namespace
{
bool gTouchCallBackCalled=false;
+bool gTouchCallBackCalled2=false;
+bool gTouchCallBackCalled3=false;
+
bool gHoverCallBackCalled=false;
static bool gTestConstraintCalled;
+LayoutDirection::Type gLayoutDirectionType;
+
struct TestConstraint
{
void operator()( Vector4& color, const PropertyInputContainer& /* inputs */ )
END_TEST;
}
+static bool TestTouchCallback(Actor actor, const TouchData& touchData )
+{
+ gTouchCallBackCalled = true;
+ return true;
+ END_TEST;
+}
+
+static bool TestTouchCallback2(Actor actor, const TouchData& touchData )
+{
+ gTouchCallBackCalled2 = true;
+ return true;
+ END_TEST;
+}
+
+static bool TestTouchCallback3(Actor actor, const TouchData& touchData )
+{
+ gTouchCallBackCalled3 = true;
+ return true;
+ END_TEST;
+}
+
+static void ResetTouchCallbacks()
+{
+ gTouchCallBackCalled = false;
+ gTouchCallBackCalled2 = false;
+ gTouchCallBackCalled3 = false;
+}
+
static bool TestCallback3(Actor actor, const HoverEvent& event)
{
gHoverCallBackCalled = true;
gActorNamesRelayout.push_back( actor.GetName() );
}
+struct VisibilityChangedFunctorData
+{
+ VisibilityChangedFunctorData()
+ : actor(),
+ visible( false ),
+ type( DevelActor::VisibilityChange::SELF ),
+ called( false )
+ {
+ }
+
+ void Reset()
+ {
+ actor.Reset();
+ visible = false;
+ type = DevelActor::VisibilityChange::SELF;
+ called = false;
+ }
+
+ void Check( bool compareCalled, Actor compareActor, bool compareVisible, DevelActor::VisibilityChange::Type compareType, const char * location )
+ {
+ DALI_TEST_EQUALS( called, compareCalled, TEST_INNER_LOCATION( location ) );
+ DALI_TEST_EQUALS( actor, compareActor, TEST_INNER_LOCATION( location ) );
+ DALI_TEST_EQUALS( visible, compareVisible, TEST_INNER_LOCATION( location ) );
+ DALI_TEST_EQUALS( (int)type, (int)compareType, TEST_INNER_LOCATION( location ) );
+ }
+
+ void Check( bool compareCalled, const std::string& location )
+ {
+ DALI_TEST_EQUALS( called, compareCalled, TEST_INNER_LOCATION( location ) );
+ }
+
+ Actor actor;
+ bool visible;
+ DevelActor::VisibilityChange::Type type;
+ bool called;
+};
+
+struct VisibilityChangedFunctor
+{
+ VisibilityChangedFunctor( VisibilityChangedFunctorData& dataVar ) : data( dataVar ) { }
+
+ void operator()( Actor actor, bool visible, DevelActor::VisibilityChange::Type type )
+ {
+ data.actor = actor;
+ data.visible = visible;
+ data.type = type;
+ data.called = true;
+ }
+
+ VisibilityChangedFunctorData& data;
+};
+
} // anonymous namespace
actor.SetSize(vector.x, vector.y);
- // flush the queue and render once
+ // Immediately retrieve the size after setting
+ Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+ DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+ // Flush the queue and render once
application.SendNotification();
application.Render();
+ // Check the size in the new frame
DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+
+ currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+ DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+ // Check async behaviour
+ currentSize = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >();
+ DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.width, actor.GetCurrentProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.height, actor.GetCurrentProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.depth, actor.GetCurrentProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION );
+
+ // Change the resize policy and check whether the size stays the same
+ actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+
+ currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+ DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+ // Set a new size after resize policy is changed and check the new size
+ actor.SetSize( Vector3( 0.1f, 0.2f, 0.0f ) );
+
+ currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+ DALI_TEST_EQUALS( currentSize, Vector3( 0.1f, 0.2f, 0.0f ), Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+ // Change the resize policy again and check whether the new size stays the same
+ actor.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
+
+ currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+ DALI_TEST_EQUALS( currentSize, Vector3( 0.1f, 0.2f, 0.0f ), Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+ // Set another new size after resize policy is changed and check the new size
+ actor.SetSize( Vector3( 50.0f, 60.0f, 0.0f ) );
+
+ currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+ DALI_TEST_EQUALS( currentSize, Vector3( 50.0f, 60.0f, 0.0f ), Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
END_TEST;
}
actor.SetSize(vector.x, vector.y, vector.z);
+ // Immediately check the size after setting
+ Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+ DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
// flush the queue and render once
application.SendNotification();
application.Render();
+ // Check the size in the new frame
DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+
+ currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+ DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
END_TEST;
}
actor.SetSize(Vector2(vector.x, vector.y));
+ // Immediately check the size after setting
+ Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+ DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
// flush the queue and render once
application.SendNotification();
application.Render();
+ // Check the size in the new frame
DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+
+ currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+ DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
END_TEST;
}
actor.SetSize(vector);
+ // Immediately check the size after setting
+ Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+ DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
// flush the queue and render once
application.SendNotification();
application.Render();
+ // Check the size in the new frame
DALI_TEST_CHECK(vector == actor.GetCurrentSize());
Stage::GetCurrent().Add( actor );
actor.SetSize( Vector3( 0.1f, 0.2f, 0.3f ) );
+ // Immediately check the size after setting
+ currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+ DALI_TEST_EQUALS( currentSize, Vector3( 0.1f, 0.2f, 0.3f ), Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
// flush the queue and render once
application.SendNotification();
application.Render();
+ // Check the size in the new frame
DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentSize(), TEST_LOCATION );
+
+ currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
+ DALI_TEST_EQUALS( currentSize, Vector3( 0.1f, 0.2f, 0.3f ), Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
Stage::GetCurrent().Remove( actor );
END_TEST;
}
actor.SetProperty( Actor::Property::SIZE_WIDTH, vector.width );
+ // Immediately check the width after setting
+ float sizeWidth = actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >();
+ DALI_TEST_EQUALS( sizeWidth, vector.width, 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 );
+ sizeWidth = actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >();
+ DALI_TEST_EQUALS( sizeWidth, vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
actor.SetProperty( Actor::Property::SIZE_HEIGHT, vector.height );
+ // Immediately check the height after setting
+ float sizeHeight = actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >();
+ DALI_TEST_EQUALS( sizeHeight, vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
// flush the queue and render once
application.SendNotification();
application.Render();
+ // Check the height in the new frame
DALI_TEST_EQUALS( vector.height, actor.GetCurrentSize().height, TEST_LOCATION );
+ sizeHeight = actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >();
+ DALI_TEST_EQUALS( sizeHeight, vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
actor.SetProperty( Actor::Property::SIZE_DEPTH, vector.depth );
+ // Immediately check the depth after setting
+ float sizeDepth = actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >();
+ DALI_TEST_EQUALS( sizeDepth, vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
// flush the queue and render once
application.SendNotification();
application.Render();
+ // Check the depth in the new frame
DALI_TEST_EQUALS( vector.depth, actor.GetCurrentSize().depth, TEST_LOCATION );
+ sizeDepth = actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >();
+ DALI_TEST_EQUALS( sizeDepth, vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+ // Change the resize policy and check whether the size stays the same
+ actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+
+ sizeWidth = actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >();
+ DALI_TEST_EQUALS( sizeWidth, vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+ sizeHeight = actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >();
+ DALI_TEST_EQUALS( sizeHeight, vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+ sizeDepth = actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >();
+ DALI_TEST_EQUALS( sizeDepth, vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+ // Change the resize policy again and check whether the size stays the same
+ actor.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
+
+ sizeWidth = actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >();
