/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <stdlib.h>
#include <dali/public-api/dali-core.h>
+#include <dali/devel-api/actors/actor-devel.h>
+#include <dali/devel-api/object/handle-devel.h>
#include <dali-test-suite-utils.h>
using std::max;
END_TEST;
}
-int UtcDaliAnimationIsLoopingP(void)
-{
- TestApplication application;
-
- Animation animation = Animation::New(1.0f);
- DALI_TEST_CHECK(!animation.IsLooping());
-
- animation.SetLooping(true);
- DALI_TEST_CHECK(animation.IsLooping());
- END_TEST;
-}
-
-int UtcDaliAnimationSetEndActioN(void)
+int UtcDaliAnimationSetLoopCountP(void)
{
TestApplication application;
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
-
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Start the animation
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
+ application.Render(0);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
+ application.Render(0);
application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
-
- // Go back to the start
- actor.SetPosition(Vector3::ZERO);
+ application.Render(0);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
-
- // Test BakeFinal, animate again, for half the duration
- finishCheck.Reset();
- animation.SetEndAction(Animation::BakeFinal);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
- animation.Play();
-
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*1000.0f*0.5f) /*half of the animation duration*/);
- // Stop the animation early
- animation.Stop();
+ // Loop
+ float intervalSeconds = 3.0f;
- // We did NOT expect the animation to finish
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentPosition(), VECTOR4_EPSILON, TEST_LOCATION );
- // The position should be same with target position in the next frame
- application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
- // Go back to the start
- actor.SetPosition(Vector3::ZERO);
application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
- // Test EndAction::Discard, animate again, but don't bake this time
finishCheck.Reset();
- animation.SetEndAction(Animation::Discard);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
- animation.Play();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
+ finishCheck.CheckSignalNotReceived();
- // We did expect the animation to finish
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
-
- // The position should be discarded in the next frame
- application.Render(0);
- DALI_TEST_EQUALS( Vector3::ZERO/*discarded*/, actor.GetCurrentPosition(), TEST_LOCATION );
+ finishCheck.CheckSignalNotReceived();
- // Check that nothing has changed after a couple of buffer swaps
- application.Render(0);
- DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
- application.Render(0);
- DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationGetEndActionP(void)
+int UtcDaliAnimationSetLoopCountP2(void)
{
TestApplication application;
- Animation animation = Animation::New(1.0f);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
+ //
+ // switching between forever and loop count
+ //
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
animation.SetEndAction(Animation::Discard);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
- animation.SetEndAction(Animation::BakeFinal);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
+ // Start the animation
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
+ animation.Play();
- END_TEST;
-}
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
-int UtcDaliAnimationSetDisconnectActionP(void)
-{
- TestApplication application;
- Stage stage( Stage::GetCurrent() );
+ float intervalSeconds = 3.0f;
- // Default: BakeFinal
- {
- Actor actor = Actor::New();
- stage.Add(actor);
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal);
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
- Vector3 targetPosition(10.0f, 10.0f, 10.0f);
- animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ finishCheck.Reset();
- // Start the animation
- animation.Play();
+ // Loop forever
+ animation.SetLooping(true);
+ DALI_TEST_CHECK(animation.IsLooping());
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
- actor.Unparent();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
- application.SendNotification();
- application.Render();
+ finishCheck.Reset();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
- }
+ // Loop N again
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
+ animation.Play();
- // Bake
- {
- Actor actor = Actor::New();
- stage.Add(actor);
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- animation.SetDisconnectAction( Animation::Bake );
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
- Vector3 targetPosition(10.0f, 10.0f, 10.0f);
- animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ finishCheck.Reset();
- // Start the animation
- animation.Play();
+ // loop forever
+ animation.SetLooping(true);
+ DALI_TEST_CHECK(animation.IsLooping());
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
- actor.Unparent();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
- application.SendNotification();
- application.Render();
+ finishCheck.Reset();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition*0.5f, TEST_LOCATION );
- }
+ // Loop N again
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
- // Discard
- {
- Actor actor = Actor::New();
- stage.Add(actor);
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- animation.SetDisconnectAction( Animation::Discard );
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived(); // we never hit play
- Vector3 targetPosition(10.0f, 10.0f, 10.0f);
- animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ finishCheck.Reset();
- // Start the animation
- animation.Play();
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+ END_TEST;
+}
- actor.Unparent();
+int UtcDaliAnimationSetLoopCountP3(void)
+{
+ TestApplication application;
- application.SendNotification();
- application.Render();
+ //
+ // switching between forever and loop count
+ //
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
- }
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ animation.SetEndAction(Animation::Discard);
- // Don't play the animation: disconnect action should not be applied
- {
- Actor actor = Actor::New();
- stage.Add(actor);
+ float intervalSeconds = 3.0f;
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
- Vector3 targetPosition(10.0f, 10.0f, 10.0f);
- animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ // loop forever
+ animation.SetLooping(true);
+ DALI_TEST_CHECK(animation.IsLooping());
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
- actor.Unparent();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
- application.SendNotification();
- application.Render();
+ finishCheck.Reset();
+
+ // Loop N again
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived(); // we never hit play
+
+ finishCheck.Reset();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
- }
END_TEST;
}
-int UtcDaliAnimationGetDisconnectActionP(void)
-{
- TestApplication application;
- Animation animation = Animation::New(1.0f);
- DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal); // default!
-
- animation.SetDisconnectAction(Animation::Discard);
- DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Discard);
-
- animation.SetDisconnectAction(Animation::Bake);
- DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Bake);
-
- END_TEST;
-}
-
-int UtcDaliAnimationSetDefaultAlphaFunctionP(void)
-{
- TestApplication application;
-
- Animation animation = Animation::New(1.0f);
- AlphaFunction func = animation.GetDefaultAlphaFunction();
- DALI_TEST_EQUALS(func.GetBuiltinFunction(), AlphaFunction::DEFAULT, TEST_LOCATION);
-
- animation.SetDefaultAlphaFunction(AlphaFunction::EASE_IN);
- AlphaFunction func2 = animation.GetDefaultAlphaFunction();
- DALI_TEST_EQUALS(func2.GetBuiltinFunction(), AlphaFunction::EASE_IN, TEST_LOCATION);
- END_TEST;
-}
-
-int UtcDaliAnimationGetDefaultAlphaFunctionP(void)
-{
- TestApplication application;
-
- Animation animation = Animation::New(1.0f);
- AlphaFunction func = animation.GetDefaultAlphaFunction();
-
- // Test that the default is linear
- DALI_TEST_EQUALS(func.GetBuiltinFunction(), AlphaFunction::DEFAULT, TEST_LOCATION);
-
- animation.SetDefaultAlphaFunction(AlphaFunction::EASE_IN);
- AlphaFunction func2 = animation.GetDefaultAlphaFunction();
- DALI_TEST_EQUALS(func2.GetBuiltinFunction(), AlphaFunction::EASE_IN, TEST_LOCATION);
-
- END_TEST;
-}
-
-int UtcDaliAnimationSetCurrentProgressP(void)
+int UtcDaliAnimationSetLoopCountP4(void)
{
TestApplication application;
+ //
+ // ..and play again
+ //
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
// Build the animation
- Animation animation = Animation::New(0.0f);
-
- //Set duration
float durationSeconds(1.0f);
- animation.SetDuration(durationSeconds);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ animation.SetEndAction(Animation::Bake);
+
+ float intervalSeconds = 3.0f;
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
- application.SendNotification();
-
- Vector3 targetPosition(100.0f, 100.0f, 100.0f);
- animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
- // Start the animation from 40% progress
- animation.SetCurrentProgress( 0.4f );
+ animation.SetLoopCount(1);
animation.Play();
+ DALI_TEST_CHECK(!animation.IsLooping());
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
- DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
-
- animation.Play(); // Test that calling play has no effect, when animation is already playing
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
application.SendNotification();
+ finishCheck.CheckSignalReceived();
- //Set the progress to 70%
- animation.SetCurrentProgress( 0.7f );
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 80% progress */);
- DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ actor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f) );
+
+ finishCheck.Reset();
+
+ animation.Play(); // again
+ DALI_TEST_CHECK(!animation.IsLooping());
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
- DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
-
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
- // We did expect the animation to finish
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
application.SendNotification();
finishCheck.CheckSignalReceived();
+
DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
- // Check that nothing has changed after a couple of buffer swaps
- application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
- application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationSetCurrentProgressN(void)
+int UtcDaliAnimationGetLoopCountP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
// Build the animation
- Animation animation = Animation::New(0.0f);
-
- //Set duration
float durationSeconds(1.0f);
- animation.SetDuration(durationSeconds);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
+ DALI_TEST_CHECK(1 == animation.GetLoopCount());
+
+ // Start the animation
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
+ DALI_TEST_CHECK(3 == animation.GetLoopCount());
+
+ animation.Play();
+
+ application.Render(0);
application.SendNotification();
- Vector3 targetPosition(100.0f, 100.0f, 100.0f);
- animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ // Loop
+ float intervalSeconds = 3.0f;
- //Trying to set the current cursor outside the range [0..1] is ignored
