static bool gTestConstraintCalled;
+LayoutDirection::Type gLayoutDirectionType;
+
struct TestConstraint
{
void operator()( Vector4& color, const PropertyInputContainer& /* inputs */ )
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();
int UtcDaliActorPropertyClippingActorDrawOrder(void)
{
// This test checks that a hierarchy of actors are drawn in the correct order when clipping is enabled.
- tet_infoline( "Testing Actor::Property::CLIPPING_MODE draw order" );
+ tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN draw order" );
TestApplication application;
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
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& 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 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, 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::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 UtcDaliActorPropertyScissorClippingActorNested01(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();
+
+ 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.
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;
}
Property::Value value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
value.Get( preActorOrder );
- DevelActor::Raise( actorB );
+ actorB.Raise();
// Ensure sort order is calculated before next touch event
application.SendNotification();
value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
value.Get( preActorOrder );
- DevelActor::Lower( actorB );
+ actorB.Lower();
application.SendNotification(); // ensure sort order calculated before next touch event
value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
tet_printf( "RaiseToTop ActorA\n" );
- DevelActor::RaiseToTop( actorA );
+ actorA.RaiseToTop();
application.SendNotification(); // ensure sorting order is calculated before next touch event
application.ProcessEvent( touchEvent );
tet_printf( "RaiseToTop ActorB\n" );
- DevelActor::RaiseToTop( actorB );
+ actorB.RaiseToTop();
application.SendNotification(); // Ensure sort order is calculated before next touch event
application.ProcessEvent( touchEvent );
tet_printf( "LowerToBottom ActorA then ActorB leaving Actor C at Top\n" );
- DevelActor::LowerToBottom( actorA );
+ actorA.LowerToBottom();
application.SendNotification();
application.Render();
- DevelActor::LowerToBottom( actorB );
+ actorB.LowerToBottom();
application.SendNotification();
application.Render();
tet_printf( "Raise actor B Above Actor C\n" );
- DevelActor::RaiseAbove( actorB, actorC );
+ actorB.RaiseAbove( actorC );
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
tet_printf( "Raise actor A Above Actor B\n" );
- DevelActor::RaiseAbove( actorA, actorB );
+ actorA.RaiseAbove( actorB );
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
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" );
- DevelActor::LowerBelow( actorC, actorB );
+ actorC.LowerBelow( actorB );
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
application.Render();
tet_printf( "Lower actor C below Actor A leaving B on top\n" );
- DevelActor::LowerBelow( actorC, actorA );
+ actorC.LowerBelow( actorA );
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
application.Render();
tet_printf( "Lower actor B below Actor C leaving A on top\n" );
- DevelActor::LowerBelow( actorB, actorC );
+ actorB.LowerBelow( actorC );
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
application.Render();
tet_printf( "Raise actor A Above Actor C which have different parents\n" );
- DevelActor::RaiseAbove( actorA, actorC );
+ actorA.RaiseAbove( actorC );
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
tet_printf( "Raise actor A Above Actor C which have no parents\n" );
- DevelActor::RaiseAbove( actorA, actorC );
+ actorA.RaiseAbove( actorC );
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
stage.Add ( actorB );
tet_printf( "Lower actor A below Actor C when only A is not on stage \n" );
- DevelActor::LowerBelow( actorA, actorC );
+ actorA.LowerBelow( actorC );
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
application.Render();
tet_printf( "Raise actor B Above Actor C when only B has a parent\n" );
- DevelActor::RaiseAbove( actorB, actorC );
+ actorB.RaiseAbove( actorC );
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
ResetTouchCallbacks();
tet_printf( "Lower actor A below Actor C when only A has a parent\n" );
- DevelActor::LowerBelow( actorA, actorC );
+ actorA.LowerBelow( actorC );
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
ResetTouchCallbacks();
stage.Add ( actorC );
- DevelActor::RaiseAbove( actorA, actorC );
+ actorA.RaiseAbove( actorC );
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
application.Render();
stage.Add ( actorA );
tet_printf( "Raise actor B Above Actor C but B not parented\n" );
- DevelActor::Raise( actorB );
+ actorB.Raise();
application.SendNotification();
application.Render();
tet_printf( "Raise actor B Above Actor C but B not parented\n" );
ResetTouchCallbacks();
- DevelActor::Lower( actorC );
+ actorC.Lower();
// Sort actor tree before next touch event
application.SendNotification();
application.Render();
tet_printf( "Lower actor C below B but C not parented\n" );
