/*
- * 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.
#include <dali/public-api/dali-core.h>
#include <string>
#include <cfloat> // For FLT_MAX
+#include <dali/devel-api/actors/actor-devel.h>
#include <dali/integration-api/events/touch-event-integ.h>
#include <dali/integration-api/events/hover-event-integ.h>
#include <dali-test-suite-utils.h>
+#include <mesh-builder.h>
//& set: DaliActor
bool gTouchCallBackCalled=false;
bool gHoverCallBackCalled=false;
-/**
- * Simulates a Down Touch at 25.0, 25.0.
- * @param[in] app Test Application instance.
- */
-int SimulateTouchForSetOverlayHitTest(TestApplication& app)
-{
- app.SendNotification();
- app.Render(1);
- app.SendNotification();
- app.Render(1);
-
- gTouchCallBackCalled = false;
-
- // simulate a touch event
- Dali::Integration::Point point;
- point.SetState( PointState::DOWN );
- point.SetScreenPosition( Vector2( 25.0f, 25.0f ) );
- Dali::Integration::TouchEvent event;
- event.AddPoint( point );
- app.ProcessEvent( event );
-
- app.SendNotification();
- app.Render(1);
- app.SendNotification();
- app.Render(1);
- END_TEST;
-}
-
-
static bool gTestConstraintCalled;
struct TestConstraint
END_TEST;
}
-static Vector3 gSetSize;
-static bool gSetSizeCallBackCalled;
-void SetSizeCallback( Actor actor, const Vector3& size )
-{
- gSetSizeCallBackCalled = true;
- gSetSize = size;
-}
// validation stuff for onstage & offstage signals
static std::vector< std::string > gActorNamesOnOffStage;
static int gOnStageCallBackCalled;
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;
}
DALI_TEST_CHECK( DrawMode::OVERLAY_2D == a.GetDrawMode() ); // Check Actor is overlay
- a.SetDrawMode( DrawMode::STENCIL );
- app.SendNotification();
- app.Render(1);
-
- DALI_TEST_CHECK( DrawMode::STENCIL == a.GetDrawMode() ); // Check Actor is stencil, not overlay
-
a.SetDrawMode( DrawMode::NORMAL );
app.SendNotification();
app.Render(1);
- DALI_TEST_CHECK( DrawMode::NORMAL == a.GetDrawMode() ); // Check Actor is not stencil
+ DALI_TEST_CHECK( DrawMode::NORMAL == a.GetDrawMode() ); // Check Actor is normal
END_TEST;
}
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)
{ "padding", Actor::Property::PADDING, Property::VECTOR4 },
{ "minimumSize", Actor::Property::MINIMUM_SIZE, Property::VECTOR2 },
{ "maximumSize", Actor::Property::MAXIMUM_SIZE, Property::VECTOR2 },
+ { "inheritPosition", Actor::Property::INHERIT_POSITION, Property::BOOLEAN },
+ { "clippingMode", Actor::Property::CLIPPING_MODE, Property::STRING },
};
const unsigned int PROPERTY_TABLE_COUNT = sizeof( PROPERTY_TABLE ) / sizeof( PROPERTY_TABLE[0] );
} // unnamed namespace
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");
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ actor.AddRenderer( renderer );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliActorAddRendererN(void)
+{
+ tet_infoline("Testing Actor::AddRenderer");
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Renderer renderer;
+
+ // try illegal Add
+ try
+ {
+ actor.AddRenderer( renderer );
+ tet_printf("Assertion test failed - no Exception\n" );
+ tet_result(TET_FAIL);
+ }
+ catch(Dali::DaliException& e)
+ {
+ DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_ASSERT(e, "Renderer handle is empty", TEST_LOCATION);
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ }
+ catch(...)
+ {
+ tet_printf("Assertion test failed - wrong Exception\n" );
+ tet_result(TET_FAIL);
+ }
+
+ END_TEST;
+}
+
+int UtcDaliActorAddRendererOnStage(void)
+{
+ tet_infoline("Testing Actor::AddRenderer");
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ application.SendNotification();
+ application.Render(0);
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ application.SendNotification();
+ application.Render(0);
+
+ try
+ {
+ actor.AddRenderer( renderer );
+ tet_result(TET_PASS);
+ }
+ catch(...)