+ DALI_TEST_EQUALS( sizeWidth, vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+ sizeHeight = actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >();
+ DALI_TEST_EQUALS( sizeHeight, vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+ sizeDepth = actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >();
+ DALI_TEST_EQUALS( sizeDepth, vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+
+ 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;
}
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();
DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
actor.SetProperty( Actor::Property::POSITION_X, vector.x );
+ DALI_TEST_EQUALS( vector.x, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::POSITION_X ), TEST_LOCATION );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( vector.x, actor.GetCurrentPosition().x, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.x, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::POSITION_X ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), TEST_LOCATION );
actor.SetProperty( Actor::Property::POSITION_Y, vector.y );
+ DALI_TEST_EQUALS( vector.y, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::POSITION_Y ), TEST_LOCATION );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( vector.y, actor.GetCurrentPosition().y, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.y, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::POSITION_Y ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< float >( Actor::Property::POSITION_Y ), TEST_LOCATION );
actor.SetProperty( Actor::Property::POSITION_Z, vector.z );
+ DALI_TEST_EQUALS( vector.z, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::POSITION_Z ), TEST_LOCATION );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( vector.z, actor.GetCurrentPosition().z, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.z, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::POSITION_Z ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< float >( Actor::Property::POSITION_Z ), TEST_LOCATION );
END_TEST;
}
Actor actor = Actor::New();
actor.SetProperty( Actor::Property::ORIENTATION, rotation );
+ DALI_TEST_EQUALS(rotation, actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+ DALI_TEST_EQUALS(rotation, actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
+ DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
END_TEST;
}
DALI_TEST_CHECK(vector != actor.GetCurrentScale());
actor.SetProperty( Actor::Property::SCALE_X, vector.x );
+ DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( vector.x, actor.GetCurrentScale().x, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION );
actor.SetProperty( Actor::Property::SCALE_Y, vector.y );
+ DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::SCALE_Y ), TEST_LOCATION );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( vector.y, actor.GetCurrentScale().y, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::SCALE_Y ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), TEST_LOCATION );
actor.SetProperty( Actor::Property::SCALE_Z, vector.z );
+ DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::SCALE_Z ), TEST_LOCATION );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( vector.z, actor.GetCurrentScale().z, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::SCALE_Z ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), TEST_LOCATION );
+
+ DALI_TEST_EQUALS( vector, actor.GetProperty< Vector3 >( Actor::Property::SCALE ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector, actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), TEST_LOCATION );
END_TEST;
}
DALI_TEST_CHECK(vector != actor.GetCurrentColor());
actor.SetProperty( Actor::Property::COLOR_RED, vector.r );
+ DALI_TEST_EQUALS( vector.r, actor.GetProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( vector.r, actor.GetCurrentColor().r, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.r, actor.GetProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.r, actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION );
actor.SetProperty( Actor::Property::COLOR_GREEN, vector.g );
+ DALI_TEST_EQUALS( vector.g, actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), TEST_LOCATION );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( vector.g, actor.GetCurrentColor().g, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.g, actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.g, actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), TEST_LOCATION );
actor.SetProperty( Actor::Property::COLOR_BLUE, vector.b );
+ DALI_TEST_EQUALS( vector.b, actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), TEST_LOCATION );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( vector.b, actor.GetCurrentColor().b, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.b, actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.b, actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), TEST_LOCATION );
+
actor.SetProperty( Actor::Property::COLOR_ALPHA, vector.a );
+ DALI_TEST_EQUALS( vector.a, actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), TEST_LOCATION );
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( vector.a, actor.GetCurrentColor().a, TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.a, actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector.a, actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), TEST_LOCATION );
+
+ DALI_TEST_EQUALS( vector, actor.GetProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION );
+ DALI_TEST_EQUALS( vector, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION );
+
+ actor.SetProperty( DevelActor::Property::OPACITY, 0.2f );
+
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( 0.2f, actor.GetCurrentColor().a, TEST_LOCATION );
END_TEST;
}
{
TestApplication application;
- gTouchCallBackCalled = false;
+ ResetTouchCallbacks();
// get the root layer
Actor actor = Stage::GetCurrent().GetRootLayer();
point.SetDeviceId( 1 );
point.SetState( PointState::DOWN );
point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) );
- Dali::Integration::TouchEvent event;
- event.AddPoint( point );
- application.ProcessEvent( event );
+ Dali::Integration::TouchEvent touchEvent;
+ touchEvent.AddPoint( point );
+ application.ProcessEvent( touchEvent );
DALI_TEST_CHECK( gTouchCallBackCalled == true );
END_TEST;
point.SetDeviceId( 1 );
point.SetState( PointState::MOTION );
point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) );
- Dali::Integration::HoverEvent event;
- event.AddPoint( point );
- application.ProcessEvent( event );
+ Dali::Integration::HoverEvent hoverEvent;
+ hoverEvent.AddPoint( point );
+ application.ProcessEvent( hoverEvent );
DALI_TEST_CHECK( gHoverCallBackCalled == true );
END_TEST;
Stage::GetCurrent().Add( actor );
- gTouchCallBackCalled = false;
+ ResetTouchCallbacks();
unsigned int index = 0;
while( NULL != hitTestData[index] )
hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y,
hitTestData[index]->mResult );
- gTouchCallBackCalled = false;
+ ResetTouchCallbacks();
++index;
}
END_TEST;
END_TEST;
}
+int UtcDaliActorConstrainedToOpacity(void)
+{
+ TestApplication app;
+ tet_infoline(" UtcDaliActorConstrainedToOpacity");
+
+ Actor parent = Actor::New();
+ parent.SetOpacity( 0.7f );
+ Stage::GetCurrent().Add( parent );
+
+ Actor child = Actor::New();
+ Constraint opacityConstraint = Constraint::New<float>( child, DevelActor::Property::OPACITY, EqualToConstraint() );
+ opacityConstraint.AddSource( Source( parent, DevelActor::Property::OPACITY ) );
+ opacityConstraint.Apply();
+
+ Stage::GetCurrent().Add( child );
+
+ app.SendNotification();
+ app.Render(0);
+ app.Render();
+ app.SendNotification();
+
+ DALI_TEST_EQUALS( child.GetCurrentOpacity(), parent.GetCurrentOpacity(), 0.001f, TEST_LOCATION );
+
+ parent.SetOpacity( 0.3f );
+
+ app.SendNotification();
+ app.Render(0);
+ app.Render();
+ app.SendNotification();
+
+ DALI_TEST_EQUALS( child.GetCurrentOpacity(), parent.GetCurrentOpacity(), 0.001f, TEST_LOCATION );
+
+ END_TEST;
+}
+
int UtcDaliActorUnparent(void)
{
TestApplication app;
{ "minimumSize", Actor::Property::MINIMUM_SIZE, Property::VECTOR2 },
{ "maximumSize", Actor::Property::MAXIMUM_SIZE, Property::VECTOR2 },
{ "inheritPosition", Actor::Property::INHERIT_POSITION, Property::BOOLEAN },
- { "batchParent", DevelActor::Property::BATCH_PARENT, Property::BOOLEAN },
{ "clippingMode", Actor::Property::CLIPPING_MODE, Property::STRING },
+ { "opacity", DevelActor::Property::OPACITY, Property::FLOAT },
};
const unsigned int PROPERTY_TABLE_COUNT = sizeof( PROPERTY_TABLE ) / sizeof( PROPERTY_TABLE[0] );
} // unnamed namespace
DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
- Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
- Renderer renderer = Renderer::New(geometry, shader);
+ {
+ 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.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 );
+ application.SendNotification();
+ application.Render();
+ }
+
+ {
+ Renderer renderer = actor.GetRendererAt(0);
+ actor.RemoveRenderer(renderer);
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+ }
+ // Call one final time to ensure that the renderer is actually removed after
+ // the handle goes out of scope, and excercises the deletion code path in
+ // scene graph and render.
