/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
*/
-#include "assert.h"
-#include <dali/public-api/dali-core.h>
-#include <string>
-#include <cfloat> // For FLT_MAX
+// Enable debug log for test coverage
+#define DEBUG_ENABLED 1
+
+#include <dali-test-suite-utils.h>
#include <dali/devel-api/actors/actor-devel.h>
-#include <dali/integration-api/events/touch-event-integ.h>
+#include <dali/integration-api/debug.h>
#include <dali/integration-api/events/hover-event-integ.h>
-#include <dali-test-suite-utils.h>
+#include <dali/integration-api/events/touch-event-integ.h>
+#include <dali/public-api/dali-core.h>
#include <mesh-builder.h>
+#include <cfloat> // For FLT_MAX
+#include <string>
+
+#include "assert.h"
+
//& set: DaliActor
using std::string;
using namespace Dali;
-
void utc_dali_actor_startup(void)
{
test_return_value = TET_UNDEF;
namespace
{
-bool gTouchCallBackCalled=false;
-bool gTouchCallBackCalled2=false;
-bool gTouchCallBackCalled3=false;
+bool gTouchCallBackCalled = false;
+bool gTouchCallBackCalled2 = false;
+bool gTouchCallBackCalled3 = false;
-bool gHoverCallBackCalled=false;
+bool gHoverCallBackCalled = false;
static bool gTestConstraintCalled;
struct TestConstraint
{
- void operator()( Vector4& color, const PropertyInputContainer& /* inputs */ )
+ void operator()(Vector4& color, const PropertyInputContainer& /* inputs */)
{
gTestConstraintCalled = true;
}
{
}
- void operator()( T& current, const PropertyInputContainer& /* inputs */ )
+ void operator()(T& current, const PropertyInputContainer& /* inputs */)
{
mResultRef = mValue;
}
unsigned int& mResultRef;
- unsigned int mValue;
+ unsigned int mValue;
};
-static bool TestCallback(Actor actor, const TouchEvent& event)
-{
- gTouchCallBackCalled = true;
- return false;
- END_TEST;
-}
-
-static bool TestTouchCallback(Actor actor, const TouchData& touchData )
+static bool TestTouchCallback(Actor, const TouchEvent&)
{
gTouchCallBackCalled = true;
return true;
END_TEST;
}
-static bool TestTouchCallback2(Actor actor, const TouchData& touchData )
+static bool TestTouchCallback2(Actor, const TouchEvent&)
{
gTouchCallBackCalled2 = true;
return true;
END_TEST;
}
-static bool TestTouchCallback3(Actor actor, const TouchData& touchData )
+static bool TestTouchCallback3(Actor, const TouchEvent&)
{
gTouchCallBackCalled3 = true;
return true;
static void ResetTouchCallbacks()
{
- gTouchCallBackCalled = false;
+ gTouchCallBackCalled = false;
gTouchCallBackCalled2 = false;
gTouchCallBackCalled3 = false;
}
}
// validation stuff for onstage & offstage signals
-static std::vector< std::string > gActorNamesOnOffStage;
-static int gOnStageCallBackCalled;
-void OnStageCallback( Actor actor )
+static std::vector<std::string> gActorNamesOnOffScene;
+static int gOnSceneCallBackCalled;
+void OnSceneCallback(Actor actor)
{
- ++gOnStageCallBackCalled;
- gActorNamesOnOffStage.push_back( actor.GetName() );
- DALI_TEST_CHECK( actor.OnStage() == true );
+ ++gOnSceneCallBackCalled;
+ gActorNamesOnOffScene.push_back(actor.GetProperty<std::string>(Actor::Property::NAME));
+ DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE) == true);
}
-static int gOffStageCallBackCalled;
-void OffStageCallback( Actor actor )
+static int gOffSceneCallBackCalled;
+void OffSceneCallback(Actor actor)
{
- ++gOffStageCallBackCalled;
- gActorNamesOnOffStage.push_back( actor.GetName() );
- DALI_TEST_CHECK( actor.OnStage() == false );
+ ++gOffSceneCallBackCalled;
+ gActorNamesOnOffScene.push_back(actor.GetProperty<std::string>(Actor::Property::NAME));
+ DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE) == false);
}
struct PositionComponentConstraint
{
- PositionComponentConstraint(){}
+ PositionComponentConstraint()
+ {
+ }
- void operator()( Vector3& pos, const PropertyInputContainer& inputs )
+ void operator()(Vector3& pos, const PropertyInputContainer& inputs)
{
const Matrix& m = inputs[0]->GetMatrix();
- Vector3 scale;
- Quaternion rot;
+ Vector3 scale;
+ Quaternion rot;
m.GetTransformComponents(pos, rot, scale);
}
};
struct OrientationComponentConstraint
{
- OrientationComponentConstraint(){}
+ OrientationComponentConstraint()
+ {
+ }
- void operator()( Quaternion& orientation, const PropertyInputContainer& inputs )
+ void operator()(Quaternion& orientation, const PropertyInputContainer& inputs)
{
const Quaternion& parentOrientation = inputs[0]->GetQuaternion();
- Vector3 pos, scale;
- Quaternion rot;
+ Vector3 pos, scale;
+ Quaternion rot;
orientation = parentOrientation;
}
};
// OnRelayout
-static bool gOnRelayoutCallBackCalled = false;
-static std::vector< std::string > gActorNamesRelayout;
+static bool gOnRelayoutCallBackCalled = false;
+static std::vector<std::string> gActorNamesRelayout;
-void OnRelayoutCallback( Actor actor )
+void OnRelayoutCallback(Actor actor)
{
gOnRelayoutCallBackCalled = true;
- gActorNamesRelayout.push_back( actor.GetName() );
+ gActorNamesRelayout.push_back(actor.GetProperty<std::string>(Actor::Property::NAME));
}
struct VisibilityChangedFunctorData
{
VisibilityChangedFunctorData()
: actor(),
- visible( false ),
- type( DevelActor::VisibilityChange::SELF ),
- called( false )
+ visible(false),
+ type(DevelActor::VisibilityChange::SELF),
+ called(false)
{
}
{
actor.Reset();
visible = false;
- type = DevelActor::VisibilityChange::SELF;
- called = false;
+ type = DevelActor::VisibilityChange::SELF;
+ called = false;
}
- void Check( bool compareCalled, Actor compareActor, bool compareVisible, DevelActor::VisibilityChange::Type compareType, const char * location )
+ 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 ) );
+ 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 )
+ void Check(bool compareCalled, const std::string& location)
{
- DALI_TEST_EQUALS( called, compareCalled, TEST_INNER_LOCATION( location ) );
+ DALI_TEST_EQUALS(called, compareCalled, TEST_INNER_LOCATION(location));
}
- Actor actor;
- bool visible;
+ Actor actor;
+ bool visible;
DevelActor::VisibilityChange::Type type;
- bool called;
+ bool called;
};
struct VisibilityChangedFunctor
{
- VisibilityChangedFunctor( VisibilityChangedFunctorData& dataVar ) : data( dataVar ) { }
+ VisibilityChangedFunctor(VisibilityChangedFunctorData& dataVar)
+ : data(dataVar)
+ {
+ }
- void operator()( Actor actor, bool visible, DevelActor::VisibilityChange::Type type )
+ void operator()(Actor actor, bool visible, DevelActor::VisibilityChange::Type type)
{
- data.actor = actor;
+ data.actor = actor;
data.visible = visible;
- data.type = type;
- data.called = true;
+ data.type = type;
+ data.called = true;
}
VisibilityChangedFunctorData& data;
};
-
struct VisibilityChangedVoidFunctor
{
VisibilityChangedVoidFunctor(bool& signalCalled)
- : mSignalCalled( signalCalled )
- { }
+ : mSignalCalled(signalCalled)
+ {
+ }
void operator()()
{
- mSignalCalled = true;
+ mSignalCalled = true;
}
bool& mSignalCalled;
struct ChildOrderChangedFunctor
{
ChildOrderChangedFunctor(bool& signalCalled, Actor& actor)
- : mSignalCalled( signalCalled ),
- mActor( actor )
- { }
+ : mSignalCalled(signalCalled),
+ mActor(actor)
+ {
+ }
- void operator()( Actor actor )
+ void operator()(Actor actor)
{
- mSignalCalled = true;
- mActor = actor;
+ mSignalCalled = true;
+ mActor = actor;
}
- bool& mSignalCalled;
+ bool& mSignalCalled;
Actor& mActor;
};
struct CulledPropertyNotificationFunctor
{
- CulledPropertyNotificationFunctor( bool& signalCalled, PropertyNotification& propertyNotification )
- : mSignalCalled( signalCalled ),
- mPropertyNotification( propertyNotification )
- { }
+ CulledPropertyNotificationFunctor(bool& signalCalled, PropertyNotification& propertyNotification)
+ : mSignalCalled(signalCalled),
+ mPropertyNotification(propertyNotification)
+ {
+ }
- void operator()( PropertyNotification& source )
+ void operator()(PropertyNotification& source)
{
- mSignalCalled = true;
+ mSignalCalled = true;
mPropertyNotification = source;
}
- bool& mSignalCalled;
+ bool& mSignalCalled;
PropertyNotification& mPropertyNotification;
};
} // anonymous namespace
-
//& purpose: Testing New API
int UtcDaliActorNew(void)
{
TestApplication application;
tet_infoline("Testing Dali::Actor::DownCast()");
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
BaseHandle object(actor);
- Actor actor2 = Actor::DownCast(object);
+ Actor actor2 = Actor::DownCast(object);
DALI_TEST_CHECK(actor2);
END_TEST;
}
tet_infoline("Testing Dali::Actor::DownCast()");
BaseHandle unInitializedObject;
- Actor actor = Actor::DownCast(unInitializedObject);
+ Actor actor = Actor::DownCast(unInitializedObject);
+ DALI_TEST_CHECK(!actor);
+ END_TEST;
+}
+
+int UtcDaliActorMoveConstructor(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ DALI_TEST_CHECK(actor);
+
+ int id = actor.GetProperty<int>(Actor::Property::ID);
+
+ Actor moved = std::move(actor);
+ DALI_TEST_CHECK(moved);
+ DALI_TEST_EQUALS(id, moved.GetProperty<int>(Actor::Property::ID), TEST_LOCATION);
+ DALI_TEST_CHECK(!actor);
+
+ END_TEST;
+}
+
+int UtcDaliActorMoveAssignment(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ DALI_TEST_CHECK(actor);
+
+ int id = actor.GetProperty<int>(Actor::Property::ID);
+
+ Actor moved;
+ moved = std::move(actor);
+ DALI_TEST_CHECK(moved);
+ DALI_TEST_EQUALS(id, moved.GetProperty<int>(Actor::Property::ID), TEST_LOCATION);
DALI_TEST_CHECK(!actor);
+
END_TEST;
}
Actor actor = Actor::New();
- DALI_TEST_CHECK(actor.GetName().empty());
+ DALI_TEST_CHECK(actor.GetProperty<std::string>(Actor::Property::NAME).empty());
END_TEST;
}
TestApplication application;
string str("ActorName");
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
- actor.SetName(str);
- DALI_TEST_CHECK(actor.GetName() == str);
+ actor.SetProperty(Actor::Property::NAME, str);
+ DALI_TEST_CHECK(actor.GetProperty<std::string>(Actor::Property::NAME) == str);
END_TEST;
}
int UtcDaliActorGetId(void)
{
- tet_infoline("Testing Dali::Actor::UtcDaliActorGetId()");
+ tet_infoline("Testing Dali::Actor::UtcDaliActo.GetProperty< int >( Actor::Property::ID )");
TestApplication application;
- Actor first = Actor::New();
+ Actor first = Actor::New();
Actor second = Actor::New();
- Actor third = Actor::New();
+ Actor third = Actor::New();
- DALI_TEST_CHECK(first.GetId() != second.GetId());
- DALI_TEST_CHECK(second.GetId() != third.GetId());
+ DALI_TEST_CHECK(first.GetProperty<int>(Actor::Property::ID) != second.GetProperty<int>(Actor::Property::ID));
+ DALI_TEST_CHECK(second.GetProperty<int>(Actor::Property::ID) != third.GetProperty<int>(Actor::Property::ID));
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- DALI_TEST_CHECK(!actor.IsRoot());
+ DALI_TEST_CHECK(!actor.GetProperty<bool>(Actor::Property::IS_ROOT));
// get the root layer
- actor = Stage::GetCurrent().GetLayer( 0 );
- DALI_TEST_CHECK( actor.IsRoot() );
+ actor = application.GetScene().GetLayer(0);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::IS_ROOT));
END_TEST;
}
-int UtcDaliActorOnStage(void)
+int UtcDaliActorOnScene(void)
{
TestApplication application;
Actor actor = Actor::New();
- DALI_TEST_CHECK( !actor.OnStage() );
+ DALI_TEST_CHECK(!actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE));
// get the root layer
- actor = Stage::GetCurrent().GetLayer( 0 );
- DALI_TEST_CHECK( actor.OnStage() );
+ actor = application.GetScene().GetLayer(0);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE));
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- DALI_TEST_CHECK( !actor.IsLayer() );
+ DALI_TEST_CHECK(!actor.GetProperty<bool>(Actor::Property::IS_LAYER));
// get the root layer
- actor = Stage::GetCurrent().GetLayer( 0 );
- DALI_TEST_CHECK( actor.IsLayer() );
+ actor = application.GetScene().GetLayer(0);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::IS_LAYER));
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
Layer layer = actor.GetLayer();
DALI_TEST_CHECK(layer);
// get the root layers layer
- actor = Stage::GetCurrent().GetLayer( 0 );
- DALI_TEST_CHECK( actor.GetLayer() );
+ actor = application.GetScene().GetLayer(0);
+ DALI_TEST_CHECK(actor.GetLayer());
END_TEST;
}
TestApplication application;
Actor parent = Actor::New();
- Actor child = Actor::New();
+ Actor child = Actor::New();
- DALI_TEST_EQUALS( parent.GetChildCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetChildCount(), 0u, TEST_LOCATION);
parent.Add(child);
- DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetChildCount(), 1u, TEST_LOCATION);
Actor parent2 = Actor::New();
- parent2.Add( child );
+ parent2.Add(child);
- DALI_TEST_EQUALS( parent.GetChildCount(), 0u, TEST_LOCATION );
- DALI_TEST_EQUALS( parent2.GetChildCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetChildCount(), 0u, TEST_LOCATION);
+ DALI_TEST_EQUALS(parent2.GetChildCount(), 1u, TEST_LOCATION);
// try Adding to same parent again, works
- parent2.Add( child );
- DALI_TEST_EQUALS( parent2.GetChildCount(), 1u, TEST_LOCATION );
+ parent2.Add(child);
+ DALI_TEST_EQUALS(parent2.GetChildCount(), 1u, TEST_LOCATION);
// try reparenting an orphaned child
{
Actor temporaryParent = Actor::New();
- temporaryParent.Add( child );
- DALI_TEST_EQUALS( parent2.GetChildCount(), 0u, TEST_LOCATION );
+ temporaryParent.Add(child);
+ DALI_TEST_EQUALS(parent2.GetChildCount(), 0u, TEST_LOCATION);
}
// temporaryParent has now died, reparent the orphaned child
- parent2.Add( child );
- DALI_TEST_EQUALS( parent2.GetChildCount(), 1u, TEST_LOCATION );
+ parent2.Add(child);
+ DALI_TEST_EQUALS(parent2.GetChildCount(), 1u, TEST_LOCATION);
END_TEST;
}
Actor child = Actor::New();
Actor parent2 = Actor::New();
- parent2.Add( child );
+ parent2.Add(child);
// try illegal Add
try
{
- parent2.Add( parent2 );
- tet_printf("Assertion test failed - no Exception\n" );
+ parent2.Add(parent2);
+ tet_printf("Assertion test failed - no Exception\n");
tet_result(TET_FAIL);
}
catch(Dali::DaliException& e)
{
- DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_PRINT_ASSERT(e);
DALI_TEST_ASSERT(e, "this != &child", TEST_LOCATION);
- DALI_TEST_EQUALS( parent2.GetChildCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent2.GetChildCount(), 1u, TEST_LOCATION);
}
catch(...)
{
- tet_printf("Assertion test failed - wrong Exception\n" );
+ tet_printf("Assertion test failed - wrong Exception\n");
tet_result(TET_FAIL);
}
// try reparenting root
try
{
- parent2.Add( Stage::GetCurrent().GetLayer( 0 ) );
- tet_printf("Assertion test failed - no Exception\n" );
+ parent2.Add(application.GetScene().GetLayer(0));
+ tet_printf("Assertion test failed - no Exception\n");
tet_result(TET_FAIL);
}
catch(Dali::DaliException& e)
{
- DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_PRINT_ASSERT(e);
DALI_TEST_ASSERT(e, "!child.IsRoot()", TEST_LOCATION);
- DALI_TEST_EQUALS( parent2.GetChildCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent2.GetChildCount(), 1u, TEST_LOCATION);
}
catch(...)
{
- tet_printf("Assertion test failed - wrong Exception\n" );
+ tet_printf("Assertion test failed - wrong Exception\n");
tet_result(TET_FAIL);
}
try
{
Actor empty;
- parent2.Add( empty );
- tet_printf("Assertion test failed - no Exception\n" );
+ parent2.Add(empty);
+ tet_printf("Assertion test failed - no Exception\n");
tet_result(TET_FAIL);
}
catch(Dali::DaliException& e)
{
- DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_PRINT_ASSERT(e);
DALI_TEST_ASSERT(e, "actor", TEST_LOCATION);
- DALI_TEST_EQUALS( parent2.GetChildCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent2.GetChildCount(), 1u, TEST_LOCATION);
}
catch(...)
{
- tet_printf("Assertion test failed - wrong Exception\n" );
+ tet_printf("Assertion test failed - wrong Exception\n");
tet_result(TET_FAIL);
}
TestApplication application;
Actor parent = Actor::New();
- Actor child = Actor::New();
- DALI_TEST_EQUALS( parent.GetChildCount(), 0u, TEST_LOCATION );
+ Actor child = Actor::New();
+ DALI_TEST_EQUALS(parent.GetChildCount(), 0u, TEST_LOCATION);
parent.Add(child);
- DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetChildCount(), 1u, TEST_LOCATION);
parent.Remove(child);
- DALI_TEST_EQUALS( parent.GetChildCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetChildCount(), 0u, TEST_LOCATION);
// remove again, no problem
parent.Remove(child);
- DALI_TEST_EQUALS( parent.GetChildCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetChildCount(), 0u, TEST_LOCATION);
// add child back
parent.Add(child);
- DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetChildCount(), 1u, TEST_LOCATION);
// try Remove self, its a no-op
- parent.Remove( parent );
- DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
+ parent.Remove(parent);
+ DALI_TEST_EQUALS(parent.GetChildCount(), 1u, TEST_LOCATION);
// try Remove empty
try
{
Actor empty;
- parent.Remove( empty );
- tet_printf("Assertion test failed - no Exception\n" );
+ parent.Remove(empty);
+ tet_printf("Assertion test failed - no Exception\n");
tet_result(TET_FAIL);
}
catch(Dali::DaliException& e)
{
- DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_PRINT_ASSERT(e);
DALI_TEST_ASSERT(e, "actor", TEST_LOCATION);
- DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetChildCount(), 1u, TEST_LOCATION);
}
catch(...)
{
- tet_printf("Assertion test failed - wrong Exception\n" );
+ tet_printf("Assertion test failed - wrong Exception\n");
tet_result(TET_FAIL);
}
END_TEST;
TestApplication application;
Actor parent = Actor::New();
- Actor child = Actor::New();
+ Actor child = Actor::New();
Actor random = Actor::New();
- Stage::GetCurrent().Add( parent );
+ application.GetScene().Add(parent);
DALI_TEST_CHECK(parent.GetChildCount() == 0);
DALI_TEST_CHECK(parent.GetChildCount() == 1);
- Stage::GetCurrent().Remove( parent );
+ application.GetScene().Remove(parent);
DALI_TEST_CHECK(parent.GetChildCount() == 1);
END_TEST;
TestApplication application;
Actor parent = Actor::New();
- Actor child = Actor::New();
+ Actor child = Actor::New();
DALI_TEST_CHECK(parent.GetChildCount() == 0);
TestApplication application;
Actor parent = Actor::New();
- Actor child = Actor::New();
+ Actor child = Actor::New();
parent.Add(child);
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add(actor);
- float startValue(1.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- DALI_TEST_CHECK( actor.GetProperty<float>(index) == startValue );
+ float startValue(1.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ DALI_TEST_CHECK(actor.GetProperty<float>(index) == startValue);
application.SendNotification();
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<float>(index) == startValue );
+ DALI_TEST_CHECK(actor.GetProperty<float>(index) == startValue);
- actor.SetProperty( index, 5.0f );
+ actor.SetProperty(index, 5.0f);
application.SendNotification();
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<float>(index) == 5.0f );
+ DALI_TEST_CHECK(actor.GetProperty<float>(index) == 5.0f);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add(actor);
- float startValue(5.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- DALI_TEST_CHECK( actor.GetProperty<float>(index) == startValue );
+ float startValue(5.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ DALI_TEST_CHECK(actor.GetProperty<float>(index) == startValue);
application.SendNotification();
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<float>(index) == startValue );
+ DALI_TEST_CHECK(actor.GetProperty<float>(index) == startValue);
- actor.SetProperty( index, int(1) );
+ actor.SetProperty(index, int(1));
application.SendNotification();
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<float>(index) == 1.0f );
+ DALI_TEST_CHECK(actor.GetProperty<float>(index) == 1.0f);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add(actor);
- int startValue(5);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- DALI_TEST_CHECK( actor.GetProperty<int>(index) == startValue );
+ int startValue(5);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ DALI_TEST_CHECK(actor.GetProperty<int>(index) == startValue);
application.SendNotification();
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<int>(index) == startValue );
+ DALI_TEST_CHECK(actor.GetProperty<int>(index) == startValue);
- actor.SetProperty( index, float(1.5) );
+ actor.SetProperty(index, float(1.5));
application.SendNotification();
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<int>(index) == 1 );
+ DALI_TEST_CHECK(actor.GetProperty<int>(index) == 1);
END_TEST;
}
Actor actor = Actor::New();
Vector3 vector(0.7f, 0.8f, 0.9f);
- DALI_TEST_CHECK(vector != actor.GetCurrentParentOrigin());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN));
- actor.SetParentOrigin(vector);
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, vector);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(vector == actor.GetCurrentParentOrigin());
+ DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN));
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add(actor);
- actor.SetParentOrigin( Vector3( 0.1f, 0.2f, 0.3f ) );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.1f, 0.2f, 0.3f));
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentParentOrigin(), TEST_LOCATION );
+ DALI_TEST_EQUALS(Vector3(0.1f, 0.2f, 0.3f), actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), TEST_LOCATION);
- Stage::GetCurrent().Remove( actor );
+ application.GetScene().Remove(actor);
END_TEST;
}
Actor actor = Actor::New();
Vector3 vector(0.7f, 0.8f, 0.9f);
- DALI_TEST_CHECK(vector != actor.GetCurrentParentOrigin());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN));
- actor.SetProperty( Actor::Property::PARENT_ORIGIN_X, vector.x );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN_X, vector.x);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( vector.x, actor.GetCurrentParentOrigin().x, TEST_LOCATION );
+ DALI_TEST_EQUALS(vector.x, actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN).x, TEST_LOCATION);
- actor.SetProperty( Actor::Property::PARENT_ORIGIN_Y, vector.y );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN_Y, vector.y);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( vector.y, actor.GetCurrentParentOrigin().y, TEST_LOCATION );
+ DALI_TEST_EQUALS(vector.y, actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN).y, TEST_LOCATION);
- actor.SetProperty( Actor::Property::PARENT_ORIGIN_Z, vector.z );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN_Z, vector.z);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( vector.z, actor.GetCurrentParentOrigin().z, TEST_LOCATION );
+ DALI_TEST_EQUALS(vector.z, actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN).z, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
Vector3 vector(0.7f, 0.8f, 0.9f);
- DALI_TEST_CHECK(vector != actor.GetCurrentParentOrigin());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN));
- actor.SetParentOrigin(vector);
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, vector);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(vector == actor.GetCurrentParentOrigin());
+ DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN));
END_TEST;
}
Actor actor = Actor::New();
Vector3 vector(0.7f, 0.8f, 0.9f);
- DALI_TEST_CHECK(vector != actor.GetCurrentAnchorPoint());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT));
- actor.SetAnchorPoint(vector);
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, vector);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(vector == actor.GetCurrentAnchorPoint());
+ DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT));
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add(actor);
- actor.SetAnchorPoint( Vector3( 0.1f, 0.2f, 0.3f ) );
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, Vector3(0.1f, 0.2f, 0.3f));
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentAnchorPoint(), TEST_LOCATION );
+ DALI_TEST_EQUALS(Vector3(0.1f, 0.2f, 0.3f), actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), TEST_LOCATION);
- Stage::GetCurrent().Remove( actor );
+ application.GetScene().Remove(actor);
END_TEST;
}
Actor actor = Actor::New();
Vector3 vector(0.7f, 0.8f, 0.9f);
- DALI_TEST_CHECK(vector != actor.GetCurrentAnchorPoint());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT));
- actor.SetProperty( Actor::Property::ANCHOR_POINT_X, vector.x );
+ actor.SetProperty(Actor::Property::ANCHOR_POINT_X, vector.x);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( vector.x, actor.GetCurrentAnchorPoint().x, TEST_LOCATION );
+ DALI_TEST_EQUALS(vector.x, actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT).x, TEST_LOCATION);
- actor.SetProperty( Actor::Property::ANCHOR_POINT_Y, vector.y );
+ actor.SetProperty(Actor::Property::ANCHOR_POINT_Y, vector.y);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( vector.y, actor.GetCurrentAnchorPoint().y, TEST_LOCATION );
+ DALI_TEST_EQUALS(vector.y, actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT).y, TEST_LOCATION);
- actor.SetProperty( Actor::Property::ANCHOR_POINT_Z, vector.z );
+ actor.SetProperty(Actor::Property::ANCHOR_POINT_Z, vector.z);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( vector.z, actor.GetCurrentAnchorPoint().z, TEST_LOCATION );
+ DALI_TEST_EQUALS(vector.z, actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT).z, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
Vector3 vector(0.7f, 0.8f, 0.9f);
- DALI_TEST_CHECK(vector != actor.GetCurrentAnchorPoint());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT));
- actor.SetAnchorPoint(vector);
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, vector);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(vector == actor.GetCurrentAnchorPoint());
+ DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT));
END_TEST;
}
-// SetSize(float width, float height)
int UtcDaliActorSetSize01(void)
{
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
Vector3 vector(100.0f, 100.0f, 0.0f);
- DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
- actor.SetSize(vector.x, vector.y);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(vector.x, vector.y));
// 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 );
+ 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());
+ DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
- 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 );
+ 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 );
+ 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 );
+ 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 );
+ 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 ) );
+ actor.SetProperty(Actor::Property::SIZE, 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 );
+ 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 );
+ 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 );
+ 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 ) );
+ actor.SetProperty(Actor::Property::SIZE, 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 );
+ 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;
}
-// SetSize(float width, float height, float depth)
int UtcDaliActorSetSize02(void)
{
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
Vector3 vector(100.0f, 100.0f, 100.0f);
- DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
- actor.SetSize(vector.x, vector.y, vector.z);
+ actor.SetProperty(Actor::Property::SIZE, Vector3(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 );
+ 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());
+ DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
- currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
- DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+ currentSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION);
END_TEST;
}
{
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
Vector3 vector(100.0f, 100.0f, 0.0f);
- DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
- actor.SetSize(Vector2(vector.x, vector.y));
+ actor.SetProperty(Actor::Property::SIZE, 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 );
+ 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());
+ DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
- currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >();
- DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+ currentSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION);
END_TEST;
}
{
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
Vector3 vector(100.0f, 100.0f, 100.0f);
- DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
- actor.SetSize(vector);
+ actor.SetProperty(Actor::Property::SIZE, 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 );
+ 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());
+ DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
- Stage::GetCurrent().Add( actor );
- actor.SetSize( Vector3( 0.1f, 0.2f, 0.3f ) );
+ application.GetScene().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, 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 );
+ 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 );
+ DALI_TEST_EQUALS(Vector3(0.1f, 0.2f, 0.3f), actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), 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 );
+ 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 );
+ application.GetScene().Remove(actor);
END_TEST;
}
Actor actor = Actor::New();
Vector3 vector(0.7f, 0.8f, 0.9f);
- DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
- actor.SetProperty( Actor::Property::SIZE_WIDTH, vector.width );
+ 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 );
+ 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 );
+ DALI_TEST_EQUALS(vector.width, actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).width, TEST_LOCATION);
- sizeWidth = actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >();
- DALI_TEST_EQUALS( sizeWidth, vector.width, Math::MACHINE_EPSILON_0, 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 );
+ 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 );
+ 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 );
+ DALI_TEST_EQUALS(vector.height, actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).height, TEST_LOCATION);
- sizeHeight = actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >();
- DALI_TEST_EQUALS( sizeHeight, vector.height, 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);
- actor.SetProperty( Actor::Property::SIZE_DEPTH, vector.depth );
+ 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 );
+ 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 );
+ DALI_TEST_EQUALS(vector.depth, actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).depth, TEST_LOCATION);
- sizeDepth = actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >();
- DALI_TEST_EQUALS( sizeDepth, vector.depth, 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 and check whether the size stays the same
- actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+ 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 );
+ 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 );
+ 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 );
+ 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 );
+ 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 );
+ 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 );
+ 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 );
+ sizeDepth = actor.GetProperty(Actor::Property::SIZE_DEPTH).Get<float>();
+ DALI_TEST_EQUALS(sizeDepth, vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
- Stage::GetCurrent().Add( actor );
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
- Vector3 vector( 100.0f, 200.0f, 400.0f );
- DALI_TEST_CHECK( vector != actor.GetCurrentSize() );
+ Vector3 vector(100.0f, 200.0f, 400.0f);
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
- 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_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_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 );
+ 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 );
+ DALI_TEST_EQUALS(vector.width, actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).width, TEST_LOCATION);
+ DALI_TEST_EQUALS(vector.height, actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).height, TEST_LOCATION);
END_TEST;
}
-
int UtcDaliActorGetCurrentSize(void)
{
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
Vector3 vector(100.0f, 100.0f, 20.0f);
- DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
- actor.SetSize(vector);
+ actor.SetProperty(Actor::Property::SIZE, vector);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+ DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
END_TEST;
}
{
TestApplication application;
- Actor actor = Actor::New();
- Vector3 vector( 0.0f, 0.0f, 0.0f );
+ Actor actor = Actor::New();
+ Vector3 vector(0.0f, 0.0f, 0.0f);
- DALI_TEST_CHECK( actor.GetNaturalSize() == vector );
+ DALI_TEST_CHECK(actor.GetNaturalSize() == vector);
END_TEST;
}
{
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
Vector3 vector(100.0f, 100.0f, 20.0f);
DALI_TEST_CHECK(vector != actor.GetTargetSize());
- DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
- actor.SetSize(vector);
+ actor.SetProperty(Actor::Property::SIZE, vector);
DALI_TEST_CHECK(vector == actor.GetTargetSize());
- DALI_TEST_CHECK(vector != actor.GetCurrentSize());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
// flush the queue and render once
application.SendNotification();
application.Render();
DALI_TEST_CHECK(vector == actor.GetTargetSize());
- DALI_TEST_CHECK(vector == actor.GetCurrentSize());
+ DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
// Animation
// Build the animation
- const float durationSeconds = 2.0f;
- Animation animation = Animation::New( durationSeconds );
- const Vector3 targetValue( 10.0f, 20.0f, 30.0f );
- animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetValue );
+ const float durationSeconds = 2.0f;
+ Animation animation = Animation::New(durationSeconds);
+ const Vector3 targetValue(10.0f, 20.0f, 30.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetValue);
- DALI_TEST_CHECK( actor.GetTargetSize() == vector );
+ DALI_TEST_CHECK(actor.GetTargetSize() == vector);
// Start the animation
animation.Play();
application.SendNotification();
- application.Render( static_cast<unsigned int>( durationSeconds * 1000.0f ) );
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f));
- DALI_TEST_CHECK( actor.GetTargetSize() == targetValue );
+ DALI_TEST_CHECK(actor.GetTargetSize() == targetValue);