- animation.SetCurrentProgress( -1.0f);
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+ application.Render(0);
application.SendNotification();
- DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
- animation.SetCurrentProgress( 100.0f);
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
application.SendNotification();
- DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ animation.SetLoopCount(0);
+ DALI_TEST_CHECK(animation.IsLooping());
+ DALI_TEST_CHECK(0 == animation.GetLoopCount());
+
+ animation.SetLoopCount(1);
+ DALI_TEST_CHECK(!animation.IsLooping());
+ DALI_TEST_CHECK(1 == animation.GetLoopCount());
+
END_TEST;
}
-int UtcDaliAnimationGetCurrentProgressP(void)
+
+int UtcDaliAnimationGetCurrentLoopP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
// Build the animation
- Animation animation = Animation::New(0.0f);
- animation.Play();
-
- //Test GetCurrentProgress return 0.0 as the duration is 0.0
- DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
-
- animation.SetCurrentProgress( 0.5f );
- application.SendNotification();
- application.Render(static_cast<unsigned int>(100.0f));
-
- //Progress should still be 0.0
- DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
-
- //Set duration
float durationSeconds(1.0f);
- animation.SetDuration(durationSeconds);
- application.SendNotification();
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ // Start the animation
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
+ DALI_TEST_CHECK(0 == animation.GetCurrentLoop());
+ animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
- application.SendNotification();
- Vector3 targetPosition(100.0f, 100.0f, 100.0f);
- animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ application.SendNotification();
- // Start the animation from 40% progress
- animation.SetCurrentProgress( 0.4f );
- animation.Play();
+ // Loop
+ float intervalSeconds = 3.0f;
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
- // We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
+ DALI_TEST_CHECK(2 == animation.GetCurrentLoop());
- animation.Play(); // Test that calling play has no effect, when animation is already playing
- application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
- //Set the progress to 70%
- animation.SetCurrentProgress( 0.7f );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 80% progress */);
- DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
+ DALI_TEST_CHECK(animation.GetLoopCount() == animation.GetCurrentLoop());
+
+ finishCheck.Reset();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+ DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
- // We did expect the animation to finish
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
application.SendNotification();
- finishCheck.CheckSignalReceived();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
+
+ END_TEST;
+}
+
+int UtcDaliAnimationIsLoopingP(void)
+{
+ TestApplication application;
+
+ Animation animation = Animation::New(1.0f);
+ DALI_TEST_CHECK(!animation.IsLooping());
+
+ animation.SetLooping(true);
+ DALI_TEST_CHECK(animation.IsLooping());
END_TEST;
}
-int UtcDaliAnimationSetSpeedFactorP(void)
+int UtcDaliAnimationSetEndActioN(void)
{
TestApplication application;
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
- const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
- const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-
- KeyFrames keyframes = KeyFrames::New();
- keyframes.Add( 0.0f, initialPosition);
- keyframes.Add( 1.0f, targetPosition );
- animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
-
- //Set speed to be x2
- animation.SetSpeedFactor(2.0f);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Start the animation
animation.Play();
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
- // We didn't expect the animation to finish yet
+ // We did expect the animation to finish
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+ // Go back to the start
+ actor.SetPosition(Vector3::ZERO);
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+
+ // Test BakeFinal, animate again, for half the duration
+ finishCheck.Reset();
+ animation.SetEndAction(Animation::BakeFinal);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
+ animation.Play();
- // We didn't expect the animation to finish yet
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*1000.0f*0.5f) /*half of the animation duration*/);
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond half the duration*/);
+ // Stop the animation early
+ animation.Stop();
- // We did expect the animation to finish
+ // We did NOT expect the animation to finish
application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentPosition(), VECTOR4_EPSILON, TEST_LOCATION );
- // Check that nothing has changed after a couple of buffer swaps
+ // The position should be same with target position in the next frame
application.Render(0);
DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+
+ // Go back to the start
+ actor.SetPosition(Vector3::ZERO);
+ application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+ // Test EndAction::Discard, animate again, but don't bake this time
finishCheck.Reset();
-
- //Test -1 speed factor. Animation will play in reverse at normal speed
- animation.SetSpeedFactor( -1.0f );
-
- // Start the animation
+ animation.SetEndAction(Animation::Discard);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
- // We didn't expect the animation to finish yet
+ // We did expect the animation to finish
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+
+ // The position should be discarded in the next frame
+ application.Render(0);
+ DALI_TEST_EQUALS( Vector3::ZERO/*discarded*/, actor.GetCurrentPosition(), TEST_LOCATION );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationGetEndActionP(void)
+{
+ TestApplication application;
+
+ Animation animation = Animation::New(1.0f);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
+
+ animation.SetEndAction(Animation::Discard);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
+
+ animation.SetEndAction(Animation::BakeFinal);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetDisconnectActionP(void)
+{
+ TestApplication application;
+ Stage stage( Stage::GetCurrent() );
+
+ // Default: BakeFinal
+ {
+ Actor actor = Actor::New();
+ stage.Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal);
+
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ // Start the animation
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+
+ actor.Unparent();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ }
+
+ // Bake
+ {
+ Actor actor = Actor::New();
+ stage.Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.SetDisconnectAction( Animation::Bake );
+
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ // Start the animation
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+
+ actor.Unparent();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition*0.5f, TEST_LOCATION );
+ }
+
+ // Discard
+ {
+ Actor actor = Actor::New();
+ stage.Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.SetDisconnectAction( Animation::Discard );
+
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ // Start the animation
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+
+ actor.Unparent();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ }
+
+ // Don't play the animation: disconnect action should not be applied
+ {
+ Actor actor = Actor::New();
+ stage.Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+
+ actor.Unparent();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ }
+
+ END_TEST;
+}
+
+int UtcDaliAnimationGetDisconnectActionP(void)
+{
+ TestApplication application;
+ Animation animation = Animation::New(1.0f);
+ DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal); // default!
+
+ animation.SetDisconnectAction(Animation::Discard);
+ DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Discard);
+
+ animation.SetDisconnectAction(Animation::Bake);
+ DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Bake);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetDefaultAlphaFunctionP(void)
+{
+ TestApplication application;
+
+ Animation animation = Animation::New(1.0f);
+ AlphaFunction func = animation.GetDefaultAlphaFunction();
+ DALI_TEST_EQUALS(func.GetBuiltinFunction(), AlphaFunction::DEFAULT, TEST_LOCATION);
+
+ animation.SetDefaultAlphaFunction(AlphaFunction::EASE_IN);
+ AlphaFunction func2 = animation.GetDefaultAlphaFunction();
+ DALI_TEST_EQUALS(func2.GetBuiltinFunction(), AlphaFunction::EASE_IN, TEST_LOCATION);
+ END_TEST;
+}
+
+int UtcDaliAnimationGetDefaultAlphaFunctionP(void)
+{
+ TestApplication application;
+
+ Animation animation = Animation::New(1.0f);
+ AlphaFunction func = animation.GetDefaultAlphaFunction();
+
+ // Test that the default is linear
+ DALI_TEST_EQUALS(func.GetBuiltinFunction(), AlphaFunction::DEFAULT, TEST_LOCATION);
+
+ animation.SetDefaultAlphaFunction(AlphaFunction::EASE_IN);
+ AlphaFunction func2 = animation.GetDefaultAlphaFunction();
+ DALI_TEST_EQUALS(func2.GetBuiltinFunction(), AlphaFunction::EASE_IN, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetCurrentProgressP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(0.0f);
+
+ //Set duration
+ float durationSeconds(1.0f);
+ animation.SetDuration(durationSeconds);
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ // Start the animation from 40% progress
+ animation.SetCurrentProgress( 0.4f );
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+ DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ animation.Play(); // Test that calling play has no effect, when animation is already playing
+ application.SendNotification();
+
+ //Set the progress to 70%
+ animation.SetCurrentProgress( 0.7f );
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 80% progress */);
+ DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+ DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationSetCurrentProgressN(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(0.0f);
+
+ //Set duration
+ float durationSeconds(1.0f);
+ animation.SetDuration(durationSeconds);
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ //Trying to set the current cursor outside the range [0..1] is ignored
+ animation.SetCurrentProgress( -1.0f);
+ application.SendNotification();
+ DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ animation.SetCurrentProgress( 100.0f);
+ application.SendNotification();
+ DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationGetCurrentProgressP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(0.0f);
+ animation.Play();
+
+ //Test GetCurrentProgress return 0.0 as the duration is 0.0
+ DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ animation.SetCurrentProgress( 0.5f );
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(100.0f));
+
+ //Progress should still be 0.0
+ DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ //Set duration
+ float durationSeconds(1.0f);
+ animation.SetDuration(durationSeconds);
+ application.SendNotification();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ // Start the animation from 40% progress
+ animation.SetCurrentProgress( 0.4f );
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ animation.Play(); // Test that calling play has no effect, when animation is already playing
+ application.SendNotification();
+
+ //Set the progress to 70%
+ animation.SetCurrentProgress( 0.7f );