+ application.SendNotification();
+ application.Render();
END_TEST;
}
Renderer renderer = Renderer::New(geometry, shader);
actor.AddRenderer( renderer );
+ application.SendNotification();
+ application.Render();
+
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 );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ // Shut down whilst holding onto the renderer handle.
END_TEST;
}
int UtcDaliActorPropertyClippingP(void)
{
// This test checks the clippingMode property.
- tet_infoline( "Testing Actor::Property::CLIPPING_MODE P" );
+ tet_infoline( "Testing Actor::Property::ClippingMode: P" );
TestApplication application;
Actor actor = Actor::New();
DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
}
- // Check setting the property.
+ // Check setting the property to the stencil mode.
actor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
// Check the new value was set.
DALI_TEST_EQUALS<int>( value, ClippingMode::CLIP_CHILDREN, TEST_LOCATION );
}
+ // Check setting the property to the scissor mode.
+ actor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+ // 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_TO_BOUNDING_BOX, TEST_LOCATION );
+ }
END_TEST;
}
int UtcDaliActorPropertyClippingN(void)
{
// Negative test case for Clipping.
- tet_infoline( "Testing Actor::Property::CLIPPING_MODE N" );
+ tet_infoline( "Testing Actor::Property::ClippingMode: N" );
TestApplication application;
Actor actor = Actor::New();
int UtcDaliActorPropertyClippingActor(void)
{
// This test checks that an actor is correctly setup for clipping.
- tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor" );
+ tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN actor" );
TestApplication application;
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
int UtcDaliActorPropertyClippingActorEnableThenDisable(void)
{
// This test checks that an actor is correctly setup for clipping and then correctly setup when clipping is disabled
- tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor enable and then disable" );
+ tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN actor enable and then disable" );
TestApplication application;
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
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" );
+ tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN nested children" );
TestApplication application;
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
END_TEST;
}
-int UtcDaliActorPropertyClippingActorWithRendererOverride(void)
+int UtcDaliActorPropertyClippingActorDrawOrder(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" );
+ // This test checks that a hierarchy of actors are drawn in the correct order when clipping is enabled.
+ tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN draw order" );
+ TestApplication application;
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+ /* We create a small tree of actors as follows:
+
+ A
+ / \
+ Clipping enabled -> B D
+ | |
+ C E
+
+ The correct draw order is "ABCDE" (the same as if clipping was not enabled).
+ */
+ Actor actors[5];
+ for( int i = 0; i < 5; ++i )
+ {
+ 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 );
+
+ if( i == 0 )
+ {
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ }
+ else
+ {
+ float b = i > 2 ? 1.0f : -1.0f;
+ actor.SetParentOrigin( Vector3( 0.5 + ( 0.2f * b ), 0.8f, 0.8f ) );
+ }
+
+ actors[i] = actor;
+ }
+
+ // Enable clipping on the actor at the top of the left branch.
+ actors[1].SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+
+ // Build the scene graph.
+ Stage::GetCurrent().Add( actors[0] );
+
+ // Left branch:
+ actors[0].Add( actors[1] );
+ actors[1].Add( actors[2] );
+
+ // Right branch:
+ actors[0].Add( actors[3] );
+ actors[3].Add( actors[4] );
+
+ // Gather the call trace.
+ enabledDisableTrace.Reset();
+ enabledDisableTrace.Enable( true );
+ application.SendNotification();
+ application.Render();
+ enabledDisableTrace.Enable( false );
+
+ /* Check stencil is enabled and disabled again (as right-hand branch of tree is drawn).
+
+ 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 ) );
+
+ // Swap the clipping actor from top of left branch to top of right branch.
+ actors[1].SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::DISABLED );
+ actors[3].SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+
+ // Gather the call trace.
+ enabledDisableTrace.Reset();
+ enabledDisableTrace.Enable( true );
+ application.SendNotification();
+ application.Render();
+ enabledDisableTrace.Enable( false );
+
+ // 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 ) );
+
+ END_TEST;
+}
+
+int UtcDaliActorPropertyScissorClippingActor(void)
+{
+ // This test checks that an actor is correctly setup for clipping.
+ tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor" );
TestApplication application;
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+ TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
- // Create a clipping actor.
- Actor actorDepth1Clip = CreateActorWithContent();
- actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
- Stage::GetCurrent().Add( actorDepth1Clip );
+ const Vector2 stageSize( TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT );
+ const Vector2 imageSize( 16.0f, 16.0f );
- // Turn the RenderMode to just "COLOR" at the Renderer level to ignore the clippingMode.
- actorDepth1Clip.GetRendererAt( 0 ).SetProperty( Renderer::Property::RENDER_MODE, RenderMode::COLOR );
+ // Create a clipping actor.
+ Actor clippingActorA = CreateActorWithContent();
+ // 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.SetParentOrigin( ParentOrigin::BOTTOM_LEFT );
+ clippingActorA.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
+ clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+ Stage::GetCurrent().Add( clippingActorA );
// Gather the call trace.
- GenerateTrace( application, enabledDisableTrace, stencilTrace );
+ GenerateTrace( application, enabledDisableTrace, scissorTrace );
// 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 scissor test was enabled.
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) ); // 3089 = 0xC11 (GL_SCISSOR_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" ) );
+ // Check the scissor was set, and the coordinates are correct.
+ std::stringstream compareParametersString;
+ compareParametersString << "0, 0, " << imageSize.x << ", " << imageSize.y;
+ DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", compareParametersString.str() ) ); // Compare with 0, 0, 16, 16
+
+ clippingActorA.SetParentOrigin( ParentOrigin::TOP_RIGHT );
+ clippingActorA.SetAnchorPoint( 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 - imageSize.x ) << ", " << ( stageSize.y - imageSize.y ) << ", " << imageSize.x << ", " << imageSize.y;
+ DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", compareParametersString.str() ) ); // Compare with 464, 784, 16, 16
END_TEST;
}
-int UtcDaliGetPropertyN(void)
+int UtcDaliActorPropertyScissorClippingActorNested01(void)
{
- tet_infoline( "Testing Actor::GetProperty returns a non valid value if property index is out of range" );
- TestApplication app;
+ // This test checks that an actor is correctly setup for clipping.
+ tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor nested" );
+ 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 imageSize( 16.0f, 16.0f );
+
+ /* Create a nest of 2 scissors to test nesting (intersecting clips).
+
+ A is drawn first - with scissor clipping on
+ B is drawn second - also with scissor clipping on
+ C is the generated clipping region, the intersection ( A ∩ B )
+
+ ┏━━━━━━━┓ ┌───────┐
+ ┃ B ┃ │ B │
+ ┌───╂┄┄┄┐ ┃ ┌┄┄┄╆━━━┓ │
+ │ ┃ ┊ ┃ ━━━━━> ┊ ┃ C ┃ │
+ │ ┗━━━┿━━━┛ ┊ ┗━━━╃───┘
+ │ A │ ┊ A ┊
+ └───────┘ └┄┄┄┄┄┄┄┘
+
+ We then reposition B around each corner of A to test the 4 overlap combinations (thus testing intersecting works correctly).
