USE_NATURAL_SIZE", TEST_LOCATION );
// Set resize policy for all dimensions
- actor.SetResizePolicy( USE_NATURAL_SIZE, ALL_DIMENSIONS );
- for( unsigned int i = 0; i < DIMENSION_COUNT; ++i)
+ actor.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
+ for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- DALI_TEST_EQUALS( actor.GetResizePolicy( static_cast< Dimension >( 1 << i ) ), USE_NATURAL_SIZE, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetResizePolicy( static_cast< Dimension::Type >( 1 << i ) ), ResizePolicy::USE_NATURAL_SIZE, TEST_LOCATION );
}
// Set individual dimensions
// Defaults
DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_SCALE_POLICY ).Get< std::string >(), "USE_SIZE_SET", TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetSizeScalePolicy(), SizeScalePolicy::USE_SIZE_SET, TEST_LOCATION );
+
+ SizeScalePolicy::Type policy = SizeScalePolicy::FILL_WITH_ASPECT_RATIO;
+ actor.SetSizeScalePolicy( policy );
+ DALI_TEST_EQUALS( actor.GetSizeScalePolicy(), policy, TEST_LOCATION );
// Set
const char* const policy1 = "FIT_WITH_ASPECT_RATIO";
END_TEST;
}
+int UtcDaliRelayoutProperties_SizeModeFactor(void)
+{
+ TestApplication app;
+
+ Actor actor = Actor::New();
+
+ // Defaults
+ DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_MODE_FACTOR ).Get< Vector3 >(), Vector3( 1.0f, 1.0f, 1.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetSizeModeFactor(), Vector3( 1.0f, 1.0f, 1.0f ), TEST_LOCATION );
+
+ Vector3 sizeMode( 1.0f, 2.0f, 3.0f );
+ actor.SetSizeModeFactor( sizeMode );
+ DALI_TEST_EQUALS( actor.GetSizeModeFactor(), sizeMode, TEST_LOCATION );
+
+ // Set
+ Vector3 sizeMode1( 2.0f, 3.0f, 4.0f );
+
+ actor.SetProperty( Actor::Property::SIZE_MODE_FACTOR, sizeMode1 );
+ DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_MODE_FACTOR ).Get< Vector3 >(), sizeMode1, TEST_LOCATION );
+
+ END_TEST;
+}
+
int UtcDaliRelayoutProperties_DimensionDependency(void)
{
TestApplication app;
END_TEST;
}
+
+int UtcDaliActorGetHeightForWidth(void)
+{
+ TestApplication app;
+
+ Actor actor = Actor::New();
+
+ DALI_TEST_EQUALS( actor.GetHeightForWidth( 1.0f ), 1.0f, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorGetWidthForHeight(void)
+{
+ TestApplication app;
+
+ Actor actor = Actor::New();
+
+ DALI_TEST_EQUALS( actor.GetWidthForHeight( 1.0f ), 1.0f, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorGetRelayoutSize(void)
+{
+ TestApplication app;
+
+ Actor actor = Actor::New();
+
+ // Add actor to stage
+ Stage::GetCurrent().Add( actor );
+
+ DALI_TEST_EQUALS( actor.GetRelayoutSize( Dimension::WIDTH ), 0.0f, TEST_LOCATION );
+
+ actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH );
+ actor.SetSize( Vector2( 1.0f, 0.0f ) );
+
+ // Flush the queue and render once
+ app.SendNotification();
+ app.Render();
+
+ DALI_TEST_EQUALS( actor.GetRelayoutSize( Dimension::WIDTH ), 1.0f, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorSetPadding(void)
+{
+ TestApplication app;
+
+ Actor actor = Actor::New();
+
+ Padding padding;
+ actor.GetPadding( padding );
+
+ DALI_TEST_EQUALS( padding.left, 0.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( padding.right, 0.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( padding.bottom, 0.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( padding.top, 0.0f, TEST_LOCATION );
+
+ Padding padding2( 1.0f, 2.0f, 3.0f, 4.0f );
+ actor.SetPadding( padding2 );
+
+ actor.GetPadding( padding );
+
+ DALI_TEST_EQUALS( padding.left, padding2.left, TEST_LOCATION );
+ DALI_TEST_EQUALS( padding.right, padding2.right, TEST_LOCATION );
+ DALI_TEST_EQUALS( padding.bottom, padding2.bottom, TEST_LOCATION );
+ DALI_TEST_EQUALS( padding.top, padding2.top, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorSetMinimumSize(void)
+{
+ TestApplication app;
+
+ Actor actor = Actor::New();
+
+ Vector2 size = actor.GetMinimumSize();
+
+ DALI_TEST_EQUALS( size.width, 0.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( size.height, 0.0f, TEST_LOCATION );
+
+ Vector2 size2( 1.0f, 2.0f );