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 80% progress */);
+ DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ END_TEST;
+}
+
+int UtcDaliAnimationSetSpeedFactorP1(void)
+{
+ TestApplication application;
+
+ tet_printf("Testing that setting a speed factor of 2 takes half the time\n");
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+ const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( 0.0f, initialPosition);
+ keyframes.Add( 1.0f, targetPosition );
+ animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+
+ //Set speed to be x2
+ animation.SetSpeedFactor(2.0f);
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond half the duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetSpeedFactorP2(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+ const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( 0.0f, initialPosition);
+ keyframes.Add( 1.0f, targetPosition );
+ animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+
+ tet_printf("Test -1 speed factor. Animation will play in reverse at normal speed\n");
+ animation.SetSpeedFactor( -1.0f );
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
application.Render(0);
DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
- //Test change speed factor on the fly
- finishCheck.Reset();
+ END_TEST;
+}
+
+int UtcDaliAnimationSetSpeedFactorP3(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+ const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( 0.0f, initialPosition);
+ keyframes.Add( 1.0f, targetPosition );
+ animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ tet_printf("Test half speed factor. Animation will take twice the duration\n");
+
+ //Set speed to be half of normal speed
+ animation.SetSpeedFactor( 0.5f );
+
+ // Start the animation
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*1200.0f) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ END_TEST;
+}
+
+
+int UtcDaliAnimationSetSpeedFactorP4(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+ const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( 0.0f, initialPosition);
+ keyframes.Add( 1.0f, targetPosition );
+ animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ tet_printf("Test half speed factor. Animation will take twice the duration\n");
+
+ tet_printf("Set speed to be half of normal speed\n");
+ tet_printf("SetSpeedFactor(0.5f)\n");
+ animation.SetSpeedFactor( 0.5f );
+
+ // Start the animation
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION );
+
+ tet_printf("Reverse direction of animation whilst playing\n");
+ tet_printf("SetSpeedFactor(-0.5f)\n");
+ animation.SetSpeedFactor(-0.5f);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), 0.0001, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationSetSpeedFactorAndRange(void)
+{
+ TestApplication application;
+
+ const unsigned int NUM_FRAMES(15);
+
+ struct TestData
+ {
+ float startTime;
+ float endTime;
+ float startX;
+ float endX;
+ float expected[NUM_FRAMES];
+ };
+
+ TestData testData[] = {
+ // ACTOR 0
+ /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
+ /* |----------PlayRange---------------| */
+ /* | reverse */
+ { 0.0f, 1.0f, // TimePeriod
+ 0.0f, 100.0f, // POS
+ {/**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f, /* Loop */
+ /**/ 30.0f, 40.0f, 50.0f, 60.0f, /* Reverse direction */
+ /**/ 50.0f,
+ /**/ 40.0f,
+ /**/ 30.0f,
+ /**/ 70.0f,
+ /**/ 60.0f,
+ /**/ 50.0f,
+ /**/
+ }
+ },
+
+ // ACTOR 1 - Across start of range
+ /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
+ /* |----------PlayRange---------------| */
+ /* | reverse */
+ { 0.2f, 0.5f, // TimePeriod
+ 20.0f, 50.0f, // POS
+ {/**/ 30.0f, 40.0f, 50.0f, 50.0f, 50.0f, /* Loop */
+ /**/ 30.0f, 40.0f, 50.0f, 50.0f, /* Reverse direction @ frame #9 */
+ /**/ 50.0f,
+ /**/ 40.0f,
+ /**/ 30.0f,
+ /**/ 50.0f,
+ /**/ 50.0f,
+ /**/ 50.0f
+ }
+ },
+
+ // ACTOR 2 - Across end of range
+ /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
+ /* |----------PlayRange---------------| */
+ /* | reverse */
+ {/**/ 0.5f, 0.9f, // TimePeriod
+ /**/ 50.0f, 90.0f, // POS
+ { /**/ 50.0f, 50.0f, 50.0f, 60.0f, 70.0f, /* Loop */
+ /**/ 50.0f, 50.0f, 50.0f, 60.0f,/* Reverse direction @ frame #9 */
+ /**/ 50.0f,
+ /**/ 50.0f,
+ /**/ 50.0f, 70.0f,
+ /**/ 60.0f,
+ /**/ 50.0f,
+ }
+ },
+
+ // ACTOR 3 - Before beginning of range
+ /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
+ /* |----------PlayRange---------------| */
+ /* | reverse */
+ {/**/ 0.1f, 0.25f, // TimePeriod
+ /**/ 10.0f, 25.0f, // POS
+ { /**/
+ /**/ 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f
+ /**/
+ }
+ },
+
+ // ACTOR 4 - After end of range
+ /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
+ /* |----------PlayRange---------------| */
+ /* | reverse */
+ {/**/ 0.85f, 1.0f, // TimePeriod
+ /**/ 85.0f, 100.0f, // POS
+ { /**/
+ /**/ 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f
+ /**/
+ }
+ },
+ // Actor 5 - Middle of range
+ /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
+ /* |----------PlayRange---------------| */
+ /* | reverse */
+ {/**/ 0.4f, 0.65f, // Time Period
+ /**/ 40.0f, 65.0f, // Position
+ { /**/ 40.0f, 40.0f, 50.0f, 60.0f, 65.0f,
+ /**/ 40.0f, 40.0f, 50.0f, 60.0f, // Reverse
+ /**/ 50.0f,
+ /**/ 40.0f,
+ /**/ 40.0f,
+ /**/ 65.0f,
+ /**/ 60.0f,
+ /**/ 50.0f,
+ }
+ }
+ };
+
+ const size_t NUM_ENTRIES(sizeof(testData)/sizeof(TestData));
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ std::vector<Dali::Actor> actors;
+
+ for( unsigned int actorIndex = 0; actorIndex < NUM_ENTRIES; ++actorIndex )
+ {
+ Actor actor = Actor::New();
+ actor.SetPosition( Vector3( testData[actorIndex].startX, 0, 0 ) );
+ actors.push_back(actor);
+ Stage::GetCurrent().Add(actor);
+
+ if( actorIndex == 0 || actorIndex == NUM_ENTRIES-1 )
+ {
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( testData[actorIndex].startTime, Vector3(testData[actorIndex].startX, 0, 0));
+ keyframes.Add( testData[actorIndex].endTime, Vector3(testData[actorIndex].endX, 0, 0));
+ animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+ }
+ else
+ {
+ animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( testData[actorIndex].endX, 0, 0 ), TimePeriod( testData[actorIndex].startTime, testData[actorIndex].endTime - testData[actorIndex].startTime) );
+ }
+ }
+
+ tet_printf("Test half speed factor. Animation will take twice the duration\n");
+ tet_printf("Set play range to be 0.3 - 0.8 of the duration\n");
+ tet_printf("SetSpeedFactor(0.5f)\n");
+ animation.SetSpeedFactor( 0.5f );
+ animation.SetPlayRange( Vector2(0.3f, 0.8f) );
+ animation.SetLooping(true);
+
+ // Start the animation
+ animation.Play();
+ application.SendNotification();
+ application.Render(0); // Frame 0 tests initial values
+
+ for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
+ {
+ unsigned int actorIndex = 0u;
+ for( actorIndex = 0u; actorIndex < NUM_ENTRIES; ++actorIndex )
+ {
+ DALI_TEST_EQUALS( actors[actorIndex].GetCurrentPosition().x, testData[actorIndex].expected[frame], 0.001, TEST_LOCATION );
+ if( ! Equals(actors[actorIndex].GetCurrentPosition().x, testData[actorIndex].expected[frame]) )
+ {
+ tet_printf("Failed at frame %u, actorIndex %u\n", frame, actorIndex );
+ }
+ }
+
+ if( frame == 8 )
+ {
+ tet_printf("Reverse direction of animation whilst playing after frame 8\n");
+ tet_printf("SetSpeedFactor(-0.5f)\n");
+ animation.SetSpeedFactor(-0.5f);
+ application.SendNotification();
+ }
+ application.Render(200); // 200 ms at half speed corresponds to 0.1 s
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ }
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount01(void)
+{
+ TestApplication application;
+
+ const unsigned int NUM_FRAMES(15);
+
+ struct TestData
+ {
+ float startTime;
+ float endTime;
+ float startX;
+ float endX;
+ float expected[NUM_FRAMES];
+ };
+
+ TestData testData =
+ // ACTOR 0
+ /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
+ /* |----------PlayRange---------------| */
+ { 0.0f, 1.0f, // TimePeriod
+ 0.0f, 100.0f, // POS
+ {/**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f, /* Loop */
+ /**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f,
+ /**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f,
+ /**/
+ }
+ };
+
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ std::vector<Dali::Actor> actors;
+
+ Actor actor = Actor::New();
+ actor.SetPosition( Vector3( testData.startX, 0, 0 ) );
+ actors.push_back(actor);
+ Stage::GetCurrent().Add(actor);
+
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( testData.startTime, Vector3(testData.startX, 0, 0));
+ keyframes.Add( testData.endTime, Vector3(testData.endX, 0, 0));
+ animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+
+ tet_printf("Test half speed factor. Animation will take twice the duration\n");
+ tet_printf("Set play range to be 0.3 - 0.8 of the duration\n");
+ tet_printf("SetSpeedFactor(0.5f)\n");
+ tet_printf("SetLoopCount(3)\n");
+ animation.SetSpeedFactor( 0.5f );
+ animation.SetPlayRange( Vector2(0.3f, 0.8f) );
+ animation.SetLoopCount(3);
+
+ // Start the animation
+ animation.Play();
+ application.SendNotification();
+ application.Render(0); // Frame 0 tests initial values
+
+ for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
+ {
+ DALI_TEST_EQUALS( actor.GetCurrentPosition().x, testData.expected[frame], 0.001, TEST_LOCATION );
+
+ application.Render(200); // 200 ms at half speed corresponds to 0.1 s
+
+ if( frame < NUM_FRAMES-1 )
+ {
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ }
+ }
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 80.0f, 0.001, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount02(void)
+{
+ TestApplication application;
+
+ const unsigned int NUM_FRAMES(15);
- //Set speed to be half of normal speed
- animation.SetSpeedFactor( 0.5f );
+ struct TestData
+ {
+ float startTime;
+ float endTime;
+ float startX;
+ float endX;
+ float expected[NUM_FRAMES];
+ };
+
+ TestData testData =
+ // ACTOR 0
+ /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
+ /* |----------PlayRange---------------| */
+ { 0.0f, 1.0f, // TimePeriod
+ 0.0f, 100.0f, // POS
+ {/**/ 80.0f, 70.0f, 60.0f, 50.0f, 40.0f,
+ /**/ 80.0f, 70.0f, 60.0f, 50.0f, 40.0f,
+ /**/ 80.0f, 70.0f, 60.0f, 50.0f, 40.0f,
+ }
+ };
- // Start the animation
- animation.Play();
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+ std::vector<Dali::Actor> actors;
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+ Actor actor = Actor::New();
+ actor.SetPosition( Vector3( testData.startX, 0, 0 ) );
+ actors.push_back(actor);
+ Stage::GetCurrent().Add(actor);
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( testData.startTime, Vector3(testData.startX, 0, 0));
+ keyframes.Add( testData.endTime, Vector3(testData.endX, 0, 0));
+ animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
+ tet_printf("Test reverse half speed factor. Animation will take twice the duration\n");
+ tet_printf("Set play range to be 0.3 - 0.8 of the duration\n");
+ tet_printf("SetSpeedFactor(-0.5f)\n");
+ tet_printf("SetLoopCount(3)\n");
+ animation.SetSpeedFactor( -0.5f );
+ animation.SetPlayRange( Vector2(0.3f, 0.8f) );
+ animation.SetLoopCount(3);
- // We didn't expect the animation to finish yet
+ // Start the animation
+ animation.Play();
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION );
+ application.Render(0); // Frame 0 tests initial values
- //Change speed factor while animation still playing.