+ */
+
+ // Create a clipping actor.
+ Actor clippingActorA = CreateActorWithContent();
+ // 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.SetParentOrigin( ParentOrigin::CENTER );
+ clippingActorA.SetAnchorPoint( AnchorPoint::CENTER );
+ clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+ Stage::GetCurrent().Add( clippingActorA );
+
+ // Create a child clipping actor.
+ Actor clippingActorB = CreateActorWithContent();
+ clippingActorB.SetParentOrigin( ParentOrigin::CENTER );
+ clippingActorB.SetAnchorPoint( AnchorPoint::CENTER );
+ clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+ clippingActorA.Add( clippingActorB );
+
+ // positionModifiers is an array of positions to position B around.
+ // expect is an array of expected scissor clip coordinate results.
+ const Vector2 positionModifiers[4] = { Vector2( 1.0f, 1.0f ), Vector2( -1.0f, 1.0f ), Vector2( -1.0f, -1.0f ), Vector2( 1.0f, -1.0f ) };
+ const Vector4 expect[4] = { Vector4( 240, 392, 8, 8 ), Vector4( 232, 392, 8, 8 ), Vector4( 232, 400, 8, 8 ), Vector4( 240, 400, 8, 8 ) };
+
+ // Loop through each overlap combination.
+ for( unsigned int test = 0u; test < 4u; ++test )
+ {
+ // Position the child clipping actor so it intersects with the 1st clipping actor. This changes each loop.
+ const Vector2 position = ( imageSize / 2.0f ) * positionModifiers[test];
+ clippingActorB.SetPosition( position.x, position.y );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, scissorTrace );
+
+ // Check we are writing to the color buffer.
+ CheckColorMask( glAbstraction, true );
+
+ // Check scissor test was enabled.
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) ); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+
+ // Check the scissor was set, and the coordinates are correct.
+ const Vector4& expectResults( expect[test] );
+ std::stringstream compareParametersString;
+ compareParametersString << expectResults.x << ", " << expectResults.y << ", " << expectResults.z << ", " << expectResults.w;
+ DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", compareParametersString.str() ) ); // Compare with the expected result
+ }
+
+ END_TEST;
+}
+
+int UtcDaliActorPropertyScissorClippingActorNested02(void)
+{
+ // This test checks that an actor is correctly setup for clipping.
+ tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor nested" );
+ TestApplication application;
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+ /* Create a nest of 2 scissors and siblings of the parent.
+
+ stage
+ |
+ ┌─────┐─────┐
+ A C D
+ | |
+ B E
+ */
+
+ const Vector2 stageSize( TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT );
+ const Vector2 sizeA{ stageSize.width, stageSize.height * 0.25f };
+ const Vector2 sizeB{ stageSize.width, stageSize.height * 0.05f };
+ const Vector2 sizeC{ stageSize.width, stageSize.height * 0.25f };
+ const Vector2 sizeD{ stageSize.width, stageSize.height * 0.25f };
+ const Vector2 sizeE{ stageSize.width, stageSize.height * 0.05f };
+
+ // Create a clipping actors.
+ Actor clippingActorA = CreateActorWithContent( sizeA.width, sizeA.height );
+ Actor clippingActorB = CreateActorWithContent( sizeB.width, sizeB.height );
+ Actor clippingActorC = CreateActorWithContent( sizeC.width, sizeC.height );
+ Actor clippingActorD = CreateActorWithContent( sizeD.width, sizeD.height );
+ Actor clippingActorE = CreateActorWithContent( sizeE.width, sizeE.height );
+
+ clippingActorA.SetParentOrigin( ParentOrigin::CENTER_LEFT );
+ clippingActorA.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+ clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+ clippingActorB.SetParentOrigin( ParentOrigin::CENTER_LEFT );
+ clippingActorB.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+ clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+ clippingActorC.SetParentOrigin( ParentOrigin::CENTER_LEFT );
+ clippingActorC.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+ clippingActorC.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+ clippingActorD.SetParentOrigin( ParentOrigin::CENTER_LEFT );
+ clippingActorD.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+ clippingActorD.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+ clippingActorE.SetParentOrigin( ParentOrigin::CENTER_LEFT );
+ clippingActorE.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
+
+ clippingActorA.SetPosition( 0.0f, -200.0f, 0.0f );
+ clippingActorB.SetPosition( 0.0f, 0.0f, 0.0f );
+ clippingActorC.SetPosition( 0.0f, 100.0f, 0.0f );
+ clippingActorD.SetPosition( 0.0f, 0.0f, 0.0f );
+ clippingActorE.SetPosition( 0.0f, 0.0f, 0.0f );
+
+ Stage::GetCurrent().Add( clippingActorA );
+ clippingActorA.Add( clippingActorB );
+ Stage::GetCurrent().Add( clippingActorC );
+ Stage::GetCurrent().Add( clippingActorD );
+ clippingActorD.Add( clippingActorE );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, scissorTrace );
+
+ // Check we are writing to the color buffer.
+ CheckColorMask( glAbstraction, true );
+
+ // Check scissor test was enabled.
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) ); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+
+ // Check the scissor was set, and the coordinates are correct.
+ std::string clipA( "0, 500, 480, 200" );
+ std::string clipB( "0, 580, 480, 40" );
+ std::string clipC( "0, 200, 480, 200" );
+ std::string clipD( "0, 300, 480, 200" );
+
+ DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipA ) );
+ 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.
+
+ 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" ) );
+
+ // Check that scissor clipping is overriden by the renderer properties.
+ TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
+
+ actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, scissorTrace );
+
+ // Check the stencil buffer was not enabled.