END_TEST;
}
+int UtcDaliActorCalculateScreenExtents(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ actor.SetProperty(Actor::Property::POSITION, Vector3(2.0f, 2.0f, 16.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3{1.0f, 1.0f, 1.0f});
+
+ application.SendNotification();
+ application.Render();
+
+ auto expectedExtent = Rect<>{-0.5f, -0.5f, 1.0f, 1.0f};
+ auto actualExtent = DevelActor::CalculateScreenExtents(actor);
+ DALI_TEST_EQUALS(expectedExtent.x, actualExtent.x, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+ DALI_TEST_EQUALS(expectedExtent.y, actualExtent.y, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+ DALI_TEST_EQUALS(expectedExtent.width, actualExtent.width, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+ DALI_TEST_EQUALS(expectedExtent.height, actualExtent.height, Math::MACHINE_EPSILON_10000, TEST_LOCATION);
+
+ application.GetScene().Remove(actor);
+ END_TEST;
+}
+
// SetPosition(float x, float y)
int UtcDaliActorSetPosition01(void)
{
Actor actor = Actor::New();
// Set to random to start off with
- actor.SetPosition(Vector3(120.0f, 120.0f, 0.0f));
+ actor.SetProperty(Actor::Property::POSITION, Vector3(120.0f, 120.0f, 0.0f));
Vector3 vector(100.0f, 100.0f, 0.0f);
- DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
- actor.SetPosition(vector.x, vector.y);
+ actor.SetProperty(Actor::Property::POSITION, Vector2(vector.x, vector.y));
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+ DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
- Stage::GetCurrent().Add( actor );
- actor.SetPosition( Vector3( 0.1f, 0.2f, 0.3f ) );
+ application.GetScene().Add(actor);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(0.1f, 0.2f, 0.3f));
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(Vector3(0.1f, 0.2f, 0.3f), actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
- actor.SetX( 1.0f );
- actor.SetY( 1.1f );
- actor.SetZ( 1.2f );
+ actor.SetProperty(Actor::Property::POSITION_X, 1.0f);
+ actor.SetProperty(Actor::Property::POSITION_Y, 1.1f);
+ actor.SetProperty(Actor::Property::POSITION_Z, 1.2f);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( Vector3( 1.0f, 1.1f, 1.2f ), actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(Vector3(1.0f, 1.1f, 1.2f), actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
- actor.TranslateBy( Vector3( 0.1f, 0.1f, 0.1f ) );
+ actor.TranslateBy(Vector3(0.1f, 0.1f, 0.1f));
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( Vector3( 1.1f, 1.2f, 1.3f ), actor.GetCurrentPosition(), Math::MACHINE_EPSILON_10000, TEST_LOCATION );
+ DALI_TEST_EQUALS(Vector3(1.1f, 1.2f, 1.3f), actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Math::MACHINE_EPSILON_10000, TEST_LOCATION);
- Stage::GetCurrent().Remove( actor );
+ application.GetScene().Remove(actor);
END_TEST;
}
Actor actor = Actor::New();
// Set to random to start off with
- actor.SetPosition(Vector3(120.0f, 120.0f, 120.0f));
+ actor.SetProperty(Actor::Property::POSITION, Vector3(120.0f, 120.0f, 120.0f));
Vector3 vector(100.0f, 100.0f, 100.0f);
- DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
- actor.SetPosition(vector.x, vector.y, vector.z);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(vector.x, vector.y, vector.z));
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+ DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
END_TEST;
}
Actor actor = Actor::New();
// Set to random to start off with
- actor.SetPosition(Vector3(120.0f, 120.0f, 120.0f));
+ actor.SetProperty(Actor::Property::POSITION, Vector3(120.0f, 120.0f, 120.0f));
Vector3 vector(100.0f, 100.0f, 100.0f);
- DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
- actor.SetPosition(vector);
+ actor.SetProperty(Actor::Property::POSITION, vector);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+ DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
END_TEST;
}
Vector3 vector(100.0f, 0.0f, 0.0f);
- DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
- actor.SetX(100.0f);
+ actor.SetProperty(Actor::Property::POSITION_X, 100.0f);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+ DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
END_TEST;
}
Vector3 vector(0.0f, 100.0f, 0.0f);
- DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
- actor.SetY(100.0f);
+ actor.SetProperty(Actor::Property::POSITION_Y, 100.0f);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+ DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
END_TEST;
}
Vector3 vector(0.0f, 0.0f, 100.0f);
- DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
- actor.SetZ(100.0f);
+ actor.SetProperty(Actor::Property::POSITION_Z, 100.0f);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+ DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
END_TEST;
}
Actor actor = Actor::New();
Vector3 vector(0.7f, 0.8f, 0.9f);
- DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
- 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 );
+ 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 );
+ DALI_TEST_EQUALS(vector.x, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).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 );
+ 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 );
+ DALI_TEST_EQUALS(vector.y, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).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 );
+ 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 );
+ DALI_TEST_EQUALS(vector.z, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).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;
}
{
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
Vector3 vector(100.0f, 100.0f, 100.0f);
- DALI_TEST_CHECK(vector != actor.GetCurrentPosition());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
- actor.SetPosition(vector);
+ actor.SetProperty(Actor::Property::POSITION, vector);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(vector == actor.GetCurrentPosition());
+ DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
actor.TranslateBy(vector);
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(vector*2.0f == actor.GetCurrentPosition());
+ DALI_TEST_CHECK(vector * 2.0f == actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
END_TEST;
}
{
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
Vector3 setVector(100.0f, 100.0f, 0.0f);
- actor.SetPosition(setVector);
+ actor.SetProperty(Actor::Property::POSITION, setVector);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(actor.GetCurrentPosition() == setVector);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION) == setVector);
END_TEST;
}
{
TestApplication application;
- Actor parent = Actor::New();
- Vector3 parentPosition( 1.0f, 2.0f, 3.0f );
- parent.SetPosition( parentPosition );
- parent.SetParentOrigin( ParentOrigin::CENTER );
- parent.SetAnchorPoint( AnchorPoint::CENTER );
- Stage::GetCurrent().Add( parent );
+ Actor parent = Actor::New();
+ Vector3 parentPosition(1.0f, 2.0f, 3.0f);
+ parent.SetProperty(Actor::Property::POSITION, parentPosition);
+ parent.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ parent.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ application.GetScene().Add(parent);
Actor child = Actor::New();
- child.SetParentOrigin( ParentOrigin::CENTER );
- child.SetAnchorPoint( AnchorPoint::CENTER );
- Vector3 childPosition( 6.0f, 6.0f, 6.0f );
- child.SetPosition( childPosition );
- parent.Add( child );
+ child.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ child.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ Vector3 childPosition(6.0f, 6.0f, 6.0f);
+ child.SetProperty(Actor::Property::POSITION, childPosition);
+ parent.Add(child);
// The actors should not have a world position yet
- DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), Vector3::ZERO, TEST_LOCATION);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentPosition(), childPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::POSITION), parentPosition, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::POSITION), childPosition, TEST_LOCATION);
// The actors should have a world position now
- DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), parentPosition, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), parentPosition + childPosition, TEST_LOCATION);
END_TEST;
}
tet_infoline("Testing Actor::SetInheritPosition");
TestApplication application;
- Actor parent = Actor::New();
- Vector3 parentPosition( 1.0f, 2.0f, 3.0f );
- parent.SetPosition( parentPosition );
- parent.SetParentOrigin( ParentOrigin::CENTER );
- parent.SetAnchorPoint( AnchorPoint::CENTER );
- Stage::GetCurrent().Add( parent );
+ Actor parent = Actor::New();
+ Vector3 parentPosition(1.0f, 2.0f, 3.0f);
+ parent.SetProperty(Actor::Property::POSITION, parentPosition);
+ parent.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ parent.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ application.GetScene().Add(parent);
Actor child = Actor::New();
- child.SetParentOrigin( ParentOrigin::CENTER );
- child.SetAnchorPoint( AnchorPoint::CENTER );
- Vector3 childPosition( 10.0f, 11.0f, 12.0f );
- child.SetPosition( childPosition );
- parent.Add( child );
+ child.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ child.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ Vector3 childPosition(10.0f, 11.0f, 12.0f);
+ child.SetProperty(Actor::Property::POSITION, childPosition);
+ parent.Add(child);
// The actors should not have a world position yet
- DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), Vector3::ZERO, TEST_LOCATION);
// first test default, which is to inherit position
- DALI_TEST_EQUALS( child.IsPositionInherited(), true, TEST_LOCATION );
+ DALI_TEST_EQUALS(child.GetProperty<bool>(Actor::Property::INHERIT_POSITION), true, TEST_LOCATION);
application.SendNotification();
application.Render(0); // should only really call Update as Render is not required to update scene
- DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentPosition(), childPosition, TEST_LOCATION );
- DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::POSITION), parentPosition, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::POSITION), childPosition, TEST_LOCATION);
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), parentPosition, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), parentPosition + childPosition, TEST_LOCATION);
//Change child position
- Vector3 childOffset( -1.0f, 1.0f, 0.0f );
- child.SetPosition( childOffset );
+ Vector3 childOffset(-1.0f, 1.0f, 0.0f);
+ child.SetProperty(Actor::Property::POSITION, childOffset);
// Use local position as world postion
- child.SetInheritPosition( false );
- DALI_TEST_EQUALS( child.IsPositionInherited(), false, TEST_LOCATION );
+ child.SetProperty(Actor::Property::INHERIT_POSITION, false);
+ DALI_TEST_EQUALS(child.GetProperty<bool>(Actor::Property::INHERIT_POSITION), false, TEST_LOCATION);
application.SendNotification();
application.Render(0); // should only really call Update as Render is not required to update scene
- DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentPosition(), childOffset, TEST_LOCATION );
- DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), childOffset, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::POSITION), parentPosition, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::POSITION), childOffset, TEST_LOCATION);
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), parentPosition, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), childOffset, TEST_LOCATION);
//Change back to inherit position from parent
- child.SetInheritPosition( true );
- DALI_TEST_EQUALS( child.IsPositionInherited(), true, TEST_LOCATION );
+ child.SetProperty(Actor::Property::INHERIT_POSITION, true);
+ DALI_TEST_EQUALS(child.GetProperty<bool>(Actor::Property::INHERIT_POSITION), true, TEST_LOCATION);
application.SendNotification();
application.Render(0); // should only really call Update as Render is not required to update scene
- DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentPosition(), childOffset, TEST_LOCATION );
- DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childOffset, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::POSITION), parentPosition, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::POSITION), childOffset, TEST_LOCATION);
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), parentPosition, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), parentPosition + childOffset, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor parent = Actor::New();
- Actor child = Actor::New();
- parent.Add( child );
- Stage::GetCurrent().Add( parent );
+ Actor child = Actor::New();
+ parent.Add(child);
+ application.GetScene().Add(parent);
- DALI_TEST_EQUALS( parent.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetProperty(Actor::Property::COLOR_ALPHA).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetProperty(Actor::Property::COLOR_ALPHA).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION);
// flush the queue and render once
application.SendNotification();
application.Render();
- parent.SetOpacity( 0.1f );
+ parent.SetProperty(Actor::Property::OPACITY, 0.1f);
- DALI_TEST_EQUALS( parent.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 0.1f, 0.0001f, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetProperty(Actor::Property::COLOR_ALPHA).Get<float>(), 0.1f, 0.0001f, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetProperty(Actor::Property::COLOR_ALPHA).Get<float>(), 1.0f, 0.0001f, TEST_LOCATION);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( parent.GetProperty( Actor::Property::WORLD_COLOR ).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION );
- DALI_TEST_EQUALS( parent.GetCurrentProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 0.1f, 0.0001f, TEST_LOCATION );
- DALI_TEST_EQUALS( parent.GetCurrentProperty( Actor::Property::WORLD_COLOR ).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetProperty( Actor::Property::WORLD_COLOR ).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentProperty( Actor::Property::WORLD_COLOR ).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentProperty( Actor::Property::COLOR_ALPHA ).Get<float>(), 1.f, 0.0001f, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetProperty(Actor::Property::WORLD_COLOR).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION);
+ DALI_TEST_EQUALS(parent.GetCurrentProperty(Actor::Property::COLOR_ALPHA).Get<float>(), 0.1f, 0.0001f, TEST_LOCATION);
+ DALI_TEST_EQUALS(parent.GetCurrentProperty(Actor::Property::WORLD_COLOR).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetProperty(Actor::Property::WORLD_COLOR).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty(Actor::Property::WORLD_COLOR).Get<Vector4>(), Vector4(1.f, 1.f, 1.f, 0.1f), 0.0001f, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty(Actor::Property::COLOR_ALPHA).Get<float>(), 1.f, 0.0001f, TEST_LOCATION);
END_TEST;
}
{
TestApplication application;
- Quaternion rotation( Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f));
- Actor actor = Actor::New();
+ Quaternion rotation(Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f));
+ Actor actor = Actor::New();
- actor.SetOrientation(rotation);
+ actor.SetProperty(Actor::Property::ORIENTATION, rotation);
// 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.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
- Radian angle( 0.785f );
+ Radian angle(0.785f);
Vector3 axis(1.0f, 1.0f, 0.0f);
- actor.SetOrientation( angle, axis);
- Quaternion rotation( angle, axis );
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(angle, axis));
+ Quaternion rotation(angle, axis);
// 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.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
- Stage::GetCurrent().Add( actor );
- actor.RotateBy( Degree( 360 ), axis);
- DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+ application.GetScene().Add(actor);
+ actor.RotateBy(Degree(360), axis);
+ DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
- actor.SetOrientation( Degree( 0 ), Vector3( 1.0f, 0.0f, 0.0f ) );
- Quaternion result( Radian( 0 ), Vector3( 1.0f, 0.0f, 0.0f ) );
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Degree(0), Vector3(1.0f, 0.0f, 0.0f)));
+ Quaternion result(Radian(0), Vector3(1.0f, 0.0f, 0.0f));
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( result, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+ DALI_TEST_EQUALS(result, actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
- actor.SetOrientation( angle, axis);
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(angle, axis));
// 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.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
- Stage::GetCurrent().Remove( actor );
+ application.GetScene().Remove(actor);
END_TEST;
}
{
TestApplication application;
- Quaternion rotation( Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f));
- Actor actor = Actor::New();
+ Quaternion rotation(Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f));
+ Actor actor = Actor::New();
- actor.SetProperty( Actor::Property::ORIENTATION, rotation );
- DALI_TEST_EQUALS(rotation, actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION);
+ 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);
+ DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 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;
}
Actor actor = Actor::New();
- Radian angle( M_PI * 0.25f );
- actor.RotateBy(( angle ), Vector3::ZAXIS);
+ Radian angle(M_PI * 0.25f);
+ actor.RotateBy((angle), Vector3::ZAXIS);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS(Quaternion( angle, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+ DALI_TEST_EQUALS(Quaternion(angle, Vector3::ZAXIS), actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add(actor);
- actor.RotateBy( angle, Vector3::ZAXIS);
+ actor.RotateBy(angle, Vector3::ZAXIS);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+ DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
- Stage::GetCurrent().Remove( actor );
+ application.GetScene().Remove(actor);
END_TEST;
}
Actor actor = Actor::New();
- Radian angle( M_PI * 0.25f );
+ Radian angle(M_PI * 0.25f);
Quaternion rotation(angle, Vector3::ZAXIS);
actor.RotateBy(rotation);
// 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.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
actor.RotateBy(rotation);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION);
+ DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
END_TEST;
}
int UtcDaliActorGetCurrentOrientation(void)
{
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
Quaternion rotation(Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f));
- actor.SetOrientation(rotation);
+ actor.SetProperty(Actor::Property::ORIENTATION, rotation);
// 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.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
END_TEST;
}
tet_infoline("Testing Actor::GetCurrentWorldRotation");
TestApplication application;
- Actor parent = Actor::New();
- Radian rotationAngle( Degree(90.0f) );
- Quaternion rotation( rotationAngle, Vector3::YAXIS );
- parent.SetOrientation( rotation );
- Stage::GetCurrent().Add( parent );
+ Actor parent = Actor::New();
+ Radian rotationAngle(Degree(90.0f));
+ Quaternion rotation(rotationAngle, Vector3::YAXIS);
+ parent.SetProperty(Actor::Property::ORIENTATION, rotation);
+ application.GetScene().Add(parent);
Actor child = Actor::New();
- child.SetOrientation( rotation );
- parent.Add( child );
+ child.SetProperty(Actor::Property::ORIENTATION, rotation);
+ parent.Add(child);
// The actors should not have a world rotation yet
- DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Quaternion>(Actor::Property::WORLD_ORIENTATION), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Quaternion>(Actor::Property::WORLD_ORIENTATION), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( parent.GetCurrentOrientation(), rotation, 0.001, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentOrientation(), rotation, 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, 0.001, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, 0.001, TEST_LOCATION);
// The actors should have a world rotation now
- DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), Quaternion( rotationAngle * 2.0f, Vector3::YAXIS ), 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Quaternion>(Actor::Property::WORLD_ORIENTATION), Quaternion(rotationAngle, Vector3::YAXIS), 0.001, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Quaternion>(Actor::Property::WORLD_ORIENTATION), Quaternion(rotationAngle * 2.0f, Vector3::YAXIS), 0.001, TEST_LOCATION);
// turn off child rotation inheritance
- child.SetInheritOrientation( false );
- DALI_TEST_EQUALS( child.IsOrientationInherited(), false, TEST_LOCATION );
+ child.SetProperty(Actor::Property::INHERIT_ORIENTATION, false);
+ DALI_TEST_EQUALS(child.GetProperty<bool>(Actor::Property::INHERIT_ORIENTATION), false, TEST_LOCATION);
application.SendNotification();
application.Render(0);
// The actors should have a world rotation now
- DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), rotation, 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Quaternion>(Actor::Property::WORLD_ORIENTATION), Quaternion(rotationAngle, Vector3::YAXIS), 0.001, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Quaternion>(Actor::Property::WORLD_ORIENTATION), rotation, 0.001, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
- // Set to random value first - GetCurrentScale() asserts if called before SetScale()
- actor.SetScale(0.25f);
+ // Set to random value first -.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) asserts if called before SetScale()
+ actor.SetProperty(Actor::Property::SCALE, 0.25f);
Vector3 scale(10.0f, 10.0f, 10.0f);
- DALI_TEST_CHECK(actor.GetCurrentScale() != scale);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE) != scale);
- actor.SetScale(scale.x);
+ actor.SetProperty(Actor::Property::SCALE, scale.x);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(actor.GetCurrentScale() == scale);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE) == scale);
END_TEST;
}
int UtcDaliActorSetScale02(void)
{
TestApplication application;
- Vector3 scale(10.0f, 10.0f, 10.0f);
+ Vector3 scale(10.0f, 10.0f, 10.0f);
Actor actor = Actor::New();
- // Set to random value first - GetCurrentScale() asserts if called before SetScale()
- actor.SetScale(Vector3(12.0f, 1.0f, 2.0f));
+ // Set to random value first -.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) asserts if called before SetScale()
+ actor.SetProperty(Actor::Property::SCALE, Vector3(12.0f, 1.0f, 2.0f));
- DALI_TEST_CHECK(actor.GetCurrentScale() != scale);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE) != scale);
- actor.SetScale(scale.x, scale.y, scale.z);
+ actor.SetProperty(Actor::Property::SCALE, Vector3(scale.x, scale.y, scale.z));
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(actor.GetCurrentScale() == scale);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE) == scale);
// add to stage and test
- Stage::GetCurrent().Add( actor );
- actor.SetScale( 2.0f, 2.0f, 2.0f );
+ application.GetScene().Add(actor);
+ actor.SetProperty(Actor::Property::SCALE, Vector3(2.0f, 2.0f, 2.0f));
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( Vector3( 2.0f, 2.0f, 2.0f ), actor.GetCurrentScale(), 0.001, TEST_LOCATION);
+ DALI_TEST_EQUALS(Vector3(2.0f, 2.0f, 2.0f), actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), 0.001, TEST_LOCATION);
- Stage::GetCurrent().Remove( actor );
+ application.GetScene().Remove(actor);
END_TEST;
}
int UtcDaliActorSetScale03(void)
{
TestApplication application;
- Vector3 scale(10.0f, 10.0f, 10.0f);
+ Vector3 scale(10.0f, 10.0f, 10.0f);
Actor actor = Actor::New();
- // Set to random value first - GetCurrentScale() asserts if called before SetScale()
- actor.SetScale(Vector3(12.0f, 1.0f, 2.0f));
+ // Set to random value first -.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) asserts if called before SetScale()
+ actor.SetProperty(Actor::Property::SCALE, Vector3(12.0f, 1.0f, 2.0f));
- DALI_TEST_CHECK(actor.GetCurrentScale() != scale);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE) != scale);
- actor.SetScale(scale);
+ actor.SetProperty(Actor::Property::SCALE, scale);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(actor.GetCurrentScale() == scale);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE) == scale);
END_TEST;
}
Actor actor = Actor::New();
Vector3 vector(0.7f, 0.8f, 0.9f);
- DALI_TEST_CHECK(vector != actor.GetCurrentScale());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE));
- actor.SetProperty( Actor::Property::SCALE_X, vector.x );
- DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION );
+ 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 );
+ DALI_TEST_EQUALS(vector.x, actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).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 );
+ 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 );
+ DALI_TEST_EQUALS(vector.y, actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).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 );
+ 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.z, actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).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 );
+ 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;
}
int UtcDaliActorScaleBy(void)
{
TestApplication application;
- Actor actor = Actor::New();
- Vector3 vector(100.0f, 100.0f, 100.0f);
+ Actor actor = Actor::New();
+ Vector3 vector(100.0f, 100.0f, 100.0f);
- DALI_TEST_CHECK(vector != actor.GetCurrentScale());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE));
- actor.SetScale(vector);
+ actor.SetProperty(Actor::Property::SCALE, vector);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(vector == actor.GetCurrentScale());
+ DALI_TEST_CHECK(vector == actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE));
actor.ScaleBy(vector);
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(vector*100.0f == actor.GetCurrentScale());
+ DALI_TEST_CHECK(vector * 100.0f == actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE));
END_TEST;
}
int UtcDaliActorGetCurrentScale(void)
{
TestApplication application;
- Vector3 scale(12.0f, 1.0f, 2.0f);
+ Vector3 scale(12.0f, 1.0f, 2.0f);
Actor actor = Actor::New();
- actor.SetScale(scale);
+ actor.SetProperty(Actor::Property::SCALE, scale);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(actor.GetCurrentScale() == scale);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE) == scale);
END_TEST;
}
{
TestApplication application;
- Actor parent = Actor::New();
- Vector3 parentScale( 1.0f, 2.0f, 3.0f );
- parent.SetScale( parentScale );
- Stage::GetCurrent().Add( parent );
+ Actor parent = Actor::New();
+ Vector3 parentScale(1.0f, 2.0f, 3.0f);
+ parent.SetProperty(Actor::Property::SCALE, parentScale);
+ application.GetScene().Add(parent);
- Actor child = Actor::New();
- Vector3 childScale( 2.0f, 2.0f, 2.0f );
- child.SetScale( childScale );
- parent.Add( child );
+ Actor child = Actor::New();
+ Vector3 childScale(2.0f, 2.0f, 2.0f);
+ child.SetProperty(Actor::Property::SCALE, childScale);
+ parent.Add(child);
// The actors should not have a scale yet
- DALI_TEST_EQUALS( parent.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
// The actors should not have a world scale yet
- DALI_TEST_EQUALS( parent.GetCurrentWorldScale(), Vector3::ONE, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldScale(), Vector3::ONE, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::WORLD_SCALE), Vector3::ONE, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::WORLD_SCALE), Vector3::ONE, TEST_LOCATION);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( parent.GetCurrentScale(), parentScale, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentScale(), childScale, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::SCALE), parentScale, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::SCALE), childScale, TEST_LOCATION);
// The actors should have a world scale now
- DALI_TEST_EQUALS( parent.GetCurrentWorldScale(), parentScale, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldScale(), parentScale * childScale, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector3>(Actor::Property::WORLD_SCALE), parentScale, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::WORLD_SCALE), parentScale * childScale, TEST_LOCATION);
END_TEST;
}
tet_infoline("Testing Actor::SetInheritScale");
TestApplication application;
- Actor parent = Actor::New();
- Vector3 parentScale( 1.0f, 2.0f, 3.0f );
- parent.SetScale( parentScale );
- Stage::GetCurrent().Add( parent );
+ Actor parent = Actor::New();
+ Vector3 parentScale(1.0f, 2.0f, 3.0f);
+ parent.SetProperty(Actor::Property::SCALE, parentScale);
+ application.GetScene().Add(parent);
- Actor child = Actor::New();
- Vector3 childScale( 2.0f, 2.0f, 2.0f );
- child.SetScale( childScale );
- parent.Add( child );
+ Actor child = Actor::New();
+ Vector3 childScale(2.0f, 2.0f, 2.0f);
+ child.SetProperty(Actor::Property::SCALE, childScale);
+ parent.Add(child);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( child.IsScaleInherited(), true, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldScale(), parentScale * childScale, TEST_LOCATION );
+ DALI_TEST_EQUALS(child.GetProperty<bool>(Actor::Property::INHERIT_SCALE), true, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::WORLD_SCALE), parentScale * childScale, TEST_LOCATION);
- child.SetInheritScale( false );
- DALI_TEST_EQUALS( child.IsScaleInherited(), false, TEST_LOCATION );
+ child.SetProperty(Actor::Property::INHERIT_SCALE, false);
+ DALI_TEST_EQUALS(child.GetProperty<bool>(Actor::Property::INHERIT_SCALE), false, TEST_LOCATION);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( child.GetCurrentWorldScale(), childScale, TEST_LOCATION );
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::WORLD_SCALE), childScale, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- actor.SetVisible(false);
+ actor.SetProperty(Actor::Property::VISIBLE, false);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(actor.IsVisible() == false);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE) == false);
- actor.SetVisible(true);
+ actor.SetProperty(Actor::Property::VISIBLE, true);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(actor.IsVisible() == true);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE) == true);
// put actor on stage
- Stage::GetCurrent().Add( actor );
- actor.SetVisible(false);
+ application.GetScene().Add(actor);
+ actor.SetProperty(Actor::Property::VISIBLE, false);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(actor.IsVisible() == false);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE) == false);
END_TEST;
}
Actor actor = Actor::New();
- DALI_TEST_CHECK(actor.IsVisible() == true);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE) == true);
END_TEST;
}
Actor actor = Actor::New();
// initial opacity is 1
- DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 1.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::OPACITY), 1.0f, TEST_LOCATION);
- actor.SetOpacity( 0.4f);
+ actor.SetProperty(Actor::Property::OPACITY, 0.4f);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.4f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::OPACITY), 0.4f, TEST_LOCATION);
// change opacity, actor is on stage to change is not immediate
- actor.SetOpacity( actor.GetCurrentOpacity() + 0.1f );
+ actor.SetProperty(Actor::Property::OPACITY, actor.GetCurrentProperty<float>(Actor::Property::OPACITY) + 0.1f);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.5f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::OPACITY), 0.5f, TEST_LOCATION);
// put actor on stage
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add(actor);
// change opacity, actor is on stage to change is not immediate
- actor.SetOpacity( 0.9f );
- DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.5f, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::OPACITY, 0.9f);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::OPACITY), 0.5f, TEST_LOCATION);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.9f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::OPACITY), 0.9f, TEST_LOCATION);
// change opacity, actor is on stage to change is not immediate
- actor.SetOpacity( actor.GetCurrentOpacity() - 0.9f );
+ actor.SetProperty(Actor::Property::OPACITY, actor.GetCurrentProperty<float>(Actor::Property::OPACITY) - 0.9f);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::OPACITY), 0.0f, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- DALI_TEST_CHECK(actor.GetCurrentOpacity() != 0.5f);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<float>(Actor::Property::OPACITY) != 0.5f);
- actor.SetOpacity(0.5f);
+ actor.SetProperty(Actor::Property::OPACITY, 0.5f);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(actor.GetCurrentOpacity() == 0.5f);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<float>(Actor::Property::OPACITY) == 0.5f);
END_TEST;
}
int UtcDaliActorSetSensitive(void)
{
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
- bool sensitive = !actor.IsSensitive();
+ bool sensitive = !actor.GetProperty<bool>(Actor::Property::SENSITIVE);
- actor.SetSensitive(sensitive);
+ actor.SetProperty(Actor::Property::SENSITIVE, sensitive);
- DALI_TEST_CHECK(sensitive == actor.IsSensitive());
+ DALI_TEST_CHECK(sensitive == actor.GetProperty<bool>(Actor::Property::SENSITIVE));
END_TEST;
}
int UtcDaliActorIsSensitive(void)
{
TestApplication application;
- Actor actor = Actor::New();
- actor.SetSensitive(false);
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SENSITIVE, false);
- DALI_TEST_CHECK(false == actor.IsSensitive());
+ DALI_TEST_CHECK(false == actor.GetProperty<bool>(Actor::Property::SENSITIVE));
END_TEST;
}
int UtcDaliActorSetColor(void)
{
TestApplication application;
- Actor actor = Actor::New();
- Vector4 color(1.0f, 1.0f, 1.0f, 0.5f);
+ Actor actor = Actor::New();
+ Vector4 color(1.0f, 1.0f, 1.0f, 0.5f);
- DALI_TEST_CHECK(color != actor.GetCurrentColor());
+ DALI_TEST_CHECK(color != actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR));