- animation.SetSpeedFactor(-1.0f);
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+ for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
+ {
+ DALI_TEST_EQUALS( actor.GetCurrentPosition().x, testData.expected[frame], 0.001, TEST_LOCATION );
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+ application.Render(200); // 200 ms at half speed corresponds to 0.1 s
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond the animation duration*/);
+ if( frame < NUM_FRAMES-1 )
+ {
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ }
+ }
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 30.0f, 0.001, TEST_LOCATION );
- // Check that nothing has changed after a couple of buffer swaps
- application.Render(0);
- DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
- application.Render(0);
- DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
END_TEST;
}
+
int UtcDaliAnimationGetSpeedFactorP(void)
{
TestApplication application;
END_TEST;
}
-int UtcDaliAnimationStoP(void)
+
+int UtcDaliAnimationGetStateP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
+
+ Vector3 fiftyPercentProgress(targetPosition * 0.5f);
+
+ // Start the animation
+ animation.Play();
+
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+
+ // Pause the animation
+ animation.Pause();
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION );
+ application.SendNotification();
+ application.Render(0.f);
+
+ // Loop 5 times
+ for (int i=0; i<5; ++i)
+ {
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION );
+ }
+
+ // Keep going
+ finishCheck.Reset();
+ animation.Play();
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
+
+ // re-play
+ finishCheck.Reset();
+ animation.Play();
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+
+
+ END_TEST;
+}
+
+int UtcDaliAnimationStopP(void)
{
TestApplication application;
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
// Build the animation
float durationSeconds(2.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
// Repeat with relative value "false" - this should be an NOOP
animation = Animation::New(durationSeconds);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
// Build the animation
float durationSeconds(2.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
// Repeat with relative value "false" - this should be an NOOP
animation = Animation::New(durationSeconds);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
// Build the animation
float durationSeconds(2.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
application.SendNotification();
application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
finishCheck.CheckSignalNotReceived();
// ...however we should have reached the final value
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
application.SendNotification();
application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
// Build the animation
float durationSeconds(2.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
application.SendNotification();
application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
finishCheck.CheckSignalNotReceived();
// ...however we should have reached the final value
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
application.SendNotification();
application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- float current(actor.GetProperty<float>(index));
+ float current( DevelHandle::GetCurrentProperty< float >( actor, index ) );
DALI_TEST_CHECK( current > ninetyFivePercentProgress );
application.SendNotification();
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- int current(actor.GetProperty<int>(index));
+ int current( DevelHandle::GetCurrentProperty< int >( actor, index ) );
DALI_TEST_CHECK( current > ninetyFivePercentProgress );
application.SendNotification();
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector2 current(actor.GetProperty<Vector2>(index));
+ Vector2 current( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ) );
DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector3 current(actor.GetProperty<Vector3>(index));
+ Vector3 current(DevelHandle::GetCurrentProperty< Vector3 >( actor, index ));
DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z );
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector4 current(actor.GetProperty<Vector4>(index));
+ Vector4 current( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ) );
DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z );
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
-
- // Check that nothing has changed after a couple of buffer swaps
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorOrientationP1(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Degree relativeRotationDegrees(360.0f);
+ Radian relativeRotationRadians(relativeRotationDegrees);
+ animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ) );
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorOrientationP2(void)
+{
+ TestApplication application;
+
+ tet_printf("Testing that rotation angle > 360 performs full rotations\n");
+
+ Actor actor = Actor::New();
+ actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) );
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Degree relativeRotationDegrees(710.0f);
+ Radian relativeRotationRadians(relativeRotationDegrees);
+
+ animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), AngleAxis( relativeRotationRadians, Vector3::ZAXIS ) );
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateByActorOrientationP(void)
+
+int UtcDaliAnimationAnimateByActorOrientationP3(void)
{
TestApplication application;
+ tet_printf("Testing that rotation angle > 360 performs partial rotations when cast to Quaternion\n");
+
Actor actor = Actor::New();
- actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+ actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Degree relativeRotationDegrees(360.0f);
+ Degree relativeRotationDegrees(730.0f);
Radian relativeRotationRadians(relativeRotationDegrees);
- animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ) );
+
+ Radian actualRotationRadians( Degree(10.0f) );
+
+ animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::ZAXIS ) );
// Start the animation
animation.Play();
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
END_TEST;
}
+
int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
{
TestApplication application;
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
// Build the animation
float durationSeconds(2.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
// Repeat with target value "false"
animation = Animation::New(durationSeconds);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
// Build the animation
float durationSeconds(2.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
// Repeat with target value "false"
animation = Animation::New(durationSeconds);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
// Build the animation
float durationSeconds(2.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
application.SendNotification();
application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
finishCheck.CheckSignalNotReceived();
// ...however we should have reached the final value
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
application.SendNotification();
application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
// Build the animation
float durationSeconds(2.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
application.SendNotification();
application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
finishCheck.CheckSignalNotReceived();
// ...however we should have reached the final value
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
application.SendNotification();
application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- float current(actor.GetProperty<float>(index));
+ float current( DevelHandle::GetCurrentProperty< float >( actor, index ) );
DALI_TEST_CHECK( current > ninetyFivePercentProgress );
application.SendNotification();
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- int current(actor.GetProperty<int>(index));
+ int current( DevelHandle::GetCurrentProperty< int >( actor, index ) );
DALI_TEST_CHECK( current > ninetyFivePercentProgress );
application.SendNotification();
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Vector2 startValue(-50.0f, -50.0f);
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Vector2 startValue(1000.0f, 1000.0f);
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector2 current(actor.GetProperty<Vector2>(index));
+ Vector2 current( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ) );
DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Vector2 startValue(10.0f, 10.0f);
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Vector2 startValue(10.0f, 10.0f);
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
- // We didn't expect the animation to finish yet
+ // We didn't expect the animation to finish yet, but cached value should be the final one
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty<Vector2>( actor, index ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
END_TEST;
}
Vector3 startValue(-50.0f, -50.0f, -50.0f);
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>( index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector3 current(actor.GetProperty<Vector3>(index));
+ Vector3 current( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ) );
DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector4 current(actor.GetProperty<Vector4>(index));
+ Vector4 current( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ) );
DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, VECTOR4_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, VECTOR4_EPSILON, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, VECTOR4_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, VECTOR4_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue+(relativeValue*0.5f), VECTOR4_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), VECTOR4_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, VECTOR4_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, VECTOR4_EPSILON, TEST_LOCATION );
END_TEST;
}
Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
END_TEST;
}
Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
+ // Should return the initial properties before play
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), 0.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), 0.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), 0.0f, TEST_LOCATION );
+
// Start the animation
animation.Play();
+ // Should return the target property after play
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetSize.width, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetSize.height, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetSize.depth, TEST_LOCATION );
+
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
float fiftyPercentProgress(startValue + (targetWidth - startValue)*0.5f);
+ // Should return the initial properties before play
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), startValue, TEST_LOCATION );
+
// Start the animation
animation.Play();
+ // Should return the target property after play
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3( targetWidth, 0.0f, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetWidth, TEST_LOCATION );
+
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
float fiftyPercentProgress(startValue + (targetHeight - startValue)*0.5f);
+ // Should return the initial properties before play
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), startValue, TEST_LOCATION );
+
// Start the animation
animation.Play();
+ // Should return the target property after play
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3( 0.0f, targetHeight, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetHeight, TEST_LOCATION );
+
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
float fiftyPercentProgress(startValue + (targetDepth - startValue)*0.5f);
+ // Should return the initial properties before play
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), startValue, TEST_LOCATION );
+
// Start the animation
animation.Play();
+ // Should return the target property after play
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3( 0.0f, 0.0f, targetDepth ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetDepth, TEST_LOCATION );
+
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+ // Should return the initial properties before play
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), 0.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), 0.0f, TEST_LOCATION );
+
// Start the animation
animation.Play();
+ // Should return the target property after play
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), targetPosition.x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), targetPosition.y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), targetPosition.z, TEST_LOCATION );
+
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f);
+ // Should return the initial properties before play
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), startValue, TEST_LOCATION );
+
// Start the animation
animation.Play();
+ // Should return the target property after play
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( targetX, 0.0f, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), targetX, TEST_LOCATION );
+
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f);
+ // Should return the initial properties before play