+ DALI_TEST_CHECK( !enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) ); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+
+ DALI_TEST_CHECK( !scissorTrace.FindMethod( "StencilFunc" ) );
+
+ END_TEST;
+}
+
+int UtcDaliGetPropertyN(void)
+{
+ tet_infoline( "Testing Actor::GetProperty returns a non valid value if property index is out of range" );
+ TestApplication app;
Actor actor = Actor::New();
DALI_TEST_EQUALS( actor.GetProperty( Property::Index(propertyCount)).GetType(), Property::NONE, TEST_LOCATION );
END_TEST;
}
+
+int UtcDaliActorRaiseLower(void)
+{
+ tet_infoline( "UtcDaliActor Raise and Lower test\n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ Actor actorA = Actor::New();
+ Actor actorB = Actor::New();
+ Actor actorC = Actor::New();
+
+ actorA.SetAnchorPoint( AnchorPoint::CENTER );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorB.SetAnchorPoint( AnchorPoint::CENTER );
+ actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorC.SetAnchorPoint( AnchorPoint::CENTER );
+ actorC.SetParentOrigin( 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.TouchSignal().Connect( TestTouchCallback );
+ actorB.TouchSignal().Connect( TestTouchCallback2 );
+ actorC.TouchSignal().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 );
+
+ 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( "Testing Raising of Actor\n" );
+
+ int preActorOrder( 0 );
+ int postActorOrder( 0 );
+
+ Property::Value value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+ value.Get( preActorOrder );
+
+ actorB.Raise();
+ // Ensure sort order is calculated before next touch event
+ application.SendNotification();
+
+ value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+ value.Get( postActorOrder );
+
+ tet_printf( "Raised ActorB from (%d) to (%d) \n", preActorOrder, postActorOrder );
+
+ 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( "Testing Lowering of Actor\n" );
+
+ value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+ value.Get( preActorOrder );
+
+ actorB.Lower();
+ application.SendNotification(); // ensure sort order calculated before next touch event
+
+ value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
+ value.Get( postActorOrder );
+
+ tet_printf( "Lowered ActorB from (%d) to (%d) \n", preActorOrder, postActorOrder );
+
+ 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();
+
+ END_TEST;
+}
+
+int UtcDaliActorRaiseToTopLowerToBottom(void)
+{
+ tet_infoline( "UtcDaliActorRaiseToTop and LowerToBottom test \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ Actor actorA = Actor::New();
+ Actor actorB = Actor::New();
+ Actor actorC = Actor::New();
+
+ // 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 );
+
+ Geometry geometry = CreateQuadGeometry();
+
+ // Add renderers to Actors so ( uRendererColor, 1 ) is A, ( uRendererColor, 2 ) is B, and ( uRendererColor, 3 ) is C,
+ 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.SetAnchorPoint( AnchorPoint::CENTER );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorB.SetAnchorPoint( AnchorPoint::CENTER );
+ actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorC.SetAnchorPoint( AnchorPoint::CENTER );
+ actorC.SetParentOrigin( 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();
+
+ // 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();
+
+ application.SendNotification();
+ application.Render();
+
+ 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" );
+
+ 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.TouchSignal().Connect( TestTouchCallback );
+ actorB.TouchSignal().Connect( TestTouchCallback2 );
+ actorC.TouchSignal().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 );
+
+ 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( "RaiseToTop ActorA\n" );
+
+ actorA.RaiseToTop();
+ application.SendNotification(); // ensure sorting order is calculated before next touch event
+
+ application.ProcessEvent( touchEvent );
+
+ glAbstraction.ResetSetUniformCallStack();
+ glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+ 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" );
+
+ tet_infoline( "Testing A above C and B at bottom\n" );
+ bool ACB = ( indexA > indexC) && ( indexC > indexB );
+
+ DALI_TEST_EQUALS( ACB, true, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ tet_printf( "RaiseToTop ActorB\n" );
+
+ actorB.RaiseToTop();
+ application.SendNotification(); // Ensure sort order is calculated before next touch event
+
+ application.ProcessEvent( touchEvent );
+
+ glAbstraction.ResetSetUniformCallStack();
+ glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+ 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" );
+
+ tet_infoline( "Testing B above A and C at bottom\n" );
+ bool BAC = ( indexB > indexA ) && ( indexA > indexC );
+
+ DALI_TEST_EQUALS( BAC, 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( "LowerToBottom ActorA then ActorB leaving Actor C at Top\n" );
+
+ actorA.LowerToBottom();
+ application.SendNotification();
+ application.Render();
+
+ actorB.LowerToBottom();
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ glAbstraction.ResetSetUniformCallStack();
+ glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+ 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" );
+
+ tet_infoline( "Testing C above A and B at bottom\n" );
+ bool CAB = ( indexC > indexA ) && ( indexA > indexB );
+
+ DALI_TEST_EQUALS( CAB, true, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ END_TEST;
+}
+
+int UtcDaliActorRaiseAbove(void)
+{
+ tet_infoline( "UtcDaliActor RaiseToAbove test \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ Actor actorA = Actor::New();
+ Actor actorB = Actor::New();
+ Actor actorC = Actor::New();
+
+ actorA.SetAnchorPoint( AnchorPoint::CENTER );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorB.SetAnchorPoint( AnchorPoint::CENTER );
+ actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorC.SetAnchorPoint( AnchorPoint::CENTER );
+ actorC.SetParentOrigin( 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.TouchSignal().Connect( TestTouchCallback );
+ actorB.TouchSignal().Connect( TestTouchCallback2 );
+ actorC.TouchSignal().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 );
+
+ 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" );
+
+ actorB.RaiseAbove( actorC );
+ // 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" );
+
+ actorA.RaiseAbove( actorB );
+
+ // 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" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ // 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.SetAnchorPoint( AnchorPoint::CENTER );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorB.SetAnchorPoint( AnchorPoint::CENTER );
+ actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorC.SetAnchorPoint( AnchorPoint::CENTER );
+ actorC.SetParentOrigin( 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.SetParentOrigin( ParentOrigin::CENTER );
+ container.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ stage.Add( container );
+
+ container.Add( actorA );
+ container.Add( actorB );
+ container.Add( actorC );
+
+ ResetTouchCallbacks();
+
+ // 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();
+
+ 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" );
+
+ 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.TouchSignal().Connect( TestTouchCallback );
+ actorB.TouchSignal().Connect( TestTouchCallback2 );
+ actorC.TouchSignal().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" );
+
+ actorC.LowerBelow( actorB );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent ); // touch event
+
+ glAbstraction.ResetSetUniformCallStack();
+ glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+ 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" );
+
+ 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" );
+
+ actorC.LowerBelow( actorA );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ glAbstraction.ResetSetUniformCallStack();
+ glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+ 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" );
+
+ 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" );
+
+ actorB.LowerBelow( actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ glAbstraction.ResetSetUniformCallStack();
+ glSetUniformStack = glAbstraction.GetSetUniformTrace();
+
+ 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" );
+
+ 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;
+
+ Stage stage( Stage::GetCurrent() );
+
+ 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.SetAnchorPoint( AnchorPoint::CENTER );
+ parentA.SetParentOrigin( ParentOrigin::CENTER );
+
+ parentB.SetAnchorPoint( AnchorPoint::CENTER );
+ parentB.SetParentOrigin( ParentOrigin::CENTER );
+
+ stage.Add( parentA );
+ stage.Add( parentB );
+
+ Actor actorA = Actor::New();
+ Actor actorB = Actor::New();
+ Actor actorC = Actor::New();
+
+ parentA.Add( actorA );
+ parentA.Add( actorB );
+
+ tet_printf( "Actor C added to different parent from A and B \n" );
+ parentB.Add( actorC );
+
+ actorA.SetAnchorPoint( AnchorPoint::CENTER );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorB.SetAnchorPoint( AnchorPoint::CENTER );
+ actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorC.SetAnchorPoint( AnchorPoint::CENTER );
+ actorC.SetParentOrigin( 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" );
+
+ 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.TouchSignal().Connect( TestTouchCallback );
+ actorB.TouchSignal().Connect( TestTouchCallback2 );
+ actorC.TouchSignal().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 );
+
+ 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 A Above Actor C which have different parents\n" );
+
+ actorA.RaiseAbove( actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+
+ application.ProcessEvent( touchEvent ); // touch event
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ END_TEST;
+}
+
+int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
+{
+ tet_infoline( "UtcDaliActor Test raiseAbove and lowerBelow api when target Actor has no parent \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ Actor actorA = Actor::New();
+ Actor actorB = Actor::New();
+ Actor actorC = Actor::New();
+
+ actorA.SetAnchorPoint( AnchorPoint::CENTER );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorB.SetAnchorPoint( AnchorPoint::CENTER );
+ actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorC.SetAnchorPoint( AnchorPoint::CENTER );
+ actorC.SetParentOrigin( 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" );
+
+ 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.TouchSignal().Connect( TestTouchCallback );
+ actorB.TouchSignal().Connect( TestTouchCallback2 );
+ actorC.TouchSignal().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_printf( "Raise actor A Above Actor C which have no parents\n" );
+
+ actorA.RaiseAbove( actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_printf( "Not parented so RaiseAbove should show no effect\n" );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ stage.Add ( actorB );
+ tet_printf( "Lower actor A below Actor C when only A is not on stage \n" );
+ actorA.LowerBelow( actorC );
+
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_printf( "Actor A not parented so LowerBelow should show no effect\n" );
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ tet_printf( "Adding Actor A to stage, will be on top\n" );
+
+ stage.Add ( actorA );
+ application.SendNotification();
+ application.Render();
+
+ tet_printf( "Raise actor B Above Actor C when only B has a parent\n" );
+ actorB.RaiseAbove( actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_printf( "C not parented so RaiseAbove should show no effect\n" );
+ DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ tet_printf( "Lower actor A below Actor C when only A has a parent\n" );
+ actorA.LowerBelow( actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_printf( "C not parented so LowerBelow should show no effect\n" );
+ DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ stage.Add ( actorC );
+ actorA.RaiseAbove( actorC );
+ // Ensure sorting happens at end of Core::ProcessEvents() before next touch
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_printf( "Raise actor A Above Actor C, now both have same parent \n" );
+ DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorTestAllAPIwhenActorNotParented(void)
+{
+ tet_infoline( "UtcDaliActor Test all raise/lower api when actor has no parent \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ Actor actorA = Actor::New();
+ Actor actorB = Actor::New();
+ Actor actorC = Actor::New();
+
+ actorA.SetAnchorPoint( AnchorPoint::CENTER );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorB.SetAnchorPoint( AnchorPoint::CENTER );
+ actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorC.SetAnchorPoint( AnchorPoint::CENTER );
+ actorC.SetParentOrigin( 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" );
+
+ ResetTouchCallbacks();
+
+ // 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 );
+ actorB.TouchSignal().Connect( TestTouchCallback2 );
+ actorC.TouchSignal().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 );
+
+ stage.Add ( actorA );
+ tet_printf( "Raise actor B Above Actor C but B not parented\n" );
+ actorB.Raise();
+
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_printf( "Not parented so RaiseAbove should show no effect\n" );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ tet_printf( "Raise actor B Above Actor C but B not parented\n" );
+ ResetTouchCallbacks();
+
+ actorC.Lower();
+ // Sort actor tree before next touch event
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_printf( "Not parented so RaiseAbove should show no effect\n" );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+ ResetTouchCallbacks();
+
+ tet_printf( "Lower actor C below B but C not parented\n" );
+
+ actorB.Lower();
+ // Sort actor tree before next touch event
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_printf( "Not parented so Lower should show no effect\n" );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+ ResetTouchCallbacks();
+
+ tet_printf( "Raise actor B to top\n" );
+
+ actorB.RaiseToTop();
+ // Sort actor tree before next touch event
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_printf( "Not parented so RaiseToTop should show no effect\n" );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+ ResetTouchCallbacks();
+
+ 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" );
+
+ actorC.LowerToBottom();
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_printf( "Not parented so LowerToBottom should show no effect\n" );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+ ResetTouchCallbacks();
+
+ END_TEST;
+}
+
+
+int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void)
+{
+ tet_infoline( "UtcDaliActor RaiseToAbove and test with actor provided as target resulting in a no operation \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ Actor actorA = Actor::New();
+ Actor actorB = Actor::New();
+ Actor actorC = Actor::New();
+
+ actorA.SetAnchorPoint( AnchorPoint::CENTER );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorB.SetAnchorPoint( AnchorPoint::CENTER );
+ actorB.SetParentOrigin( ParentOrigin::CENTER );
+
+ actorC.SetAnchorPoint( AnchorPoint::CENTER );
+ actorC.SetParentOrigin( 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 );
+
+ // 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 );
+ actorB.TouchSignal().Connect( TestTouchCallback2 );
+ actorC.TouchSignal().Connect( TestTouchCallback3 );
+
+ ResetTouchCallbacks();
+
+ application.SendNotification();
+ application.Render();
+
+ 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_infoline( "Raise actor A Above Actor A which is the same actor!!\n" );
+
+ actorA.RaiseAbove( actorA );
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_infoline( "No target is source Actor so RaiseAbove should show no effect\n" );
+
+ DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION );
+
+ ResetTouchCallbacks();
+
+ actorA.RaiseAbove( actorC );
+ application.SendNotification();
+ application.Render();
+
+ application.ProcessEvent( touchEvent );
+
+ tet_infoline( "Raise actor A Above Actor C which will now be successful \n" );
+ DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorGetScreenPosition(void)
+{
+ tet_infoline( "UtcDaliActorGetScreenPosition Get screen coordinates of Actor \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ Actor actorA = Actor::New();
+ actorA.SetAnchorPoint( AnchorPoint::CENTER );
+
+ Vector2 size2( 10.0f, 20.0f );
+ actorA.SetSize( size2 );
+
+ actorA.SetPosition( 0.f, 0.f );
+
+ tet_infoline( "UtcDaliActorGetScreenPosition Center Anchor Point and 0,0 position \n" );
+
+ stage.Add( actorA );
+
+ application.SendNotification();
+ application.Render();
+
+ Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::CENTER \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position %f %f \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 0lu , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 0lu , TEST_LOCATION );
+
+ tet_infoline( "UtcDaliActorGetScreenPosition Top Left Anchor Point and 0,0 position \n" );
+
+ actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+
+ application.SendNotification();
+ application.Render();
+
+ actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position ( %f %f ) AnchorPoint::TOP_LEFT \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 0lu , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 0lu , TEST_LOCATION );
+
+ tet_infoline( "UtcDaliActorGetScreenPosition Bottom right Anchor Point and 0,0 position \n" );
+
+ actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+
+ application.SendNotification();
+ application.Render();
+
+ actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 0lu , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 0lu , TEST_LOCATION );
+
+ tet_infoline( "UtcDaliActorGetScreenPosition Bottom right Anchor Point and 30,0 position \n" );
+
+ actorA.SetPosition( 30.0, 0.0 );
+
+ application.SendNotification();
+ application.Render();
+
+ actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 0.0 \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 0.0 \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 30lu , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 0lu , TEST_LOCATION );