- actor.SetColor(color);
+ actor.SetProperty(Actor::Property::COLOR, color);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(color == actor.GetCurrentColor());
+ DALI_TEST_CHECK(color == actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR));
- actor.SetColor( actor.GetCurrentColor() + Vector4( -0.4f, -0.5f, -0.6f, -0.4f ) );
+ actor.SetProperty(Actor::Property::COLOR, actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR) + Vector4(-0.4f, -0.5f, -0.6f, -0.4f));
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( Vector4( 0.6f, 0.5f, 0.4f, 0.1f ), actor.GetCurrentColor(), TEST_LOCATION );
+ DALI_TEST_EQUALS(Vector4(0.6f, 0.5f, 0.4f, 0.1f), actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), TEST_LOCATION);
- Stage::GetCurrent().Add( actor );
- actor.SetColor( color );
+ application.GetScene().Add(actor);
+ actor.SetProperty(Actor::Property::COLOR, color);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( color, actor.GetCurrentColor(), TEST_LOCATION );
+ DALI_TEST_EQUALS(color, actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), TEST_LOCATION);
- actor.SetColor( actor.GetCurrentColor() + Vector4( 1.1f, 1.1f, 1.1f, 1.1f ) );
+ actor.SetProperty(Actor::Property::COLOR, actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR) + Vector4(1.1f, 1.1f, 1.1f, 1.1f));
// flush the queue and render once
application.SendNotification();
application.Render();
// Actor color is not clamped
- DALI_TEST_EQUALS( Vector4( 2.1f, 2.1f, 2.1f, 1.6f ), actor.GetCurrentColor(), TEST_LOCATION );
+ DALI_TEST_EQUALS(Vector4(2.1f, 2.1f, 2.1f, 1.6f), actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), TEST_LOCATION);
// world color is clamped
- DALI_TEST_EQUALS( Vector4( 1.0f, 1.0f, 1.0f, 1.0f ), actor.GetCurrentWorldColor(), TEST_LOCATION );
+ DALI_TEST_EQUALS(Vector4(1.0f, 1.0f, 1.0f, 1.0f), actor.GetCurrentProperty<Vector4>(Actor::Property::WORLD_COLOR), TEST_LOCATION);
+
+ actor.SetProperty(Actor::Property::COLOR, color);
+ DALI_TEST_EQUALS(color, actor.GetProperty<Vector4>(Actor::Property::COLOR), TEST_LOCATION);
- Stage::GetCurrent().Remove( actor );
+ Vector3 newColor(1.0f, 0.0f, 0.0f);
+ actor.SetProperty(Actor::Property::COLOR, newColor);
+ DALI_TEST_EQUALS(Vector4(newColor.r, newColor.g, newColor.b, 1.0f), actor.GetProperty<Vector4>(Actor::Property::COLOR), TEST_LOCATION);
+
+ application.GetScene().Remove(actor);
END_TEST;
}
Actor actor = Actor::New();
Vector4 vector(0.7f, 0.8f, 0.9f, 0.6f);
- DALI_TEST_CHECK(vector != actor.GetCurrentColor());
+ DALI_TEST_CHECK(vector != actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR));
- actor.SetProperty( Actor::Property::COLOR_RED, vector.r );
- DALI_TEST_EQUALS( vector.r, actor.GetProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION );
+ 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 );
+ DALI_TEST_EQUALS(vector.r, actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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 );
+ 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 );
+ DALI_TEST_EQUALS(vector.g, actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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 );
+ 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 );
-
+ DALI_TEST_EQUALS(vector.b, actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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 );
+ 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.a, actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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 );
+ 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(Actor::Property::OPACITY, 0.2f);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( 0.2f, actor.GetCurrentColor().a, TEST_LOCATION );
+ DALI_TEST_EQUALS(0.2f, actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, TEST_LOCATION);
END_TEST;
}
-
int UtcDaliActorGetCurrentColor(void)
{
TestApplication application;
- Actor actor = Actor::New();
- Vector4 color(1.0f, 1.0f, 1.0f, 0.5f);
+ Actor actor = Actor::New();
+ Vector4 color(1.0f, 1.0f, 1.0f, 0.5f);
- actor.SetColor(color);
+ actor.SetProperty(Actor::Property::COLOR, color);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK(color == actor.GetCurrentColor());
+ DALI_TEST_CHECK(color == actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR));
END_TEST;
}
tet_infoline("Actor::GetCurrentWorldColor");
TestApplication application;
- Actor parent = Actor::New();
- Vector4 parentColor( 1.0f, 0.5f, 0.0f, 0.8f );
- parent.SetColor( parentColor );
- Stage::GetCurrent().Add( parent );
+ Actor parent = Actor::New();
+ Vector4 parentColor(1.0f, 0.5f, 0.0f, 0.8f);
+ parent.SetProperty(Actor::Property::COLOR, parentColor);
+ application.GetScene().Add(parent);
- Actor child = Actor::New();
- Vector4 childColor( 0.5f, 0.6f, 0.5f, 1.0f );
- child.SetColor( childColor );
- parent.Add( child );
+ Actor child = Actor::New();
+ Vector4 childColor(0.5f, 0.6f, 0.5f, 1.0f);
+ child.SetProperty(Actor::Property::COLOR, childColor);
+ parent.Add(child);
- DALI_TEST_EQUALS( parent.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
// verify the default color mode
- DALI_TEST_EQUALS( USE_OWN_MULTIPLY_PARENT_ALPHA, child.GetColorMode(), TEST_LOCATION );
+ DALI_TEST_EQUALS(USE_OWN_MULTIPLY_PARENT_ALPHA, child.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), TEST_LOCATION);
// The actors should not have a world color yet
- DALI_TEST_EQUALS( parent.GetCurrentWorldColor(), Color::WHITE, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldColor(), Color::WHITE, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector4>(Actor::Property::WORLD_COLOR), Color::WHITE, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector4>(Actor::Property::WORLD_COLOR), Color::WHITE, TEST_LOCATION);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( parent.GetCurrentColor(), parentColor, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentColor(), childColor, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector4>(Actor::Property::COLOR), parentColor, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector4>(Actor::Property::COLOR), childColor, TEST_LOCATION);
// The actors should have a world color now
- DALI_TEST_EQUALS( parent.GetCurrentWorldColor(), parentColor, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldColor(), Vector4( childColor.r, childColor.g, childColor.b, childColor.a * parentColor.a), TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Vector4>(Actor::Property::WORLD_COLOR), parentColor, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector4>(Actor::Property::WORLD_COLOR), Vector4(childColor.r, childColor.g, childColor.b, childColor.a * parentColor.a), TEST_LOCATION);
// use own color
- child.SetColorMode( USE_OWN_COLOR );
+ child.SetProperty(Actor::Property::COLOR_MODE, USE_OWN_COLOR);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( child.GetCurrentWorldColor(), childColor, TEST_LOCATION );
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector4>(Actor::Property::WORLD_COLOR), childColor, TEST_LOCATION);
// use parent color
- child.SetColorMode( USE_PARENT_COLOR );
+ child.SetProperty(Actor::Property::COLOR_MODE, USE_PARENT_COLOR);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( child.GetCurrentColor(), childColor, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldColor(), parentColor, TEST_LOCATION );
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector4>(Actor::Property::COLOR), childColor, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector4>(Actor::Property::WORLD_COLOR), parentColor, TEST_LOCATION);
// use parent alpha
- child.SetColorMode( USE_OWN_MULTIPLY_PARENT_ALPHA );
+ child.SetProperty(Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_ALPHA);
application.SendNotification();
application.Render(0);
- Vector4 expectedColor( childColor );
+ Vector4 expectedColor(childColor);
expectedColor.a *= parentColor.a;
- DALI_TEST_EQUALS( child.GetCurrentColor(), childColor, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldColor(), expectedColor, TEST_LOCATION );
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector4>(Actor::Property::COLOR), childColor, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector4>(Actor::Property::WORLD_COLOR), expectedColor, TEST_LOCATION);
END_TEST;
}
{
tet_infoline("Actor::SetColorMode");
TestApplication application;
- Actor actor = Actor::New();
- Actor child = Actor::New();
- actor.Add( child );
+ Actor actor = Actor::New();
+ Actor child = Actor::New();
+ actor.Add(child);
- actor.SetColorMode( USE_OWN_COLOR );
- DALI_TEST_EQUALS( USE_OWN_COLOR, actor.GetColorMode(), TEST_LOCATION );
+ actor.SetProperty(Actor::Property::COLOR_MODE, USE_OWN_COLOR);
+ DALI_TEST_EQUALS(USE_OWN_COLOR, actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), TEST_LOCATION);
- actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
- DALI_TEST_EQUALS( USE_OWN_MULTIPLY_PARENT_COLOR, actor.GetColorMode(), TEST_LOCATION );
+ actor.SetProperty(Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR);
+ DALI_TEST_EQUALS(USE_OWN_MULTIPLY_PARENT_COLOR, actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), TEST_LOCATION);
- actor.SetColorMode( USE_PARENT_COLOR );
- DALI_TEST_EQUALS( USE_PARENT_COLOR, actor.GetColorMode(), TEST_LOCATION );
+ actor.SetProperty(Actor::Property::COLOR_MODE, USE_PARENT_COLOR);
+ DALI_TEST_EQUALS(USE_PARENT_COLOR, actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), TEST_LOCATION);
- actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_ALPHA );
- DALI_TEST_EQUALS( USE_OWN_MULTIPLY_PARENT_ALPHA, actor.GetColorMode(), TEST_LOCATION );
+ actor.SetProperty(Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_ALPHA);
+ DALI_TEST_EQUALS(USE_OWN_MULTIPLY_PARENT_ALPHA, actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), TEST_LOCATION);
END_TEST;
}
int UtcDaliActorScreenToLocal(void)
{
TestApplication application;
- Actor actor = Actor::New();
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- actor.SetSize(100.0f, 100.0f);
- actor.SetPosition(10.0f, 10.0f);
- Stage::GetCurrent().Add(actor);
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::POSITION, Vector2(10.0f, 10.0f));
+ application.GetScene().Add(actor);
// flush the queue and render once
application.SendNotification();
application.SendNotification();
application.Render();
- DALI_TEST_CHECK( actor.ScreenToLocal(localX, localY, 50.0f, 50.0f) );
+ DALI_TEST_CHECK(actor.ScreenToLocal(localX, localY, 50.0f, 50.0f));
DALI_TEST_EQUALS(localX, 40.0f, 0.01f, TEST_LOCATION);
DALI_TEST_EQUALS(localY, 40.0f, 0.01f, TEST_LOCATION);
Actor actor = Actor::New();
- actor.SetLeaveRequired(false);
- DALI_TEST_CHECK(actor.GetLeaveRequired() == false);
+ actor.SetProperty(Actor::Property::LEAVE_REQUIRED, false);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::LEAVE_REQUIRED) == false);
- actor.SetLeaveRequired(true);
- DALI_TEST_CHECK(actor.GetLeaveRequired() == true);
+ actor.SetProperty(Actor::Property::LEAVE_REQUIRED, true);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::LEAVE_REQUIRED) == true);
END_TEST;
}
Actor actor = Actor::New();
- DALI_TEST_CHECK(actor.GetLeaveRequired() == false);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::LEAVE_REQUIRED) == false);
END_TEST;
}
Actor actor = Actor::New();
- actor.SetKeyboardFocusable(true);
- DALI_TEST_CHECK(actor.IsKeyboardFocusable() == true);
+ actor.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) == true);
- actor.SetKeyboardFocusable(false);
- DALI_TEST_CHECK(actor.IsKeyboardFocusable() == false);
+ actor.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, false);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) == false);
END_TEST;
}
Actor actor = Actor::New();
- DALI_TEST_CHECK(actor.IsKeyboardFocusable() == false);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(Actor::Property::KEYBOARD_FOCUSABLE) == false);
END_TEST;
}
Actor actor = Actor::New();
- Constraint constraint = Constraint::New<Vector4>( actor, Actor::Property::COLOR, TestConstraint() );
+ Constraint constraint = Constraint::New<Vector4>(actor, Actor::Property::COLOR, TestConstraint());
constraint.Apply();
actor.RemoveConstraints();
- DALI_TEST_CHECK( gTestConstraintCalled == false );
+ DALI_TEST_CHECK(gTestConstraintCalled == false);
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add(actor);
constraint.Apply();
// flush the queue and render once
actor.RemoveConstraints();
- DALI_TEST_CHECK( gTestConstraintCalled == true );
+ DALI_TEST_CHECK(gTestConstraintCalled == true);
END_TEST;
}
unsigned int result1 = 0u;
unsigned int result2 = 0u;
- unsigned constraint1Tag = 1u;
- Constraint constraint1 = Constraint::New<Vector4>( actor, Actor::Property::COLOR, TestConstraintRef<Vector4>(result1, 1) );
- constraint1.SetTag( constraint1Tag );
+ unsigned constraint1Tag = 1u;
+ Constraint constraint1 = Constraint::New<Vector4>(actor, Actor::Property::COLOR, TestConstraintRef<Vector4>(result1, 1));
+ constraint1.SetTag(constraint1Tag);
constraint1.Apply();
- unsigned constraint2Tag = 2u;
- Constraint constraint2 = Constraint::New<Vector4>( actor, Actor::Property::COLOR, TestConstraintRef<Vector4>(result2, 2) );
- constraint2.SetTag( constraint2Tag );
+ unsigned constraint2Tag = 2u;
+ Constraint constraint2 = Constraint::New<Vector4>(actor, Actor::Property::COLOR, TestConstraintRef<Vector4>(result2, 2));
+ constraint2.SetTag(constraint2Tag);
constraint2.Apply();
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add(actor);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( result1, 1u, TEST_LOCATION );
- DALI_TEST_EQUALS( result2, 2u, TEST_LOCATION );
+ DALI_TEST_EQUALS(result1, 1u, TEST_LOCATION);
+ DALI_TEST_EQUALS(result2, 2u, TEST_LOCATION);
// 2. Remove Constraint1 and test...
result1 = 0;
result2 = 0;
actor.RemoveConstraints(constraint1Tag);
// make color property dirty, which will trigger constraints to be reapplied.
- actor.SetColor( Color::WHITE );
+ actor.SetProperty(Actor::Property::COLOR, Color::WHITE);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( result1, 0u, TEST_LOCATION ); ///< constraint 1 should not apply now.
- DALI_TEST_EQUALS( result2, 2u, TEST_LOCATION );
+ DALI_TEST_EQUALS(result1, 0u, TEST_LOCATION); ///< constraint 1 should not apply now.
+ DALI_TEST_EQUALS(result2, 2u, TEST_LOCATION);
// 3. Re-Apply Constraint1 and test...
result1 = 0;
result2 = 0;
constraint1.Apply();
// make color property dirty, which will trigger constraints to be reapplied.
- actor.SetColor( Color::WHITE );
+ actor.SetProperty(Actor::Property::COLOR, Color::WHITE);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( result1, 1u, TEST_LOCATION );
- DALI_TEST_EQUALS( result2, 2u, TEST_LOCATION );
+ DALI_TEST_EQUALS(result1, 1u, TEST_LOCATION);
+ DALI_TEST_EQUALS(result2, 2u, TEST_LOCATION);
// 2. Remove Constraint2 and test...
result1 = 0;
result2 = 0;
actor.RemoveConstraints(constraint2Tag);
// make color property dirty, which will trigger constraints to be reapplied.
- actor.SetColor( Color::WHITE );
+ actor.SetProperty(Actor::Property::COLOR, Color::WHITE);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( result1, 1u, TEST_LOCATION );
- DALI_TEST_EQUALS( result2, 0u, TEST_LOCATION ); ///< constraint 2 should not apply now.
+ DALI_TEST_EQUALS(result1, 1u, TEST_LOCATION);
+ DALI_TEST_EQUALS(result2, 0u, TEST_LOCATION); ///< constraint 2 should not apply now.
// 2. Remove Constraint1 as well and test...
result1 = 0;
result2 = 0;
actor.RemoveConstraints(constraint1Tag);
// make color property dirty, which will trigger constraints to be reapplied.
- actor.SetColor( Color::WHITE );
+ actor.SetProperty(Actor::Property::COLOR, Color::WHITE);
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( result1, 0u, TEST_LOCATION ); ///< constraint 1 should not apply now.
- DALI_TEST_EQUALS( result2, 0u, TEST_LOCATION ); ///< constraint 2 should not apply now.
+ DALI_TEST_EQUALS(result1, 0u, TEST_LOCATION); ///< constraint 1 should not apply now.
+ DALI_TEST_EQUALS(result2, 0u, TEST_LOCATION); ///< constraint 2 should not apply now.
END_TEST;
}
ResetTouchCallbacks();
// get the root layer
- Actor actor = Stage::GetCurrent().GetRootLayer();
- DALI_TEST_CHECK( gTouchCallBackCalled == false );
+ Actor actor = application.GetScene().GetRootLayer();
+ DALI_TEST_CHECK(gTouchCallBackCalled == false);
application.SendNotification();
application.Render();
// connect to its touch signal
- actor.TouchedSignal().Connect( TestCallback );
+ actor.TouchedSignal().Connect(TestTouchCallback);
// simulate a touch event in the middle of the screen
- Vector2 touchPoint( Stage::GetCurrent().GetSize() * 0.5 );
+ Vector2 touchPoint(application.GetScene().GetSize() * 0.5);
Dali::Integration::Point point;
- point.SetDeviceId( 1 );
- point.SetState( PointState::DOWN );
- point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) );
+ point.SetDeviceId(1);
+ point.SetState(PointState::DOWN);
+ point.SetScreenPosition(Vector2(touchPoint.x, touchPoint.y));
Dali::Integration::TouchEvent touchEvent;
- touchEvent.AddPoint( point );
- application.ProcessEvent( touchEvent );
+ touchEvent.AddPoint(point);
+ application.ProcessEvent(touchEvent);
- DALI_TEST_CHECK( gTouchCallBackCalled == true );
+ DALI_TEST_CHECK(gTouchCallBackCalled == true);
END_TEST;
}
gHoverCallBackCalled = false;
// get the root layer
- Actor actor = Stage::GetCurrent().GetRootLayer();
- DALI_TEST_CHECK( gHoverCallBackCalled == false );
+ Actor actor = application.GetScene().GetRootLayer();
+ DALI_TEST_CHECK(gHoverCallBackCalled == false);
application.SendNotification();
application.Render();
// connect to its hover signal
- actor.HoveredSignal().Connect( TestCallback3 );
+ actor.HoveredSignal().Connect(TestCallback3);
// simulate a hover event in the middle of the screen
- Vector2 touchPoint( Stage::GetCurrent().GetSize() * 0.5 );
+ Vector2 touchPoint(application.GetScene().GetSize() * 0.5);
Dali::Integration::Point point;
- point.SetDeviceId( 1 );
- point.SetState( PointState::MOTION );
- point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) );
+ point.SetDeviceId(1);
+ point.SetState(PointState::MOTION);
+ point.SetScreenPosition(Vector2(touchPoint.x, touchPoint.y));
Dali::Integration::HoverEvent hoverEvent;
- hoverEvent.AddPoint( point );
- application.ProcessEvent( hoverEvent );
+ hoverEvent.AddPoint(point);
+ application.ProcessEvent(hoverEvent);
- DALI_TEST_CHECK( gHoverCallBackCalled == true );
+ DALI_TEST_CHECK(gHoverCallBackCalled == true);
END_TEST;
}
-int UtcDaliActorOnOffStageSignal(void)
+int UtcDaliActorOnOffSceneSignal(void)
{
- tet_infoline("Testing Dali::Actor::OnStageSignal() and OffStageSignal()");
+ tet_infoline("Testing Dali::Actor::OnSceneSignal() and OffSceneSignal()");
TestApplication application;
// clean test data
- gOnStageCallBackCalled = gOffStageCallBackCalled = 0;
- gActorNamesOnOffStage.clear();
+ gOnSceneCallBackCalled = gOffSceneCallBackCalled = 0;
+ gActorNamesOnOffScene.clear();
Actor parent = Actor::New();
- parent.SetName( "parent" );
- parent.OnStageSignal().Connect( OnStageCallback );
- parent.OffStageSignal().Connect( OffStageCallback );
+ parent.SetProperty(Actor::Property::NAME, "parent");
+ parent.OnSceneSignal().Connect(OnSceneCallback);
+ parent.OffSceneSignal().Connect(OffSceneCallback);
// sanity check
- DALI_TEST_CHECK( gOnStageCallBackCalled == 0 );
- DALI_TEST_CHECK( gOffStageCallBackCalled == 0 );
+ DALI_TEST_CHECK(gOnSceneCallBackCalled == 0);
+ DALI_TEST_CHECK(gOffSceneCallBackCalled == 0);
- // add parent to stage
- Stage::GetCurrent().Add( parent );
+ // add parent to the scene
+ application.GetScene().Add(parent);
// onstage emitted, offstage not
- DALI_TEST_EQUALS( gOnStageCallBackCalled, 1, TEST_LOCATION );
- DALI_TEST_EQUALS( gOffStageCallBackCalled, 0, TEST_LOCATION );
- DALI_TEST_EQUALS( "parent", gActorNamesOnOffStage[ 0 ], TEST_LOCATION );
+ DALI_TEST_EQUALS(gOnSceneCallBackCalled, 1, TEST_LOCATION);
+ DALI_TEST_EQUALS(gOffSceneCallBackCalled, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS("parent", gActorNamesOnOffScene[0], TEST_LOCATION);
// test adding a child, should get onstage emitted
// clean test data
- gOnStageCallBackCalled = gOffStageCallBackCalled = 0;
- gActorNamesOnOffStage.clear();
+ gOnSceneCallBackCalled = gOffSceneCallBackCalled = 0;
+ gActorNamesOnOffScene.clear();
Actor child = Actor::New();
- child.SetName( "child" );
- child.OnStageSignal().Connect( OnStageCallback );
- child.OffStageSignal().Connect( OffStageCallback );
- parent.Add( child ); // add child
- // onstage emitted, offstage not
- DALI_TEST_EQUALS( gOnStageCallBackCalled, 1, TEST_LOCATION );
- DALI_TEST_EQUALS( gOffStageCallBackCalled, 0, TEST_LOCATION );
- DALI_TEST_EQUALS( "child", gActorNamesOnOffStage[ 0 ], TEST_LOCATION );
-
- // test removing parent from stage
+ child.SetProperty(Actor::Property::NAME, "child");
+ child.OnSceneSignal().Connect(OnSceneCallback);
+ child.OffSceneSignal().Connect(OffSceneCallback);
+ parent.Add(child); // add child
+ // onscene emitted, offscene not
+ DALI_TEST_EQUALS(gOnSceneCallBackCalled, 1, TEST_LOCATION);
+ DALI_TEST_EQUALS(gOffSceneCallBackCalled, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS("child", gActorNamesOnOffScene[0], TEST_LOCATION);
+
+ // test removing parent from the scene
// clean test data
- gOnStageCallBackCalled = gOffStageCallBackCalled = 0;
- gActorNamesOnOffStage.clear();
+ gOnSceneCallBackCalled = gOffSceneCallBackCalled = 0;
+ gActorNamesOnOffScene.clear();
- Stage::GetCurrent().Remove( parent );
- // onstage not emitted, offstage is
- DALI_TEST_EQUALS( gOnStageCallBackCalled, 0, TEST_LOCATION );
- DALI_TEST_EQUALS( gOffStageCallBackCalled, 2, TEST_LOCATION );
- DALI_TEST_EQUALS( "child", gActorNamesOnOffStage[ 0 ], TEST_LOCATION );
- DALI_TEST_EQUALS( "parent", gActorNamesOnOffStage[ 1 ], TEST_LOCATION );
+ application.GetScene().Remove(parent);
+ // onscene not emitted, offscene is
+ DALI_TEST_EQUALS(gOnSceneCallBackCalled, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(gOffSceneCallBackCalled, 2, TEST_LOCATION);
+ DALI_TEST_EQUALS("child", gActorNamesOnOffScene[0], TEST_LOCATION);
+ DALI_TEST_EQUALS("parent", gActorNamesOnOffScene[1], TEST_LOCATION);
- // test adding parent back to stage
+ // test adding parent back to the scene
// clean test data
- gOnStageCallBackCalled = gOffStageCallBackCalled = 0;
- gActorNamesOnOffStage.clear();
+ gOnSceneCallBackCalled = gOffSceneCallBackCalled = 0;
+ gActorNamesOnOffScene.clear();
- Stage::GetCurrent().Add( parent );
- // onstage emitted, offstage not
- DALI_TEST_EQUALS( gOnStageCallBackCalled, 2, TEST_LOCATION );
- DALI_TEST_EQUALS( gOffStageCallBackCalled, 0, TEST_LOCATION );
- DALI_TEST_EQUALS( "parent", gActorNamesOnOffStage[ 0 ], TEST_LOCATION );
- DALI_TEST_EQUALS( "child", gActorNamesOnOffStage[ 1 ], TEST_LOCATION );
+ application.GetScene().Add(parent);
+ // onscene emitted, offscene not
+ DALI_TEST_EQUALS(gOnSceneCallBackCalled, 2, TEST_LOCATION);
+ DALI_TEST_EQUALS(gOffSceneCallBackCalled, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS("parent", gActorNamesOnOffScene[0], TEST_LOCATION);
+ DALI_TEST_EQUALS("child", gActorNamesOnOffScene[1], TEST_LOCATION);
// test removing child
// clean test data
- gOnStageCallBackCalled = gOffStageCallBackCalled = 0;
- gActorNamesOnOffStage.clear();
+ gOnSceneCallBackCalled = gOffSceneCallBackCalled = 0;
+ gActorNamesOnOffScene.clear();
- parent.Remove( child );
- // onstage not emitted, offstage is
- DALI_TEST_EQUALS( gOnStageCallBackCalled, 0, TEST_LOCATION );
- DALI_TEST_EQUALS( gOffStageCallBackCalled, 1, TEST_LOCATION );
- DALI_TEST_EQUALS( "child", gActorNamesOnOffStage[ 0 ], TEST_LOCATION );
+ parent.Remove(child);
+ // onscene not emitted, offscene is
+ DALI_TEST_EQUALS(gOnSceneCallBackCalled, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(gOffSceneCallBackCalled, 1, TEST_LOCATION);
+ DALI_TEST_EQUALS("child", gActorNamesOnOffScene[0], TEST_LOCATION);
// test removing parent
// clean test data
- gOnStageCallBackCalled = gOffStageCallBackCalled = 0;
- gActorNamesOnOffStage.clear();
+ gOnSceneCallBackCalled = gOffSceneCallBackCalled = 0;
+ gActorNamesOnOffScene.clear();
- Stage::GetCurrent().Remove( parent );
- // onstage not emitted, offstage is
- DALI_TEST_EQUALS( gOnStageCallBackCalled, 0, TEST_LOCATION );
- DALI_TEST_EQUALS( gOffStageCallBackCalled, 1, TEST_LOCATION );
- DALI_TEST_EQUALS( "parent", gActorNamesOnOffStage[ 0 ], TEST_LOCATION );
+ application.GetScene().Remove(parent);
+ // onscene not emitted, offscene is
+ DALI_TEST_EQUALS(gOnSceneCallBackCalled, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(gOffSceneCallBackCalled, 1, TEST_LOCATION);
+ DALI_TEST_EQUALS("parent", gActorNamesOnOffScene[0], TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor parent = Actor::New();
- parent.SetName( "parent" );
- Actor first = Actor::New();
- first .SetName( "first" );
+ parent.SetProperty(Actor::Property::NAME, "parent");
+ Actor first = Actor::New();
+ first.SetProperty(Actor::Property::NAME, "first");
Actor second = Actor::New();
- second.SetName( "second" );
+ second.SetProperty(Actor::Property::NAME, "second");
parent.Add(first);
first.Add(second);
- Actor found = parent.FindChildByName( "foo" );
- DALI_TEST_CHECK( !found );
+ Actor found = parent.FindChildByName("foo");
+ DALI_TEST_CHECK(!found);
- found = parent.FindChildByName( "parent" );
- DALI_TEST_CHECK( found == parent );
+ found = parent.FindChildByName("parent");
+ DALI_TEST_CHECK(found == parent);
- found = parent.FindChildByName( "first" );
- DALI_TEST_CHECK( found == first );
+ found = parent.FindChildByName("first");
+ DALI_TEST_CHECK(found == first);
- found = parent.FindChildByName( "second" );
- DALI_TEST_CHECK( found == second );
+ found = parent.FindChildByName("second");
+ DALI_TEST_CHECK(found == second);
END_TEST;
}
parent.Add(first);
first.Add(second);
- Actor found = parent.FindChildById( 100000 );
- DALI_TEST_CHECK( !found );
+ Actor found = parent.FindChildById(100000);
+ DALI_TEST_CHECK(!found);
- found = parent.FindChildById( parent.GetId() );
- DALI_TEST_CHECK( found == parent );
+ found = parent.FindChildById(parent.GetProperty<int>(Actor::Property::ID));
+ DALI_TEST_CHECK(found == parent);
- found = parent.FindChildById( first.GetId() );
- DALI_TEST_CHECK( found == first );
+ found = parent.FindChildById(first.GetProperty<int>(Actor::Property::ID));
+ DALI_TEST_CHECK(found == first);
- found = parent.FindChildById( second.GetId() );
- DALI_TEST_CHECK( found == second );
+ found = parent.FindChildById(second.GetProperty<int>(Actor::Property::ID));
+ DALI_TEST_CHECK(found == second);
END_TEST;
}
struct HitTestData
{
public:
- HitTestData( const Vector3& scale, const Vector2& touchPoint, bool result )
- : mScale( scale ),
- mTouchPoint( touchPoint ),
- mResult( result )
- {}
+ HitTestData(const Vector3& scale, const Vector2& touchPoint, bool result)
+ : mScale(scale),
+ mTouchPoint(touchPoint),
+ mResult(result)
+ {
+ }
Vector3 mScale;
Vector2 mTouchPoint;
- bool mResult;
+ bool mResult;
};
TestApplication application;
// Fill a vector with different hit tests.
struct HitTestData* hitTestData[] = {
// scale touch point result
- new HitTestData( Vector3( 100.f, 100.f, 1.f ), Vector2( 289.f, 400.f ), true ), // touch point close to the right edge (inside)
- new HitTestData( Vector3( 100.f, 100.f, 1.f ), Vector2( 291.f, 400.f ), false ), // touch point close to the right edge (outside)
- new HitTestData( Vector3( 110.f, 100.f, 1.f ), Vector2( 291.f, 400.f ), true ), // same point as above with a wider scale. Should be inside.
- new HitTestData( Vector3( 100.f, 100.f, 1.f ), Vector2( 200.f, 451.f ), false ), // touch point close to the down edge (outside)
- new HitTestData( Vector3( 100.f, 110.f, 1.f ), Vector2( 200.f, 451.f ), true ), // same point as above with a wider scale. Should be inside.
+ new HitTestData(Vector3(100.f, 100.f, 1.f), Vector2(289.f, 400.f), true), // touch point close to the right edge (inside)
+ new HitTestData(Vector3(100.f, 100.f, 1.f), Vector2(291.f, 400.f), false), // touch point close to the right edge (outside)
+ new HitTestData(Vector3(110.f, 100.f, 1.f), Vector2(291.f, 400.f), true), // same point as above with a wider scale. Should be inside.
+ new HitTestData(Vector3(100.f, 100.f, 1.f), Vector2(200.f, 451.f), false), // touch point close to the down edge (outside)
+ new HitTestData(Vector3(100.f, 110.f, 1.f), Vector2(200.f, 451.f), true), // same point as above with a wider scale. Should be inside.
NULL,
};
// get the root layer
Actor actor = Actor::New();
- actor.SetAnchorPoint( AnchorPoint::CENTER );
- actor.SetParentOrigin( ParentOrigin::CENTER );
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add(actor);
ResetTouchCallbacks();
unsigned int index = 0;
- while( NULL != hitTestData[index] )
+ while(NULL != hitTestData[index])
{
- actor.SetSize( 1.f, 1.f );
- actor.SetScale( hitTestData[index]->mScale.x, hitTestData[index]->mScale.y, hitTestData[index]->mScale.z );
+ actor.SetProperty(Actor::Property::SIZE, Vector2(1.f, 1.f));
+ actor.SetProperty(Actor::Property::SCALE, Vector3(hitTestData[index]->mScale.x, hitTestData[index]->mScale.y, hitTestData[index]->mScale.z));
// flush the queue and render once
application.SendNotification();
application.Render();
- DALI_TEST_CHECK( !gTouchCallBackCalled );
+ DALI_TEST_CHECK(!gTouchCallBackCalled);
// connect to its touch signal
- actor.TouchedSignal().Connect(TestCallback);
+ actor.TouchedSignal().Connect(TestTouchCallback);
Dali::Integration::Point point;
- point.SetState( PointState::DOWN );
- point.SetScreenPosition( Vector2( hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y ) );
+ point.SetState(PointState::DOWN);
+ point.SetScreenPosition(Vector2(hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y));
Dali::Integration::TouchEvent event;
- event.AddPoint( point );
+ event.AddPoint(point);
// flush the queue and render once
application.SendNotification();
application.Render();
- application.ProcessEvent( event );
+ application.ProcessEvent(event);
- DALI_TEST_CHECK( gTouchCallBackCalled == hitTestData[index]->mResult );
+ DALI_TEST_CHECK(gTouchCallBackCalled == hitTestData[index]->mResult);
- if( gTouchCallBackCalled != hitTestData[index]->mResult )
+ if(gTouchCallBackCalled != hitTestData[index]->mResult)
tet_printf("Test failed:\nScale %f %f %f\nTouchPoint %f, %f\nResult %d\n",
- hitTestData[index]->mScale.x, hitTestData[index]->mScale.y, hitTestData[index]->mScale.z,
- hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y,
- hitTestData[index]->mResult );
+ hitTestData[index]->mScale.x,
+ hitTestData[index]->mScale.y,
+ hitTestData[index]->mScale.z,
+ hitTestData[index]->mTouchPoint.x,
+ hitTestData[index]->mTouchPoint.y,
+ hitTestData[index]->mResult);
ResetTouchCallbacks();
++index;
int UtcDaliActorSetDrawMode(void)
{
- TestApplication app;
+ TestApplication application;
tet_infoline(" UtcDaliActorSetDrawModeOverlay");
Actor a = Actor::New();
- Stage::GetCurrent().Add(a);
- app.SendNotification();
- app.Render(0);
- app.SendNotification();
- app.Render(1);
+ application.GetScene().Add(a);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(1);
- DALI_TEST_CHECK( DrawMode::NORMAL == a.GetDrawMode() ); // Ensure overlay is off by default
+ DALI_TEST_CHECK(DrawMode::NORMAL == a.GetProperty<DrawMode::Type>(Actor::Property::DRAW_MODE)); // Ensure overlay is off by default
- a.SetDrawMode( DrawMode::OVERLAY_2D );
- app.SendNotification();
- app.Render(1);
+ a.SetProperty(Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D);
+ application.SendNotification();
+ application.Render(1);
- DALI_TEST_CHECK( DrawMode::OVERLAY_2D == a.GetDrawMode() ); // Check Actor is overlay
+ DALI_TEST_CHECK(DrawMode::OVERLAY_2D == a.GetProperty<DrawMode::Type>(Actor::Property::DRAW_MODE)); // Check Actor is overlay
- a.SetDrawMode( DrawMode::NORMAL );
- app.SendNotification();
- app.Render(1);
+ a.SetProperty(Actor::Property::DRAW_MODE, DrawMode::NORMAL);
+ application.SendNotification();
+ application.Render(1);
- DALI_TEST_CHECK( DrawMode::NORMAL == a.GetDrawMode() ); // Check Actor is normal
+ DALI_TEST_CHECK(DrawMode::NORMAL == a.GetProperty<DrawMode::Type>(Actor::Property::DRAW_MODE)); // Check Actor is normal
END_TEST;
}
int UtcDaliActorSetDrawModeOverlayRender(void)
{
- TestApplication app;
+ TestApplication application;
tet_infoline(" UtcDaliActorSetDrawModeOverlayRender");
- app.SendNotification();
- app.Render(1);
+ application.SendNotification();
+ application.Render(1);
std::vector<GLuint> ids;
- ids.push_back( 8 ); // first rendered actor
- ids.push_back( 9 ); // second rendered actor
- ids.push_back( 10 ); // third rendered actor
- app.GetGlAbstraction().SetNextTextureIds( ids );
+ ids.push_back(8); // first rendered actor
+ ids.push_back(9); // second rendered actor
+ ids.push_back(10); // third rendered actor
+ application.GetGlAbstraction().SetNextTextureIds(ids);
- BufferImage imageA = BufferImage::New(16, 16);
- BufferImage imageB = BufferImage::New(16, 16);
- BufferImage imageC = BufferImage::New(16, 16);
- Actor a = CreateRenderableActor( imageA );
- Actor b = CreateRenderableActor( imageB );
- Actor c = CreateRenderableActor( imageC );
+ Texture imageA = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
+ Texture imageB = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
+ Texture imageC = Texture::New(TextureType::TEXTURE_2D, Pixel::Format::RGBA8888, 16, 16);
+ Actor a = CreateRenderableActor(imageA);
+ Actor b = CreateRenderableActor(imageB);
+ Actor c = CreateRenderableActor(imageC);
- app.SendNotification();
- app.Render(1);
+ application.SendNotification();
+ application.Render(1);
//Textures are bound when first created. Clear bound textures vector
- app.GetGlAbstraction().ClearBoundTextures();
+ application.GetGlAbstraction().ClearBoundTextures();
// Render a,b,c as regular non-overlays. so order will be:
// a (8)
// b (9)
// c (10)
- Stage::GetCurrent().Add(a);
- Stage::GetCurrent().Add(b);
- Stage::GetCurrent().Add(c);
+ application.GetScene().Add(a);
+ application.GetScene().Add(b);
+ application.GetScene().Add(c);
- app.SendNotification();
- app.Render(1);
+ application.SendNotification();
+ application.Render(1);
// Should be 3 textures changes.