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), startValue, TEST_LOCATION );
+
// Start the animation
animation.Play();
+ // Should return the target property after play
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, targetY, 0.0f ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), targetY, TEST_LOCATION );
+
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
END_TEST;
}
-int UtcDaliAnimationAnimateToActorPositionZP(void)
+int UtcDaliAnimationAnimateToActorPositionZP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ float startValue(0.0f);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition().z, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ float targetZ(-5.0f);
+ animation.AnimateTo( Property(actor, Actor::Property::POSITION_Z), targetZ );
+
+ float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f);
+
+ // Should return the initial properties before play
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), startValue, TEST_LOCATION );
+
+ // Start the animation
+ animation.Play();
+
+ // Should return the target property after play
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, targetZ ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), targetZ, TEST_LOCATION );
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition().z, fiftyPercentProgress, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition().z, targetZ, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetZ, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetPosition(200.0f, 200.0f, 200.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::EASE_IN);
+
+ Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ // The position should have moved less, than with a linear alpha function
+ Vector3 current(actor.GetCurrentPosition());
+ DALI_TEST_CHECK( current.x > Vector3::ZERO.x );
+ DALI_TEST_CHECK( current.y > Vector3::ZERO.y );
+ DALI_TEST_CHECK( current.z > Vector3::ZERO.z );
+ DALI_TEST_CHECK( current.x < seventyFivePercentProgress.x );
+ DALI_TEST_CHECK( current.y < seventyFivePercentProgress.y );
+ DALI_TEST_CHECK( current.z < seventyFivePercentProgress.z );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetPosition(200.0f, 200.0f, 200.0f);
+ float delay = 0.5f;
+ animation.AnimateTo( Property(actor, Actor::Property::POSITION),
+ targetPosition,
+ TimePeriod( delay, durationSeconds - delay ) );
+
+ Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetPosition(200.0f, 200.0f, 200.0f);
+ float delay = 0.5f;
+ animation.AnimateTo( Property(actor, Actor::Property::POSITION),
+ targetPosition,
+ AlphaFunction::LINEAR,
+ TimePeriod( delay, durationSeconds - delay ) );
+
+ Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
{
TestApplication application;
Actor actor = Actor::New();
+ actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
Stage::GetCurrent().Add(actor);
- float startValue(0.0f);
- DALI_TEST_EQUALS( actor.GetCurrentPosition().z, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetZ(-5.0f);
- animation.AnimateTo( Property(actor, Actor::Property::POSITION_Z), targetZ );
-
- float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f);
+ Degree targetRotationDegrees(90.0f);
+ Radian targetRotationRadians(targetRotationDegrees);
+ animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationRadians, Vector3::YAXIS) );
// Start the animation
animation.Play();
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS( actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition().z, fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition().z, targetZ, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetZ, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void)
+int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
{
TestApplication application;
Actor actor = Actor::New();
+ actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(200.0f, 200.0f, 200.0f);
- animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::EASE_IN);
-
- Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+ Degree targetRotationDegrees(90.0f);
+ Radian targetRotationRadians(targetRotationDegrees);
+ Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
+ animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), targetRotation );
// Start the animation
animation.Play();
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
- // The position should have moved less, than with a linear alpha function
- Vector3 current(actor.GetCurrentPosition());
- DALI_TEST_CHECK( current.x > Vector3::ZERO.x );
- DALI_TEST_CHECK( current.y > Vector3::ZERO.y );
- DALI_TEST_CHECK( current.z > Vector3::ZERO.z );
- DALI_TEST_CHECK( current.x < seventyFivePercentProgress.x );
- DALI_TEST_CHECK( current.y < seventyFivePercentProgress.y );
- DALI_TEST_CHECK( current.z < seventyFivePercentProgress.z );
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
+int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
{
TestApplication application;
Actor actor = Actor::New();
+ actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(Radian(0.0f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(200.0f, 200.0f, 200.0f);
- float delay = 0.5f;
- animation.AnimateTo( Property(actor, Actor::Property::POSITION),
- targetPosition,
- TimePeriod( delay, durationSeconds - delay ) );
-
- Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+ Degree targetRotationDegrees(90.0f);
+ Radian targetRotationRadians(targetRotationDegrees);
+ animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN);
// Start the animation
animation.Play();
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
{
TestApplication application;
Actor actor = Actor::New();
+ actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(200.0f, 200.0f, 200.0f);
- float delay = 0.5f;
- animation.AnimateTo( Property(actor, Actor::Property::POSITION),
- targetPosition,
- AlphaFunction::LINEAR,
- TimePeriod( delay, durationSeconds - delay ) );
-
- Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+ Degree targetRotationDegrees(90.0f);
+ Radian targetRotationRadians(targetRotationDegrees);
+ float delay(0.1f);
+ animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+ progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
+int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
{
TestApplication application;
Animation animation = Animation::New(durationSeconds);
Degree targetRotationDegrees(90.0f);
Radian targetRotationRadians(targetRotationDegrees);
- animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationRadians, Vector3::YAXIS) );
+ float delay(0.1f);
+ animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN, TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
END_TEST;
}
-int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
+int UtcDaliAnimationAnimateToActorScaleP(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Degree targetRotationDegrees(90.0f);
- Radian targetRotationRadians(targetRotationDegrees);
- Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
- animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), targetRotation );
+ Vector3 targetScale(2.0f, 2.0f, 2.0f);
+ animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale );
+
+ Vector3 ninetyNinePercentProgress(Vector3::ONE + (targetScale - Vector3::ONE)*0.99f);
// Start the animation
animation.Play();
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_X ), targetScale.x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Y ), targetScale.y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Z ), targetScale.z, TEST_LOCATION );
+
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+
+ // Reset everything
+ finishCheck.Reset();
+ actor.SetScale(Vector3::ONE);
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+
+ // Repeat with a different (ease-in) alpha function
+ animation = Animation::New(durationSeconds);
+ animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::EASE_IN);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ // The scale should have grown less, than with a linear alpha function
+ Vector3 current(actor.GetCurrentScale());
+ DALI_TEST_CHECK( current.x > 1.0f );
+ DALI_TEST_CHECK( current.y > 1.0f );
+ DALI_TEST_CHECK( current.z > 1.0f );
+ DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
+ DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
+ DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+
+ // Reset everything
+ finishCheck.Reset();
+ actor.SetScale(Vector3::ONE);
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+
+ // Repeat with a delay
+ float delay = 0.5f;
+ animation = Animation::New(durationSeconds);
+ animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
+int UtcDaliAnimationAnimateToActorScaleXP(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(Radian(0.0f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ float startValue(1.0f);
+ DALI_TEST_EQUALS( actor.GetCurrentScale().x, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Degree targetRotationDegrees(90.0f);
- Radian targetRotationRadians(targetRotationDegrees);
- animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN);
+ float targetX(10.0f);
+ animation.AnimateTo( Property(actor, Actor::Property::SCALE_X), targetX );
+
+ float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f);
// Start the animation
animation.Play();
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3( targetX, startValue, startValue ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_X ), targetX, TEST_LOCATION );
+
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentScale().x, fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentScale().x, targetX, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), targetX, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
+int UtcDaliAnimationAnimateToActorScaleYP(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+ float startValue(1.0f);
+ DALI_TEST_EQUALS( actor.GetCurrentScale().y, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Degree targetRotationDegrees(90.0f);
- Radian targetRotationRadians(targetRotationDegrees);
- float delay(0.1f);
- animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay));
+ float targetY(1000.0f);
+ animation.AnimateTo( Property(actor, Actor::Property::SCALE_Y), targetY );
+
+ float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f);
// Start the animation
animation.Play();
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3( startValue, targetY, startValue ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Y ), targetY, TEST_LOCATION );
+
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentScale().y, fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentScale().y, targetY, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), targetY, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationAnimateToActorScaleZP(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+ float startValue(1.0f);
+ DALI_TEST_EQUALS( actor.GetCurrentScale().z, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Degree targetRotationDegrees(90.0f);
- Radian targetRotationRadians(targetRotationDegrees);
- float delay(0.1f);
- animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN, TimePeriod(delay, durationSeconds - delay));
+ float targetZ(-1000.0f);
+ animation.AnimateTo( Property(actor, Actor::Property::SCALE_Z), targetZ );
+
+ float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f);
// Start the animation
animation.Play();
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3( startValue, startValue, targetZ ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Z ), targetZ, TEST_LOCATION );
+
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentScale().z, fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), fiftyPercentProgress, TEST_LOCATION );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentScale().z, targetZ, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), targetZ, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorScaleP(void)
+int UtcDaliAnimationAnimateToActorColorP(void)
{
TestApplication application;
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetScale(2.0f, 2.0f, 2.0f);
- animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale );
+ Vector4 targetColor(Color::RED);
+ animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor );
- Vector3 ninetyNinePercentProgress(Vector3::ONE + (targetScale - Vector3::ONE)*0.99f);
+ Vector4 tenPercentProgress(Vector4(1.0f, 0.9f, 0.9f, 1.0f));
+ Vector4 twentyPercentProgress(Vector4(1.0f, 0.8f, 0.8f, 1.0f));
// Start the animation
animation.Play();
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_RED ), targetColor.r, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetColor.g, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetColor.b, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetColor.a, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( DevelActor::Property::OPACITY ), targetColor.a, TEST_LOCATION );
+
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor(), tenPercentProgress, TEST_LOCATION );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
// Reset everything
finishCheck.Reset();
- actor.SetScale(Vector3::ONE);
+ actor.SetColor(Color::WHITE);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
// Repeat with a different (ease-in) alpha function
animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::EASE_IN);
+ animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::EASE_IN);
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- // The scale should have grown less, than with a linear alpha function
- Vector3 current(actor.GetCurrentScale());