+ {
+ tet_result(TET_FAIL);
+ }
+
+ END_TEST;
+}
+
+int UtcDaliActorRemoveRendererP1(void)
+{
+ tet_infoline("Testing Actor::RemoveRenderer");
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ actor.AddRenderer( renderer );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+
+ actor.RemoveRenderer(renderer);
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+
+ END_TEST;
+}
+
+int UtcDaliActorRemoveRendererP2(void)
+{
+ tet_infoline("Testing Actor::RemoveRenderer");
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ actor.AddRenderer( renderer );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+
+ actor.RemoveRenderer(0);
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+
+ END_TEST;
+}
+
+
+int UtcDaliActorRemoveRendererN(void)
+{
+ tet_infoline("Testing Actor::RemoveRenderer");
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ actor.AddRenderer( renderer );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+
+ actor.RemoveRenderer(10);
+ DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+
+ END_TEST;
+}
+
+// Clipping test helper functions:
+Actor CreateActorWithContent()
+{
+ BufferImage image = BufferImage::New( 16u, 16u );
+ Actor actor = CreateRenderableActor( image );
+
+ // Setup dimensions and position so actor is not skipped by culling.
+ actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+ actor.SetSize( 16.0f, 16.0f );
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ actor.SetAnchorPoint( AnchorPoint::CENTER );
+
+ return actor;
+}
+
+void GenerateTrace( TestApplication& application, TraceCallStack& enabledDisableTrace, TraceCallStack& stencilTrace )
+{
+ enabledDisableTrace.Reset();
+ stencilTrace.Reset();
+ enabledDisableTrace.Enable( true );
+ stencilTrace.Enable( true );
+
+ application.SendNotification();
+ application.Render();
+
+ enabledDisableTrace.Enable( false );
+ stencilTrace.Enable( false );
+}
+
+void CheckColorMask( TestGlAbstraction& glAbstraction, bool maskValue )
+{
+ const TestGlAbstraction::ColorMaskParams& colorMaskParams = glAbstraction.GetColorMaskParams();
+
+ DALI_TEST_EQUALS<bool>( colorMaskParams.red, maskValue, TEST_LOCATION );
+ DALI_TEST_EQUALS<bool>( colorMaskParams.green, maskValue, TEST_LOCATION );
+ DALI_TEST_EQUALS<bool>( colorMaskParams.blue, maskValue, TEST_LOCATION );
+ DALI_TEST_EQUALS<bool>( colorMaskParams.alpha, maskValue, TEST_LOCATION );
+}
+
+int UtcDaliActorPropertyClippingP(void)
+{
+ // This test checks the clippingMode property.
+ tet_infoline( "Testing Actor::Property::CLIPPING_MODE P" );
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ // Check default clippingEnabled value.
+ Property::Value getValue( actor.GetProperty( Actor::Property::CLIPPING_MODE ) );
+
+ int value = 0;
+ bool getValueResult = getValue.Get( value );
+ DALI_TEST_CHECK( getValueResult );
+
+ if( getValueResult )
+ {
+ DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
+ }
+
+ // Check setting the property.
+ actor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+
+ // Check the new value was set.
+ getValue = actor.GetProperty( Actor::Property::CLIPPING_MODE );
+ getValueResult = getValue.Get( value );
+ DALI_TEST_CHECK( getValueResult );
+
+ if( getValueResult )
+ {
+ DALI_TEST_EQUALS<int>( value, ClippingMode::CLIP_CHILDREN, TEST_LOCATION );
+ }
+
+ END_TEST;
+}
+
+int UtcDaliActorPropertyClippingN(void)
+{
+ // Negative test case for Clipping.
+ tet_infoline( "Testing Actor::Property::CLIPPING_MODE N" );
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ // Check default clippingEnabled value.
+ Property::Value getValue( actor.GetProperty( Actor::Property::CLIPPING_MODE ) );
+
+ int value = 0;
+ bool getValueResult = getValue.Get( value );
+ DALI_TEST_CHECK( getValueResult );
+
+ if( getValueResult )
+ {
+ DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
+ }
+
+ // Check setting an invalid property value won't change the current property value.
+ actor.SetProperty( Actor::Property::CLIPPING_MODE, "INVALID_PROPERTY" );
+
+ getValue = actor.GetProperty( Actor::Property::CLIPPING_MODE );
+ getValueResult = getValue.Get( value );
+ DALI_TEST_CHECK( getValueResult );
+
+ if( getValueResult )
+ {
+ DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
+ }
+
+ END_TEST;
+}
+
+int UtcDaliActorPropertyClippingActor(void)
+{
+ // This test checks that an actor is correctly setup for clipping.
+ tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor" );
+ TestApplication application;
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+ size_t startIndex = 0u;
+
+ // Create a clipping actor.
+ Actor actorDepth1Clip = CreateActorWithContent();
+ actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+ Stage::GetCurrent().Add( actorDepth1Clip );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, stencilTrace );
+
+ // Check we are writing to the color buffer.
+ CheckColorMask( glAbstraction, true );
+
+ // Check the stencil buffer was enabled.