- const std::vector<GLuint>& boundTextures = app.GetGlAbstraction().GetBoundTextures( GL_TEXTURE0 );
+ const std::vector<GLuint>& boundTextures = application.GetGlAbstraction().GetBoundTextures(GL_TEXTURE0);
typedef std::vector<GLuint>::size_type TextureSize;
- DALI_TEST_EQUALS( boundTextures.size(), static_cast<TextureSize>( 3 ), TEST_LOCATION );
- if( boundTextures.size() == 3 )
+ DALI_TEST_EQUALS(boundTextures.size(), static_cast<TextureSize>(3), TEST_LOCATION);
+ if(boundTextures.size() == 3)
{
- DALI_TEST_CHECK( boundTextures[0] == 8u );
- DALI_TEST_CHECK( boundTextures[1] == 9u );
- DALI_TEST_CHECK( boundTextures[2] == 10u );
+ DALI_TEST_CHECK(boundTextures[0] == 8u);
+ DALI_TEST_CHECK(boundTextures[1] == 9u);
+ DALI_TEST_CHECK(boundTextures[2] == 10u);
}
// Now texture ids have been set, we can monitor their render order.
// b (9)
// c (10)
// a (8)
- a.SetDrawMode( DrawMode::OVERLAY_2D );
- app.GetGlAbstraction().ClearBoundTextures();
+ a.SetProperty(Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D);
+ application.GetGlAbstraction().ClearBoundTextures();
- app.SendNotification();
- app.Render(1);
+ application.SendNotification();
+ application.Render(1);
// Should be 3 texture changes.
- DALI_TEST_EQUALS( boundTextures.size(), static_cast<TextureSize>(3), TEST_LOCATION );
- if( boundTextures.size() == 3 )
+ DALI_TEST_EQUALS(boundTextures.size(), static_cast<TextureSize>(3), TEST_LOCATION);
+ if(boundTextures.size() == 3)
{
- DALI_TEST_CHECK( boundTextures[0] == 9u );
- DALI_TEST_CHECK( boundTextures[1] == 10u );
- DALI_TEST_CHECK( boundTextures[2] == 8u );
+ DALI_TEST_CHECK(boundTextures[0] == 9u);
+ DALI_TEST_CHECK(boundTextures[1] == 10u);
+ DALI_TEST_CHECK(boundTextures[2] == 8u);
}
END_TEST;
}
int UtcDaliActorGetCurrentWorldMatrix(void)
{
- TestApplication app;
+ TestApplication application;
tet_infoline(" UtcDaliActorGetCurrentWorldMatrix");
Actor parent = Actor::New();
- parent.SetParentOrigin(ParentOrigin::CENTER);
- parent.SetAnchorPoint(AnchorPoint::CENTER);
- Vector3 parentPosition( 10.0f, 20.0f, 30.0f);
- Radian rotationAngle(Degree(85.0f));
+ parent.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ parent.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ Vector3 parentPosition(10.0f, 20.0f, 30.0f);
+ Radian rotationAngle(Degree(85.0f));
Quaternion parentRotation(rotationAngle, Vector3::ZAXIS);
- Vector3 parentScale( 1.0f, 2.0f, 3.0f );
- parent.SetPosition( parentPosition );
- parent.SetOrientation( parentRotation );
- parent.SetScale( parentScale );
- Stage::GetCurrent().Add( parent );
+ Vector3 parentScale(1.0f, 2.0f, 3.0f);
+ parent.SetProperty(Actor::Property::POSITION, parentPosition);
+ parent.SetProperty(Actor::Property::ORIENTATION, parentRotation);
+ parent.SetProperty(Actor::Property::SCALE, parentScale);
+ application.GetScene().Add(parent);
Actor child = Actor::New();
- child.SetParentOrigin(ParentOrigin::CENTER);
- Vector3 childPosition( 0.0f, 0.0f, 100.0f );
- Radian childRotationAngle(Degree(23.0f));
- Quaternion childRotation( childRotationAngle, Vector3::YAXIS );
- Vector3 childScale( 2.0f, 2.0f, 2.0f );
- child.SetPosition( childPosition );
- child.SetOrientation( childRotation );
- child.SetScale( childScale );
- parent.Add( child );
-
- app.SendNotification();
- app.Render(0);
- app.Render();
- app.SendNotification();
+ child.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ Vector3 childPosition(0.0f, 0.0f, 100.0f);
+ Radian childRotationAngle(Degree(23.0f));
+ Quaternion childRotation(childRotationAngle, Vector3::YAXIS);
+ Vector3 childScale(2.0f, 2.0f, 2.0f);
+ child.SetProperty(Actor::Property::POSITION, childPosition);
+ child.SetProperty(Actor::Property::ORIENTATION, childRotation);
+ child.SetProperty(Actor::Property::SCALE, childScale);
+ parent.Add(child);
+
+ application.SendNotification();
+ application.Render(0);
+ application.Render();
+ application.SendNotification();
Matrix parentMatrix(false);
parentMatrix.SetTransformComponents(parentScale, parentRotation, parentPosition);
Matrix childMatrix(false);
- childMatrix.SetTransformComponents( childScale, childRotation, childPosition );
+ childMatrix.SetTransformComponents(childScale, childRotation, childPosition);
//Child matrix should be the composition of child and parent
Matrix childWorldMatrix(false);
- Matrix::Multiply( childWorldMatrix, childMatrix, parentMatrix);
+ Matrix::Multiply(childWorldMatrix, childMatrix, parentMatrix);
- DALI_TEST_EQUALS( parent.GetCurrentWorldMatrix(), parentMatrix, 0.001, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentWorldMatrix(), childWorldMatrix, 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Matrix>(Actor::Property::WORLD_MATRIX), parentMatrix, 0.001, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Matrix>(Actor::Property::WORLD_MATRIX), childWorldMatrix, 0.001, TEST_LOCATION);
END_TEST;
}
-
-
int UtcDaliActorConstrainedToWorldMatrix(void)
{
- TestApplication app;
+ TestApplication application;
tet_infoline(" UtcDaliActorConstrainedToWorldMatrix");
Actor parent = Actor::New();
- parent.SetParentOrigin(ParentOrigin::CENTER);
- parent.SetAnchorPoint(AnchorPoint::CENTER);
- Vector3 parentPosition( 10.0f, 20.0f, 30.0f);
- Radian rotationAngle(Degree(85.0f));
+ parent.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ parent.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ Vector3 parentPosition(10.0f, 20.0f, 30.0f);
+ Radian rotationAngle(Degree(85.0f));
Quaternion parentRotation(rotationAngle, Vector3::ZAXIS);
- Vector3 parentScale( 1.0f, 2.0f, 3.0f );
- parent.SetPosition( parentPosition );
- parent.SetOrientation( parentRotation );
- parent.SetScale( parentScale );
- Stage::GetCurrent().Add( parent );
+ Vector3 parentScale(1.0f, 2.0f, 3.0f);
+ parent.SetProperty(Actor::Property::POSITION, parentPosition);
+ parent.SetProperty(Actor::Property::ORIENTATION, parentRotation);
+ parent.SetProperty(Actor::Property::SCALE, parentScale);
+ application.GetScene().Add(parent);
Actor child = Actor::New();
- child.SetParentOrigin(ParentOrigin::CENTER);
- Constraint posConstraint = Constraint::New<Vector3>( child, Actor::Property::POSITION, PositionComponentConstraint() );
- posConstraint.AddSource( Source( parent, Actor::Property::WORLD_MATRIX ) );
+ child.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ Constraint posConstraint = Constraint::New<Vector3>(child, Actor::Property::POSITION, PositionComponentConstraint());
+ posConstraint.AddSource(Source(parent, Actor::Property::WORLD_MATRIX));
posConstraint.Apply();
- Stage::GetCurrent().Add( child );
+ application.GetScene().Add(child);
- app.SendNotification();
- app.Render(0);
- app.Render();
- app.SendNotification();
+ application.SendNotification();
+ application.Render(0);
+ application.Render();
+ application.SendNotification();
Matrix parentMatrix(false);
parentMatrix.SetTransformComponents(parentScale, parentRotation, parentPosition);
- DALI_TEST_EQUALS( parent.GetCurrentWorldMatrix(), parentMatrix, 0.001, TEST_LOCATION );
- DALI_TEST_EQUALS( child.GetCurrentPosition(), parent.GetCurrentPosition(), 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetCurrentProperty<Matrix>(Actor::Property::WORLD_MATRIX), parentMatrix, 0.001, TEST_LOCATION);
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Vector3>(Actor::Property::POSITION), parent.GetCurrentProperty<Vector3>(Actor::Property::POSITION), 0.001, TEST_LOCATION);
END_TEST;
}
int UtcDaliActorConstrainedToOrientation(void)
{
- TestApplication app;
+ TestApplication application;
tet_infoline(" UtcDaliActorConstrainedToOrientation");
Actor parent = Actor::New();
- parent.SetParentOrigin(ParentOrigin::CENTER);
- parent.SetAnchorPoint(AnchorPoint::CENTER);
- Vector3 parentPosition( 10.0f, 20.0f, 30.0f);
- Radian rotationAngle(Degree(85.0f));
+ parent.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ parent.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ Vector3 parentPosition(10.0f, 20.0f, 30.0f);
+ Radian rotationAngle(Degree(85.0f));
Quaternion parentRotation(rotationAngle, Vector3::ZAXIS);
- Vector3 parentScale( 1.0f, 2.0f, 3.0f );
- parent.SetPosition( parentPosition );
- parent.SetOrientation( parentRotation );
- parent.SetScale( parentScale );
- Stage::GetCurrent().Add( parent );
+ Vector3 parentScale(1.0f, 2.0f, 3.0f);
+ parent.SetProperty(Actor::Property::POSITION, parentPosition);
+ parent.SetProperty(Actor::Property::ORIENTATION, parentRotation);
+ parent.SetProperty(Actor::Property::SCALE, parentScale);
+ application.GetScene().Add(parent);
Actor child = Actor::New();
- child.SetParentOrigin(ParentOrigin::CENTER);
- Constraint posConstraint = Constraint::New<Quaternion>( child, Actor::Property::ORIENTATION, OrientationComponentConstraint() );
- posConstraint.AddSource( Source( parent, Actor::Property::ORIENTATION ) );
+ child.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ Constraint posConstraint = Constraint::New<Quaternion>(child, Actor::Property::ORIENTATION, OrientationComponentConstraint());
+ posConstraint.AddSource(Source(parent, Actor::Property::ORIENTATION));
posConstraint.Apply();
- Stage::GetCurrent().Add( child );
+ application.GetScene().Add(child);
- app.SendNotification();
- app.Render(0);
- app.Render();
- app.SendNotification();
+ application.SendNotification();
+ application.Render(0);
+ application.Render();
+ application.SendNotification();
- DALI_TEST_EQUALS( child.GetCurrentOrientation(), parent.GetCurrentOrientation(), 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS(child.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), parent.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), 0.001, TEST_LOCATION);
END_TEST;
}
int UtcDaliActorConstrainedToOpacity(void)
{
- TestApplication app;
+ TestApplication application;
tet_infoline(" UtcDaliActorConstrainedToOpacity");
Actor parent = Actor::New();
- parent.SetOpacity( 0.7f );
- Stage::GetCurrent().Add( parent );
+ parent.SetProperty(Actor::Property::OPACITY, 0.7f);
+ application.GetScene().Add(parent);
- Actor child = Actor::New();
- Constraint opacityConstraint = Constraint::New<float>( child, DevelActor::Property::OPACITY, EqualToConstraint() );
- opacityConstraint.AddSource( Source( parent, DevelActor::Property::OPACITY ) );
+ Actor child = Actor::New();
+ Constraint opacityConstraint = Constraint::New<float>(child, Actor::Property::OPACITY, EqualToConstraint());
+ opacityConstraint.AddSource(Source(parent, Actor::Property::OPACITY));
opacityConstraint.Apply();
- Stage::GetCurrent().Add( child );
+ application.GetScene().Add(child);
- app.SendNotification();
- app.Render(0);
- app.Render();
- app.SendNotification();
+ application.SendNotification();
+ application.Render(0);
+ application.Render();
+ application.SendNotification();
- DALI_TEST_EQUALS( child.GetCurrentOpacity(), parent.GetCurrentOpacity(), 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS(child.GetCurrentProperty<float>(Actor::Property::OPACITY), parent.GetCurrentProperty<float>(Actor::Property::OPACITY), 0.001f, TEST_LOCATION);
- parent.SetOpacity( 0.3f );
+ parent.SetProperty(Actor::Property::OPACITY, 0.3f);
- app.SendNotification();
- app.Render(0);
- app.Render();
- app.SendNotification();
+ application.SendNotification();
+ application.Render(0);
+ application.Render();
+ application.SendNotification();
- DALI_TEST_EQUALS( child.GetCurrentOpacity(), parent.GetCurrentOpacity(), 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS(child.GetCurrentProperty<float>(Actor::Property::OPACITY), parent.GetCurrentProperty<float>(Actor::Property::OPACITY), 0.001f, TEST_LOCATION);
END_TEST;
}
int UtcDaliActorUnparent(void)
{
- TestApplication app;
+ TestApplication application;
tet_infoline(" UtcDaliActorUnparent");
Actor parent = Actor::New();
- Stage::GetCurrent().Add( parent );
+ application.GetScene().Add(parent);
Actor child = Actor::New();
- DALI_TEST_EQUALS( parent.GetChildCount(), 0u, TEST_LOCATION );
- DALI_TEST_CHECK( !child.GetParent() );
+ DALI_TEST_EQUALS(parent.GetChildCount(), 0u, TEST_LOCATION);
+ DALI_TEST_CHECK(!child.GetParent());
// Test that calling Unparent with no parent is a NOOP
child.Unparent();
- DALI_TEST_EQUALS( parent.GetChildCount(), 0u, TEST_LOCATION );
- DALI_TEST_CHECK( !child.GetParent() );
+ DALI_TEST_EQUALS(parent.GetChildCount(), 0u, TEST_LOCATION);
+ DALI_TEST_CHECK(!child.GetParent());
// Test that Unparent works
- parent.Add( child );
+ parent.Add(child);
- DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
- DALI_TEST_CHECK( parent == child.GetParent() );
+ DALI_TEST_EQUALS(parent.GetChildCount(), 1u, TEST_LOCATION);
+ DALI_TEST_CHECK(parent == child.GetParent());
child.Unparent();
- DALI_TEST_EQUALS( parent.GetChildCount(), 0u, TEST_LOCATION );
- DALI_TEST_CHECK( !child.GetParent() );
+ DALI_TEST_EQUALS(parent.GetChildCount(), 0u, TEST_LOCATION);
+ DALI_TEST_CHECK(!child.GetParent());
// Test that UnparentAndReset works
- parent.Add( child );
+ parent.Add(child);
- DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION );
- DALI_TEST_CHECK( parent == child.GetParent() );
+ DALI_TEST_EQUALS(parent.GetChildCount(), 1u, TEST_LOCATION);
+ DALI_TEST_CHECK(parent == child.GetParent());
- UnparentAndReset( child );
+ UnparentAndReset(child);
- DALI_TEST_EQUALS( parent.GetChildCount(), 0u, TEST_LOCATION );
- DALI_TEST_CHECK( !child );
+ DALI_TEST_EQUALS(parent.GetChildCount(), 0u, TEST_LOCATION);
+ DALI_TEST_CHECK(!child);
// Test that UnparentAndReset is a NOOP with empty handle
- UnparentAndReset( child );
+ UnparentAndReset(child);
- DALI_TEST_CHECK( !child );
+ DALI_TEST_CHECK(!child);
END_TEST;
}
int UtcDaliActorGetChildAt(void)
{
- TestApplication app;
+ TestApplication application;
tet_infoline(" UtcDaliActorGetChildAt");
Actor parent = Actor::New();
- Stage::GetCurrent().Add( parent );
+ application.GetScene().Add(parent);
Actor child0 = Actor::New();
- parent.Add( child0 );
+ parent.Add(child0);
Actor child1 = Actor::New();
- parent.Add( child1 );
+ parent.Add(child1);
Actor child2 = Actor::New();
- parent.Add( child2 );
+ parent.Add(child2);
- DALI_TEST_EQUALS( parent.GetChildAt( 0 ), child0, TEST_LOCATION );
- DALI_TEST_EQUALS( parent.GetChildAt( 1 ), child1, TEST_LOCATION );
- DALI_TEST_EQUALS( parent.GetChildAt( 2 ), child2, TEST_LOCATION );
+ DALI_TEST_EQUALS(parent.GetChildAt(0), child0, TEST_LOCATION);
+ DALI_TEST_EQUALS(parent.GetChildAt(1), child1, TEST_LOCATION);
+ DALI_TEST_EQUALS(parent.GetChildAt(2), child2, TEST_LOCATION);
END_TEST;
}
int UtcDaliActorSetGetOverlay(void)
{
- TestApplication app;
+ TestApplication application;
tet_infoline(" UtcDaliActorSetGetOverlay");
Actor parent = Actor::New();
- parent.SetDrawMode(DrawMode::OVERLAY_2D );
- DALI_TEST_CHECK( parent.GetDrawMode() == DrawMode::OVERLAY_2D );
+ parent.SetProperty(Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D);
+ DALI_TEST_CHECK(parent.GetProperty<DrawMode::Type>(Actor::Property::DRAW_MODE) == DrawMode::OVERLAY_2D);
END_TEST;
}
-
int UtcDaliActorCreateDestroy(void)
{
Actor* actor = new Actor;
- DALI_TEST_CHECK( actor );
+ DALI_TEST_CHECK(actor);
delete actor;
END_TEST;
}
{
struct PropertyStringIndex
{
- const char * const name;
+ const char* const name;
const Property::Index index;
- const Property::Type type;
+ const Property::Type type;
};
const PropertyStringIndex PROPERTY_TABLE[] =
-{
- { "parentOrigin", Actor::Property::PARENT_ORIGIN, Property::VECTOR3 },
- { "parentOriginX", Actor::Property::PARENT_ORIGIN_X, Property::FLOAT },
- { "parentOriginY", Actor::Property::PARENT_ORIGIN_Y, Property::FLOAT },
- { "parentOriginZ", Actor::Property::PARENT_ORIGIN_Z, Property::FLOAT },
- { "anchorPoint", Actor::Property::ANCHOR_POINT, Property::VECTOR3 },
- { "anchorPointX", Actor::Property::ANCHOR_POINT_X, Property::FLOAT },
- { "anchorPointY", Actor::Property::ANCHOR_POINT_Y, Property::FLOAT },
- { "anchorPointZ", Actor::Property::ANCHOR_POINT_Z, Property::FLOAT },
- { "size", Actor::Property::SIZE, Property::VECTOR3 },
- { "sizeWidth", Actor::Property::SIZE_WIDTH, Property::FLOAT },
- { "sizeHeight", Actor::Property::SIZE_HEIGHT, Property::FLOAT },
- { "sizeDepth", Actor::Property::SIZE_DEPTH, Property::FLOAT },
- { "position", Actor::Property::POSITION, Property::VECTOR3 },
- { "positionX", Actor::Property::POSITION_X, Property::FLOAT },
- { "positionY", Actor::Property::POSITION_Y, Property::FLOAT },
- { "positionZ", Actor::Property::POSITION_Z, Property::FLOAT },
- { "worldPosition", Actor::Property::WORLD_POSITION, Property::VECTOR3 },
- { "worldPositionX", Actor::Property::WORLD_POSITION_X, Property::FLOAT },
- { "worldPositionY", Actor::Property::WORLD_POSITION_Y, Property::FLOAT },
- { "worldPositionZ", Actor::Property::WORLD_POSITION_Z, Property::FLOAT },
- { "orientation", Actor::Property::ORIENTATION, Property::ROTATION },
- { "worldOrientation", Actor::Property::WORLD_ORIENTATION, Property::ROTATION },
- { "scale", Actor::Property::SCALE, Property::VECTOR3 },
- { "scaleX", Actor::Property::SCALE_X, Property::FLOAT },
- { "scaleY", Actor::Property::SCALE_Y, Property::FLOAT },
- { "scaleZ", Actor::Property::SCALE_Z, Property::FLOAT },
- { "worldScale", Actor::Property::WORLD_SCALE, Property::VECTOR3 },
- { "visible", Actor::Property::VISIBLE, Property::BOOLEAN },
- { "color", Actor::Property::COLOR, Property::VECTOR4 },
- { "colorRed", Actor::Property::COLOR_RED, Property::FLOAT },
- { "colorGreen", Actor::Property::COLOR_GREEN, Property::FLOAT },
- { "colorBlue", Actor::Property::COLOR_BLUE, Property::FLOAT },
- { "colorAlpha", Actor::Property::COLOR_ALPHA, Property::FLOAT },
- { "worldColor", Actor::Property::WORLD_COLOR, Property::VECTOR4 },
- { "worldMatrix", Actor::Property::WORLD_MATRIX, Property::MATRIX },
- { "name", Actor::Property::NAME, Property::STRING },
- { "sensitive", Actor::Property::SENSITIVE, Property::BOOLEAN },
- { "leaveRequired", Actor::Property::LEAVE_REQUIRED, Property::BOOLEAN },
- { "inheritOrientation", Actor::Property::INHERIT_ORIENTATION, Property::BOOLEAN },
- { "inheritScale", Actor::Property::INHERIT_SCALE, Property::BOOLEAN },
- { "colorMode", Actor::Property::COLOR_MODE, Property::STRING },
- { "drawMode", Actor::Property::DRAW_MODE, Property::STRING },
- { "sizeModeFactor", Actor::Property::SIZE_MODE_FACTOR, Property::VECTOR3 },
- { "widthResizePolicy", Actor::Property::WIDTH_RESIZE_POLICY, Property::STRING },
- { "heightResizePolicy", Actor::Property::HEIGHT_RESIZE_POLICY, Property::STRING },
- { "sizeScalePolicy", Actor::Property::SIZE_SCALE_POLICY, Property::STRING },
- { "widthForHeight", Actor::Property::WIDTH_FOR_HEIGHT, Property::BOOLEAN },
- { "heightForWidth", Actor::Property::HEIGHT_FOR_WIDTH, Property::BOOLEAN },
- { "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 },
- { "opacity", DevelActor::Property::OPACITY, Property::FLOAT },
+ {
+ {"parentOrigin", Actor::Property::PARENT_ORIGIN, Property::VECTOR3},
+ {"parentOriginX", Actor::Property::PARENT_ORIGIN_X, Property::FLOAT},
+ {"parentOriginY", Actor::Property::PARENT_ORIGIN_Y, Property::FLOAT},
+ {"parentOriginZ", Actor::Property::PARENT_ORIGIN_Z, Property::FLOAT},
+ {"anchorPoint", Actor::Property::ANCHOR_POINT, Property::VECTOR3},
+ {"anchorPointX", Actor::Property::ANCHOR_POINT_X, Property::FLOAT},
+ {"anchorPointY", Actor::Property::ANCHOR_POINT_Y, Property::FLOAT},
+ {"anchorPointZ", Actor::Property::ANCHOR_POINT_Z, Property::FLOAT},
+ {"size", Actor::Property::SIZE, Property::VECTOR3},
+ {"sizeWidth", Actor::Property::SIZE_WIDTH, Property::FLOAT},
+ {"sizeHeight", Actor::Property::SIZE_HEIGHT, Property::FLOAT},
+ {"sizeDepth", Actor::Property::SIZE_DEPTH, Property::FLOAT},
+ {"position", Actor::Property::POSITION, Property::VECTOR3},
+ {"positionX", Actor::Property::POSITION_X, Property::FLOAT},
+ {"positionY", Actor::Property::POSITION_Y, Property::FLOAT},
+ {"positionZ", Actor::Property::POSITION_Z, Property::FLOAT},
+ {"worldPosition", Actor::Property::WORLD_POSITION, Property::VECTOR3},
+ {"worldPositionX", Actor::Property::WORLD_POSITION_X, Property::FLOAT},
+ {"worldPositionY", Actor::Property::WORLD_POSITION_Y, Property::FLOAT},
+ {"worldPositionZ", Actor::Property::WORLD_POSITION_Z, Property::FLOAT},
+ {"orientation", Actor::Property::ORIENTATION, Property::ROTATION},
+ {"worldOrientation", Actor::Property::WORLD_ORIENTATION, Property::ROTATION},
+ {"scale", Actor::Property::SCALE, Property::VECTOR3},
+ {"scaleX", Actor::Property::SCALE_X, Property::FLOAT},
+ {"scaleY", Actor::Property::SCALE_Y, Property::FLOAT},
+ {"scaleZ", Actor::Property::SCALE_Z, Property::FLOAT},
+ {"worldScale", Actor::Property::WORLD_SCALE, Property::VECTOR3},
+ {"visible", Actor::Property::VISIBLE, Property::BOOLEAN},
+ {"color", Actor::Property::COLOR, Property::VECTOR4},
+ {"colorRed", Actor::Property::COLOR_RED, Property::FLOAT},
+ {"colorGreen", Actor::Property::COLOR_GREEN, Property::FLOAT},
+ {"colorBlue", Actor::Property::COLOR_BLUE, Property::FLOAT},
+ {"colorAlpha", Actor::Property::COLOR_ALPHA, Property::FLOAT},
+ {"worldColor", Actor::Property::WORLD_COLOR, Property::VECTOR4},
+ {"worldMatrix", Actor::Property::WORLD_MATRIX, Property::MATRIX},
+ {"name", Actor::Property::NAME, Property::STRING},
+ {"sensitive", Actor::Property::SENSITIVE, Property::BOOLEAN},
+ {"leaveRequired", Actor::Property::LEAVE_REQUIRED, Property::BOOLEAN},
+ {"inheritOrientation", Actor::Property::INHERIT_ORIENTATION, Property::BOOLEAN},
+ {"inheritScale", Actor::Property::INHERIT_SCALE, Property::BOOLEAN},
+ {"colorMode", Actor::Property::COLOR_MODE, Property::INTEGER},
+ {"drawMode", Actor::Property::DRAW_MODE, Property::INTEGER},
+ {"sizeModeFactor", Actor::Property::SIZE_MODE_FACTOR, Property::VECTOR3},
+ {"widthResizePolicy", Actor::Property::WIDTH_RESIZE_POLICY, Property::STRING},
+ {"heightResizePolicy", Actor::Property::HEIGHT_RESIZE_POLICY, Property::STRING},
+ {"sizeScalePolicy", Actor::Property::SIZE_SCALE_POLICY, Property::INTEGER},
+ {"widthForHeight", Actor::Property::WIDTH_FOR_HEIGHT, Property::BOOLEAN},
+ {"heightForWidth", Actor::Property::HEIGHT_FOR_WIDTH, Property::BOOLEAN},
+ {"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},
+ {"opacity", Actor::Property::OPACITY, Property::FLOAT},
};
-const unsigned int PROPERTY_TABLE_COUNT = sizeof( PROPERTY_TABLE ) / sizeof( PROPERTY_TABLE[0] );
+const unsigned int PROPERTY_TABLE_COUNT = sizeof(PROPERTY_TABLE) / sizeof(PROPERTY_TABLE[0]);
} // unnamed namespace
int UtcDaliActorProperties(void)
{
- TestApplication app;
+ TestApplication application;
Actor actor = Actor::New();
- for ( unsigned int i = 0; i < PROPERTY_TABLE_COUNT; ++i )
+ for(unsigned int i = 0; i < PROPERTY_TABLE_COUNT; ++i)
{
- tet_printf( "Checking %s == %d\n", PROPERTY_TABLE[i].name, PROPERTY_TABLE[i].index );
- DALI_TEST_EQUALS( actor.GetPropertyName( PROPERTY_TABLE[i].index ), PROPERTY_TABLE[i].name, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetPropertyIndex( PROPERTY_TABLE[i].name ), PROPERTY_TABLE[i].index, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetPropertyType( PROPERTY_TABLE[i].index ), PROPERTY_TABLE[i].type, TEST_LOCATION );
+ tet_printf("Checking %s == %d\n", PROPERTY_TABLE[i].name, PROPERTY_TABLE[i].index);
+ DALI_TEST_EQUALS(actor.GetPropertyName(PROPERTY_TABLE[i].index), PROPERTY_TABLE[i].name, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetPropertyIndex(PROPERTY_TABLE[i].name), PROPERTY_TABLE[i].index, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetPropertyType(PROPERTY_TABLE[i].index), PROPERTY_TABLE[i].type, TEST_LOCATION);
}
END_TEST;
}
int UtcDaliRelayoutProperties_ResizePolicies(void)
{
- TestApplication app;
+ TestApplication application;
Actor actor = Actor::New();
// Defaults
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::WIDTH_RESIZE_POLICY ).Get< std::string >(), "USE_NATURAL_SIZE", TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::HEIGHT_RESIZE_POLICY ).Get< std::string >(), "USE_NATURAL_SIZE", TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::WIDTH_RESIZE_POLICY).Get<std::string>(), "USE_NATURAL_SIZE", TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::HEIGHT_RESIZE_POLICY).Get<std::string>(), "USE_NATURAL_SIZE", TEST_LOCATION);
// Set resize policy for all dimensions
- actor.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
- for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i)
+ actor.SetResizePolicy(ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS);
+ for(unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i)
{
- DALI_TEST_EQUALS( actor.GetResizePolicy( static_cast< Dimension::Type >( 1 << i ) ), ResizePolicy::USE_NATURAL_SIZE, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetResizePolicy(static_cast<Dimension::Type>(1 << i)), ResizePolicy::USE_NATURAL_SIZE, TEST_LOCATION);
}
// Set individual dimensions
- const char* const widthPolicy = "FILL_TO_PARENT";
+ const char* const widthPolicy = "FILL_TO_PARENT";
const char* const heightPolicy = "FIXED";
- actor.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, widthPolicy );
- actor.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, heightPolicy );
+ actor.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, widthPolicy);
+ actor.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, heightPolicy);
- 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 );
+ 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 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 );
+ 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 );
+ 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;
}
int UtcDaliRelayoutProperties_SizeScalePolicy(void)
{
- TestApplication app;
+ TestApplication application;
Actor actor = Actor::New();
// Defaults
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_SCALE_POLICY ).Get< std::string >(), "USE_SIZE_SET", TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetSizeScalePolicy(), SizeScalePolicy::USE_SIZE_SET, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetProperty<SizeScalePolicy::Type>(Actor::Property::SIZE_SCALE_POLICY), SizeScalePolicy::USE_SIZE_SET, TEST_LOCATION);
SizeScalePolicy::Type policy = SizeScalePolicy::FILL_WITH_ASPECT_RATIO;
- actor.SetSizeScalePolicy( policy );
- DALI_TEST_EQUALS( actor.GetSizeScalePolicy(), policy, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::SIZE_SCALE_POLICY, policy);
+ DALI_TEST_EQUALS(actor.GetProperty<SizeScalePolicy::Type>(Actor::Property::SIZE_SCALE_POLICY), policy, TEST_LOCATION);
// Set
- const char* const policy1 = "FIT_WITH_ASPECT_RATIO";
- const char* const policy2 = "FILL_WITH_ASPECT_RATIO";
+ const SizeScalePolicy::Type policy1 = SizeScalePolicy::FIT_WITH_ASPECT_RATIO;
+ const SizeScalePolicy::Type policy2 = SizeScalePolicy::FILL_WITH_ASPECT_RATIO;
- actor.SetProperty( Actor::Property::SIZE_SCALE_POLICY, policy1 );
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_SCALE_POLICY ).Get< std::string >(), policy1, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::SIZE_SCALE_POLICY, policy1);
+ DALI_TEST_EQUALS(actor.GetProperty<SizeScalePolicy::Type>(Actor::Property::SIZE_SCALE_POLICY), policy1, TEST_LOCATION);
- actor.SetProperty( Actor::Property::SIZE_SCALE_POLICY, policy2 );
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_SCALE_POLICY ).Get< std::string >(), policy2, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::SIZE_SCALE_POLICY, policy2);
+ DALI_TEST_EQUALS(actor.GetProperty<SizeScalePolicy::Type>(Actor::Property::SIZE_SCALE_POLICY), policy2, TEST_LOCATION);
END_TEST;
}
int UtcDaliRelayoutProperties_SizeModeFactor(void)
{
- TestApplication app;
+ TestApplication application;
Actor actor = Actor::New();
// Defaults
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_MODE_FACTOR ).Get< Vector3 >(), Vector3( 1.0f, 1.0f, 1.0f ), TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetSizeModeFactor(), Vector3( 1.0f, 1.0f, 1.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::SIZE_MODE_FACTOR).Get<Vector3>(), Vector3(1.0f, 1.0f, 1.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE_MODE_FACTOR), Vector3(1.0f, 1.0f, 1.0f), TEST_LOCATION);
- Vector3 sizeMode( 1.0f, 2.0f, 3.0f );
- actor.SetSizeModeFactor( sizeMode );
- DALI_TEST_EQUALS( actor.GetSizeModeFactor(), sizeMode, TEST_LOCATION );
+ Vector3 sizeMode(1.0f, 2.0f, 3.0f);
+ actor.SetProperty(Actor::Property::SIZE_MODE_FACTOR, sizeMode);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE_MODE_FACTOR), sizeMode, TEST_LOCATION);
// Set
- Vector3 sizeMode1( 2.0f, 3.0f, 4.0f );
+ Vector3 sizeMode1(2.0f, 3.0f, 4.0f);
- actor.SetProperty( Actor::Property::SIZE_MODE_FACTOR, sizeMode1 );
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_MODE_FACTOR ).Get< Vector3 >(), sizeMode1, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::SIZE_MODE_FACTOR, sizeMode1);
+ DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::SIZE_MODE_FACTOR).Get<Vector3>(), sizeMode1, TEST_LOCATION);
END_TEST;
}
int UtcDaliRelayoutProperties_DimensionDependency(void)
{
- TestApplication app;
+ TestApplication application;
Actor actor = Actor::New();
// Defaults
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::WIDTH_FOR_HEIGHT ).Get< bool >(), false, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::HEIGHT_FOR_WIDTH ).Get< bool >(), false, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::WIDTH_FOR_HEIGHT).Get<bool>(), false, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::HEIGHT_FOR_WIDTH).Get<bool>(), false, TEST_LOCATION);
// Set
- actor.SetProperty( Actor::Property::WIDTH_FOR_HEIGHT, true );
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::WIDTH_FOR_HEIGHT ).Get< bool >(), true, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::WIDTH_FOR_HEIGHT, true);
+ DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::WIDTH_FOR_HEIGHT).Get<bool>(), true, TEST_LOCATION);
- actor.SetProperty( Actor::Property::HEIGHT_FOR_WIDTH, true );
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::HEIGHT_FOR_WIDTH ).Get< bool >(), true, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::HEIGHT_FOR_WIDTH, true);
+ DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::HEIGHT_FOR_WIDTH).Get<bool>(), true, TEST_LOCATION);
// Test setting another resize policy
- actor.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FIXED" );
- DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::WIDTH_FOR_HEIGHT ).Get< bool >(), false, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FIXED");
+ DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::WIDTH_FOR_HEIGHT).Get<bool>(), false, TEST_LOCATION);
END_TEST;
}
int UtcDaliRelayoutProperties_Padding(void)
{
- TestApplication app;
+ TestApplication application;
Actor actor = Actor::New();
// Data