- DevelActor::Lower( actorB );
+ actorB.Lower();
// Sort actor tree before next touch event
application.SendNotification();
application.Render();
tet_printf( "Raise actor B to top\n" );
- DevelActor::RaiseToTop( actorB );
+ actorB.RaiseToTop();
// Sort actor tree before next touch event
application.SendNotification();
application.Render();
tet_printf( "Lower actor C to Bottom, B stays at top\n" );
- DevelActor::LowerToBottom( actorC );
+ actorC.LowerToBottom();
application.SendNotification();
application.Render();
tet_infoline( "Raise actor A Above Actor A which is the same actor!!\n" );
- DevelActor::RaiseAbove( actorA, actorA );
+ actorA.RaiseAbove( actorA );
application.SendNotification();
application.Render();
ResetTouchCallbacks();
- DevelActor::RaiseAbove( actorA, actorC );
+ actorA.RaiseAbove( actorC );
application.SendNotification();
application.Render();
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;
}
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< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "LTR", TEST_LOCATION );
+ 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< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "LTR", TEST_LOCATION );
+ 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< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "LTR", TEST_LOCATION );
+ 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< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "LTR", TEST_LOCATION );
+ 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< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "LTR", TEST_LOCATION );
+ 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< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "LTR", TEST_LOCATION );
+ 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< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "LTR", TEST_LOCATION );
+ 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< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "LTR", TEST_LOCATION );
+ 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< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "LTR", TEST_LOCATION );
+ 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< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "LTR", TEST_LOCATION );
+ DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
actor1.Add( actor2 );
- actor1.SetProperty( DevelActor::Property::LAYOUT_DIRECTION, "RTL" );
- DALI_TEST_EQUALS( actor1.GetProperty< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "RTL", TEST_LOCATION );
- DALI_TEST_EQUALS( actor2.GetProperty< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "RTL", TEST_LOCATION );
+ 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< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "LTR", TEST_LOCATION );
- DALI_TEST_EQUALS( actor2.GetProperty< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "LTR", TEST_LOCATION );
+ 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 );
actor5.Add( actor7 );
actor7.Add( actor8 );
actor8.Add( actor9 );
- actor3.SetProperty( DevelActor::Property::LAYOUT_DIRECTION, "RTL" );
- actor5.SetProperty( DevelActor::Property::LAYOUT_DIRECTION, "LTR" );
-
- DALI_TEST_EQUALS( actor8.GetProperty< bool >( DevelActor::Property::LAYOUT_DIRECTION_INHERITANCE ), true, TEST_LOCATION );
- actor8.SetProperty( DevelActor::Property::LAYOUT_DIRECTION_INHERITANCE, false );
- DALI_TEST_EQUALS( actor8.GetProperty< bool >( DevelActor::Property::LAYOUT_DIRECTION_INHERITANCE ), false, TEST_LOCATION );
-
- actor7.SetProperty( DevelActor::Property::LAYOUT_DIRECTION, "RTL" );
-
- DALI_TEST_EQUALS( actor3.GetProperty< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "RTL", TEST_LOCATION );
- DALI_TEST_EQUALS( actor4.GetProperty< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "RTL", TEST_LOCATION );
- DALI_TEST_EQUALS( actor5.GetProperty< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "LTR", TEST_LOCATION );
- DALI_TEST_EQUALS( actor6.GetProperty< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "LTR", TEST_LOCATION );
- DALI_TEST_EQUALS( actor7.GetProperty< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "RTL", TEST_LOCATION );
- DALI_TEST_EQUALS( actor8.GetProperty< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "LTR", TEST_LOCATION );
- DALI_TEST_EQUALS( actor9.GetProperty< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "LTR", TEST_LOCATION );
-
- actor8.SetProperty( DevelActor::Property::LAYOUT_DIRECTION, "RTL" );
- DALI_TEST_EQUALS( actor8.GetProperty< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "RTL", TEST_LOCATION );
- DALI_TEST_EQUALS( actor9.GetProperty< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "RTL", TEST_LOCATION );
-
- actor7.SetProperty( DevelActor::Property::LAYOUT_DIRECTION, "LTR" );
- DALI_TEST_EQUALS( actor7.GetProperty< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "LTR", TEST_LOCATION );
- DALI_TEST_EQUALS( actor8.GetProperty< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "RTL", TEST_LOCATION );
- DALI_TEST_EQUALS( actor9.GetProperty< std::string >( DevelActor::Property::LAYOUT_DIRECTION ), "RTL", TEST_LOCATION );
+ 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;
}