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) ); // 2960 is GL_STENCIL_TEST
+
+ // Check the stencil buffer was cleared.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "ClearStencil", "0", startIndex ) );
+
+ // Check the correct setup was done to write to the first bit-plane (only) of the stencil buffer.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 1, 0", startIndex ) ); // 514 is GL_EQUAL, But testing no bit-planes for the first clipping node.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "1", startIndex ) );
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE
+
+ END_TEST;
+}
+
+int 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
+ // writing to and reading from the correct bit-planes of the stencil buffer.
+ tet_infoline( "Testing Actor::Property::CLIPPING_MODE nested children" );
+ TestApplication application;
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+ // Create a clipping actor.
+ Actor actorDepth1Clip = CreateActorWithContent();
+ actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+ Stage::GetCurrent().Add( actorDepth1Clip );
+
+ // Create a child actor.
+ Actor childDepth2 = CreateActorWithContent();
+ actorDepth1Clip.Add( childDepth2 );
+
+ // Create another clipping actor.
+ Actor childDepth2Clip = CreateActorWithContent();
+ childDepth2Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+ childDepth2.Add( childDepth2Clip );
+
+ // Create another 2 child actors. We do this so 2 nodes will have the same clipping ID.
+ // This tests the sort algorithm.
+ Actor childDepth3 = CreateActorWithContent();
+ childDepth2Clip.Add( childDepth3 );
+ Actor childDepth4 = CreateActorWithContent();
+ childDepth3.Add( childDepth4 );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, stencilTrace );
+
+ // Check we are writing to the color buffer.
+ CheckColorMask( glAbstraction, true );
+
+ // Check the stencil buffer was enabled.
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) ); // 2960 is GL_STENCIL_TEST
+
+ // Perform the test twice, once for 2D layer, and once for 3D.
+ for( unsigned int i = 0u ; i < 2u; ++i )
+ {
+ size_t startIndex = 0u;
+
+ // Check the stencil buffer was cleared.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "ClearStencil", "0", startIndex ) );
+
+ // Check the correct setup was done to write to the first bit-plane (only) of the stencil buffer.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 1, 0", startIndex ) ); // 514 is GL_EQUAL, But testing no bit-planes for the first clipping node.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "1", startIndex ) ); // Write to the first bit-plane
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE
+
+ // Check the correct setup was done to test against first bit-plane (only) of the stencil buffer.
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 1, 255", startIndex ) ); // 514 is GL_EQUAL
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7680, 7680", startIndex ) ); // GL_KEEP, GL_KEEP, GL_KEEP
+
+ // Check we are set up to write to the second bitplane of the stencil buffer (only).
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 3, 1", startIndex ) ); // 514 is GL_EQUAL, Test both bit-planes 1 & 2
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "3", startIndex ) ); // Write to second (and previous) bit-planes
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE
+
+ // Check we are set up to test against both the first and second bit-planes of the stencil buffer.
+ // (Both must be set to pass the check).
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 3, 255", startIndex ) ); // 514 is GL_EQUAL, Test both bit-planes 1 & 2
+ DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7680, 7680", startIndex ) ); // GL_KEEP, GL_KEEP, GL_KEEP
+
+ // If we are on the first loop, set the layer to 3D and loop to perform the test again.
+ if( i == 0u )
+ {
+ Stage::GetCurrent().GetRootLayer().SetBehavior( Layer::LAYER_3D );
+ GenerateTrace( application, enabledDisableTrace, stencilTrace );
+ }
+ }
+
+ END_TEST;
+}
+
+int UtcDaliActorPropertyClippingActorWithRendererOverride(void)
+{
+ // This test checks that an actor with clipping will be ignored if overridden by the Renderer properties.
+ tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor with renderer override" );
+ TestApplication application;
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+
+ // Create a clipping actor.
+ Actor actorDepth1Clip = CreateActorWithContent();
+ actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+ Stage::GetCurrent().Add( actorDepth1Clip );
+
+ // Turn the RenderMode to just "COLOR" at the Renderer level to ignore the clippingMode.
+ actorDepth1Clip.GetRendererAt( 0 ).SetProperty( Renderer::Property::RENDER_MODE, RenderMode::COLOR );
+
+ // Gather the call trace.
+ GenerateTrace( application, enabledDisableTrace, stencilTrace );
+
+ // Check we are writing to the color buffer.
+ CheckColorMask( glAbstraction, true );
+
+ // Check the stencil buffer was not enabled.
+ DALI_TEST_CHECK( !enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) ); // 2960 is GL_STENCIL_TEST
+
+ // Check stencil functions are not called.
+ DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilFunc" ) );
+ DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilMask" ) );
+ DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilOp" ) );
+
+ END_TEST;
+}
+
+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();
+
+ unsigned int propertyCount = actor.GetPropertyCount();
+ DALI_TEST_EQUALS( actor.GetProperty( Property::Index(propertyCount)).GetType(), Property::NONE, TEST_LOCATION );
+ END_TEST;
+}