- Vector4 padding( 1.0f, 2.0f, 3.0f, 4.0f );
+ Vector4 padding(1.0f, 2.0f, 3.0f, 4.0f);
// PADDING
- actor.SetProperty( Actor::Property::PADDING, padding );
- Vector4 paddingResult = actor.GetProperty( Actor::Property::PADDING ).Get< Vector4 >();
+ actor.SetProperty(Actor::Property::PADDING, padding);
+ Vector4 paddingResult = actor.GetProperty(Actor::Property::PADDING).Get<Vector4>();
- DALI_TEST_EQUALS( paddingResult, padding, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+ DALI_TEST_EQUALS(paddingResult, padding, Math::MACHINE_EPSILON_0, TEST_LOCATION);
END_TEST;
}
int UtcDaliRelayoutProperties_MinimumMaximumSize(void)
{
- TestApplication app;
+ TestApplication application;
Actor actor = Actor::New();
// Data
- Vector2 minSize( 1.0f, 2.0f );
+ Vector2 minSize(1.0f, 2.0f);
- actor.SetProperty( Actor::Property::MINIMUM_SIZE, minSize );
- Vector2 resultMin = actor.GetProperty( Actor::Property::MINIMUM_SIZE ).Get< Vector2 >();
+ actor.SetProperty(Actor::Property::MINIMUM_SIZE, minSize);
+ Vector2 resultMin = actor.GetProperty(Actor::Property::MINIMUM_SIZE).Get<Vector2>();
- DALI_TEST_EQUALS( resultMin, minSize, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+ DALI_TEST_EQUALS(resultMin, minSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
- Vector2 maxSize( 3.0f, 4.0f );
+ Vector2 maxSize(3.0f, 4.0f);
- actor.SetProperty( Actor::Property::MAXIMUM_SIZE, maxSize );
- Vector2 resultMax = actor.GetProperty( Actor::Property::MAXIMUM_SIZE ).Get< Vector2 >();
+ actor.SetProperty(Actor::Property::MAXIMUM_SIZE, maxSize);
+ Vector2 resultMax = actor.GetProperty(Actor::Property::MAXIMUM_SIZE).Get<Vector2>();
- DALI_TEST_EQUALS( resultMax, maxSize, Math::MACHINE_EPSILON_0, TEST_LOCATION );
+ DALI_TEST_EQUALS(resultMax, maxSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
END_TEST;
}
int UtcDaliActorGetHeightForWidth(void)
{
- TestApplication app;
+ TestApplication application;
Actor actor = Actor::New();
- DALI_TEST_EQUALS( actor.GetHeightForWidth( 1.0f ), 1.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetHeightForWidth(1.0f), 1.0f, TEST_LOCATION);
END_TEST;
}
int UtcDaliActorGetWidthForHeight(void)
{
- TestApplication app;
+ TestApplication application;
Actor actor = Actor::New();
- DALI_TEST_EQUALS( actor.GetWidthForHeight( 1.0f ), 1.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetWidthForHeight(1.0f), 1.0f, TEST_LOCATION);
END_TEST;
}
int UtcDaliActorGetRelayoutSize(void)
{
- TestApplication app;
+ TestApplication application;
Actor actor = Actor::New();
// Add actor to stage
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add(actor);
- DALI_TEST_EQUALS( actor.GetRelayoutSize( Dimension::WIDTH ), 0.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetRelayoutSize(Dimension::WIDTH), 0.0f, TEST_LOCATION);
- actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH );
- actor.SetSize( Vector2( 1.0f, 0.0f ) );
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::WIDTH);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(1.0f, 0.0f));
// Flush the queue and render once
- app.SendNotification();
- app.Render();
+ application.SendNotification();
+ application.Render();
- DALI_TEST_EQUALS( actor.GetRelayoutSize( Dimension::WIDTH ), 1.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetRelayoutSize(Dimension::WIDTH), 1.0f, TEST_LOCATION);
END_TEST;
}
int UtcDaliActorSetPadding(void)
{
- TestApplication app;
+ TestApplication application;
Actor actor = Actor::New();
Padding padding;
- actor.GetPadding( padding );
+ padding = actor.GetProperty<Vector4>(Actor::Property::PADDING);
- DALI_TEST_EQUALS( padding.left, 0.0f, TEST_LOCATION );
- DALI_TEST_EQUALS( padding.right, 0.0f, TEST_LOCATION );
- DALI_TEST_EQUALS( padding.bottom, 0.0f, TEST_LOCATION );
- DALI_TEST_EQUALS( padding.top, 0.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS(padding.left, 0.0f, TEST_LOCATION);
+ DALI_TEST_EQUALS(padding.right, 0.0f, TEST_LOCATION);
+ DALI_TEST_EQUALS(padding.bottom, 0.0f, TEST_LOCATION);
+ DALI_TEST_EQUALS(padding.top, 0.0f, TEST_LOCATION);
- Padding padding2( 1.0f, 2.0f, 3.0f, 4.0f );
- actor.SetPadding( padding2 );
+ Padding padding2(1.0f, 2.0f, 3.0f, 4.0f);
+ actor.SetProperty(Actor::Property::PADDING, padding2);
- actor.GetPadding( padding );
+ padding = actor.GetProperty<Vector4>(Actor::Property::PADDING);
- DALI_TEST_EQUALS( padding.left, padding2.left, TEST_LOCATION );
- DALI_TEST_EQUALS( padding.right, padding2.right, TEST_LOCATION );
- DALI_TEST_EQUALS( padding.bottom, padding2.bottom, TEST_LOCATION );
- DALI_TEST_EQUALS( padding.top, padding2.top, TEST_LOCATION );
+ DALI_TEST_EQUALS(padding.left, padding2.left, TEST_LOCATION);
+ DALI_TEST_EQUALS(padding.right, padding2.right, TEST_LOCATION);
+ DALI_TEST_EQUALS(padding.bottom, padding2.bottom, TEST_LOCATION);
+ DALI_TEST_EQUALS(padding.top, padding2.top, TEST_LOCATION);
END_TEST;
}
int UtcDaliActorSetMinimumSize(void)
{
- TestApplication app;
+ TestApplication application;
Actor actor = Actor::New();
- Vector2 size = actor.GetMinimumSize();
+ Vector2 size = actor.GetProperty<Vector2>(Actor::Property::MINIMUM_SIZE);
- DALI_TEST_EQUALS( size.width, 0.0f, TEST_LOCATION );
- DALI_TEST_EQUALS( size.height, 0.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS(size.width, 0.0f, TEST_LOCATION);
+ DALI_TEST_EQUALS(size.height, 0.0f, TEST_LOCATION);
- Vector2 size2( 1.0f, 2.0f );
- actor.SetMinimumSize( size2 );
+ Vector2 size2(1.0f, 2.0f);
+ actor.SetProperty(Actor::Property::MINIMUM_SIZE, size2);
- size = actor.GetMinimumSize();
+ size = actor.GetProperty<Vector2>(Actor::Property::MINIMUM_SIZE);
- DALI_TEST_EQUALS( size.width, size2.width, TEST_LOCATION );
- DALI_TEST_EQUALS( size.height, size2.height, TEST_LOCATION );
+ DALI_TEST_EQUALS(size.width, size2.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(size.height, size2.height, TEST_LOCATION);
END_TEST;
}
int UtcDaliActorSetMaximumSize(void)
{
- TestApplication app;
+ TestApplication application;
Actor actor = Actor::New();
- Vector2 size = actor.GetMaximumSize();
+ Vector2 size = actor.GetProperty<Vector2>(Actor::Property::MAXIMUM_SIZE);
- DALI_TEST_EQUALS( size.width, FLT_MAX, TEST_LOCATION );
- DALI_TEST_EQUALS( size.height, FLT_MAX, TEST_LOCATION );
+ DALI_TEST_EQUALS(size.width, FLT_MAX, TEST_LOCATION);
+ DALI_TEST_EQUALS(size.height, FLT_MAX, TEST_LOCATION);
- Vector2 size2( 1.0f, 2.0f );
- actor.SetMaximumSize( size2 );
+ Vector2 size2(1.0f, 2.0f);
+ actor.SetProperty(Actor::Property::MAXIMUM_SIZE, size2);
- size = actor.GetMaximumSize();
+ size = actor.GetProperty<Vector2>(Actor::Property::MAXIMUM_SIZE);
- DALI_TEST_EQUALS( size.width, size2.width, TEST_LOCATION );
- DALI_TEST_EQUALS( size.height, size2.height, TEST_LOCATION );
+ DALI_TEST_EQUALS(size.width, size2.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(size.height, size2.height, TEST_LOCATION);
END_TEST;
}
gActorNamesRelayout.clear();
Actor actor = Actor::New();
- actor.SetName( "actor" );
- actor.OnRelayoutSignal().Connect( OnRelayoutCallback );
+ actor.SetProperty(Actor::Property::NAME, "actor");
+ actor.OnRelayoutSignal().Connect(OnRelayoutCallback);
// Sanity check
- DALI_TEST_CHECK( ! gOnRelayoutCallBackCalled );
+ DALI_TEST_CHECK(!gOnRelayoutCallBackCalled);
// Add actor to stage
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add(actor);
- actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
- actor.SetSize( Vector2( 1.0f, 2.0 ) );
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(1.0f, 2.0));
// Flush the queue and render once
application.SendNotification();
application.Render();
// OnRelayout emitted
- DALI_TEST_EQUALS( gOnRelayoutCallBackCalled, true, TEST_LOCATION );
- DALI_TEST_EQUALS( "actor", gActorNamesRelayout[ 0 ], TEST_LOCATION );
+ DALI_TEST_EQUALS(gOnRelayoutCallBackCalled, true, TEST_LOCATION);
+ DALI_TEST_EQUALS("actor", gActorNamesRelayout[0], TEST_LOCATION);
END_TEST;
}
TestApplication application;
tet_infoline("Testing Dali::Actor::GetHierarchyDepth()");
-
/* Build tree of actors:
*
* Depth
*
* GetHierarchyDepth should return 1 for A, 2 for B and C, and 3 for D, E and F.
*/
- Stage stage( Stage::GetCurrent() );
+ Integration::Scene stage(application.GetScene());
Actor actorA = Actor::New();
Actor actorB = Actor::New();
Actor actorF = Actor::New();
//Test that root actor has depth equal 0
- DALI_TEST_EQUALS( 0, stage.GetRootLayer().GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS(0, stage.GetRootLayer().GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
//Test actors return depth -1 when not connected to the tree
- DALI_TEST_EQUALS( -1, actorA.GetHierarchyDepth(), TEST_LOCATION );
- DALI_TEST_EQUALS( -1, actorB.GetHierarchyDepth(), TEST_LOCATION );
- DALI_TEST_EQUALS( -1, actorC.GetHierarchyDepth(), TEST_LOCATION );
- DALI_TEST_EQUALS( -1, actorD.GetHierarchyDepth(), TEST_LOCATION );
- DALI_TEST_EQUALS( -1, actorE.GetHierarchyDepth(), TEST_LOCATION );
- DALI_TEST_EQUALS( -1, actorF.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS(-1, actorA.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(-1, actorB.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(-1, actorC.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(-1, actorD.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(-1, actorE.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(-1, actorF.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
//Create the hierarchy
- stage.Add( actorA );
- actorA.Add( actorB );
- actorA.Add( actorC );
- actorB.Add( actorD );
- actorB.Add( actorE );
- actorC.Add( actorF );
+ stage.Add(actorA);
+ actorA.Add(actorB);
+ actorA.Add(actorC);
+ actorB.Add(actorD);
+ actorB.Add(actorE);
+ actorC.Add(actorF);
//Test actors return correct depth
- DALI_TEST_EQUALS( 1, actorA.GetHierarchyDepth(), TEST_LOCATION );
- DALI_TEST_EQUALS( 2, actorB.GetHierarchyDepth(), TEST_LOCATION );
- DALI_TEST_EQUALS( 2, actorC.GetHierarchyDepth(), TEST_LOCATION );
- DALI_TEST_EQUALS( 3, actorD.GetHierarchyDepth(), TEST_LOCATION );
- DALI_TEST_EQUALS( 3, actorE.GetHierarchyDepth(), TEST_LOCATION );
- DALI_TEST_EQUALS( 3, actorF.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS(1, actorA.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(2, actorB.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(2, actorC.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(3, actorD.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(3, actorE.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(3, actorF.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
//Removing actorB from the hierarchy. actorB, actorD and actorE should now have depth equal -1
- actorA.Remove( actorB );
+ actorA.Remove(actorB);
- DALI_TEST_EQUALS( -1, actorB.GetHierarchyDepth(), TEST_LOCATION );
- DALI_TEST_EQUALS( -1, actorD.GetHierarchyDepth(), TEST_LOCATION );
- DALI_TEST_EQUALS( -1, actorE.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS(-1, actorB.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(-1, actorD.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(-1, actorE.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
//Removing actorA from the stage. All actors should have depth equal -1
- stage.Remove( actorA );
+ stage.Remove(actorA);
- DALI_TEST_EQUALS( -1, actorA.GetHierarchyDepth(), TEST_LOCATION );
- DALI_TEST_EQUALS( -1, actorB.GetHierarchyDepth(), TEST_LOCATION );
- DALI_TEST_EQUALS( -1, actorC.GetHierarchyDepth(), TEST_LOCATION );
- DALI_TEST_EQUALS( -1, actorD.GetHierarchyDepth(), TEST_LOCATION );
- DALI_TEST_EQUALS( -1, actorE.GetHierarchyDepth(), TEST_LOCATION );
- DALI_TEST_EQUALS( -1, actorF.GetHierarchyDepth(), TEST_LOCATION );
+ DALI_TEST_EQUALS(-1, actorA.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(-1, actorB.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(-1, actorC.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(-1, actorD.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(-1, actorE.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(-1, actorF.GetProperty<int>(Actor::Property::HIERARCHY_DEPTH), TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
- actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_LEFT" );
- DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, "TOP_LEFT");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), ParentOrigin::TOP_LEFT, TEST_LOCATION);
- actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_CENTER" );
- DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_CENTER, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, "TOP_CENTER");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), ParentOrigin::TOP_CENTER, TEST_LOCATION);
- actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_RIGHT" );
- DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_RIGHT, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, "TOP_RIGHT");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), ParentOrigin::TOP_RIGHT, TEST_LOCATION);
- actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER_LEFT" );
- DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER_LEFT, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, "CENTER_LEFT");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), ParentOrigin::CENTER_LEFT, TEST_LOCATION);
- actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER" );
- DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, "CENTER");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), ParentOrigin::CENTER, TEST_LOCATION);
- actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER_RIGHT" );
- DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER_RIGHT, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, "CENTER_RIGHT");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), ParentOrigin::CENTER_RIGHT, TEST_LOCATION);
- actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_LEFT" );
- DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, "BOTTOM_LEFT");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION);
- actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_CENTER" );
- DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, "BOTTOM_CENTER");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION);
- actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_RIGHT" );
- DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, "BOTTOM_RIGHT");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION);
// Invalid should not change anything
- actor.SetProperty( Actor::Property::ANCHOR_POINT, "INVALID_ARG" );
- DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, "INVALID_ARG");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
- actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_LEFT" );
- DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, "TOP_LEFT");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::TOP_LEFT, TEST_LOCATION);
- actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_CENTER" );
- DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_CENTER, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, "TOP_CENTER");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::TOP_CENTER, TEST_LOCATION);
- actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_RIGHT" );
- DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_RIGHT, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, "TOP_RIGHT");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::TOP_RIGHT, TEST_LOCATION);
- actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER_LEFT" );
- DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER_LEFT, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, "CENTER_LEFT");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::CENTER_LEFT, TEST_LOCATION);
- actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER" );
- DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, "CENTER");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::CENTER, TEST_LOCATION);
- actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER_RIGHT" );
- DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER_RIGHT, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, "CENTER_RIGHT");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::CENTER_RIGHT, TEST_LOCATION);
- actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_LEFT" );
- DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, "BOTTOM_LEFT");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION);
- actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_CENTER" );
- DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, "BOTTOM_CENTER");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION);
- actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_RIGHT" );
- DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, "BOTTOM_RIGHT");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION);
// Invalid should not change anything
- actor.SetProperty( Actor::Property::PARENT_ORIGIN, "INVALID_ARG" );
- DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, "INVALID_ARG");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION);
END_TEST;
}
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_OWN_COLOR");
+ DALI_TEST_EQUALS(actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), 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_PARENT_COLOR");
+ DALI_TEST_EQUALS(actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), 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_COLOR");
+ DALI_TEST_EQUALS(actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), 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 );
+ actor.SetProperty(Actor::Property::COLOR_MODE, "USE_OWN_MULTIPLY_PARENT_ALPHA");
+ DALI_TEST_EQUALS(actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION);
// Invalid should not change anything
- actor.SetProperty( Actor::Property::COLOR_MODE, "INVALID_ARG" );
- DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::COLOR_MODE, "INVALID_ARG");
+ DALI_TEST_EQUALS(actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
- actor.SetProperty( Actor::Property::DRAW_MODE, "NORMAL" );
- DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::NORMAL, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::DRAW_MODE, "NORMAL");
+ DALI_TEST_EQUALS(actor.GetProperty<DrawMode::Type>(Actor::Property::DRAW_MODE), DrawMode::NORMAL, TEST_LOCATION);
- actor.SetProperty( Actor::Property::DRAW_MODE, "OVERLAY_2D" );
- DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::OVERLAY_2D, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::DRAW_MODE, "OVERLAY_2D");
+ DALI_TEST_EQUALS(actor.GetProperty<DrawMode::Type>(Actor::Property::DRAW_MODE), DrawMode::OVERLAY_2D, TEST_LOCATION);
// Invalid should not change anything
- actor.SetProperty( Actor::Property::DRAW_MODE, "INVALID_ARG" );
- DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::OVERLAY_2D, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::DRAW_MODE, "INVALID_ARG");
+ DALI_TEST_EQUALS(actor.GetProperty<DrawMode::Type>(Actor::Property::DRAW_MODE), DrawMode::OVERLAY_2D, TEST_LOCATION);
END_TEST;
}
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_OWN_COLOR);
+ DALI_TEST_EQUALS(actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), 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_PARENT_COLOR);
+ DALI_TEST_EQUALS(actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), 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_COLOR);
+ DALI_TEST_EQUALS(actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), 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 );
+ actor.SetProperty(Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_ALPHA);
+ DALI_TEST_EQUALS(actor.GetProperty<ColorMode>(Actor::Property::COLOR_MODE), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION);
END_TEST;
}
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::NORMAL);
+ DALI_TEST_EQUALS(actor.GetProperty<DrawMode::Type>(Actor::Property::DRAW_MODE), 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::OVERLAY_2D);
+ DALI_TEST_EQUALS(actor.GetProperty<DrawMode::Type>(Actor::Property::DRAW_MODE), DrawMode::OVERLAY_2D, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
- DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetRendererCount(), 0u, TEST_LOCATION);
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
+ 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);
END_TEST;
}
-int UtcDaliActorAddRendererN(void)
+int UtcDaliActorAddRendererN01(void)
{
tet_infoline("Testing Actor::AddRenderer");
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
Renderer renderer;
// try illegal Add
try
{
- actor.AddRenderer( renderer );
- tet_printf("Assertion test failed - no Exception\n" );
+ 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_PRINT_ASSERT(e);
DALI_TEST_ASSERT(e, "Renderer handle is empty", TEST_LOCATION);
- DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, 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 UtcDaliActorAddRendererN02(void)
+{
+ tet_infoline("UtcDaliActorAddRendererN02");
+
+ Actor actor;
+ Renderer renderer;
+
+ {
+ TestApplication application;
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ renderer = Renderer::New(geometry, shader);
+
+ actor = Actor::New();
+ }
+
+ // try illegal AddRenderer
+ 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, "EventThreadServices::IsCoreRunning()", TEST_LOCATION);
}
catch(...)
{
- tet_printf("Assertion test failed - wrong Exception\n" );
+ tet_printf("Assertion test failed - wrong Exception\n");
tet_result(TET_FAIL);
}
END_TEST;
}
-int UtcDaliActorAddRendererOnStage(void)
+int UtcDaliActorAddRendererOnScene(void)
{
tet_infoline("Testing Actor::AddRenderer");
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
+ Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
application.SendNotification();
try
{
- actor.AddRenderer( renderer );
+ actor.AddRenderer(renderer);
tet_result(TET_PASS);
}
catch(...)
Actor actor = Actor::New();
- DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetRendererCount(), 0u, TEST_LOCATION);
{
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
+ 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);
application.SendNotification();
application.Render();
{
Renderer renderer = actor.GetRendererAt(0);
actor.RemoveRenderer(renderer);
- DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetRendererCount(), 0u, TEST_LOCATION);
application.SendNotification();
application.Render();
Actor actor = Actor::New();
- DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetRendererCount(), 0u, TEST_LOCATION);
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
+ Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
- actor.AddRenderer( renderer );
+ actor.AddRenderer(renderer);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetRendererCount(), 1u, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetRendererAt(0), renderer, TEST_LOCATION);
actor.RemoveRenderer(0);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetRendererCount(), 0u, TEST_LOCATION);
// Shut down whilst holding onto the renderer handle.
END_TEST;
}
-
int UtcDaliActorRemoveRendererN(void)
{
tet_infoline("Testing Actor::RemoveRenderer");
Actor actor = Actor::New();
- DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetRendererCount(), 0u, TEST_LOCATION);
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
+ 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(10);
- DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ 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( uint32_t width, uint32_t height)
+Actor CreateActorWithContent(uint32_t width, uint32_t height)
{
- BufferImage image = BufferImage::New( width, height );
- Actor actor = CreateRenderableActor( image );
+ Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, width, height);
+ Actor actor = CreateRenderableActor(image);
// Setup dimensions and position so actor is not skipped by culling.
- actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
- actor.SetSize( width, height );
- actor.SetParentOrigin( ParentOrigin::CENTER );
- actor.SetAnchorPoint( AnchorPoint::CENTER );
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(width, height));
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
return actor;
}
Actor CreateActorWithContent16x16()
{
- return CreateActorWithContent( 16, 16 );
+ return CreateActorWithContent(16, 16);
}
-void GenerateTrace( TestApplication& application, TraceCallStack& enabledDisableTrace, TraceCallStack& stencilTrace )
+void GenerateTrace(TestApplication& application, TraceCallStack& enabledDisableTrace, TraceCallStack& stencilTrace)
{
enabledDisableTrace.Reset();
stencilTrace.Reset();
- enabledDisableTrace.Enable( true );
- stencilTrace.Enable( true );
+ enabledDisableTrace.Enable(true);
+ stencilTrace.Enable(true);
application.SendNotification();
application.Render();
- enabledDisableTrace.Enable( false );
- stencilTrace.Enable( false );
+ enabledDisableTrace.Enable(false);
+ stencilTrace.Enable(false);
}
-void CheckColorMask( TestGlAbstraction& glAbstraction, bool maskValue )
+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 );
+ 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::ClippingMode: P" );
+ tet_infoline("Testing Actor::Property::ClippingMode: P");
TestApplication application;
Actor actor = Actor::New();
// Check default clippingEnabled value.
- Property::Value getValue( actor.GetProperty( Actor::Property::CLIPPING_MODE ) );
+ Property::Value getValue(actor.GetProperty(Actor::Property::CLIPPING_MODE));
- int value = 0;
- bool getValueResult = getValue.Get( value );
- DALI_TEST_CHECK( getValueResult );
+ int value = 0;
+ bool getValueResult = getValue.Get(value);
+ DALI_TEST_CHECK(getValueResult);
- if( getValueResult )
+ if(getValueResult)
{
- DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
+ DALI_TEST_EQUALS<int>(value, ClippingMode::DISABLED, TEST_LOCATION);
}
// Check setting the property to the stencil mode.
- actor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
+ 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 );
+ getValue = actor.GetProperty(Actor::Property::CLIPPING_MODE);
+ getValueResult = getValue.Get(value);
+ DALI_TEST_CHECK(getValueResult);
- if( getValueResult )
+ if(getValueResult)
{
- DALI_TEST_EQUALS<int>( value, ClippingMode::CLIP_CHILDREN, TEST_LOCATION );
+ 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 );
+ 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 );
+ getValue = actor.GetProperty(Actor::Property::CLIPPING_MODE);
+ getValueResult = getValue.Get(value);
+ DALI_TEST_CHECK(getValueResult);
- if( getValueResult )
+ if(getValueResult)
{
- DALI_TEST_EQUALS<int>( value, ClippingMode::CLIP_TO_BOUNDING_BOX, TEST_LOCATION );
+ 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::ClippingMode: N" );
+ tet_infoline("Testing Actor::Property::ClippingMode: N");
TestApplication application;
Actor actor = Actor::New();
// Check default clippingEnabled value.
- Property::Value getValue( actor.GetProperty( Actor::Property::CLIPPING_MODE ) );
+ Property::Value getValue(actor.GetProperty(Actor::Property::CLIPPING_MODE));
- int value = 0;
- bool getValueResult = getValue.Get( value );
- DALI_TEST_CHECK( getValueResult );
+ int value = 0;
+ bool getValueResult = getValue.Get(value);
+ DALI_TEST_CHECK(getValueResult);
- if( getValueResult )
+ if(getValueResult)
{
- DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
+ 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" );
+ actor.SetProperty(Actor::Property::CLIPPING_MODE, "INVALID_PROPERTY");
- getValue = actor.GetProperty( Actor::Property::CLIPPING_MODE );
- getValueResult = getValue.Get( value );
- DALI_TEST_CHECK( getValueResult );
+ getValue = actor.GetProperty(Actor::Property::CLIPPING_MODE);
+ getValueResult = getValue.Get(value);
+ DALI_TEST_CHECK(getValueResult);
- if( getValueResult )
+ if(getValueResult)
{
- DALI_TEST_EQUALS<int>( value, ClippingMode::DISABLED, TEST_LOCATION );
+ 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::ClippingMode: CLIP_CHILDREN actor" );
+ tet_infoline("Testing Actor::Property::ClippingMode: CLIP_CHILDREN actor");
TestApplication application;
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
- TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
- size_t startIndex = 0u;
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+ size_t startIndex = 0u;
// Create a clipping actor.
Actor actorDepth1Clip = CreateActorWithContent16x16();
- actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
- Stage::GetCurrent().Add( actorDepth1Clip );
+ actorDepth1Clip.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN);
+ application.GetScene().Add(actorDepth1Clip);
// Gather the call trace.
- GenerateTrace( application, enabledDisableTrace, stencilTrace );
+ GenerateTrace(application, enabledDisableTrace, stencilTrace);
// Check we are writing to the color buffer.
- CheckColorMask( glAbstraction, true );
+ CheckColorMask(glAbstraction, true);
// Check the stencil buffer was enabled.
- DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) ); // 2960 is GL_STENCIL_TEST
+ 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 ) );
+ 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
+ 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::ClippingMode: CLIP_CHILDREN actor enable and then disable" );
+ tet_infoline("Testing Actor::Property::ClippingMode: CLIP_CHILDREN actor enable and then disable");
TestApplication application;
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
- TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
- size_t startIndex = 0u;
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+ size_t startIndex = 0u;
// Create a clipping actor.
Actor actorDepth1Clip = CreateActorWithContent16x16();
- actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
- Stage::GetCurrent().Add( actorDepth1Clip );
+ actorDepth1Clip.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN);
+ application.GetScene().Add(actorDepth1Clip);
// Gather the call trace.
- GenerateTrace( application, enabledDisableTrace, stencilTrace );
+ GenerateTrace(application, enabledDisableTrace, stencilTrace);
// Check we are writing to the color buffer.
- CheckColorMask( glAbstraction, true );
+ CheckColorMask(glAbstraction, true);
// Check the stencil buffer was enabled.
- DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) ); // 2960 is GL_STENCIL_TEST
+ 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 ) );
+ 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
+ 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 );
+ actorDepth1Clip.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::DISABLED);
// Gather the call trace.