+
+ tet_infoline( "UtcDaliActorGetScreenPosition Bottom right Anchor Point and 30,420 position \n" );
+
+ actorA.SetPosition( 30.0, 420.0 );
+
+ application.SendNotification();
+ application.Render();
+
+ actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 30lu , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 420lu , TEST_LOCATION );
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 420.0\n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 420.0 \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ tet_infoline( "UtcDaliActorGetScreenPosition Scale parent and check child's screen position \n" );
+
+ actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ actorA.SetPosition( 30.0, 30.0 );
+
+ Actor actorB = Actor::New();
+ actorB.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ actorB.SetSize( size2 );
+ actorB.SetPosition( 10.f, 10.f );
+ actorA.Add( actorB );
+
+ actorA.SetScale( 2.0f );
+
+ application.SendNotification();
+ application.Render();
+
+ actorScreenPosition = actorB.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 50lu , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 50lu , TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorGetScreenPositionAfterScaling(void)
+{
+ tet_infoline( "UtcDaliActorGetScreenPositionAfterScaling Get screen coordinates of Actor \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ Actor actorA = Actor::New();
+ actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+
+ Vector2 size2( 10.0f, 20.0f );
+ actorA.SetSize( size2 );
+ actorA.SetScale( 1.5f );
+ actorA.SetPosition( 0.f, 0.f );
+
+ tet_infoline( "UtcDaliActorGetScreenPositionAfterScaling TopRight Anchor Point, scale 1.5f and 0,0 position \n" );
+
+ stage.Add( actorA );
+
+ application.SendNotification();
+ application.Render();
+
+ Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 0lu , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 0lu , TEST_LOCATION );
+
+ tet_infoline( "UtcDaliActorGetScreenPositionAfterScaling BOTTOM_RIGHT Anchor Point, scale 1.5f and 0,0 position \n" );
+
+ actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+
+ application.SendNotification();
+ application.Render();
+
+ actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x , 0.0f , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 0.0f , TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorGetScreenPositionWithDifferentParentOrigin(void)
+{
+ tet_infoline( "UtcDaliActorGetScreenPositionWithDifferentParentOrigin Changes parent origin which should not effect result \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ Actor actorA = Actor::New();
+ actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+ Vector2 size2( 10.0f, 20.0f );
+ actorA.SetSize( size2 );
+ actorA.SetPosition( 0.f, 0.f );
+
+ tet_infoline( " TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+
+ stage.Add( actorA );
+
+ application.SendNotification();
+ application.Render();
+
+ Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 240.0f , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 400.0f , TEST_LOCATION );
+
+ tet_infoline( " BOTTOM_RIGHT Anchor Point, ParentOrigin::TOP_RIGHT and 0,0 position \n" );
+
+ actorA.SetParentOrigin( ParentOrigin::TOP_RIGHT );
+ actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+
+ application.SendNotification();
+ application.Render();
+
+ actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT ParentOrigin::TOP_RIGHT \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x , 480.0f , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 0.0f , TEST_LOCATION );
+
+ END_TEST;
+ END_TEST;
+}
+
+int UtcDaliActorGetScreenPositionWithChildActors(void)
+{
+ tet_infoline( "UtcDaliActorGetScreenPositionWithChildActors Check screen position with a tree of actors \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ tet_infoline( "Create Child Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+
+ Actor actorA = Actor::New();
+ actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+ Vector2 size1( 10.0f, 20.0f );
+ actorA.SetSize( size1 );
+ actorA.SetPosition( 0.f, 0.f );
+
+ tet_infoline( "Create Parent Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+
+ Actor parentActorA = Actor::New();
+ parentActorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ parentActorA.SetParentOrigin( ParentOrigin::CENTER );
+ Vector2 size2( 30.0f, 60.0f );
+ parentActorA.SetSize( size2 );
+ parentActorA.SetPosition( 0.f, 0.f );
+
+ tet_infoline( "Add child 1 to Parent 1 and check screen position \n" );
+
+ stage.Add( parentActorA );
+ parentActorA.Add ( actorA );
+
+ application.SendNotification();
+ application.Render();
+
+ Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 255.0f , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 430.0f , TEST_LOCATION );
+
+ tet_infoline( "Test 2\n");
+
+ tet_infoline( "change parent anchor point and parent origin then check screen position \n" );
+
+ parentActorA.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
+ parentActorA.SetParentOrigin( ParentOrigin::TOP_LEFT );
+
+ application.SendNotification();
+ application.Render();
+
+ actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_LEFT ParentOrigin::TOP_LEFT \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 15.0f , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, -30.0f , TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorGetScreenPositionWithChildActors02(void)
+{
+ tet_infoline( "UtcDaliActorGetScreenPositionWithChildActors02 Check screen position with a tree of actors \n" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ tet_infoline( "Create Child Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+
+ Actor actorA = Actor::New();
+ actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+ Vector2 size1( 10.0f, 20.0f );
+ actorA.SetSize( size1 );
+ actorA.SetPosition( 0.f, 0.f );
+
+ tet_infoline( "Create Parent Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+
+ Actor parentActorA = Actor::New();
+ parentActorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ parentActorA.SetParentOrigin( ParentOrigin::CENTER );
+ Vector2 size2( 30.0f, 60.0f );
+ parentActorA.SetSize( size2 );
+ parentActorA.SetPosition( 0.f, 0.f );
+
+ tet_infoline( "Create Grand Parent Actor 1 BOTTOM_LEFT Anchor Point, ParentOrigin::BOTTOM_LEFT and 0,0 position \n" );
+
+ Actor grandParentActorA = Actor::New();
+ grandParentActorA.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
+ grandParentActorA.SetParentOrigin( ParentOrigin::BOTTOM_LEFT );
+ Vector2 size3( 60.0f, 120.0f );
+ grandParentActorA.SetSize( size3 );
+ grandParentActorA.SetPosition( 0.f, 0.f );
+
+ tet_infoline( "Add Parent 1 to Grand Parent 1 \n" );
+
+ stage.Add( grandParentActorA );
+ grandParentActorA.Add ( parentActorA );
+
+ tet_infoline( "Add child 1 to Parent 1 and check screen position \n" );
+
+ parentActorA.Add ( actorA );
+
+ application.SendNotification();
+ application.Render();
+
+ Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >();
+ Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+
+ tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER \n", actorWorldPosition.x, actorWorldPosition.y );
+ tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y );
+
+ DALI_TEST_EQUALS( actorScreenPosition.x, 45.0f , TEST_LOCATION );
+ DALI_TEST_EQUALS( actorScreenPosition.y, 770.0f , TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse(void)
+{
+ tet_infoline( "UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse Check screen position where the position does not use the anchor point" );
+
+ TestApplication application;
+
+ Stage stage( Stage::GetCurrent() );
+
+ tet_infoline( "Create an actor with AnchorPoint::TOP_LEFT, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" );
+
+ Actor actorA = Actor::New();
+ actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ actorA.SetParentOrigin( ParentOrigin::CENTER );
+ actorA.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+ actorA.SetSize( 10.0f, 20.0f );
+ stage.Add( actorA );
+
+ tet_infoline( "Create an Actor with AnchorPoint::BOTTOM_RIGHT, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" );
+
+ Actor actorB = Actor::New();
+ actorB.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+ actorB.SetParentOrigin( ParentOrigin::CENTER );
+ actorB.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+ Vector2 actorBSize( 30.0f, 60.0f );
+ actorB.SetSize( actorBSize );
+ stage.Add( actorB );
+
+ tet_infoline( "Create an actor with AnchorPoint::CENTER, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" );
+
+ Actor actorC = Actor::New();
+ actorC.SetAnchorPoint( AnchorPoint::CENTER );
+ actorC.SetParentOrigin( ParentOrigin::CENTER );
+ actorC.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false );
+ Vector2 actorCSize( 60.0f, 120.0f );
+ actorC.SetSize( actorCSize );
+ stage.Add( actorC );
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Despite differing sizes and anchor-points, the screen position for all actors is the same");
+
+ Vector2 center( stage.GetSize() * 0.5f );
+
+ DALI_TEST_EQUALS( actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