- DALI_TEST_CHECK( current.x > 1.0f );
- DALI_TEST_CHECK( current.y > 1.0f );
- DALI_TEST_CHECK( current.z > 1.0f );
- DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
- DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
- DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
+ // The color should have changed less, than with a linear alpha function
+ Vector4 current(actor.GetCurrentColor());
+ DALI_TEST_CHECK( current.x == 1.0f ); // doesn't change
+ DALI_TEST_CHECK( current.y < 1.0f );
+ DALI_TEST_CHECK( current.y > tenPercentProgress.y );
+ DALI_TEST_CHECK( current.z < 1.0f );
+ DALI_TEST_CHECK( current.z > tenPercentProgress.z );
+ DALI_TEST_CHECK( current.w == 1.0f ); // doesn't change
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
// Reset everything
finishCheck.Reset();
- actor.SetScale(Vector3::ONE);
+ actor.SetColor(Color::WHITE);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
- // Repeat with a delay
- float delay = 0.5f;
+ // Repeat with a shorter animator duration
+ float animatorDuration = 0.5f;
animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
+ animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::LINEAR, TimePeriod(animatorDuration));
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% animation progress, 20% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor(), twentyPercentProgress, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 50% animation progress, 100% animator progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorScaleXP(void)
+int UtcDaliAnimationAnimateToActorColorRedP(void)
{
TestApplication application;
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
float startValue(1.0f);
- DALI_TEST_EQUALS( actor.GetCurrentScale().x, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().r, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ float targetRed(0.5f);
+ animation.AnimateTo( Property(actor, Actor::Property::COLOR_RED), targetRed );
+
+ float fiftyPercentProgress(startValue + (targetRed - startValue)*0.5f);
+
+ // Start the animation
+ animation.Play();
+
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( targetRed, startValue, startValue, startValue ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_RED ), targetRed, TEST_LOCATION );
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().r, fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().r, targetRed, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), targetRed, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorColorGreenP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ float startValue(1.0f);
+ DALI_TEST_EQUALS( actor.GetCurrentColor().g, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetX(10.0f);
- animation.AnimateTo( Property(actor, Actor::Property::SCALE_X), targetX );
+ float targetGreen(0.5f);
+ animation.AnimateTo( Property(actor, Actor::Property::COLOR_GREEN), targetGreen );
- float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f);
+ float fiftyPercentProgress(startValue + (targetGreen - startValue)*0.5f);
// Start the animation
animation.Play();
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( startValue, targetGreen, startValue, startValue ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetGreen, TEST_LOCATION );
+
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale().x, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().g, fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale().x, targetX, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), targetX, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().g, targetGreen, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorScaleYP(void)
+int UtcDaliAnimationAnimateToActorColorBlueP(void)
{
TestApplication application;
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
float startValue(1.0f);
- DALI_TEST_EQUALS( actor.GetCurrentScale().y, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().b, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetY(1000.0f);
- animation.AnimateTo( Property(actor, Actor::Property::SCALE_Y), targetY );
+ float targetBlue(0.5f);
+ animation.AnimateTo( Property(actor, Actor::Property::COLOR_BLUE), targetBlue );
- float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f);
+ float fiftyPercentProgress(startValue + (targetBlue - startValue)*0.5f);
// Start the animation
animation.Play();
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( startValue, startValue, targetBlue, startValue ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetBlue, TEST_LOCATION );
+
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale().y, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().b, fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale().y, targetY, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), targetY, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().b, targetBlue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), targetBlue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorScaleZP(void)
+int UtcDaliAnimationAnimateToActorColorAlphaP(void)
{
TestApplication application;
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
float startValue(1.0f);
- DALI_TEST_EQUALS( actor.GetCurrentScale().z, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetZ(-1000.0f);
- animation.AnimateTo( Property(actor, Actor::Property::SCALE_Z), targetZ );
+ float targetAlpha(0.5f);
+ animation.AnimateTo( Property(actor, Actor::Property::COLOR_ALPHA), targetAlpha );
- float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f);
+ float fiftyPercentProgress(startValue + (targetAlpha - startValue)*0.5f);
// Start the animation
animation.Play();
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( startValue, startValue, startValue, targetAlpha ), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetAlpha, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( DevelActor::Property::OPACITY ), targetAlpha, TEST_LOCATION );
+
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale().z, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), fiftyPercentProgress, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale().z, targetZ, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), targetZ, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, targetAlpha, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), targetAlpha, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationKeyFrames01P(void)
+{
+ TestApplication application;
+
+ KeyFrames keyFrames = KeyFrames::New();
+ DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+
+ keyFrames.Add(0.0f, 0.1f);
+
+ DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION);
+
+ KeyFrames keyFrames2( keyFrames);
+ DALI_TEST_CHECK( keyFrames2 );
+ DALI_TEST_EQUALS(keyFrames2.GetType(), Property::FLOAT, TEST_LOCATION);
+
+ KeyFrames keyFrames3 = KeyFrames::New();
+ keyFrames3.Add(0.6f, true);
+ DALI_TEST_CHECK( keyFrames3 );
+ DALI_TEST_EQUALS(keyFrames3.GetType(), Property::BOOLEAN, TEST_LOCATION);
+
+ keyFrames3 = keyFrames;
+ DALI_TEST_CHECK( keyFrames3 );
+ DALI_TEST_EQUALS(keyFrames3.GetType(), Property::FLOAT, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationKeyFrames02P(void)
+{
+ TestApplication application;
+
+ KeyFrames keyFrames = KeyFrames::New();
+ DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+
+ keyFrames.Add(0.0f, 0.1f);
+ keyFrames.Add(0.2f, 0.5f);
+ keyFrames.Add(0.4f, 0.0f);
+ keyFrames.Add(0.6f, 1.0f);
+ keyFrames.Add(0.8f, 0.7f);
+ keyFrames.Add(1.0f, 0.9f);
+
+ DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION);
+
+ try
+ {
+ keyFrames.Add(1.9f, false);
+ }
+ catch (Dali::DaliException& e)
+ {
+ DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationKeyFrames03P(void)
+{
+ TestApplication application;
+
+ KeyFrames keyFrames = KeyFrames::New();
+ DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+
+ keyFrames.Add(0.0f, true);
+ keyFrames.Add(0.2f, false);
+ keyFrames.Add(0.4f, false);
+ keyFrames.Add(0.6f, true);
+ keyFrames.Add(0.8f, true);
+ keyFrames.Add(1.0f, false);
+
+ DALI_TEST_EQUALS(keyFrames.GetType(), Property::BOOLEAN, TEST_LOCATION);
+
+ try
+ {
+ keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
+ }
+ catch (Dali::DaliException& e)
+ {
+ DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationKeyFrames04P(void)
+{
+ TestApplication application;
+
+ KeyFrames keyFrames = KeyFrames::New();
+ DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+
+ keyFrames.Add(0.0f, Vector2(0.0f, 0.0f));
+ keyFrames.Add(0.2f, Vector2(1.0f, 1.0f));
+ keyFrames.Add(0.4f, Vector2(2.0f, 2.0f));
+ keyFrames.Add(0.6f, Vector2(3.0f, 5.0f));
+ keyFrames.Add(0.8f, Vector2(4.0f, 3.0f));
+ keyFrames.Add(1.0f, Vector2(6.0f, 2.0f));
+
+ DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR2, TEST_LOCATION);
+
+ try
+ {
+ keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
+ }
+ catch (Dali::DaliException& e)
+ {
+ DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationKeyFrames05P(void)
+{
+ TestApplication application;
+
+ KeyFrames keyFrames = KeyFrames::New();
+ DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+
+ keyFrames.Add(0.0f, Vector3(0.0f, 4.0f, 0.0f));
+ keyFrames.Add(0.2f, Vector3(1.0f, 3.0f, 1.0f));
+ keyFrames.Add(0.4f, Vector3(2.0f, 2.0f, 2.0f));
+ keyFrames.Add(0.6f, Vector3(3.0f, 2.0f, 5.0f));
+ keyFrames.Add(0.8f, Vector3(4.0f, 4.0f, 3.0f));
+ keyFrames.Add(1.0f, Vector3(6.0f, 8.0f, 2.0f));
+
+ DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR3, TEST_LOCATION);
+
+ try
+ {
+ keyFrames.Add(0.7f, 1.0f);
+ }
+ catch (Dali::DaliException& e)
+ {
+ DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationKeyFrames06P(void)
+{
+ TestApplication application;
+
+ KeyFrames keyFrames = KeyFrames::New();
+ DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+
+ keyFrames.Add(0.0f, Vector4(0.0f, 0.0f, 0.0f, 0.0f));
+ keyFrames.Add(0.2f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+ keyFrames.Add(0.4f, Vector4(2.0f, 2.0f, 2.0f, 2.0f));
+ keyFrames.Add(0.6f, Vector4(3.0f, 5.0f, 3.0f, 5.0f));
+ keyFrames.Add(0.8f, Vector4(4.0f, 3.0f, 4.0f, 3.0f));
+ keyFrames.Add(1.0f, Vector4(6.0f, 2.0f, 6.0f, 2.0f));
+
+ DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR4, TEST_LOCATION);
+
+ try
+ {
+ keyFrames.Add(0.7f, Quaternion(Radian(1.717f), Vector3::XAXIS));
+ }
+ catch (Dali::DaliException& e)
+ {
+ DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationKeyFrames07P(void)
+{
+ TestApplication application;
+
+ KeyFrames keyFrames = KeyFrames::New();
+ DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+
+ keyFrames.Add(0.0f, Quaternion(Radian(1.717f), Vector3::XAXIS));
+ keyFrames.Add(0.2f, Quaternion(Radian(2.0f), Vector3::XAXIS));
+ keyFrames.Add(0.4f, Quaternion(Radian(3.0f), Vector3::ZAXIS));
+ keyFrames.Add(0.6f, Quaternion(Radian(4.0f), Vector3(1.0f, 1.0f, 1.0f)));
+ keyFrames.Add(0.8f, AngleAxis(Degree(90), Vector3::XAXIS));
+ keyFrames.Add(1.0f, Quaternion(Radian(3.0f), Vector3::YAXIS));
+
+ DALI_TEST_EQUALS(keyFrames.GetType(), Property::ROTATION, TEST_LOCATION);
+
+ try
+ {
+ keyFrames.Add(0.7f, 1.1f);
+ }
+ catch (Dali::DaliException& e)
+ {
+ DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
+ }
END_TEST;
}
-int UtcDaliAnimationAnimateToActorColorP(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
{
TestApplication application;
+ float startValue(1.0f);
Actor actor = Actor::New();
+ actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector4 targetColor(Color::RED);
- animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor );
- Vector4 tenPercentProgress(Vector4(1.0f, 0.9f, 0.9f, 1.0f));
- Vector4 twentyPercentProgress(Vector4(1.0f, 0.8f, 0.8f, 1.0f));
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, 0.1f);
+ keyFrames.Add(0.2f, 0.5f);
+ keyFrames.Add(0.4f, 0.0f);
+ keyFrames.Add(0.6f, 1.0f);
+ keyFrames.Add(0.8f, 0.7f);
+ keyFrames.Add(1.0f, 0.9f);
+
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR_ALPHA), keyFrames );
// Start the animation
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor(), tenPercentProgress, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
-
- // Reset everything
- finishCheck.Reset();
- actor.SetColor(Color::WHITE);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
-
- // Repeat with a different (ease-in) alpha function
- animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::EASE_IN);
- animation.FinishedSignal().Connect(&application, finishCheck);
- animation.Play();
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
-
- // We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.1f, TEST_LOCATION );
- // The color should have changed less, than with a linear alpha function
- Vector4 current(actor.GetCurrentColor());
- DALI_TEST_CHECK( current.x == 1.0f ); // doesn't change
- DALI_TEST_CHECK( current.y < 1.0f );
- DALI_TEST_CHECK( current.y > tenPercentProgress.y );
- DALI_TEST_CHECK( current.z < 1.0f );
- DALI_TEST_CHECK( current.z > tenPercentProgress.z );
- DALI_TEST_CHECK( current.w == 1.0f ); // doesn't change
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
-
- // Reset everything
- finishCheck.Reset();
- actor.SetColor(Color::WHITE);
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
-
- // Repeat with a shorter animator duration
- float animatorDuration = 0.5f;
- animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::LINEAR, TimePeriod(animatorDuration));
- animation.FinishedSignal().Connect(&application, finishCheck);