- GenerateTrace( application, enabledDisableTrace, stencilTrace );
+ GenerateTrace(application, enabledDisableTrace, stencilTrace);
// Check the stencil buffer was disabled.
- DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Disable", "2960" ) ); // 2960 is GL_STENCIL_TEST
+ 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 ) );
+ DALI_TEST_CHECK(stencilTrace.FindMethodAndParamsFromStartIndex("StencilMask", "255", startIndex));
END_TEST;
}
{
// 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::ClippingMode: CLIP_CHILDREN nested children" );
- TestApplication application;
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
- TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+ tet_infoline("Testing Actor::Property::ClippingMode: CLIP_CHILDREN nested children");
+ TestApplication application;
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
// Create a clipping actor.
Actor actorDepth1Clip = CreateActorWithContent16x16();
- actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
- Stage::GetCurrent().Add( actorDepth1Clip );
+ actorDepth1Clip.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN);
+ application.GetScene().Add(actorDepth1Clip);
// Create a child actor.
Actor childDepth2 = CreateActorWithContent16x16();
- actorDepth1Clip.Add( childDepth2 );
+ actorDepth1Clip.Add(childDepth2);
// Create another clipping actor.
Actor childDepth2Clip = CreateActorWithContent16x16();
- childDepth2Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
- childDepth2.Add( childDepth2Clip );
+ 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 = CreateActorWithContent16x16();
- childDepth2Clip.Add( childDepth3 );
+ childDepth2Clip.Add(childDepth3);
Actor childDepth4 = CreateActorWithContent16x16();
- childDepth3.Add( childDepth4 );
+ childDepth3.Add(childDepth4);
// Gather the call trace.
- GenerateTrace( application, enabledDisableTrace, stencilTrace );
+ GenerateTrace(application, enabledDisableTrace, stencilTrace);
// Check we are writing to the color buffer.
- CheckColorMask( glAbstraction, true );
+ CheckColorMask(glAbstraction, true);
// Check the stencil buffer was enabled.
- DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) ); // 2960 is GL_STENCIL_TEST
+ 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 )
+ 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 ) );
+ 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
+ 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
+ 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
+ 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
+ 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 )
+ if(i == 0u)
{
- Stage::GetCurrent().GetRootLayer().SetBehavior( Layer::LAYER_3D );
- GenerateTrace( application, enabledDisableTrace, stencilTrace );
+ application.GetScene().GetRootLayer().SetProperty(Layer::Property::BEHAVIOR, Layer::LAYER_3D);
+ GenerateTrace(application, enabledDisableTrace, stencilTrace);
}
}
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::ClippingMode: CLIP_CHILDREN draw order" );
- TestApplication application;
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+ 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:
The correct draw order is "ABCDE" (the same as if clipping was not enabled).
*/
Actor actors[5];
- for( int i = 0; i < 5; ++i )
+ for(int i = 0; i < 5; ++i)
{
- BufferImage image = BufferImage::New( 16u, 16u );
- Actor actor = CreateRenderableActor( image );
+ Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 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.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(16.0f, 16.0f));
- if( i == 0 )
+ if(i == 0)
{
- actor.SetParentOrigin( ParentOrigin::CENTER );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
}
else
{
float b = i > 2 ? 1.0f : -1.0f;
- actor.SetParentOrigin( Vector3( 0.5 + ( 0.2f * b ), 0.8f, 0.8f ) );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, 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 );
+ actors[1].SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN);
// Build the scene graph.
- Stage::GetCurrent().Add( actors[0] );
+ application.GetScene().Add(actors[0]);
// Left branch:
- actors[0].Add( actors[1] );
- actors[1].Add( actors[2] );
+ actors[0].Add(actors[1]);
+ actors[1].Add(actors[2]);
// Right branch:
- actors[0].Add( actors[3] );
- actors[3].Add( actors[4] );
+ actors[0].Add(actors[3]);
+ actors[3].Add(actors[4]);
// Gather the call trace.
enabledDisableTrace.Reset();
- enabledDisableTrace.Enable( true );
+ enabledDisableTrace.Enable(true);
application.SendNotification();
application.Render();
- enabledDisableTrace.Enable( false );
+ enabledDisableTrace.Enable(false);
/* Check stencil is enabled and disabled again (as right-hand branch of tree is drawn).
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 ) );
+ 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 );
+ 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 );
+ enabledDisableTrace.Enable(true);
application.SendNotification();
application.Render();
- enabledDisableTrace.Enable( false );
+ 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 ) );
+ 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" );
+ 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();
+ 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 );
+ const Vector2 stageSize(TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT);
+ const Vector2 imageSize(16.0f, 16.0f);
// Create a clipping actor.
Actor clippingActorA = CreateActorWithContent16x16();
// 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 );
+ clippingActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_LEFT);
+ clippingActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT);
+ clippingActorA.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+ application.GetScene().Add(clippingActorA);
// Gather the call trace.
- GenerateTrace( application, enabledDisableTrace, scissorTrace );
+ GenerateTrace(application, enabledDisableTrace, scissorTrace);
// Check we are writing to the color buffer.
- CheckColorMask( glAbstraction, true );
+ CheckColorMask(glAbstraction, true);
// Check scissor test was enabled.
- DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) ); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+ 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
+ DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", compareParametersString.str())); // Compare with 0, 0, 16, 16
- clippingActorA.SetParentOrigin( ParentOrigin::TOP_RIGHT );
- clippingActorA.SetAnchorPoint( AnchorPoint::TOP_RIGHT );
+ clippingActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_RIGHT);
+ clippingActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_RIGHT);
// Gather the call trace.
- GenerateTrace( application, enabledDisableTrace, scissorTrace );
+ GenerateTrace(application, enabledDisableTrace, scissorTrace);
// Check the scissor was set, and the coordinates are correct.
- compareParametersString.str( std::string() );
+ 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
+ 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 UtcDaliActorPropertyScissorClippingActorSiblings(void)
{
// This test checks that an actor is correctly setup for clipping.
- tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actors which are siblings" );
+ tet_infoline("Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actors which are siblings");
TestApplication application;
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
- 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 sizeA{ stageSize.width, stageSize.height * 0.25f };
- const Vector2 sizeB{ stageSize.width, stageSize.height * 0.05f };
+ 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};
// Create a clipping actors.
- Actor clippingActorA = CreateActorWithContent( sizeA.width, sizeA.height );
- Actor clippingActorB = CreateActorWithContent( sizeB.width, sizeB.height );
+ Actor clippingActorA = CreateActorWithContent(sizeA.width, sizeA.height);
+ Actor clippingActorB = CreateActorWithContent(sizeB.width, sizeB.height);
- clippingActorA.SetParentOrigin( ParentOrigin::CENTER_LEFT );
- clippingActorA.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
- clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
+ clippingActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT);
+ clippingActorA.SetProperty(Actor::Property::ANCHOR_POINT, 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 );
+ clippingActorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT);
+ clippingActorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT);
+ clippingActorB.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
- clippingActorA.SetPosition( 0.0f, -200.0f, 0.0f );
- clippingActorB.SetPosition( 0.0f, 0.0f, 0.0f );
+ clippingActorA.SetProperty(Actor::Property::POSITION, Vector3(0.0f, -200.0f, 0.0f));
+ clippingActorB.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
- Stage::GetCurrent().Add( clippingActorA );
- Stage::GetCurrent().Add( clippingActorB );
+ application.GetScene().Add(clippingActorA);
+ application.GetScene().Add(clippingActorB);
// Gather the call trace.
- GenerateTrace( application, enabledDisableTrace, scissorTrace );
+ GenerateTrace(application, enabledDisableTrace, scissorTrace);
// Check we are writing to the color buffer.
- CheckColorMask( glAbstraction, true );
+ CheckColorMask(glAbstraction, true);
// Check scissor test was enabled.
- DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) ); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+ 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;
- std::string clipA( "0, 500, 480, 200" );
- std::string clipB( "0, 380, 480, 40" );
+ std::string clipA("0, 500, 480, 200");
+ std::string clipB("0, 380, 480, 40");
- DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipA ) );
- DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipB ) );
+ DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", clipA));
+ DALI_TEST_CHECK(scissorTrace.FindMethodAndParams("Scissor", clipB));
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" );
+ 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();
+ 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 );
+ 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).
Actor clippingActorA = CreateActorWithContent16x16();
// 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 );
+ clippingActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ clippingActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ clippingActorA.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+ application.GetScene().Add(clippingActorA);
// Create a child clipping actor.
Actor clippingActorB = CreateActorWithContent16x16();
- clippingActorB.SetParentOrigin( ParentOrigin::CENTER );
- clippingActorB.SetAnchorPoint( AnchorPoint::CENTER );
- clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX );
- clippingActorA.Add( clippingActorB );
+ clippingActorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ clippingActorB.SetProperty(Actor::Property::ANCHOR_POINT, 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 ) };
+ 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 )
+ 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 );
+ const Vector2 position = (imageSize / 2.0f) * positionModifiers[test];
+ clippingActorB.SetProperty(Actor::Property::POSITION, Vector2(position.x, position.y));
// Gather the call trace.
- GenerateTrace( application, enabledDisableTrace, scissorTrace );
+ GenerateTrace(application, enabledDisableTrace, scissorTrace);
// Check we are writing to the color buffer.
- CheckColorMask( glAbstraction, true );
+ CheckColorMask(glAbstraction, true);
// Check scissor test was enabled.
- DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) ); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+ 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] );
+ 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
+ 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" );
+ 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();
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
/* Create a nest of 2 scissors and siblings of the parent.
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 };
+ 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 );
+ 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.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT);
+ clippingActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT);
+ clippingActorA.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+
+ clippingActorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT);
+ clippingActorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT);
+ clippingActorB.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+
+ clippingActorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT);
+ clippingActorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT);
+ clippingActorC.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+
+ clippingActorD.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT);
+ clippingActorD.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT);
+ clippingActorD.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+
+ clippingActorE.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER_LEFT);
+ clippingActorE.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT);
+
+ clippingActorA.SetProperty(Actor::Property::POSITION, Vector3(0.0f, -200.0f, 0.0f));
+ clippingActorB.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
+ clippingActorC.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 100.0f, 0.0f));
+ clippingActorD.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
+ clippingActorE.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
+
+ application.GetScene().Add(clippingActorA);
+ clippingActorA.Add(clippingActorB);
+ application.GetScene().Add(clippingActorC);
+ application.GetScene().Add(clippingActorD);
+ clippingActorD.Add(clippingActorE);
// Gather the call trace.
- GenerateTrace( application, enabledDisableTrace, scissorTrace );
+ GenerateTrace(application, enabledDisableTrace, scissorTrace);
// Check we are writing to the color buffer.
- CheckColorMask( glAbstraction, true );
+ CheckColorMask(glAbstraction, true);
// Check scissor test was enabled.
- DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) ); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+ 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" );
+ 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.
+ 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" );
+ 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();
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
// Create a clipping actor.
Actor actorDepth1Clip = CreateActorWithContent16x16();
- actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
- Stage::GetCurrent().Add( actorDepth1Clip );
+ actorDepth1Clip.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN);
+ application.GetScene().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 );
+ actorDepth1Clip.GetRendererAt(0).SetProperty(Renderer::Property::RENDER_MODE, RenderMode::COLOR);
// Gather the call trace.
- GenerateTrace( application, enabledDisableTrace, stencilTrace );
+ GenerateTrace(application, enabledDisableTrace, stencilTrace);
// Check we are writing to the color buffer.
- CheckColorMask( glAbstraction, true );
+ CheckColorMask(glAbstraction, true);
// Check the stencil buffer was not enabled.
- DALI_TEST_CHECK( !enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) ); // 2960 is GL_STENCIL_TEST
+ 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" ) );
+ 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 );
+ actorDepth1Clip.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
// Gather the call trace.
- GenerateTrace( application, enabledDisableTrace, scissorTrace );
+ 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(!enabledDisableTrace.FindMethodAndParams("Enable", "3089")); // 3089 = 0xC11 (GL_SCISSOR_TEST)
- DALI_TEST_CHECK( !scissorTrace.FindMethod( "StencilFunc" ) );
+ 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;
+ tet_infoline("Testing Actor::GetProperty returns a non valid value if property index is out of range");
+ TestApplication application;
Actor actor = Actor::New();
unsigned int propertyCount = actor.GetPropertyCount();
- DALI_TEST_EQUALS( actor.GetProperty( Property::Index(propertyCount)).GetType(), Property::NONE, TEST_LOCATION );
+ 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" );
+ tet_infoline("UtcDaliActor Raise and Lower test\n");
TestApplication application;
- Stage stage( Stage::GetCurrent() );
+ Debug::Filter::SetGlobalLogLevel(Debug::Verbose);
+
+ Integration::Scene stage(application.GetScene());
Actor actorA = Actor::New();
Actor actorB = Actor::New();
Actor actorC = Actor::New();
- actorA.SetAnchorPoint( AnchorPoint::CENTER );
- actorA.SetParentOrigin( ParentOrigin::CENTER );
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorB.SetAnchorPoint( AnchorPoint::CENTER );
- actorB.SetParentOrigin( ParentOrigin::CENTER );
+ actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorC.SetAnchorPoint( AnchorPoint::CENTER );
- actorC.SetParentOrigin( ParentOrigin::CENTER );
+ actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
- actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+ 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" );
+ 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" );
+ 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 );
+ 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 );
+ 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 );
+ actorA.TouchedSignal().Connect(TestTouchCallback);
+ actorB.TouchedSignal().Connect(TestTouchCallback2);
+ actorC.TouchedSignal().Connect(TestTouchCallback3);
// Connect ChildOrderChangedSignal
- bool orderChangedSignal( false );
- Actor orderChangedActor;
- ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
- DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+ bool orderChangedSignal(false);
+ Actor orderChangedActor;
+ ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+ DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
Dali::Integration::Point point;
- point.SetDeviceId( 1 );
- point.SetState( PointState::DOWN );
- point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+ point.SetDeviceId(1);
+ point.SetState(PointState::DOWN);
+ point.SetScreenPosition(Vector2(10.f, 10.f));
Dali::Integration::TouchEvent touchEvent;
- touchEvent.AddPoint( point );
+ touchEvent.AddPoint(point);
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
- DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
- DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
- DALI_TEST_EQUALS( gTouchCallBackCalled3, 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();
- tet_printf( "Testing Raising of Actor\n" );
+ tet_printf("Testing Raising of Actor\n");
- int preActorOrder( 0 );
- int postActorOrder( 0 );
+ int preActorOrder(0);
+ int postActorOrder(0);
- Property::Value value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
- value.Get( preActorOrder );
+ Property::Value value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER);
+ value.Get(preActorOrder);
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
actorB.Raise();
- DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
- DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
// Ensure sort order is calculated before next touch event
application.SendNotification();
- value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
- value.Get( postActorOrder );
+ value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER);
+ value.Get(postActorOrder);
- tet_printf( "Raised ActorB from (%d) to (%d) \n", preActorOrder, postActorOrder );
+ tet_printf("Raised ActorB from (%d) to (%d) \n", preActorOrder, postActorOrder);
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
- DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
- DALI_TEST_EQUALS( gTouchCallBackCalled2, true , TEST_LOCATION );
- DALI_TEST_EQUALS( gTouchCallBackCalled3, false, 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( "Testing Lowering of Actor\n" );
+ tet_printf("Testing Lowering of Actor\n");
- value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
- value.Get( preActorOrder );
+ value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER);
+ value.Get(preActorOrder);
orderChangedSignal = false;
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
actorB.Lower();
- DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
- DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
application.SendNotification(); // ensure sort order calculated before next touch event
- value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER );
- value.Get( postActorOrder );
+ value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER);
+ value.Get(postActorOrder);
- tet_printf( "Lowered ActorB from (%d) to (%d) \n", preActorOrder, postActorOrder );
+ tet_printf("Lowered ActorB from (%d) to (%d) \n", preActorOrder, postActorOrder);
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
- DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
- DALI_TEST_EQUALS( gTouchCallBackCalled2, false , TEST_LOCATION );
- DALI_TEST_EQUALS( gTouchCallBackCalled3, 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();
+ Debug::Filter::SetGlobalLogLevel(Debug::NoLogging);
+
END_TEST;
}
int UtcDaliActorRaiseToTopLowerToBottom(void)
{
- tet_infoline( "UtcDaliActorRaiseToTop and LowerToBottom test \n" );
+ tet_infoline("UtcDaliActorRaiseToTop and LowerToBottom test \n");
TestApplication application;
- Stage stage( Stage::GetCurrent() );
+ Integration::Scene stage(application.GetScene());
Actor actorA = Actor::New();
Actor actorB = 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);
+ shaderA.RegisterProperty("uRendererColor", 1.f);
Shader shaderB = CreateShader();
- shaderB.RegisterProperty( "uRendererColor", 2.f );
+ shaderB.RegisterProperty("uRendererColor", 2.f);
Shader shaderC = CreateShader();
- shaderC.RegisterProperty( "uRendererColor", 3.f );
+ shaderC.RegisterProperty("uRendererColor", 3.f);
Geometry geometry = CreateQuadGeometry();
Renderer rendererC = Renderer::New(geometry, shaderC);
actorC.AddRenderer(rendererC);
- actorA.SetAnchorPoint( AnchorPoint::CENTER );
- actorA.SetParentOrigin( ParentOrigin::CENTER );
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorB.SetAnchorPoint( AnchorPoint::CENTER );
- actorB.SetParentOrigin( ParentOrigin::CENTER );
+ actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorC.SetAnchorPoint( AnchorPoint::CENTER );
- actorC.SetParentOrigin( ParentOrigin::CENTER );
+ actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
- actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+ 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" );
+ 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" );
+ 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 );
+ stage.Add(actorA);
+ stage.Add(actorB);
+ stage.Add(actorC);
ResetTouchCallbacks();
// Connect ChildOrderChangedSignal
- bool orderChangedSignal( false );
- Actor orderChangedActor;
- ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
- DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+ bool orderChangedSignal(false);
+ Actor orderChangedActor;
+ ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+ DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
// Set up gl abstraction trace so can query the set uniform order
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
application.SendNotification();
application.Render();
- tet_printf( "Trace Output:%s \n", glSetUniformStack.GetTraceString().c_str() );
-
+ 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" );
+ int indexC = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "3");
+ int indexB = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "2");
+ int indexA = glSetUniformStack.FindIndexFromMethodAndParams("uRendererColor", "1");
- bool CBA = ( indexC > indexB) && ( indexB > indexA );
+ bool CBA = (indexC > indexB) && (indexB > indexA);
- DALI_TEST_EQUALS( CBA, true, TEST_LOCATION );
+ 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 );
+ 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 );
+ actorA.TouchedSignal().Connect(TestTouchCallback);
+ actorB.TouchedSignal().Connect(TestTouchCallback2);
+ actorC.TouchedSignal().Connect(TestTouchCallback3);
Dali::Integration::Point point;
- point.SetDeviceId( 1 );
- point.SetState( PointState::DOWN );
- point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+ point.SetDeviceId(1);
+ point.SetState(PointState::DOWN);
+ point.SetScreenPosition(Vector2(10.f, 10.f));
Dali::Integration::TouchEvent touchEvent;
- touchEvent.AddPoint( point );
+ touchEvent.AddPoint(point);
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
- DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
- DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
- DALI_TEST_EQUALS( gTouchCallBackCalled3, 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();
- tet_printf( "RaiseToTop ActorA\n" );
+ tet_printf("RaiseToTop ActorA\n");
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
actorA.RaiseToTop();
- DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
- DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
application.SendNotification(); // ensure sorting order is calculated before next touch event
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
glAbstraction.ResetSetUniformCallStack();
glSetUniformStack = glAbstraction.GetSetUniformTrace();
application.SendNotification();
application.Render();
- tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+ 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" );
+ 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 );
+ 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(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 );
+ 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" );
+ tet_printf("RaiseToTop ActorB\n");
orderChangedSignal = false;
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
actorB.RaiseToTop();
- DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
- DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
application.SendNotification(); // Ensure sort order is calculated before next touch event
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
glAbstraction.ResetSetUniformCallStack();
glSetUniformStack = glAbstraction.GetSetUniformTrace();
application.SendNotification();
application.Render();
- tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+ 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" );
+ 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 );
+ 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(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 );
+ 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" );
+ tet_printf("LowerToBottom ActorA then ActorB leaving Actor C at Top\n");
orderChangedSignal = false;
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
actorA.LowerToBottom();
- DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
- DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
application.SendNotification();
application.Render();
orderChangedSignal = false;
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
actorB.LowerToBottom();
- DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
- DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
application.SendNotification();
application.Render();
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
glAbstraction.ResetSetUniformCallStack();
glSetUniformStack = glAbstraction.GetSetUniformTrace();
application.SendNotification();
application.Render();
- tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+ 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" );
+ 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 );
+ 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(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 );
+ DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled3, true, TEST_LOCATION);
ResetTouchCallbacks();
int UtcDaliActorRaiseAbove(void)
{
- tet_infoline( "UtcDaliActor RaiseToAbove test \n" );
+ tet_infoline("UtcDaliActor RaiseToAbove test \n");
TestApplication application;
- Stage stage( Stage::GetCurrent() );
+ Integration::Scene stage(application.GetScene());
Actor actorA = Actor::New();
Actor actorB = Actor::New();
Actor actorC = Actor::New();
- actorA.SetAnchorPoint( AnchorPoint::CENTER );
- actorA.SetParentOrigin( ParentOrigin::CENTER );
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorB.SetAnchorPoint( AnchorPoint::CENTER );
- actorB.SetParentOrigin( ParentOrigin::CENTER );
+ actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorC.SetAnchorPoint( AnchorPoint::CENTER );
- actorC.SetParentOrigin( ParentOrigin::CENTER );
+ actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
- actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+ 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" );
+ 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" );
+ 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 );
+ 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 );
+ 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 );
+ actorA.TouchedSignal().Connect(TestTouchCallback);
+ actorB.TouchedSignal().Connect(TestTouchCallback2);
+ actorC.TouchedSignal().Connect(TestTouchCallback3);
- bool orderChangedSignal( false );
- Actor orderChangedActor;
- ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
- DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+ bool orderChangedSignal(false);
+ Actor orderChangedActor;
+ ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+ DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
Dali::Integration::Point point;
- point.SetDeviceId( 1 );
- point.SetState( PointState::DOWN );
- point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+ point.SetDeviceId(1);
+ point.SetState(PointState::DOWN);
+ point.SetScreenPosition(Vector2(10.f, 10.f));
Dali::Integration::TouchEvent touchEvent;
- touchEvent.AddPoint( point );
+ touchEvent.AddPoint(point);
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
- DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
- DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
- DALI_TEST_EQUALS( gTouchCallBackCalled3, 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();
- tet_printf( "Raise actor B Above Actor C\n" );
+ tet_printf("Raise actor B Above Actor C\n");
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
- actorB.RaiseAbove( actorC );
- DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
- DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+ actorB.RaiseAbove(actorC);
+ DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
- DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
- DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION );
- DALI_TEST_EQUALS( gTouchCallBackCalled3, false , 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( "Raise actor A Above Actor B\n" );
+ tet_printf("Raise actor A Above Actor B\n");
orderChangedSignal = false;
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
- actorA.RaiseAbove( actorB );
- DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
- DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+ actorA.RaiseAbove(actorB);
+ DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
- application.ProcessEvent( touchEvent ); // process a touch event on ordered actors.
