/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
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 );
+
+ // 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 );
+
+ // 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;
}
Actor b = CreateRenderableActor( imageB );
Actor c = CreateRenderableActor( imageC );
+ app.SendNotification();
+ app.Render(1);
+
+ //Textures are bound when first created. Clear bound textures vector
+ app.GetGlAbstraction().ClearBoundTextures();
+
// Render a,b,c as regular non-overlays. so order will be:
// a (8)
// b (9)
{ "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 },
};
const unsigned int PROPERTY_TABLE_COUNT = sizeof( PROPERTY_TABLE ) / sizeof( PROPERTY_TABLE[0] );
DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::WIDTH_RESIZE_POLICY ).Get< std::string >(), widthPolicy, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::HEIGHT_RESIZE_POLICY ).Get< std::string >(), heightPolicy, TEST_LOCATION );
+ // Set individual dimensions using enums
+ ResizePolicy::Type widthPolicyEnum = ResizePolicy::USE_ASSIGNED_SIZE;
+ ResizePolicy::Type heightPolicyEnum = ResizePolicy::SIZE_RELATIVE_TO_PARENT;
+
+ actor.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, widthPolicyEnum );
+ actor.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, heightPolicyEnum );
+
+ DALI_TEST_EQUALS( static_cast< int >( actor.GetResizePolicy( Dimension::WIDTH ) ), static_cast< int >( widthPolicyEnum ), TEST_LOCATION );
+ DALI_TEST_EQUALS( static_cast< int >( actor.GetResizePolicy( Dimension::HEIGHT ) ), static_cast< int >( heightPolicyEnum ), TEST_LOCATION );
+
END_TEST;
}
END_TEST;
}
+int UtcDaliActorColorModePropertyAsEnum(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_COLOR, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_MODE, USE_PARENT_COLOR );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_PARENT_COLOR, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_COLOR, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_ALPHA );
+ DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorPositionInheritancePropertyAsEnum(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, INHERIT_PARENT_POSITION );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), INHERIT_PARENT_POSITION, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, USE_PARENT_POSITION );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION_PLUS_LOCAL_POSITION, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::POSITION_INHERITANCE, DONT_INHERIT_POSITION );
+ DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), DONT_INHERIT_POSITION, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorDrawModePropertyAsEnum(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::NORMAL );
+ DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::NORMAL, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
+ DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::OVERLAY_2D, TEST_LOCATION );
+
+ actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::STENCIL );
+ DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::STENCIL, TEST_LOCATION );
+
+ END_TEST;
+}
+
int UtcDaliActorAddRendererP(void)
{
tet_infoline("Testing Actor::AddRenderer");
END_TEST;
}
+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" );
+ TestApplication application;
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+ size_t startIndex = 0u;
+
+ // Create a clipping actor.
+ Actor actorDepth1Clip = CreateActorWithContent();
+ actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+ Stage::GetCurrent().Add( actorDepth1Clip );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, stencilTrace );
+
+ // Check we are writing to the color buffer.
+ CheckColorMask( glAbstraction, true );
+
+ // Check the stencil buffer was enabled.
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) ); // 2960 is GL_STENCIL_TEST
+
+ // Check the stencil buffer was cleared.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "ClearStencil", "0", startIndex ) );
+
+ // Check the correct setup was done to write to the first bit-plane (only) of the stencil buffer.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 1, 0", startIndex ) ); // 514 is GL_EQUAL, But testing no bit-planes for the first clipping node.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "1", startIndex ) );
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE
+
+ // Now disable the clipping
+ actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::DISABLED );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, stencilTrace );
+
+ // Check the stencil buffer was disabled.
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Disable", "2960" ) ); // 2960 is GL_STENCIL_TEST
+
+ // Ensure all values in stencil-mask are set to 1.
+ startIndex = 0u;
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "255", startIndex ) );
+
+ END_TEST;
+}
+
+
int UtcDaliActorPropertyClippingNestedChildren(void)
{
// This test checks that a hierarchy of actors are clipped correctly by