- animation.Play();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.3f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% animation progress, 20% animator progress */);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.25f, 0.01f, TEST_LOCATION );
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor(), twentyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 50% animation progress, 100% animator progress */);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.8f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
// We did expect the animation to finish
- application.SendNotification();
+
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorColorRedP(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
{
TestApplication application;
+ float startValue(1.0f);
Actor actor = Actor::New();
+ actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
Stage::GetCurrent().Add(actor);
- float startValue(1.0f);
- DALI_TEST_EQUALS( actor.GetCurrentColor().r, startValue, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetRed(0.5f);
- animation.AnimateTo( Property(actor, Actor::Property::COLOR_RED), targetRed );
- float fiftyPercentProgress(startValue + (targetRed - startValue)*0.5f);
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, 0.1f);
+ keyFrames.Add(0.2f, 0.5f);
+ keyFrames.Add(0.4f, 0.0f);
+ keyFrames.Add(0.6f, 1.0f);
+ keyFrames.Add(0.8f, 0.7f);
+ keyFrames.Add(1.0f, 0.9f);
+
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR_ALPHA), keyFrames, Animation::Cubic );
// Start the animation
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
-
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
-
- // We didn't expect the animation to finish yet
+ application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor().r, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.1f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.36f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.36f, 0.01f, TEST_LOCATION );
- // We did expect the animation to finish
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor().r, targetRed, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), targetRed, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
- END_TEST;
-}
-
-int UtcDaliAnimationAnimateToActorColorGreenP(void)
-{
- TestApplication application;
-
- Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- float startValue(1.0f);
- DALI_TEST_EQUALS( actor.GetCurrentColor().g, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- float targetGreen(0.5f);
- animation.AnimateTo( Property(actor, Actor::Property::COLOR_GREEN), targetGreen );
-
- float fiftyPercentProgress(startValue + (targetGreen - startValue)*0.5f);
-
- // Start the animation
- animation.Play();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.21f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.21f, 0.01f, TEST_LOCATION );
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
+ application.SendNotification();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor().g, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.76f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.76f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
// We did expect the animation to finish
- application.SendNotification();
+
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor().g, targetGreen, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorColorBlueP(void)
+int UtcDaliAnimationAnimateBetweenActorColorP(void)
{
TestApplication application;
+ float startValue(1.0f);
Actor actor = Actor::New();
+ actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
Stage::GetCurrent().Add(actor);
- float startValue(1.0f);
- DALI_TEST_EQUALS( actor.GetCurrentColor().b, startValue, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetBlue(0.5f);
- animation.AnimateTo( Property(actor, Actor::Property::COLOR_BLUE), targetBlue );
- float fiftyPercentProgress(startValue + (targetBlue - startValue)*0.5f);
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+ keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+ keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames );
// Start the animation
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor().b, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.95f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
- // We did expect the animation to finish
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+
+ // We did expect the animation to finish
+
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor().b, targetBlue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), targetBlue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorColorAlphaP(void)
+int UtcDaliAnimationAnimateBetweenActorColorCubicP(void)
{
TestApplication application;
+ float startValue(1.0f);
Actor actor = Actor::New();
+ actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
Stage::GetCurrent().Add(actor);
- float startValue(1.0f);
+
DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetAlpha(0.5f);
- animation.AnimateTo( Property(actor, Actor::Property::COLOR_ALPHA), targetAlpha );
- float fiftyPercentProgress(startValue + (targetAlpha - startValue)*0.5f);
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+ keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+ keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, Animation::Cubic );
// Start the animation
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
-
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
-
- // We didn't expect the animation to finish yet
+ application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.55f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.506f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
- // We did expect the animation to finish
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, targetAlpha, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), targetAlpha, TEST_LOCATION );
- END_TEST;
-}
-
-int UtcDaliAnimationKeyFrames01P(void)
-{
- TestApplication application;
-
- KeyFrames keyFrames = KeyFrames::New();
- DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
-
- keyFrames.Add(0.0f, 0.1f);
-
- DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
- KeyFrames keyFrames2( keyFrames);
- DALI_TEST_CHECK( keyFrames2 );
- DALI_TEST_EQUALS(keyFrames2.GetType(), Property::FLOAT, TEST_LOCATION);
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.SendNotification();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.99375f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85625f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
- KeyFrames keyFrames3 = KeyFrames::New();
- keyFrames3.Add(0.6f, true);
- DALI_TEST_CHECK( keyFrames3 );
- DALI_TEST_EQUALS(keyFrames3.GetType(), Property::BOOLEAN, TEST_LOCATION);
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+ application.SendNotification();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
- keyFrames3 = keyFrames;
- DALI_TEST_CHECK( keyFrames3 );
- DALI_TEST_EQUALS(keyFrames3.GetType(), Property::FLOAT, TEST_LOCATION);
+ // We did expect the animation to finish
+ finishCheck.CheckSignalReceived();
END_TEST;
}
-int UtcDaliAnimationKeyFrames02P(void)
+int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
{
TestApplication application;
- KeyFrames keyFrames = KeyFrames::New();
- DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
-
- keyFrames.Add(0.0f, 0.1f);
- keyFrames.Add(0.2f, 0.5f);
- keyFrames.Add(0.4f, 0.0f);
- keyFrames.Add(0.6f, 1.0f);
- keyFrames.Add(0.8f, 0.7f);
- keyFrames.Add(1.0f, 0.9f);
+ Actor actor = Actor::New();
+ AngleAxis aa(Degree(90), Vector3::XAXIS);
+ actor.SetOrientation(aa.angle, aa.axis);
+ Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION);
+ application.SendNotification();
+ application.Render(0);
- try
- {
- keyFrames.Add(1.9f, false);
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
- }
- END_TEST;
-}
+ DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
-int UtcDaliAnimationKeyFrames03P(void)
-{
- TestApplication application;
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
- DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+ keyFrames.Add(0.0f, false);
+ keyFrames.Add(0.2f, true);
+ keyFrames.Add(0.4f, true);
+ keyFrames.Add(0.8f, false);
+ keyFrames.Add(1.0f, true);
- keyFrames.Add(0.0f, true);
- keyFrames.Add(0.2f, false);
- keyFrames.Add(0.4f, false);
- keyFrames.Add(0.6f, true);
- keyFrames.Add(0.8f, true);
- keyFrames.Add(1.0f, false);
+ animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames );
- DALI_TEST_EQUALS(keyFrames.GetType(), Property::BOOLEAN, TEST_LOCATION);
+ // Start the animation
+ animation.Play();
- try
- {
- keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
- }
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+ application.SendNotification();
+
+ DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
+ finishCheck.CheckSignalReceived();
END_TEST;
}
-int UtcDaliAnimationKeyFrames04P(void)
+int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void)
{
TestApplication application;
- KeyFrames keyFrames = KeyFrames::New();
- DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
-
- keyFrames.Add(0.0f, Vector2(0.0f, 0.0f));
- keyFrames.Add(0.2f, Vector2(1.0f, 1.0f));
- keyFrames.Add(0.4f, Vector2(2.0f, 2.0f));
- keyFrames.Add(0.6f, Vector2(3.0f, 5.0f));
- keyFrames.Add(0.8f, Vector2(4.0f, 3.0f));
- keyFrames.Add(1.0f, Vector2(6.0f, 2.0f));
+ Actor actor = Actor::New();
+ AngleAxis aa(Degree(90), Vector3::XAXIS);
+ actor.SetOrientation(aa.angle, aa.axis);
+ Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR2, TEST_LOCATION);
+ application.SendNotification();
+ application.Render(0);
- try
- {
- keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
- }
- END_TEST;
-}
+ DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
-int UtcDaliAnimationKeyFrames05P(void)
-{
- TestApplication application;
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
- DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+ keyFrames.Add(0.0f, false);
+ keyFrames.Add(0.2f, true);
+ keyFrames.Add(0.4f, true);
+ keyFrames.Add(0.8f, false);
+ keyFrames.Add(1.0f, true);
- keyFrames.Add(0.0f, Vector3(0.0f, 4.0f, 0.0f));
- keyFrames.Add(0.2f, Vector3(1.0f, 3.0f, 1.0f));
- keyFrames.Add(0.4f, Vector3(2.0f, 2.0f, 2.0f));
- keyFrames.Add(0.6f, Vector3(3.0f, 2.0f, 5.0f));
- keyFrames.Add(0.8f, Vector3(4.0f, 4.0f, 3.0f));
- keyFrames.Add(1.0f, Vector3(6.0f, 8.0f, 2.0f));
+ //Cubic interpolation for boolean values should be ignored
+ animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames, Animation::Cubic );
- DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR3, TEST_LOCATION);
+ // Start the animation
+ animation.Play();
- try
- {
- keyFrames.Add(0.7f, 1.0f);
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
- }
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+ application.SendNotification();
+
+ DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
+ finishCheck.CheckSignalReceived();
END_TEST;
}
-int UtcDaliAnimationKeyFrames06P(void)
+int UtcDaliAnimationAnimateBetweenActorOrientation01P(void)
{
TestApplication application;
- KeyFrames keyFrames = KeyFrames::New();
- DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
-
- keyFrames.Add(0.0f, Vector4(0.0f, 0.0f, 0.0f, 0.0f));
- keyFrames.Add(0.2f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- keyFrames.Add(0.4f, Vector4(2.0f, 2.0f, 2.0f, 2.0f));
- keyFrames.Add(0.6f, Vector4(3.0f, 5.0f, 3.0f, 5.0f));
- keyFrames.Add(0.8f, Vector4(4.0f, 3.0f, 4.0f, 3.0f));
- keyFrames.Add(1.0f, Vector4(6.0f, 2.0f, 6.0f, 2.0f));
-
- DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR4, TEST_LOCATION);
+ Actor actor = Actor::New();
+ AngleAxis aa(Degree(90), Vector3::XAXIS);
+ actor.SetOrientation(aa.angle, aa.axis);
+ Stage::GetCurrent().Add(actor);
- try
- {
- keyFrames.Add(0.7f, Quaternion(Radian(1.717f), Vector3::XAXIS));
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
- }
- END_TEST;
-}
+ application.SendNotification();
+ application.Render(0);
+ Quaternion start(Radian(aa.angle), aa.axis);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
-int UtcDaliAnimationKeyFrames07P(void)
-{
- TestApplication application;
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
- DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+ keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
- keyFrames.Add(0.0f, Quaternion(Radian(1.717f), Vector3::XAXIS));
- keyFrames.Add(0.2f, Quaternion(Radian(2.0f), Vector3::XAXIS));
- keyFrames.Add(0.4f, Quaternion(Radian(3.0f), Vector3::ZAXIS));
- keyFrames.Add(0.6f, Quaternion(Radian(4.0f), Vector3(1.0f, 1.0f, 1.0f)));
- keyFrames.Add(0.8f, AngleAxis(Degree(90), Vector3::XAXIS));
- keyFrames.Add(1.0f, Quaternion(Radian(3.0f), Vector3::YAXIS));
+ animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames );
- DALI_TEST_EQUALS(keyFrames.GetType(), Property::ROTATION, TEST_LOCATION);
+ // Start the animation
+ animation.Play();
- try
- {
- keyFrames.Add(0.7f, 1.1f);
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
- }
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+ application.SendNotification();
+
+ Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
+
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ finishCheck.CheckSignalReceived();
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
+int UtcDaliAnimationAnimateBetweenActorOrientation02P(void)
{
TestApplication application;
- float startValue(1.0f);
Actor actor = Actor::New();
- actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+ AngleAxis aa(Degree(90), Vector3::XAXIS);
+ actor.SetOrientation(aa.angle, aa.axis);