+ DALI_TEST_EQUALS( actorB.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
+ DALI_TEST_EQUALS( actorC.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION );
+
+ tet_infoline( "Add scale to all actors" );
+
+ actorA.SetScale( 2.0f );
+ actorB.SetScale( 2.0f );
+ actorC.SetScale( 2.0f );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center /* TOP_LEFT Anchor */, TEST_LOCATION );
+ DALI_TEST_EQUALS( actorB.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center - actorBSize /* BOTTOM_RIGHT Anchor */, TEST_LOCATION );
+ DALI_TEST_EQUALS( actorC.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center - actorCSize * 0.5f /* CENTER Anchor*/, TEST_LOCATION );
+
+ 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;
+}
+
+int utcDaliActorVisibilityChangeSignalSelf(void)
+{
+ TestApplication application;
+ tet_infoline( "Check that the visibility change signal is called when the visibility changes for the actor itself" );
+
+ Actor actor = Actor::New();
+
+ VisibilityChangedFunctorData data;
+ DevelActor::VisibilityChangedSignal( actor ).Connect( &application, VisibilityChangedFunctor( data ) );
+
+ actor.SetVisible( false );
+
+ data.Check( true /* called */, actor, false /* not visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
+
+ tet_infoline( "Ensure functor is not called if we attempt to change the visibility to what it already is at" );
+ data.Reset();
+
+ actor.SetVisible( false );
+ data.Check( false /* not called */, TEST_LOCATION );
+
+ tet_infoline( "Change the visibility using properties, ensure called" );
+ data.Reset();
+
+ actor.SetProperty( Actor::Property::VISIBLE, true );
+ data.Check( true /* called */, actor, true /* visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
+
+ tet_infoline( "Set the visibility to current using properties, ensure not called" );
+ data.Reset();
+
+ actor.SetProperty( Actor::Property::VISIBLE, true );
+ data.Check( false /* not called */, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int utcDaliActorVisibilityChangeSignalChildren(void)
+{
+ TestApplication application;
+ tet_infoline( "Check that the visibility change signal is called for the children when the visibility changes for the parent" );
+
+ Actor parent = Actor::New();
+ Actor child = Actor::New();
+ parent.Add( child );
+
+ Actor grandChild = Actor::New();
+ child.Add( grandChild );
+
+ VisibilityChangedFunctorData parentData;
+ VisibilityChangedFunctorData childData;
+ VisibilityChangedFunctorData grandChildData;
+
+ tet_infoline( "Only connect the child and grandchild, ensure they are called and not the parent" );
+ DevelActor::VisibilityChangedSignal( child ).Connect( &application, VisibilityChangedFunctor( childData ) );
+ DevelActor::VisibilityChangedSignal( grandChild ).Connect( &application, VisibilityChangedFunctor( grandChildData ) );
+
+ parent.SetVisible( false );
+ parentData.Check( false /* not called */, TEST_LOCATION );
+ childData.Check( true /* called */, child, false /* not visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
+ grandChildData.Check( true /* called */, grandChild, false /* not visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
+
+ tet_infoline( "Connect to the parent's signal as well and ensure all three are called" );
+ parentData.Reset();
+ childData.Reset();
+ grandChildData.Reset();
+
+ DevelActor::VisibilityChangedSignal( parent ).Connect( &application, VisibilityChangedFunctor( parentData ) );
+
+ parent.SetVisible( true );
+ parentData.Check( true /* called */, parent, true /* visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
+ childData.Check( true /* called */, child, true /* visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
+ grandChildData.Check( true /* called */, grandChild, true /* visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION );
+
+ tet_infoline( "Ensure none of the functors are called if we attempt to change the visibility to what it already is at" );
+ parentData.Reset();
+ childData.Reset();
+ grandChildData.Reset();
+
+ parent.SetVisible( true );
+ parentData.Check( false /* not called */, TEST_LOCATION );
+ childData.Check( false /* not called */, TEST_LOCATION );
+ grandChildData.Check( false /* not called */, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int utcDaliActorVisibilityChangeSignalAfterAnimation(void)
+{
+ TestApplication application;
+ tet_infoline( "Check that the visibility change signal is emitted when the visibility changes when an animation starts" );
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ VisibilityChangedFunctorData data;
+ DevelActor::VisibilityChangedSignal( actor ).Connect( &application, VisibilityChangedFunctor( data ) );
+
+ Animation animation = Animation::New( 1.0f );
+ animation.AnimateTo( Property( actor, Actor::Property::VISIBLE ), false );
+
+ data.Check( false, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+
+ tet_infoline( "Play the animation and check the property value" );
+ animation.Play();
+
+ data.Check( true /* called */, actor, false /* not visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
+
+ tet_infoline( "Animation not currently finished, so the current visibility should still be true" );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render( 1100 ); // After the animation
+
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
+
+ END_TEST;
+}
+
+
+static void LayoutDirectionChanged( Actor actor, LayoutDirection::Type type )
+{
+ gLayoutDirectionType = type;
+}
+
+int UtcDaliActorLayoutDirectionProperty(void)
+{
+ TestApplication application;
+ tet_infoline( "Check layout direction property" );
+
+ Actor actor0 = Actor::New();
+ DALI_TEST_EQUALS( actor0.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ Stage::GetCurrent().Add( actor0 );
+
+ application.SendNotification();
+ application.Render();
+
+ Actor actor1 = Actor::New();
+ DALI_TEST_EQUALS( actor1.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ Actor actor2 = Actor::New();
+ DALI_TEST_EQUALS( actor2.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ Actor actor3 = Actor::New();
+ DALI_TEST_EQUALS( actor3.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ Actor actor4 = Actor::New();
+ DALI_TEST_EQUALS( actor4.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ Actor actor5 = Actor::New();
+ DALI_TEST_EQUALS( actor5.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ Actor actor6 = Actor::New();
+ DALI_TEST_EQUALS( actor6.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ Actor actor7 = Actor::New();
+ DALI_TEST_EQUALS( actor7.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ Actor actor8 = Actor::New();
+ DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ Actor actor9 = Actor::New();
+ DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+
+ actor1.Add( actor2 );
+ gLayoutDirectionType = LayoutDirection::LEFT_TO_RIGHT;
+ actor2.LayoutDirectionChangedSignal().Connect( LayoutDirectionChanged );
+
+ DALI_TEST_EQUALS( actor1.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), true, TEST_LOCATION );
+ actor1.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::RIGHT_TO_LEFT );
+ DALI_TEST_EQUALS( actor1.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), false, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( actor1.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor2.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( gLayoutDirectionType, LayoutDirection::RIGHT_TO_LEFT, TEST_LOCATION );
+
+ actor1.SetProperty( Actor::Property::INHERIT_LAYOUT_DIRECTION, true );
+ actor0.Add( actor1 );
+ DALI_TEST_EQUALS( actor1.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor2.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+
+ Stage::GetCurrent().Add( actor3 );
+ actor3.Add( actor4 );
+ actor4.Add( actor5 );
+ actor5.Add( actor6 );
+ actor5.Add( actor7 );
+ actor7.Add( actor8 );
+ actor8.Add( actor9 );
+ actor3.SetProperty( Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT" );
+ actor5.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::LEFT_TO_RIGHT );
+
+ DALI_TEST_EQUALS( actor8.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), true, TEST_LOCATION );
+ actor8.SetProperty( Actor::Property::INHERIT_LAYOUT_DIRECTION, false );
+ DALI_TEST_EQUALS( actor8.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), false, TEST_LOCATION );
+
+ actor7.SetProperty( Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT" );
+
+ DALI_TEST_EQUALS( actor3.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor4.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor5.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor6.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor7.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+
+ actor8.SetProperty( Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT" );
+ DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+
+ actor7.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::LEFT_TO_RIGHT );
+ DALI_TEST_EQUALS( actor7.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION );
+
+ actor8.SetProperty( Actor::Property::INHERIT_LAYOUT_DIRECTION, true );
+ DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
+
+ END_TEST;
+}