+ 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 );
+ DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
ResetTouchCallbacks();
int UtcDaliActorLowerBelow(void)
{
- tet_infoline( "UtcDaliActor LowerBelow test \n" );
+ tet_infoline("UtcDaliActor LowerBelow test \n");
TestApplication application;
- Stage stage( Stage::GetCurrent() );
+ Integration::Scene stage(application.GetScene());
// 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);
+ shaderA.RegisterProperty("uRendererColor", 1.f);
Shader shaderB = CreateShader();
- shaderB.RegisterProperty( "uRendererColor", 2.f );
+ shaderB.RegisterProperty("uRendererColor", 2.f);
Shader shaderC = CreateShader();
- shaderC.RegisterProperty( "uRendererColor", 3.f );
+ shaderC.RegisterProperty("uRendererColor", 3.f);
Actor actorA = Actor::New();
Actor actorB = Actor::New();
Renderer rendererC = Renderer::New(geometry, shaderC);
actorC.AddRenderer(rendererC);
- actorA.SetAnchorPoint( AnchorPoint::CENTER );
- actorA.SetParentOrigin( ParentOrigin::CENTER );
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorB.SetAnchorPoint( AnchorPoint::CENTER );
- actorB.SetParentOrigin( ParentOrigin::CENTER );
+ actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorC.SetAnchorPoint( AnchorPoint::CENTER );
- actorC.SetParentOrigin( ParentOrigin::CENTER );
+ actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
- actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+ 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" );
+ 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" );
+ 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.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ container.SetResizePolicy(ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS);
+ stage.Add(container);
- container.Add( actorA );
- container.Add( actorB );
- container.Add( actorC );
+ container.Add(actorA);
+ container.Add(actorB);
+ container.Add(actorC);
ResetTouchCallbacks();
// Connect ChildOrderChangedSignal
- bool orderChangedSignal( false );
- Actor orderChangedActor;
- ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
- DevelActor::ChildOrderChangedSignal( container ).Connect( &application, f ) ;
+ bool orderChangedSignal(false);
+ Actor orderChangedActor;
+ ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+ DevelActor::ChildOrderChangedSignal(container).Connect(&application, f);
// Set up gl abstraction trace so can query the set uniform order
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
glSetUniformStack = glAbstraction.GetSetUniformTrace();
- tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+ 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" );
+ 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 );
+ 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(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 );
+ 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 );
+ actorA.TouchedSignal().Connect(TestTouchCallback);
+ actorB.TouchedSignal().Connect(TestTouchCallback2);
+ actorC.TouchedSignal().Connect(TestTouchCallback3);
Dali::Integration::Point point;
- point.SetDeviceId( 1 );
- point.SetState( PointState::DOWN );
- point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+ point.SetDeviceId(1);
+ point.SetState(PointState::DOWN);
+ point.SetScreenPosition(Vector2(10.f, 10.f));
Dali::Integration::TouchEvent touchEvent;
- touchEvent.AddPoint( point );
+ touchEvent.AddPoint(point);
- tet_infoline( "UtcDaliActor Test Set up completed \n" );
+ tet_infoline("UtcDaliActor Test Set up completed \n");
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
- DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
- DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
- DALI_TEST_EQUALS( gTouchCallBackCalled3, 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();
- 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" );
+ 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");
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
- actorC.LowerBelow( actorB );
- DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
- DALI_TEST_EQUALS( orderChangedActor, actorC, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+ actorC.LowerBelow(actorB);
+ DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(orderChangedActor, actorC, TEST_LOCATION);
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
application.Render();
- application.ProcessEvent( touchEvent ); // touch event
+ application.ProcessEvent(touchEvent); // touch event
glAbstraction.ResetSetUniformCallStack();
glSetUniformStack = glAbstraction.GetSetUniformTrace();
application.SendNotification();
application.Render();
- tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+ 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" );
+ 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 );
+ 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 );
+ 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" );
+ tet_printf("Lower actor C below Actor A leaving B on top\n");
orderChangedSignal = false;
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
- actorC.LowerBelow( actorA );
- DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
- DALI_TEST_EQUALS( orderChangedActor, actorC, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+ actorC.LowerBelow(actorA);
+ DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(orderChangedActor, actorC, TEST_LOCATION);
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
application.Render();
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
glAbstraction.ResetSetUniformCallStack();
glSetUniformStack = glAbstraction.GetSetUniformTrace();
application.Render();
- tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+ 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" );
+ 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(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 );
+ 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" );
+ tet_printf("Lower actor B below Actor C leaving A on top\n");
orderChangedSignal = false;
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
- actorB.LowerBelow( actorC );
- DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
- DALI_TEST_EQUALS( orderChangedActor, actorB, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+ actorB.LowerBelow(actorC);
+ DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(orderChangedActor, actorB, TEST_LOCATION);
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
application.Render();
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
glAbstraction.ResetSetUniformCallStack();
glSetUniformStack = glAbstraction.GetSetUniformTrace();
application.Render();
- tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() );
+ 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" );
+ 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 );
+ 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" );
+ tet_infoline("UtcDaliActor RaiseToAbove test with actor and target actor having different parents \n");
TestApplication application;
- Stage stage( Stage::GetCurrent() );
+ Integration::Scene stage(application.GetScene());
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.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 );
+ parentA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ parentA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- parentB.SetAnchorPoint( AnchorPoint::CENTER );
- parentB.SetParentOrigin( ParentOrigin::CENTER );
+ parentB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ parentB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- stage.Add( parentA );
- stage.Add( parentB );
+ stage.Add(parentA);
+ stage.Add(parentB);
Actor actorA = Actor::New();
Actor actorB = Actor::New();
Actor actorC = Actor::New();
- parentA.Add( actorA );
- parentA.Add( actorB );
+ parentA.Add(actorA);
+ parentA.Add(actorB);
- tet_printf( "Actor C added to different parent from A and B \n" );
- parentB.Add( actorC );
+ tet_printf("Actor C added to different parent from A and B \n");
+ parentB.Add(actorC);
- actorA.SetAnchorPoint( AnchorPoint::CENTER );
- actorA.SetParentOrigin( ParentOrigin::CENTER );
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorB.SetAnchorPoint( AnchorPoint::CENTER );
- actorB.SetParentOrigin( ParentOrigin::CENTER );
+ actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorC.SetAnchorPoint( AnchorPoint::CENTER );
- actorC.SetParentOrigin( ParentOrigin::CENTER );
+ actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
- actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+ 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" );
+ 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" );
+ actorC.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+ actorC.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
ResetTouchCallbacks();
// Connect ChildOrderChangedSignal
- bool orderChangedSignal( false );
- Actor orderChangedActor;
- ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
- DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+ bool orderChangedSignal(false);
+ Actor orderChangedActor;
+ ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+ DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
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 );
+ 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 );
+ actorA.TouchedSignal().Connect(TestTouchCallback);
+ actorB.TouchedSignal().Connect(TestTouchCallback2);
+ actorC.TouchedSignal().Connect(TestTouchCallback3);
Dali::Integration::Point point;
- point.SetDeviceId( 1 );
- point.SetState( PointState::DOWN );
- point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+ point.SetDeviceId(1);
+ point.SetState(PointState::DOWN);
+ point.SetScreenPosition(Vector2(10.f, 10.f));
Dali::Integration::TouchEvent touchEvent;
- touchEvent.AddPoint( point );
+ touchEvent.AddPoint(point);
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
- DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
- DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
- DALI_TEST_EQUALS( gTouchCallBackCalled3, 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();
- tet_printf( "Raise actor A Above Actor C which have different parents\n" );
+ tet_printf("Raise actor A Above Actor C which have different parents\n");
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
- actorA.RaiseAbove( actorC );
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+ actorA.RaiseAbove(actorC);
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
- application.ProcessEvent( touchEvent ); // touch event
+ 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 );
+ DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled3, true, TEST_LOCATION);
ResetTouchCallbacks();
int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void)
{
- tet_infoline( "UtcDaliActor Test raiseAbove and lowerBelow api when target Actor has no parent \n" );
+ tet_infoline("UtcDaliActor Test raiseAbove and lowerBelow api when target Actor has no parent \n");
TestApplication application;
- Stage stage( Stage::GetCurrent() );
+ Integration::Scene stage(application.GetScene());
Actor actorA = Actor::New();
Actor actorB = Actor::New();
Actor actorC = Actor::New();
- actorA.SetAnchorPoint( AnchorPoint::CENTER );
- actorA.SetParentOrigin( ParentOrigin::CENTER );
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorB.SetAnchorPoint( AnchorPoint::CENTER );
- actorB.SetParentOrigin( ParentOrigin::CENTER );
+ actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorC.SetAnchorPoint( AnchorPoint::CENTER );
- actorC.SetParentOrigin( ParentOrigin::CENTER );
+ actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
- actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+ 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" );
+ 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" );
+ actorC.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+ actorC.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
ResetTouchCallbacks();
// Connect ChildOrderChangedSignal
- bool orderChangedSignal( false );
- Actor orderChangedActor;
- ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
- DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+ bool orderChangedSignal(false);
+ Actor orderChangedActor;
+ ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+ DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
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 );
+ 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 );
+ actorA.TouchedSignal().Connect(TestTouchCallback);
+ actorB.TouchedSignal().Connect(TestTouchCallback2);
+ actorC.TouchedSignal().Connect(TestTouchCallback3);
Dali::Integration::Point point;
- point.SetDeviceId( 1 );
- point.SetState( PointState::DOWN );
- point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+ point.SetDeviceId(1);
+ point.SetState(PointState::DOWN);
+ point.SetScreenPosition(Vector2(10.f, 10.f));
Dali::Integration::TouchEvent touchEvent;
- touchEvent.AddPoint( point );
+ touchEvent.AddPoint(point);
- tet_printf( "Raise actor A Above Actor C which have no parents\n" );
+ tet_printf("Raise actor A Above Actor C which have no parents\n");
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
- actorA.RaiseAbove( actorC );
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+ actorA.RaiseAbove(actorC);
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
- tet_printf( "Not parented so RaiseAbove should show no effect\n" );
+ 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 );
+ DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
ResetTouchCallbacks();
orderChangedSignal = false;
- stage.Add ( actorB );
- tet_printf( "Lower actor A below Actor C when only A is not on stage \n" );
+ stage.Add(actorB);
+ tet_printf("Lower actor A below Actor C when only A is not on stage \n");
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
- actorA.LowerBelow( actorC );
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+ actorA.LowerBelow(actorC);
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
application.Render();
- application.ProcessEvent( touchEvent );
+ 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 );
+ 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();
orderChangedSignal = false;
- tet_printf( "Adding Actor A to stage, will be on top\n" );
+ tet_printf("Adding Actor A to stage, will be on top\n");
- stage.Add ( actorA );
+ stage.Add(actorA);
application.SendNotification();
application.Render();
- tet_printf( "Raise actor B Above Actor C when only B has a parent\n" );
+ tet_printf("Raise actor B Above Actor C when only B has a parent\n");
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
- actorB.RaiseAbove( actorC );
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+ actorB.RaiseAbove(actorC);
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
- application.ProcessEvent( touchEvent );
+ 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 );
+ 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();
orderChangedSignal = false;
- tet_printf( "Lower actor A below Actor C when only A has a parent\n" );
+ tet_printf("Lower actor A below Actor C when only A has a parent\n");
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
- actorA.LowerBelow( actorC );
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+ actorA.LowerBelow(actorC);
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
- application.ProcessEvent( touchEvent );
+ 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 );
+ 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();
orderChangedSignal = false;
- stage.Add ( actorC );
+ stage.Add(actorC);
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
- actorA.RaiseAbove( actorC );
- DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
- DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+ actorA.RaiseAbove(actorC);
+ DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
// Ensure sorting happens at end of Core::ProcessEvents() before next touch
application.SendNotification();
application.Render();
- application.ProcessEvent( touchEvent );
+ 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 );
+ 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" );
+ tet_infoline("UtcDaliActor Test all raise/lower api when actor has no parent \n");
TestApplication application;
- Stage stage( Stage::GetCurrent() );
+ Integration::Scene stage(application.GetScene());
Actor actorA = Actor::New();
Actor actorB = Actor::New();
Actor actorC = Actor::New();
- actorA.SetAnchorPoint( AnchorPoint::CENTER );
- actorA.SetParentOrigin( ParentOrigin::CENTER );
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorB.SetAnchorPoint( AnchorPoint::CENTER );
- actorB.SetParentOrigin( ParentOrigin::CENTER );
+ actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorC.SetAnchorPoint( AnchorPoint::CENTER );
- actorC.SetParentOrigin( ParentOrigin::CENTER );
+ actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
- actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+ 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" );
+ 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" );
+ actorC.SetProperty(Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT");
+ actorC.SetProperty(Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT");
ResetTouchCallbacks();
// Connect ChildOrderChangedSignal
- bool orderChangedSignal( false );
- Actor orderChangedActor;
- ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
- DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+ bool orderChangedSignal(false);
+ Actor orderChangedActor;
+ ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+ DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
// 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 );
+ actorA.TouchedSignal().Connect(TestTouchCallback);
+ actorB.TouchedSignal().Connect(TestTouchCallback2);
+ actorC.TouchedSignal().Connect(TestTouchCallback3);
Dali::Integration::Point point;
- point.SetDeviceId( 1 );
- point.SetState( PointState::DOWN );
- point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+ point.SetDeviceId(1);
+ point.SetState(PointState::DOWN);
+ point.SetScreenPosition(Vector2(10.f, 10.f));
Dali::Integration::TouchEvent touchEvent;
- touchEvent.AddPoint( point );
+ touchEvent.AddPoint(point);
- stage.Add ( actorA );
- tet_printf( "Raise actor B Above Actor C but B not parented\n" );
+ stage.Add(actorA);
+ tet_printf("Raise actor B Above Actor C but B not parented\n");
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
actorB.Raise();
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
application.SendNotification();
application.Render();
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
- tet_printf( "Not parented so RaiseAbove should show no effect\n" );
+ 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 );
+ 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" );
+ tet_printf("Raise actor B Above Actor C but B not parented\n");
ResetTouchCallbacks();
orderChangedSignal = false;
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
actorC.Lower();
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
// Sort actor tree before next touch event
application.SendNotification();
application.Render();
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
- tet_printf( "Not parented so RaiseAbove should show no effect\n" );
+ 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 );
+ DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
ResetTouchCallbacks();
orderChangedSignal = false;
- tet_printf( "Lower actor C below B but C not parented\n" );
+ tet_printf("Lower actor C below B but C not parented\n");
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
actorB.Lower();
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
// Sort actor tree before next touch event
application.SendNotification();
application.Render();
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
- tet_printf( "Not parented so Lower should show no effect\n" );
+ 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 );
+ DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
ResetTouchCallbacks();
orderChangedSignal = false;
- tet_printf( "Raise actor B to top\n" );
+ tet_printf("Raise actor B to top\n");
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
actorB.RaiseToTop();
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
// Sort actor tree before next touch event
application.SendNotification();
application.Render();
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
- tet_printf( "Not parented so RaiseToTop should show no effect\n" );
+ 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 );
+ DALI_TEST_EQUALS(gTouchCallBackCalled, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled3, false, TEST_LOCATION);
ResetTouchCallbacks();
orderChangedSignal = false;
- tet_printf( "Add ActorB to stage so only Actor C not parented\n" );
+ tet_printf("Add ActorB to stage so only Actor C not parented\n");
- stage.Add ( actorB );
+ stage.Add(actorB);
- tet_printf( "Lower actor C to Bottom, B stays at top\n" );
+ tet_printf("Lower actor C to Bottom, B stays at top\n");
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
actorC.LowerToBottom();
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
application.SendNotification();
application.Render();
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
- tet_printf( "Not parented so LowerToBottom should show no effect\n" );
+ 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 );
+ 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" );
+ tet_infoline("UtcDaliActor RaiseToAbove and test with actor provided as target resulting in a no operation \n");
TestApplication application;
- Stage stage( Stage::GetCurrent() );
+ Integration::Scene stage(application.GetScene());
Actor actorA = Actor::New();
Actor actorB = Actor::New();
Actor actorC = Actor::New();
- actorA.SetAnchorPoint( AnchorPoint::CENTER );
- actorA.SetParentOrigin( ParentOrigin::CENTER );
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorB.SetAnchorPoint( AnchorPoint::CENTER );
- actorB.SetParentOrigin( ParentOrigin::CENTER );
+ actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorC.SetAnchorPoint( AnchorPoint::CENTER );
- actorC.SetParentOrigin( ParentOrigin::CENTER );
+ actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
- actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" );
- actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" );
+ 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" );
+ 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" );
+ 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 );
+ 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 );
+ actorA.TouchedSignal().Connect(TestTouchCallback);
+ actorB.TouchedSignal().Connect(TestTouchCallback2);
+ actorC.TouchedSignal().Connect(TestTouchCallback3);
ResetTouchCallbacks();
// Connect ChildOrderChangedSignal
- bool orderChangedSignal( false );
- Actor orderChangedActor;
- ChildOrderChangedFunctor f( orderChangedSignal, orderChangedActor );
- DevelActor::ChildOrderChangedSignal( stage.GetRootLayer() ).Connect( &application, f ) ;
+ bool orderChangedSignal(false);
+ Actor orderChangedActor;
+ ChildOrderChangedFunctor f(orderChangedSignal, orderChangedActor);
+ DevelActor::ChildOrderChangedSignal(stage.GetRootLayer()).Connect(&application, f);
application.SendNotification();
application.Render();
Dali::Integration::Point point;
- point.SetDeviceId( 1 );
- point.SetState( PointState::DOWN );
- point.SetScreenPosition( Vector2( 10.f, 10.f ) );
+ point.SetDeviceId(1);
+ point.SetState(PointState::DOWN);
+ point.SetScreenPosition(Vector2(10.f, 10.f));
Dali::Integration::TouchEvent touchEvent;
- touchEvent.AddPoint( point );
+ touchEvent.AddPoint(point);
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
- DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION );
- DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION );
- DALI_TEST_EQUALS( gTouchCallBackCalled3, 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();
- tet_infoline( "Raise actor A Above Actor A which is the same actor!!\n" );
+ tet_infoline("Raise actor A Above Actor A which is the same actor!!\n");
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
- actorA.RaiseAbove( actorA );
- DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
- DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+ actorA.RaiseAbove(actorA);
+ DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
application.SendNotification();
application.Render();
- application.ProcessEvent( touchEvent );
+ application.ProcessEvent(touchEvent);
- tet_infoline( "No target is source Actor so RaiseAbove should show no effect\n" );
+ 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 );
+ DALI_TEST_EQUALS(gTouchCallBackCalled, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled2, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(gTouchCallBackCalled3, true, TEST_LOCATION);
ResetTouchCallbacks();
orderChangedSignal = false;
- DALI_TEST_EQUALS( orderChangedSignal, false, TEST_LOCATION );
- actorA.RaiseAbove( actorC );
- DALI_TEST_EQUALS( orderChangedSignal, true, TEST_LOCATION );
- DALI_TEST_EQUALS( orderChangedActor, actorA, TEST_LOCATION );
+ DALI_TEST_EQUALS(orderChangedSignal, false, TEST_LOCATION);
+ actorA.RaiseAbove(actorC);
+ DALI_TEST_EQUALS(orderChangedSignal, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(orderChangedActor, actorA, TEST_LOCATION);
application.SendNotification();
application.Render();
- application.ProcessEvent( touchEvent );
+ 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 );
+ 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" );
+ tet_infoline("UtcDaliActorGetScreenPosition Get screen coordinates of Actor \n");
TestApplication application;
- Stage stage( Stage::GetCurrent() );
+ Integration::Scene stage(application.GetScene());
Actor actorA = Actor::New();
- actorA.SetAnchorPoint( AnchorPoint::CENTER );
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
- Vector2 size2( 10.0f, 20.0f );
- actorA.SetSize( size2 );
+ Vector2 size2(10.0f, 20.0f);
+ actorA.SetProperty(Actor::Property::SIZE, size2);
- actorA.SetPosition( 0.f, 0.f );
+ actorA.SetProperty(Actor::Property::POSITION, Vector2(0.f, 0.f));
- tet_infoline( "UtcDaliActorGetScreenPosition Center Anchor Point and 0,0 position \n" );
+ tet_infoline("UtcDaliActorGetScreenPosition Center Anchor Point and 0,0 position \n");
- stage.Add( actorA );
+ 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 >();
+ Vector3 actorWorldPosition = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+ Vector2 actorScreenPosition = actorA.GetProperty(Actor::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 );
+ 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 );
+ 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" );
+ tet_infoline("UtcDaliActorGetScreenPosition Top Left Anchor Point and 0,0 position \n");
- actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, 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 >();
+ actorWorldPosition = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+ actorScreenPosition = actorA.GetProperty(Actor::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 );
+ 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 );
+ 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" );
+ tet_infoline("UtcDaliActorGetScreenPosition Bottom right Anchor Point and 0,0 position \n");
- actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, 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 >();
+ actorWorldPosition = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+ actorScreenPosition = actorA.GetProperty(Actor::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 );
+ 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 );
+ 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" );
+ tet_infoline("UtcDaliActorGetScreenPosition Bottom right Anchor Point and 30,0 position \n");
- actorA.SetPosition( 30.0, 0.0 );
+ actorA.SetProperty(Actor::Property::POSITION, Vector2(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 >();
+ actorWorldPosition = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+ actorScreenPosition = actorA.GetProperty(Actor::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 );
+ 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 );
+ 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" );
+ tet_infoline("UtcDaliActorGetScreenPosition Bottom right Anchor Point and 30,420 position \n");
- actorA.SetPosition( 30.0, 420.0 );
+ actorA.SetProperty(Actor::Property::POSITION, Vector2(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 >();
+ actorWorldPosition = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+ actorScreenPosition = actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
- DALI_TEST_EQUALS( actorScreenPosition.x, 30lu , TEST_LOCATION );
- DALI_TEST_EQUALS( actorScreenPosition.y, 420lu , TEST_LOCATION );
+ 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_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" );
+ tet_infoline("UtcDaliActorGetScreenPosition Scale parent and check child's screen position \n");
- actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- actorA.SetPosition( 30.0, 30.0 );
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actorA.SetProperty(Actor::Property::POSITION, Vector2(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 );
+ actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actorB.SetProperty(Actor::Property::SIZE, size2);
+ actorB.SetProperty(Actor::Property::POSITION, Vector2(10.f, 10.f));
+ actorA.Add(actorB);
- actorA.SetScale( 2.0f );
+ actorA.SetProperty(Actor::Property::SCALE, 2.0f);
application.SendNotification();
application.Render();
- actorScreenPosition = actorB.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >();
+ actorScreenPosition = actorB.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>();
- DALI_TEST_EQUALS( actorScreenPosition.x, 50lu , TEST_LOCATION );
- DALI_TEST_EQUALS( actorScreenPosition.y, 50lu , TEST_LOCATION );
+ 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" );
+ tet_infoline("UtcDaliActorGetScreenPositionAfterScaling Get screen coordinates of Actor \n");
TestApplication application;
- Stage stage( Stage::GetCurrent() );
+ Integration::Scene stage(application.GetScene());
Actor actorA = Actor::New();
- actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
- Vector2 size2( 10.0f, 20.0f );
- actorA.SetSize( size2 );
- actorA.SetScale( 1.5f );
- actorA.SetPosition( 0.f, 0.f );
+ Vector2 size2(10.0f, 20.0f);
+ actorA.SetProperty(Actor::Property::SIZE, size2);
+ actorA.SetProperty(Actor::Property::SCALE, 1.5f);
+ actorA.SetProperty(Actor::Property::POSITION, Vector2(0.f, 0.f));
- tet_infoline( "UtcDaliActorGetScreenPositionAfterScaling TopRight Anchor Point, scale 1.5f and 0,0 position \n" );
+ tet_infoline("UtcDaliActorGetScreenPositionAfterScaling TopRight Anchor Point, scale 1.5f and 0,0 position \n");
- stage.Add( actorA );
+ 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 >();
+ Vector3 actorWorldPosition = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+ Vector2 actorScreenPosition = actorA.GetProperty(Actor::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 );
+ 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 );
+ 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" );
+ tet_infoline("UtcDaliActorGetScreenPositionAfterScaling BOTTOM_RIGHT Anchor Point, scale 1.5f and 0,0 position \n");
- actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, 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 >();
+ actorWorldPosition = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+ actorScreenPosition = actorA.GetProperty(Actor::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 );
+ 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 );
+ 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" );
+ tet_infoline("UtcDaliActorGetScreenPositionWithDifferentParentOrigin Changes parent origin which should not effect result \n");
TestApplication application;
- Stage stage( Stage::GetCurrent() );
+ Integration::Scene stage(application.GetScene());
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 );
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ Vector2 size2(10.0f, 20.0f);
+ actorA.SetProperty(Actor::Property::SIZE, size2);
+ actorA.SetProperty(Actor::Property::POSITION, Vector2(0.f, 0.f));
- tet_infoline( " TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+ tet_infoline(" TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n");
- stage.Add( actorA );
+ 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 >();
+ Vector3 actorWorldPosition = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+ Vector2 actorScreenPosition = actorA.GetProperty(Actor::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 );
+ 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 );
+ 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" );
+ tet_infoline(" BOTTOM_RIGHT Anchor Point, ParentOrigin::TOP_RIGHT and 0,0 position \n");
- actorA.SetParentOrigin( ParentOrigin::TOP_RIGHT );
- actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+ actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_RIGHT);
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, 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 >();
+ actorWorldPosition = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+ actorScreenPosition = actorA.GetProperty(Actor::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 );
+ 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 );
+ 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" );
+ tet_infoline("UtcDaliActorGetScreenPositionWithChildActors Check screen position with a tree of actors \n");
TestApplication application;
- Stage stage( Stage::GetCurrent() );
+ Integration::Scene stage(application.GetScene());
- tet_infoline( "Create Child Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+ 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 );
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ Vector2 size1(10.0f, 20.0f);
+ actorA.SetProperty(Actor::Property::SIZE, size1);
+ actorA.SetProperty(Actor::Property::POSITION, Vector2(0.f, 0.f));
- tet_infoline( "Create Parent Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+ 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 );
+ parentActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ parentActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ Vector2 size2(30.0f, 60.0f);
+ parentActorA.SetProperty(Actor::Property::SIZE, size2);
+ parentActorA.SetProperty(Actor::Property::POSITION, Vector2(0.f, 0.f));
- tet_infoline( "Add child 1 to Parent 1 and check screen position \n" );
+ tet_infoline("Add child 1 to Parent 1 and check screen position \n");
- stage.Add( parentActorA );
- parentActorA.Add ( actorA );
+ 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 >();
+ Vector3 actorWorldPosition = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+ Vector2 actorScreenPosition = actorA.GetProperty(Actor::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 );
+ 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 );
+ 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("Test 2\n");
- tet_infoline( "change parent anchor point and parent origin then check screen position \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 );
+ parentActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT);
+ parentActorA.SetProperty(Actor::Property::PARENT_ORIGIN, 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 >();
+ actorWorldPosition = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+ actorScreenPosition = actorA.GetProperty(Actor::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 );
+ 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 );
+ 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" );
+ tet_infoline("UtcDaliActorGetScreenPositionWithChildActors02 Check screen position with a tree of actors \n");
TestApplication application;
- Stage stage( Stage::GetCurrent() );
+ Integration::Scene stage(application.GetScene());
- tet_infoline( "Create Child Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+ 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 );
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ Vector2 size1(10.0f, 20.0f);
+ actorA.SetProperty(Actor::Property::SIZE, size1);
+ actorA.SetProperty(Actor::Property::POSITION, Vector2(0.f, 0.f));
- tet_infoline( "Create Parent Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" );
+ 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 );
+ parentActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ parentActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ Vector2 size2(30.0f, 60.0f);
+ parentActorA.SetProperty(Actor::Property::SIZE, size2);
+ parentActorA.SetProperty(Actor::Property::POSITION, Vector2(0.f, 0.f));
- tet_infoline( "Create Grand Parent Actor 1 BOTTOM_LEFT Anchor Point, ParentOrigin::BOTTOM_LEFT and 0,0 position \n" );
+ 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 );
+ grandParentActorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_LEFT);
+ grandParentActorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::BOTTOM_LEFT);
+ Vector2 size3(60.0f, 120.0f);
+ grandParentActorA.SetProperty(Actor::Property::SIZE, size3);
+ grandParentActorA.SetProperty(Actor::Property::POSITION, Vector2(0.f, 0.f));
- tet_infoline( "Add Parent 1 to Grand Parent 1 \n" );
+ tet_infoline("Add Parent 1 to Grand Parent 1 \n");
- stage.Add( grandParentActorA );
- grandParentActorA.Add ( parentActorA );
+ stage.Add(grandParentActorA);
+ grandParentActorA.Add(parentActorA);
- tet_infoline( "Add child 1 to Parent 1 and check screen position \n" );
+ tet_infoline("Add child 1 to Parent 1 and check screen position \n");
- parentActorA.Add ( actorA );
+ 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 >();
+ Vector3 actorWorldPosition = actorA.GetProperty(Actor::Property::WORLD_POSITION).Get<Vector3>();
+ Vector2 actorScreenPosition = actorA.GetProperty(Actor::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 );
+ 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 );
+ 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" );
+ tet_infoline("UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse Check screen position where the position does not use the anchor point");
TestApplication application;
- Stage stage( Stage::GetCurrent() );
+ Integration::Scene stage(application.GetScene());
- tet_infoline( "Create an actor with AnchorPoint::TOP_LEFT, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" );
+ 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 );
+ actorA.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actorA.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ actorA.SetProperty(Actor::Property::POSITION_USES_ANCHOR_POINT, false);
+ actorA.SetProperty(Actor::Property::SIZE, Vector2(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" );
+ 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 );
+ actorB.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT);
+ actorB.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ actorB.SetProperty(Actor::Property::POSITION_USES_ANCHOR_POINT, false);
+ Vector2 actorBSize(30.0f, 60.0f);
+ actorB.SetProperty(Actor::Property::SIZE, actorBSize);
+ stage.Add(actorB);
- tet_infoline( "Create an actor with AnchorPoint::CENTER, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" );
+ 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 );
+ actorC.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actorC.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ actorC.SetProperty(Actor::Property::POSITION_USES_ANCHOR_POINT, false);
+ Vector2 actorCSize(60.0f, 120.0f);
+ actorC.SetProperty(Actor::Property::SIZE, 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");
+ tet_infoline("Despite differing sizes and anchor-points, the screen position for all actors is the same");
- Vector2 center( stage.GetSize() * 0.5f );
+ 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 );
+ DALI_TEST_EQUALS(actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>(), center, TEST_LOCATION);
+ DALI_TEST_EQUALS(actorB.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>(), center, TEST_LOCATION);
+ DALI_TEST_EQUALS(actorC.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>(), center, TEST_LOCATION);
- tet_infoline( "Add scale to all actors" );
+ tet_infoline("Add scale to all actors");
- actorA.SetScale( 2.0f );
- actorB.SetScale( 2.0f );
- actorC.SetScale( 2.0f );
+ actorA.SetProperty(Actor::Property::SCALE, 2.0f);
+ actorB.SetProperty(Actor::Property::SCALE, 2.0f);
+ actorC.SetProperty(Actor::Property::SCALE, 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 );
+ DALI_TEST_EQUALS(actorA.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>(), center /* TOP_LEFT Anchor */, TEST_LOCATION);
+ DALI_TEST_EQUALS(actorB.GetProperty(Actor::Property::SCREEN_POSITION).Get<Vector2>(), center - actorBSize /* BOTTOM_RIGHT Anchor */, TEST_LOCATION);
+ DALI_TEST_EQUALS(actorC.GetProperty(Actor::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" );
+ 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 );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ application.GetScene().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("Check that the world position is in the center\n");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), 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 );
+ tet_infoline("Set the position uses anchor point property to false\n");
+ actor.SetProperty(Actor::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 );
+ tet_infoline("Check that the world position has changed appropriately\n");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), 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" );
+ 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 );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::SCALE, 2.0f);
+ actor.SetProperty(Actor::Property::POSITION_USES_ANCHOR_POINT, false);
+ application.GetScene().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("Check the world position is the same as it would be without a scale\n");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), 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 );
+ tet_infoline("Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly");
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 100.0f, 100.0f, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), 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 );
+ tet_infoline("Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly");
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), 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" );
+ 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 );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Degree(90.0f), Vector3::ZAXIS));
+ actor.SetProperty(Actor::Property::POSITION_USES_ANCHOR_POINT, false);
+ application.GetScene().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("Check the world position is the same as it would be without a rotation\n");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), 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 );
+ tet_infoline("Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly");
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( -50.0f, 50.0f, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), 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 );
+ tet_infoline("Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly");
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 150.0f, 50.0f, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), 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" );
+ 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 );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Degree(90.0f), Vector3::ZAXIS));
+ actor.SetProperty(Actor::Property::SCALE, 2.0f);
+ actor.SetProperty(Actor::Property::POSITION_USES_ANCHOR_POINT, false);
+ application.GetScene().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("Check the world position is the same as it would be without a scale and rotation\n");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), 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 );
+ tet_infoline("Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly");
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( -100.0f, 100.0f, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), 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 );
+ tet_infoline("Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly");
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 200.0f, 0.0f, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), 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" );
+ 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() );
+ application.GetScene().Add(parent);
+ Vector2 stageSize(application.GetScene().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 );
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::INHERIT_SCALE, false);
+ actor.SetProperty(Actor::Property::INHERIT_ORIENTATION, false);
+ actor.SetProperty(Actor::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 );
+ 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("Check the world position is in the right place\n");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), expectedWorldPosition, TEST_LOCATION);
- tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure world position hasn't changed" );
- actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ tet_infoline("Change the Anchor Point to TOP_LEFT and ensure world position hasn't changed");
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), expectedWorldPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), expectedWorldPosition, TEST_LOCATION);
- tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure world position hasn't changed" );
- actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT );
+ tet_infoline("Change the Anchor Point to BOTTOM_RIGHT and ensure world position hasn't changed");
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::BOTTOM_RIGHT);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), expectedWorldPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::WORLD_POSITION), 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" );
+ 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 ) );
+ DevelActor::VisibilityChangedSignal(actor).Connect(&application, VisibilityChangedFunctor(data));
- actor.SetVisible( false );
+ actor.SetProperty(Actor::Property::VISIBLE, false);
- data.Check( true /* called */, actor, false /* not visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION );
+ 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" );
+ 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 );
+ actor.SetProperty(Actor::Property::VISIBLE, false);
+ data.Check(false /* not called */, TEST_LOCATION);
- tet_infoline( "Change the visibility using properties, ensure called" );
+ 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 );
+ 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" );
+ 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 );
+ 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" );
+ 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 child = Actor::New();
+ parent.Add(child);
Actor grandChild = Actor::New();
- child.Add( grandChild );
+ 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 ) );
+ 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 );
+ parent.SetProperty(Actor::Property::VISIBLE, 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" );
+ 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 ) );
+ 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 );
+ parent.SetProperty(Actor::Property::VISIBLE, 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" );
+ 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 );
+ parent.SetProperty(Actor::Property::VISIBLE, 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" );
+ 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.GetScene().Add(actor);
application.SendNotification();
application.Render();
VisibilityChangedFunctorData data;
- DevelActor::VisibilityChangedSignal( actor ).Connect( &application, VisibilityChangedFunctor( data ) );
+ DevelActor::VisibilityChangedSignal(actor).Connect(&application, VisibilityChangedFunctor(data));
- Animation animation = Animation::New( 1.0f );
- animation.AnimateTo( Property( actor, Actor::Property::VISIBLE ), false );
+ 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 );
+ 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" );
+ 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 );
+ 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 );
+ 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
+ application.Render(1100); // After the animation
- DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), false, TEST_LOCATION);
END_TEST;
}
-
int utcDaliActorVisibilityChangeSignalByName(void)
{
TestApplication application;
- tet_infoline( "Check that the visibility change signal is called when the visibility changes for the actor itself" );
+ tet_infoline("Check that the visibility change signal is called when the visibility changes for the actor itself");
Actor actor = Actor::New();
- bool signalCalled=false;
- actor.ConnectSignal( &application, "visibilityChanged", VisibilityChangedVoidFunctor(signalCalled) );
- DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
- actor.SetVisible( false );
- DALI_TEST_EQUALS( signalCalled, true, TEST_LOCATION );
+ bool signalCalled = false;
+ actor.ConnectSignal(&application, "visibilityChanged", VisibilityChangedVoidFunctor(signalCalled));
+ DALI_TEST_EQUALS(signalCalled, false, TEST_LOCATION);
+ actor.SetProperty(Actor::Property::VISIBLE, false);
+ DALI_TEST_EQUALS(signalCalled, true, TEST_LOCATION);
- tet_infoline( "Ensure functor is not called if we attempt to change the visibility to what it already is at" );
+ tet_infoline("Ensure functor is not called if we attempt to change the visibility to what it already is at");
signalCalled = false;
- actor.SetVisible( false );
- DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::VISIBLE, false);
+ DALI_TEST_EQUALS(signalCalled, false, TEST_LOCATION);
- tet_infoline( "Change the visibility using properties, ensure called" );
- actor.SetProperty( Actor::Property::VISIBLE, true );
- DALI_TEST_EQUALS( signalCalled, true, TEST_LOCATION );
+ tet_infoline("Change the visibility using properties, ensure called");
+ actor.SetProperty(Actor::Property::VISIBLE, true);
+ DALI_TEST_EQUALS(signalCalled, true, TEST_LOCATION);
- tet_infoline( "Set the visibility to current using properties, ensure not called" );
+ tet_infoline("Set the visibility to current using properties, ensure not called");
signalCalled = false;
- actor.SetProperty( Actor::Property::VISIBLE, true );
- DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::VISIBLE, true);
+ DALI_TEST_EQUALS(signalCalled, false, TEST_LOCATION);
END_TEST;
}
-
-static void LayoutDirectionChanged( Actor actor, LayoutDirection::Type type )
+static void LayoutDirectionChanged(Actor actor, LayoutDirection::Type type)
{
gLayoutDirectionType = type;
}
int UtcDaliActorLayoutDirectionProperty(void)
{
TestApplication application;
- tet_infoline( "Check layout direction property" );
+ 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 );
+ DALI_TEST_EQUALS(actor0.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
+ application.GetScene().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 );
+ 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 );
+ 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 );
+ 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 );
+ 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 );
+ 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 );
+ 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 );
+ 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 );
+ 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 );
+ DALI_TEST_EQUALS(actor9.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
- actor1.Add( actor2 );
+ actor1.Add(actor2);
gLayoutDirectionType = LayoutDirection::LEFT_TO_RIGHT;
- actor2.LayoutDirectionChangedSignal().Connect( LayoutDirectionChanged );
+ 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<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 );
+ 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 );
+ 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 );
+ application.GetScene().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 );
+ 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" );
+ 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 );
+ 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 );
+ 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 );
+ 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 );
+ 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;
}
-
struct LayoutDirectionFunctor
{
LayoutDirectionFunctor(bool& signalCalled)
- : mSignalCalled( signalCalled )
+ : mSignalCalled(signalCalled)
{
}
LayoutDirectionFunctor(const LayoutDirectionFunctor& rhs)
- : mSignalCalled( rhs.mSignalCalled )
+ : mSignalCalled(rhs.mSignalCalled)
{
}
int UtcDaliActorLayoutDirectionSignal(void)
{
TestApplication application;
- tet_infoline( "Check changing layout direction property sends a signal" );
+ tet_infoline("Check changing layout direction property sends a signal");
Actor actor = Actor::New();
- DALI_TEST_EQUALS( actor.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION );
- Stage::GetCurrent().Add( actor );
- bool signalCalled = false;
+ DALI_TEST_EQUALS(actor.GetProperty<int>(Actor::Property::LAYOUT_DIRECTION), static_cast<int>(LayoutDirection::LEFT_TO_RIGHT), TEST_LOCATION);
+ application.GetScene().Add(actor);
+ bool signalCalled = false;
LayoutDirectionFunctor layoutDirectionFunctor(signalCalled);
- actor.ConnectSignal( &application, "layoutDirectionChanged", layoutDirectionFunctor );
- DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
+ actor.ConnectSignal(&application, "layoutDirectionChanged", layoutDirectionFunctor);
+ DALI_TEST_EQUALS(signalCalled, false, TEST_LOCATION);
// Test that writing the same value doesn't send a signal
- actor.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::LEFT_TO_RIGHT );
- DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::LAYOUT_DIRECTION, LayoutDirection::LEFT_TO_RIGHT);
+ DALI_TEST_EQUALS(signalCalled, false, TEST_LOCATION);
// Test that writing a different value sends the signal
signalCalled = false;
- actor.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::RIGHT_TO_LEFT );
- DALI_TEST_EQUALS( signalCalled, true, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::LAYOUT_DIRECTION, LayoutDirection::RIGHT_TO_LEFT);
+ DALI_TEST_EQUALS(signalCalled, true, TEST_LOCATION);
signalCalled = false;
- actor.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::RIGHT_TO_LEFT );
- DALI_TEST_EQUALS( signalCalled, false, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::LAYOUT_DIRECTION, LayoutDirection::RIGHT_TO_LEFT);
+ DALI_TEST_EQUALS(signalCalled, false, TEST_LOCATION);
END_TEST;
}
struct ChildAddedSignalCheck
{
- ChildAddedSignalCheck( bool& signalReceived, Actor& childHandle )
- : mSignalReceived( signalReceived ),
- mChildHandle( childHandle )
+ ChildAddedSignalCheck(bool& signalReceived, Actor& childHandle)
+ : mSignalReceived(signalReceived),
+ mChildHandle(childHandle)
{
}
- void operator() ( Actor childHandle )
+ void operator()(Actor childHandle)
{
mSignalReceived = true;
- mChildHandle = childHandle;
+ mChildHandle = childHandle;
}
- void operator() ()
+ void operator()()
{
mSignalReceived = true;
- mChildHandle = Actor();
+ mChildHandle = Actor();
}
- bool& mSignalReceived;
+ bool& mSignalReceived;
Actor& mChildHandle;
};
int UtcDaliChildAddedSignalP1(void)
{
TestApplication application;
- auto stage = Stage::GetCurrent();
+ auto stage = application.GetScene();
- bool signalReceived=false;
+ bool signalReceived = false;
Actor childActor;
- ChildAddedSignalCheck signal( signalReceived, childActor );
- DevelActor::ChildAddedSignal( stage.GetRootLayer() ).Connect( &application, signal );
- DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+ ChildAddedSignalCheck signal(signalReceived, childActor);
+ DevelActor::ChildAddedSignal(stage.GetRootLayer()).Connect(&application, signal);
+ DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
auto actorA = Actor::New();
- stage.Add( actorA );
- DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
- DALI_TEST_EQUALS( childActor, actorA, TEST_LOCATION );
+ stage.Add(actorA);
+ DALI_TEST_EQUALS(signalReceived, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(childActor, actorA, TEST_LOCATION);
signalReceived = false;
auto actorB = Actor::New();
- stage.Add( actorB );
- DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
- DALI_TEST_EQUALS( childActor, actorB, TEST_LOCATION );
+ stage.Add(actorB);
+ DALI_TEST_EQUALS(signalReceived, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(childActor, actorB, TEST_LOCATION);
END_TEST;
}
-
int UtcDaliChildAddedSignalP2(void)
{
TestApplication application;
- auto stage = Stage::GetCurrent();
+ auto stage = application.GetScene();
- bool signalReceived=false;
+ bool signalReceived = false;
Actor childActor;
- ChildAddedSignalCheck signal( signalReceived, childActor );
- tet_infoline( "Connect to childAdded signal by name" );
+ ChildAddedSignalCheck signal(signalReceived, childActor);
+ tet_infoline("Connect to childAdded signal by name");
- stage.GetRootLayer().ConnectSignal( &application, "childAdded", signal );
- DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+ stage.GetRootLayer().ConnectSignal(&application, "childAdded", signal);
+ DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
auto actorA = Actor::New();
- stage.Add( actorA );
- DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
+ stage.Add(actorA);
+ DALI_TEST_EQUALS(signalReceived, true, TEST_LOCATION);
// Can't test which actor was added; signal signature is void() when connecting via name.