+ actor.SetMinimumSize( size2 );
+
+ size = actor.GetMinimumSize();
+
+ DALI_TEST_EQUALS( size.width, size2.width, TEST_LOCATION );
+ DALI_TEST_EQUALS( size.height, size2.height, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorSetMaximumSize(void)
+{
+ TestApplication app;
+
+ Actor actor = Actor::New();
+
+ Vector2 size = actor.GetMaximumSize();
+
+ DALI_TEST_EQUALS( size.width, FLT_MAX, TEST_LOCATION );
+ DALI_TEST_EQUALS( size.height, FLT_MAX, TEST_LOCATION );
+
+ Vector2 size2( 1.0f, 2.0f );
+ actor.SetMaximumSize( size2 );
+
+ size = actor.GetMaximumSize();
+
+ DALI_TEST_EQUALS( size.width, size2.width, TEST_LOCATION );
+ DALI_TEST_EQUALS( size.height, size2.height, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorOnRelayoutSignal(void)
+{
+ tet_infoline("Testing Dali::Actor::OnRelayoutSignal()");
+
+ TestApplication application;
+
+ // Clean test data
+ gOnRelayoutCallBackCalled = 0;
+ gActorNamesRelayout.clear();
+
+ Actor actor = Actor::New();
+ actor.SetName( "actor" );
+ actor.OnRelayoutSignal().Connect( OnRelayoutCallback );
+
+ // Sanity check
+ DALI_TEST_CHECK( gOnRelayoutCallBackCalled == 0 );
+
+ // Add actor to stage
+ Stage::GetCurrent().Add( actor );
+
+ actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+ actor.SetSize( Vector2( 1.0f, 2.0 ) );
+
+ // Flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ // OnRelayout emitted
+ DALI_TEST_EQUALS( gOnRelayoutCallBackCalled, 1, TEST_LOCATION );
+ DALI_TEST_EQUALS( "actor", gActorNamesRelayout[ 0 ], TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorGetHierachyDepth(void)
+{
+ TestApplication application;
+ tet_infoline("Testing Dali::Actor::GetHierarchyDepth()");
+
+
+ /* Build tree of actors:
+ *
+ * Depth
+ *
+ * A (parent) 1
+ * / \
+ * B C 2`
+ * / \ \
+ * D E F 3
+ *
+ * GetHierarchyDepth should return 1 for A, 2 for B and C, and 3 for D, E and F.
+ */
+ Stage stage( Stage::GetCurrent() );
+
+ Actor actorA = Actor::New();
+ Actor actorB = Actor::New();
+ Actor actorC = Actor::New();
+ Actor actorD = Actor::New();
+ Actor actorE = Actor::New();
+ Actor actorF = Actor::New();
+
+ //Test that root actor has depth equal 0
+ DALI_TEST_EQUALS( 0, stage.GetRootLayer().GetHierarchyDepth(), TEST_LOCATION );
+
+ //Test actors return depth -1 when not connected to the tree
+ DALI_TEST_EQUALS( -1, actorA.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorB.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorC.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorD.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorE.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorF.GetHierarchyDepth(), TEST_LOCATION );
+
+ //Create the hierarchy
+ stage.Add( actorA );
+ actorA.Add( actorB );
+ actorA.Add( actorC );
+ actorB.Add( actorD );
+ actorB.Add( actorE );
+ actorC.Add( actorF );
+
+ //Test actors return correct depth
+ DALI_TEST_EQUALS( 1, actorA.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( 2, actorB.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( 2, actorC.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( 3, actorD.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( 3, actorE.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( 3, actorF.GetHierarchyDepth(), TEST_LOCATION );
+
+ //Removing actorB from the hierarchy. actorB, actorD and actorE should now have depth equal -1
+ actorA.Remove( actorB );
+
+ DALI_TEST_EQUALS( -1, actorB.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorD.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorE.GetHierarchyDepth(), TEST_LOCATION );
+
+ //Removing actorA from the stage. All actors should have depth equal -1
+ stage.Remove( actorA );
+
+ DALI_TEST_EQUALS( -1, actorA.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorB.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorC.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorD.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorE.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS( -1, actorF.GetHierarchyDepth(), TEST_LOCATION );
+
+ END_TEST;
+}
+