signalReceived = false;
auto actorB = Actor::New();
- stage.Add( actorB );
- DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
+ stage.Add(actorB);
+ DALI_TEST_EQUALS(signalReceived, true, TEST_LOCATION);
END_TEST;
}
int UtcDaliChildAddedSignalN(void)
{
TestApplication application;
- auto stage = Stage::GetCurrent();
+ auto stage = application.GetScene();
- bool signalReceived=false;
+ bool signalReceived = false;
Actor childActor;
- ChildAddedSignalCheck signal( signalReceived, childActor );
- DevelActor::ChildAddedSignal( stage.GetRootLayer() ).Connect( &application, signal );
- DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+ ChildAddedSignalCheck signal(signalReceived, childActor);
+ DevelActor::ChildAddedSignal(stage.GetRootLayer()).Connect(&application, signal);
+ DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
auto actorA = Actor::New();
- stage.Add( actorA );
- DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
- DALI_TEST_EQUALS( childActor, actorA, TEST_LOCATION );
+ stage.Add(actorA);
+ DALI_TEST_EQUALS(signalReceived, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(childActor, actorA, TEST_LOCATION);
signalReceived = false;
auto actorB = Actor::New();
- actorA.Add( actorB );
- DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+ actorA.Add(actorB);
+ DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
END_TEST;
}
-
struct ChildRemovedSignalCheck
{
- ChildRemovedSignalCheck( bool& signalReceived, Actor& childHandle )
- : mSignalReceived( signalReceived ),
- mChildHandle( childHandle )
+ ChildRemovedSignalCheck(bool& signalReceived, Actor& childHandle)
+ : mSignalReceived(signalReceived),
+ mChildHandle(childHandle)
{
}
- void operator() ( Actor childHandle )
+ void operator()(Actor childHandle)
{
mSignalReceived = true;
- mChildHandle = childHandle;
+ mChildHandle = childHandle;
}
- void operator() ()
+ void operator()()
{
mSignalReceived = true;
}
- bool& mSignalReceived;
+ bool& mSignalReceived;
Actor& mChildHandle;
};
int UtcDaliChildRemovedSignalP1(void)
{
TestApplication application;
- auto stage = Stage::GetCurrent();
+ auto stage = application.GetScene();
- bool signalReceived=false;
+ bool signalReceived = false;
Actor childActor;
- ChildRemovedSignalCheck signal( signalReceived, childActor );
- DevelActor::ChildRemovedSignal( stage.GetRootLayer() ).Connect( &application, signal );
- DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+ ChildRemovedSignalCheck signal(signalReceived, childActor);
+ DevelActor::ChildRemovedSignal(stage.GetRootLayer()).Connect(&application, signal);
+ DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
auto actorA = Actor::New();
- stage.Add( actorA );
- DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
- DALI_TEST_CHECK( !childActor );
+ stage.Add(actorA);
+ DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
+ DALI_TEST_CHECK(!childActor);
- stage.Remove( actorA );
- DALI_TEST_EQUALS( childActor, actorA, TEST_LOCATION );
- DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
+ stage.Remove(actorA);
+ DALI_TEST_EQUALS(childActor, actorA, TEST_LOCATION);
+ DALI_TEST_EQUALS(signalReceived, true, TEST_LOCATION);
signalReceived = false;
- auto actorB = Actor::New();
- stage.Add( actorB );
- DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+ auto actorB = Actor::New();
+ stage.Add(actorB);
+ DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
- stage.Remove( actorB );
- DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
- DALI_TEST_EQUALS( childActor, actorB, TEST_LOCATION );
+ stage.Remove(actorB);
+ DALI_TEST_EQUALS(signalReceived, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(childActor, actorB, TEST_LOCATION);
END_TEST;
}
int UtcDaliChildRemovedSignalP2(void)
{
TestApplication application;
- auto stage = Stage::GetCurrent();
+ auto stage = application.GetScene();
- bool signalReceived=false;
+ bool signalReceived = false;
Actor childActor;
- ChildAddedSignalCheck signal( signalReceived, childActor );
- tet_infoline( "Connect to childRemoved signal by name" );
+ ChildAddedSignalCheck signal(signalReceived, childActor);
+ tet_infoline("Connect to childRemoved signal by name");
- stage.GetRootLayer().ConnectSignal( &application, "childRemoved", signal );
- DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+ stage.GetRootLayer().ConnectSignal(&application, "childRemoved", signal);
+ DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
auto actorA = Actor::New();
- stage.Add( actorA );
- DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+ stage.Add(actorA);
+ DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
- stage.Remove( actorA );
- DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
+ stage.Remove(actorA);
+ DALI_TEST_EQUALS(signalReceived, true, TEST_LOCATION);
signalReceived = false;
- auto actorB = Actor::New();
- stage.Add( actorB );
- DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+ auto actorB = Actor::New();
+ stage.Add(actorB);
+ DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
- stage.Remove( actorB );
- DALI_TEST_EQUALS( signalReceived, true, TEST_LOCATION );
+ stage.Remove(actorB);
+ DALI_TEST_EQUALS(signalReceived, true, TEST_LOCATION);
END_TEST;
}
-
int UtcDaliChildRemovedSignalN(void)
{
TestApplication application;
- auto stage = Stage::GetCurrent();
+ auto stage = application.GetScene();
- bool signalReceived=false;
+ bool signalReceived = false;
Actor childActor;
- ChildRemovedSignalCheck signal( signalReceived, childActor );
- DevelActor::ChildRemovedSignal( stage.GetRootLayer() ).Connect( &application, signal );
- DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+ ChildRemovedSignalCheck signal(signalReceived, childActor);
+ DevelActor::ChildRemovedSignal(stage.GetRootLayer()).Connect(&application, signal);
+ DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
auto actorA = Actor::New();
- stage.Add( actorA );
+ stage.Add(actorA);
auto actorB = Actor::New();
- actorA.Add( actorB );
+ actorA.Add(actorB);
- DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
- DALI_TEST_CHECK( ! childActor );
+ DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
+ DALI_TEST_CHECK(!childActor);
- actorA.Remove( actorB );
- DALI_TEST_EQUALS( signalReceived, false, TEST_LOCATION );
+ actorA.Remove(actorB);
+ DALI_TEST_EQUALS(signalReceived, false, TEST_LOCATION);
END_TEST;
}
-
int UtcDaliChildMovedSignalP(void)
{
TestApplication application;
- auto stage = Stage::GetCurrent();
+ auto stage = application.GetScene();
- bool addedASignalReceived = false;
- bool removedASignalReceived = false;
- bool addedBSignalReceived = false;
- bool removedBSignalReceived = false;
+ bool addedASignalReceived = false;
+ bool removedASignalReceived = false;
+ bool addedBSignalReceived = false;
+ bool removedBSignalReceived = false;
Actor childActor;
auto actorA = Actor::New();
auto actorB = Actor::New();
- stage.Add( actorA );
- stage.Add( actorB );
+ stage.Add(actorA);
+ stage.Add(actorB);
- ChildAddedSignalCheck addedSignalA( addedASignalReceived, childActor );
- ChildRemovedSignalCheck removedSignalA( removedASignalReceived, childActor );
- ChildAddedSignalCheck addedSignalB( addedBSignalReceived, childActor );
- ChildRemovedSignalCheck removedSignalB( removedBSignalReceived, childActor );
+ ChildAddedSignalCheck addedSignalA(addedASignalReceived, childActor);
+ ChildRemovedSignalCheck removedSignalA(removedASignalReceived, childActor);
+ ChildAddedSignalCheck addedSignalB(addedBSignalReceived, childActor);
+ ChildRemovedSignalCheck removedSignalB(removedBSignalReceived, childActor);
- DevelActor::ChildAddedSignal( actorA ).Connect( &application, addedSignalA );
- DevelActor::ChildRemovedSignal( actorA ).Connect( &application, removedSignalA );
- DevelActor::ChildAddedSignal( actorB ).Connect( &application, addedSignalB );
- DevelActor::ChildRemovedSignal( actorB ).Connect( &application, removedSignalB );
+ DevelActor::ChildAddedSignal(actorA).Connect(&application, addedSignalA);
+ DevelActor::ChildRemovedSignal(actorA).Connect(&application, removedSignalA);
+ DevelActor::ChildAddedSignal(actorB).Connect(&application, addedSignalB);
+ DevelActor::ChildRemovedSignal(actorB).Connect(&application, removedSignalB);
- DALI_TEST_EQUALS( addedASignalReceived, false, TEST_LOCATION );
- DALI_TEST_EQUALS( removedASignalReceived, false, TEST_LOCATION );
- DALI_TEST_EQUALS( addedBSignalReceived, false, TEST_LOCATION );
- DALI_TEST_EQUALS( removedBSignalReceived, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(addedASignalReceived, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(removedASignalReceived, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(addedBSignalReceived, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(removedBSignalReceived, false, TEST_LOCATION);
// Create a child of A
auto child = Actor::New();
- actorA.Add( child );
+ actorA.Add(child);
- DALI_TEST_EQUALS( addedASignalReceived, true, TEST_LOCATION );
- DALI_TEST_EQUALS( removedASignalReceived, false, TEST_LOCATION );
- DALI_TEST_EQUALS( addedBSignalReceived, false, TEST_LOCATION );
- DALI_TEST_EQUALS( removedBSignalReceived, false, TEST_LOCATION );
- DALI_TEST_EQUALS( childActor, child, TEST_LOCATION );
+ DALI_TEST_EQUALS(addedASignalReceived, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(removedASignalReceived, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(addedBSignalReceived, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(removedBSignalReceived, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(childActor, child, TEST_LOCATION);
// Move child to B:
addedASignalReceived = false;
removedASignalReceived = false;
removedBSignalReceived = false;
- actorB.Add( child ); // Expect this child to be re-parented
- DALI_TEST_EQUALS( addedASignalReceived, false, TEST_LOCATION );
- DALI_TEST_EQUALS( removedASignalReceived, true, TEST_LOCATION );
- DALI_TEST_EQUALS( addedBSignalReceived, true, TEST_LOCATION );
- DALI_TEST_EQUALS( removedBSignalReceived, false, TEST_LOCATION );
+ actorB.Add(child); // Expect this child to be re-parented
+ DALI_TEST_EQUALS(addedASignalReceived, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(removedASignalReceived, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(addedBSignalReceived, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(removedBSignalReceived, false, TEST_LOCATION);
// Move child back to A:
addedASignalReceived = false;
removedASignalReceived = false;
removedBSignalReceived = false;
- actorA.Add( child ); // Expect this child to be re-parented
- DALI_TEST_EQUALS( addedASignalReceived, true, TEST_LOCATION );
- DALI_TEST_EQUALS( removedASignalReceived, false, TEST_LOCATION );
- DALI_TEST_EQUALS( addedBSignalReceived, false, TEST_LOCATION );
- DALI_TEST_EQUALS( removedBSignalReceived, true, TEST_LOCATION );
-
+ actorA.Add(child); // Expect this child to be re-parented
+ DALI_TEST_EQUALS(addedASignalReceived, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(removedASignalReceived, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(addedBSignalReceived, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(removedBSignalReceived, true, TEST_LOCATION);
END_TEST;
}
int utcDaliActorCulled(void)
{
TestApplication application;
- auto stage = Stage::GetCurrent();
+ auto stage = application.GetScene();
- tet_infoline( "Check that the actor is culled if the actor is out of the screen" );
+ tet_infoline("Check that the actor is culled if the actor is out of the screen");
Actor actor = Actor::New();
- actor.SetSize( 10.0f, 10.0f );
+ actor.SetProperty(Actor::Property::SIZE, Vector2(10.0f, 10.0f));
Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
+ Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
- actor.AddRenderer( renderer );
+ actor.AddRenderer(renderer);
- stage.Add( actor );
+ stage.Add(actor);
application.SendNotification();
- application.Render( 0 );
+ application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty< bool >( DevelActor::Property::CULLED ), false, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetProperty<bool>(Actor::Property::CULLED), false, TEST_LOCATION);
- PropertyNotification notification = actor.AddPropertyNotification( DevelActor::Property::CULLED, LessThanCondition( 0.5f ) );
- notification.SetNotifyMode( PropertyNotification::NotifyOnChanged );
+ PropertyNotification notification = actor.AddPropertyNotification(Actor::Property::CULLED, LessThanCondition(0.5f));
+ notification.SetNotifyMode(PropertyNotification::NOTIFY_ON_CHANGED);
// Connect NotifySignal
- bool propertyNotificationSignal( false );
- PropertyNotification source;
- CulledPropertyNotificationFunctor f( propertyNotificationSignal, source );
- notification.NotifySignal().Connect( &application, f ) ;
+ bool propertyNotificationSignal(false);
+ PropertyNotification source;
+ CulledPropertyNotificationFunctor f(propertyNotificationSignal, source);
+ notification.NotifySignal().Connect(&application, f);
- actor.SetPosition( 1000.0f, 1000.0f );
+ actor.SetProperty(Actor::Property::POSITION, Vector2(1000.0f, 1000.0f));
application.SendNotification();
application.Render();
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty< bool >( DevelActor::Property::CULLED ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetProperty<bool>(Actor::Property::CULLED), true, TEST_LOCATION);
- DALI_TEST_EQUALS( propertyNotificationSignal, true, TEST_LOCATION );
- DALI_TEST_EQUALS( source.GetTargetProperty(), static_cast< int >( DevelActor::Property::CULLED ), TEST_LOCATION );
- DALI_TEST_EQUALS( source.GetTarget().GetProperty< bool >( source.GetTargetProperty() ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS(propertyNotificationSignal, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(source.GetTargetProperty(), static_cast<int>(Actor::Property::CULLED), TEST_LOCATION);
+ DALI_TEST_EQUALS(source.GetTarget().GetProperty<bool>(source.GetTargetProperty()), true, TEST_LOCATION);
END_TEST;
}
int utcDaliEnsureRenderWhenRemovingLastRenderableActor(void)
{
TestApplication application;
- auto stage = Stage::GetCurrent();
+ auto stage = application.GetScene();
- tet_infoline( "Ensure we clear the screen when the last actor is removed" );
+ tet_infoline("Ensure we clear the screen when the last actor is removed");
Actor actor = CreateRenderableActor();
- actor.SetSize( 100.0f, 100.0f );
- stage.Add( actor );
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ stage.Add(actor);
application.SendNotification();
application.Render();
- auto& glAbstraction = application.GetGlAbstraction();
+ auto& glAbstraction = application.GetGlAbstraction();
const auto clearCountBefore = glAbstraction.GetClearCountCalled();
actor.Unparent();
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 1, TEST_LOCATION );
+ DALI_TEST_EQUALS(glAbstraction.GetClearCountCalled(), clearCountBefore + 1, TEST_LOCATION);
END_TEST;
}
int utcDaliEnsureRenderWhenMakingLastActorInvisible(void)
{
TestApplication application;
- auto stage = Stage::GetCurrent();
+ auto stage = application.GetScene();
- tet_infoline( "Ensure we clear the screen when the last actor is made invisible" );
+ tet_infoline("Ensure we clear the screen when the last actor is made invisible");
Actor actor = CreateRenderableActor();
- actor.SetSize( 100.0f, 100.0f );
- stage.Add( actor );
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ stage.Add(actor);
application.SendNotification();
application.Render();
- auto& glAbstraction = application.GetGlAbstraction();
+ auto& glAbstraction = application.GetGlAbstraction();
const auto clearCountBefore = glAbstraction.GetClearCountCalled();
- actor.SetVisible( false );
+ actor.SetProperty(Actor::Property::VISIBLE, false);
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(glAbstraction.GetClearCountCalled(), clearCountBefore + 1, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int utcDaliActorGetSizeAfterAnimation(void)
+{
+ TestApplication application;
+ tet_infoline("Check the actor size before / after an animation is finished");
+
+ Vector3 actorSize(100.0f, 100.0f, 0.0f);
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, actorSize);
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ // Size should be updated without rendering.
+ Vector3 size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render();
+
+ // Size and current size should be updated.
+ size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+ DALI_TEST_EQUALS(actorSize.width, actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(actorSize.height, actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+ DALI_TEST_EQUALS(actorSize.depth, actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+
+ Vector3 currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(currentSize, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+ DALI_TEST_EQUALS(actorSize.width, actor.GetCurrentProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(actorSize.height, actor.GetCurrentProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+ DALI_TEST_EQUALS(actorSize.depth, actor.GetCurrentProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+
+ // Set size again
+ actorSize = Vector3(200.0f, 200.0f, 0.0f);
+ actor.SetProperty(Actor::Property::SIZE, actorSize);
+
+ size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+ Vector3 targetValue(10.0f, 20.0f, 0.0f);
+
+ Animation animation = Animation::New(1.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetValue);
+ animation.Play();
+
+ // Size should be updated without rendering.
+ size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(1100); // After the animation
+
+ size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.width, actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.height, actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.depth, actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+
+ currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.width, actor.GetCurrentProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.height, actor.GetCurrentProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.depth, actor.GetCurrentProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+
+ targetValue.width = 50.0f;
+
+ animation.Clear();
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE_WIDTH), targetValue.width);
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(1100); // After the animation
+
+ size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.width, actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.height, actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.depth, actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+
+ currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.width, actor.GetCurrentProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.height, actor.GetCurrentProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.depth, actor.GetCurrentProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+
+ targetValue.height = 70.0f;
+
+ animation.Clear();
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE_HEIGHT), targetValue.height);
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(1100); // After the animation
+
+ size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.width, actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.height, actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.depth, actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+
+ currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.width, actor.GetCurrentProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.height, actor.GetCurrentProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.depth, actor.GetCurrentProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+
+ Vector3 offset(10.0f, 20.0f, 0.0f);
+
+ animation.Clear();
+ animation.AnimateBy(Property(actor, Actor::Property::SIZE), offset);
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(1100); // After the animation
+
+ targetValue += offset;
+
+ size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.width, actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.height, actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.depth, actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+
+ currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.width, actor.GetCurrentProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.height, actor.GetCurrentProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.depth, actor.GetCurrentProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+
+ offset.width = 20.0f;
+
+ animation.Clear();
+ animation.AnimateBy(Property(actor, Actor::Property::SIZE_WIDTH), offset.width);
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(1100); // After the animation
+
+ targetValue.width += offset.width;
+
+ size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.width, actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.height, actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.depth, actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+
+ currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.width, actor.GetCurrentProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.height, actor.GetCurrentProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.depth, actor.GetCurrentProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+
+ offset.height = 10.0f;
+
+ animation.Clear();
+ animation.AnimateBy(Property(actor, Actor::Property::SIZE_HEIGHT), offset.height);
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(1100); // After the animation
+
+ targetValue.height += offset.height;
+
+ size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.width, actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.height, actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.depth, actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+
+ currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.width, actor.GetCurrentProperty<float>(Actor::Property::SIZE_WIDTH), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.height, actor.GetCurrentProperty<float>(Actor::Property::SIZE_HEIGHT), TEST_LOCATION);
+ DALI_TEST_EQUALS(targetValue.depth, actor.GetCurrentProperty<float>(Actor::Property::SIZE_DEPTH), TEST_LOCATION);
+
+ // Set size again
+ actorSize = Vector3(300.0f, 300.0f, 0.0f);
+
+ actor.SetProperty(Actor::Property::SIZE, actorSize);
+
+ size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+ currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(currentSize, targetValue, Math::MACHINE_EPSILON_0, TEST_LOCATION);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 1, TEST_LOCATION );
+ size = actor.GetProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(size, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+ currentSize = actor.GetCurrentProperty(Actor::Property::SIZE).Get<Vector3>();
+ DALI_TEST_EQUALS(currentSize, actorSize, Math::MACHINE_EPSILON_0, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int utcDaliActorPartialUpdate(void)
+{
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ tet_infoline("Check the damaged area");
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ // First render pass, nothing to render, adaptor would just do swap buffer.
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ Actor actor = CreateRenderableActor();
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+
+ // 1. Actor added, damaged rect is added size of actor
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ // Aligned by 16
+ clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ // 2. Set new size
+ actor.SetProperty(Actor::Property::SIZE, Vector3(32.0f, 32.0f, 0));
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ // Aligned by 16
+ clippingRect = Rect<int>(16, 752, 48, 48); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ // 3. Set new position
+ actor.SetProperty(Actor::Property::POSITION, Vector3(32.0f, 32.0f, 0));
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ // Aligned by 16
+ clippingRect = Rect<int>(16, 736, 64, 64); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ application.GetScene().Remove(actor);
+ application.SendNotification();
+
+ // Actor removed, last 3 dirty rects are reported. Adaptor would merge them together.
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 3, TEST_LOCATION);
+
+ clippingRect = damagedRects[0];
+ clippingRect.Merge(damagedRects[1]);
+ clippingRect.Merge(damagedRects[2]);
+
+ DALI_TEST_EQUALS(clippingRect.IsEmpty(), false, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.IsValid(), true, TEST_LOCATION);
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, Rect<int>(16, 736, 64, 64), TEST_LOCATION);
+
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int utcDaliActorPartialUpdateSetColor(void)
+{
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ tet_infoline("Check uniform update");
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ // First render pass, nothing to render, adaptor would just do swap buffer.
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ Actor actor = CreateRenderableActor();
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+
+ // 1. Actor added, damaged rect is added size of actor
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ // Aligned by 16
+ clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ // 2. Set new color
+ actor.SetProperty(Actor::Property::COLOR, Vector3(1.0f, 0.0f, 0.0f));
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ // Aligned by 16
+ clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ END_TEST;
+}
+
+const std::string SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME("uLightCameraProjectionMatrix");
+const std::string SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME("uLightCameraViewMatrix");
+const std::string SHADER_SHADOW_COLOR_PROPERTY_NAME("uShadowColor");
+const char* const RENDER_SHADOW_VERTEX_SOURCE =
+ " uniform mediump mat4 uLightCameraProjectionMatrix;\n"
+ " uniform mediump mat4 uLightCameraViewMatrix;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = uProjection * uModelView * vec4(aPosition,1.0);\n"
+ " vec4 textureCoords = uLightCameraProjectionMatrix * uLightCameraViewMatrix * uModelMatrix * vec4(aPosition,1.0);\n"
+ " vTexCoord = 0.5 + 0.5 * (textureCoords.xy/textureCoords.w);\n"
+ "}\n";
+
+const char* const RENDER_SHADOW_FRAGMENT_SOURCE =
+ "uniform lowp vec4 uShadowColor;\n"
+ "void main()\n"
+ "{\n"
+ " lowp float alpha;\n"
+ " alpha = texture2D(sTexture, vec2(vTexCoord.x, vTexCoord.y)).a;\n"
+ " gl_FragColor = vec4(uShadowColor.rgb, uShadowColor.a * alpha);\n"
+ "}\n";
+
+int utcDaliActorPartialUpdateSetProperty(void)
+{
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ tet_infoline("Set/Update property with partial update");
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ // First render pass, nothing to render, adaptor would just do swap buffer.
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ Texture image = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 4u, 4u);
+ Actor actor = CreateRenderableActor(image, RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE);
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ actor.RegisterProperty(SHADER_SHADOW_COLOR_PROPERTY_NAME, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+
+ damagedRects.clear();
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ // Aligned by 16
+ clippingRect = Rect<int>(16, 768, 32, 32); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ Property::Index shadowColorPropertyIndex = actor.GetPropertyIndex(SHADER_SHADOW_COLOR_PROPERTY_NAME);
+ actor.SetProperty(shadowColorPropertyIndex, Vector4(1.0f, 1.0f, 0.0f, 1.0f));
+
+ damagedRects.clear();
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ damagedRects.clear();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int utcDaliActorPartialUpdateTwoActors(void)
+{
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ tet_infoline("Check the damaged rects with partial update and two actors");
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ Actor actor = CreateRenderableActor();
+ actor.SetProperty(Actor::Property::POSITION, Vector3(100.0f, 100.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(50.0f, 50.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ Actor actor2 = CreateRenderableActor();
+ actor2.SetProperty(Actor::Property::POSITION, Vector3(150.0f, 150.0f, 0.0f));
+ actor2.SetProperty(Actor::Property::SIZE, Vector3(100.0f, 100.0f, 0.0f));
+ actor2.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor2);
+
+ application.SendNotification();
+ std::vector<Rect<int>> damagedRects;
+ application.PreRenderWithPartialUpdate(TestApplication::DEFAULT_RENDER_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 2, TEST_LOCATION);
+ DALI_TEST_EQUALS<Rect<int>>(Rect<int>(64, 672, 64, 64), damagedRects[0], TEST_LOCATION);
+ DALI_TEST_EQUALS<Rect<int>>(Rect<int>(96, 592, 112, 112), damagedRects[1], TEST_LOCATION);
+
+ // in screen coordinates, adaptor would calculate it using previous frames information
+ Rect<int> clippingRect = Rect<int>(64, 592, 144, 192);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int utcDaliActorPartialUpdateActorsWithSizeHint(void)
+{
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ tet_infoline("Check the damaged rect with partial update and actor size hint");
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ Actor actor = CreateRenderableActor();
+ actor.SetProperty(Actor::Property::POSITION, Vector3(75.0f, 150.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(75.0f, 150.0f, 0.0f));
+ actor.SetProperty(DevelActor::Property::UPDATE_SIZE_HINT, Vector3(150, 300, 0));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+ std::vector<Rect<int>> damagedRects;
+ application.PreRenderWithPartialUpdate(TestApplication::DEFAULT_RENDER_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ Rect<int> clippingRect = Rect<int>(0, 496, 160, 320);
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliActorCaptureAllTouchAfterStartPropertyP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ DALI_TEST_EQUALS(actor.GetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START).Get<bool>(), false, TEST_LOCATION);
+ actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, true);
+ DALI_TEST_EQUALS(actor.GetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START).Get<bool>(), true, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetPropertyType(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START), Property::BOOLEAN, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.IsPropertyWritable(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START), true, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.IsPropertyAnimatable(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START), false, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.IsPropertyAConstraintInput(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START), false, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetPropertyName(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START), "captureAllTouchAfterStart", TEST_LOCATION);
+ END_TEST;
+}
+int UtcDaliActorCaptureAllTouchAfterStartPropertyN(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ // Make sure setting invalid types does not cause a crash
+ try
+ {
+ actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, 1.0f);
+ actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, Vector2::ONE);
+ actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, Vector3::ONE);
+ actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, Vector4::ONE);
+ actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, Property::Map());
+ actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, Property::Array());
+ tet_result(TET_PASS);
+ }
+ catch(...)
+ {
+ tet_result(TET_FAIL);
+ }
+ END_TEST;
+}
+
+int UtcDaliActorLowerBelowNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ Dali::Actor arg1;
+ instance.LowerBelow(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorRaiseAboveNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ Dali::Actor arg1;
+ instance.RaiseAbove(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorRaiseToTopNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ instance.RaiseToTop();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorAddRendererNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ Dali::Renderer arg1;
+ instance.AddRenderer(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorTouchedSignalNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ instance.TouchedSignal();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorTranslateByNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ Dali::Vector3 arg1;
+ instance.TranslateBy(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorFindChildByIdNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ unsigned int arg1 = 0u;
+ instance.FindChildById(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorGetRendererAtNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ unsigned int arg1 = 0u;
+ instance.GetRendererAt(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorHoveredSignalNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ instance.HoveredSignal();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorLowerToBottomNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ instance.LowerToBottom();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorOnSceneSignalNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ instance.OnSceneSignal();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorOffSceneSignalNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ instance.OffSceneSignal();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorRemoveRendererNegative01(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ unsigned int arg1 = 0u;
+ instance.RemoveRenderer(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorRemoveRendererNegative02(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ Dali::Renderer arg1;
+ instance.RemoveRenderer(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorFindChildByNameNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ std::string arg1;
+ instance.FindChildByName(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorSetResizePolicyNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ Dali::ResizePolicy::Type arg1 = ResizePolicy::USE_NATURAL_SIZE;
+ Dali::Dimension::Type arg2 = Dimension::ALL_DIMENSIONS;
+ instance.SetResizePolicy(arg1, arg2);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorOnRelayoutSignalNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ instance.OnRelayoutSignal();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorWheelEventSignalNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ instance.WheelEventSignal();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorGetHeightForWidthNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ float arg1 = 0.0f;
+ instance.GetHeightForWidth(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorGetWidthForHeightNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ float arg1 = 0.0f;
+ instance.GetWidthForHeight(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorLayoutDirectionChangedSignalNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ instance.LayoutDirectionChangedSignal();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorAddNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ Dali::Actor arg1;
+ instance.Add(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorLowerNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ instance.Lower();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorRaiseNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ instance.Raise();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorRemoveNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ Dali::Actor arg1;
+ instance.Remove(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorScaleByNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ Dali::Vector3 arg1;
+ instance.ScaleBy(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorGetLayerNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ instance.GetLayer();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorRotateByNegative01(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ Dali::Quaternion arg1;
+ instance.RotateBy(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorRotateByNegative02(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ Dali::Radian arg1;
+ Dali::Vector3 arg2;
+ instance.RotateBy(arg1, arg2);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorUnparentNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ instance.Unparent();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorGetChildAtNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ unsigned int arg1 = 0u;
+ instance.GetChildAt(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorGetChildCountNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ instance.GetChildCount();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorGetTargetSizeNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ instance.GetTargetSize();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorScreenToLocalNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ float arg1 = 0.0f;
+ float arg2 = 0.0f;
+ float arg3 = 0.0f;
+ float arg4 = 0.0f;
+ instance.ScreenToLocal(arg1, arg2, arg3, arg4);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorGetNaturalSizeNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ instance.GetNaturalSize();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorGetRelayoutSizeNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ Dali::Dimension::Type arg1 = Dimension::HEIGHT;
+ instance.GetRelayoutSize(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorGetResizePolicyNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ Dali::Dimension::Type arg1 = Dimension::ALL_DIMENSIONS;
+ instance.GetResizePolicy(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorGetRendererCountNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ instance.GetRendererCount();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliActorGetParentNegative(void)
+{
+ TestApplication application;
+ Dali::Actor instance;
+ try
+ {
+ instance.GetParent();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
END_TEST;
}