+ application.SendNotification();
+ application.Render(0);
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ Quaternion start(Radian(aa.angle), aa.axis);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, 0.1f);
- keyFrames.Add(0.2f, 0.5f);
- keyFrames.Add(0.4f, 0.0f);
- keyFrames.Add(0.6f, 1.0f);
- keyFrames.Add(0.8f, 0.7f);
- keyFrames.Add(1.0f, 0.9f);
+ keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::XAXIS));
+ keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS));
+ keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR_ALPHA), keyFrames );
+ animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames );
// Start the animation
animation.Play();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.1f, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
+ Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.3f, 0.01f, TEST_LOCATION );
+ check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.25f, 0.01f, TEST_LOCATION );
+ check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
+ check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f) );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
+ check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+
+ // We did expect the animation to finish
+
+ finishCheck.CheckSignalReceived();
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenActorOrientation01CubicP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ AngleAxis aa(Degree(90), Vector3::XAXIS);
+ actor.SetOrientation(aa.angle, aa.axis);
+ Stage::GetCurrent().Add(actor);
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.8f, 0.01f, TEST_LOCATION );
+ application.Render(0);
+ Quaternion start(Radian(aa.angle), aa.axis);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
+
+ //Cubic interpolation should be ignored for quaternions
+ animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic );
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
- // We did expect the animation to finish
+ Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
finishCheck.CheckSignalReceived();
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
+int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void)
{
TestApplication application;
- float startValue(1.0f);
Actor actor = Actor::New();
- actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+ AngleAxis aa(Degree(90), Vector3::XAXIS);
+ actor.SetOrientation(aa.angle, aa.axis);
+ application.SendNotification();
+ application.Render(0);
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ Quaternion start(Radian(aa.angle), aa.axis);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, 0.1f);
- keyFrames.Add(0.2f, 0.5f);
- keyFrames.Add(0.4f, 0.0f);
- keyFrames.Add(0.6f, 1.0f);
- keyFrames.Add(0.8f, 0.7f);
- keyFrames.Add(1.0f, 0.9f);
+ keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::XAXIS));
+ keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS));
+ keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR_ALPHA), keyFrames, Animation::Cubic );
+ //Cubic interpolation should be ignored for quaternions
+ animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic );
// Start the animation
animation.Play();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.1f, TEST_LOCATION );
-
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
- application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.36f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.36f, 0.01f, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
- application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.21f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.21f, 0.01f, TEST_LOCATION );
+ Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
+ check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
+ check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.76f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.76f, 0.01f, TEST_LOCATION );
+ check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f ) );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
+ check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
// We did expect the animation to finish
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorColorP(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(void)
{
TestApplication application;
DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR );
// Start the animation
animation.Play();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.95f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
// We did expect the animation to finish
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorColorCubicP(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void)
{
TestApplication application;
DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, Animation::Cubic );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, Animation::Cubic );
// Start the animation
animation.Play();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.55f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.506f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.99375f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85625f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
// We did expect the animation to finish
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
+int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void)
{
TestApplication application;
+ float startValue(1.0f);
Actor actor = Actor::New();
- AngleAxis aa(Degree(90), Vector3::XAXIS);
- actor.SetOrientation(aa.angle, aa.axis);
+ actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
Stage::GetCurrent().Add(actor);
- application.SendNotification();
- application.Render(0);
-
- DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
+ float delay = 0.5f;
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, false);
- keyFrames.Add(0.2f, true);
- keyFrames.Add(0.4f, true);
- keyFrames.Add(0.8f, false);
- keyFrames.Add(1.0f, true);
+ keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+ keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+ keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ) );
// Start the animation
animation.Play();
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
+
+ application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
application.SendNotification();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
+ application.SendNotification();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.95f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
+ application.SendNotification();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+
+ // We did expect the animation to finish
- DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
finishCheck.CheckSignalReceived();
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void)
+int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void)
{
TestApplication application;
- Actor actor = Actor::New();
- AngleAxis aa(Degree(90), Vector3::XAXIS);
- actor.SetOrientation(aa.angle, aa.axis);
+ float startValue(1.0f);
+ Actor actor = Actor::New();
+ actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
Stage::GetCurrent().Add(actor);
- application.SendNotification();
- application.Render(0);
-
- DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
+ float delay = 0.5f;
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, false);
- keyFrames.Add(0.2f, true);
- keyFrames.Add(0.4f, true);
- keyFrames.Add(0.8f, false);
- keyFrames.Add(1.0f, true);
+ keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+ keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+ keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- //Cubic interpolation for boolean values should be ignored
- animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames, Animation::Cubic );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic );
// Start the animation
animation.Play();
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
+
+ application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.55f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.506f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
application.SendNotification();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
+ application.SendNotification();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.99375f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85625f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
+ application.SendNotification();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+
+ // We did expect the animation to finish
- DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
finishCheck.CheckSignalReceived();
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorOrientation01P(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void)
{
TestApplication application;
+ float startValue(1.0f);
+ float delay = 0.5f;
Actor actor = Actor::New();
- AngleAxis aa(Degree(90), Vector3::XAXIS);
- actor.SetOrientation(aa.angle, aa.axis);
+ actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
Stage::GetCurrent().Add(actor);
- application.SendNotification();
- application.Render(0);
- Quaternion start(Radian(aa.angle), aa.axis);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
+ keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+ keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+ keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
// Start the animation
animation.Play();
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
+
+ application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
application.SendNotification();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.95f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
- Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
+ application.SendNotification();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+
+ // We did expect the animation to finish
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
finishCheck.CheckSignalReceived();
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorOrientation02P(void)
+int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void)
{
TestApplication application;
+ float startValue(1.0f);
Actor actor = Actor::New();
- AngleAxis aa(Degree(90), Vector3::XAXIS);
- actor.SetOrientation(aa.angle, aa.axis);
- application.SendNotification();
- application.Render(0);
+ actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
Stage::GetCurrent().Add(actor);
- Quaternion start(Radian(aa.angle), aa.axis);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+
// Build the animation
float durationSeconds(1.0f);
+ float delay = 0.5f;
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::XAXIS));
- keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS));
- keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
+ keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+ keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+ keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic );
// Start the animation
animation.Play();
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(0);
+
+ application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
- Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
-
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
application.SendNotification();
- check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.55f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.506f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
application.SendNotification();
- check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
application.SendNotification();
- check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f) );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.99375f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85625f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
application.SendNotification();
- check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
// We did expect the animation to finish
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorOrientation01CubicP(void)
+int UtcDaliAnimationAnimateP(void)
{
TestApplication application;
Actor actor = Actor::New();
- AngleAxis aa(Degree(90), Vector3::XAXIS);
- actor.SetOrientation(aa.angle, aa.axis);
Stage::GetCurrent().Add(actor);
- application.SendNotification();
- application.Render(0);
- Quaternion start(Radian(aa.angle), aa.axis);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+ //Build the path
+ Vector3 position0( 30.0, 80.0, 0.0);
+ Vector3 position1( 70.0, 120.0, 0.0);
+ Vector3 position2( 100.0, 100.0, 0.0);
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
+ Dali::Path path = Dali::Path::New();
+ path.AddPoint(position0);
+ path.AddPoint(position1);
+ path.AddPoint(position2);
- KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
+ //Control points for first segment
+ path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) );
+ path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
- //Cubic interpolation should be ignored for quaternions
- animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic );
+ //Control points for second segment
+ path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
+ path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+
+ // Build the animation
+ float durationSeconds( 1.0f );
+ Animation animation = Animation::New(durationSeconds);
+ animation.Animate(actor, path, Vector3::XAXIS);
// Start the animation
animation.Play();
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
+ application.Render(0);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+ finishCheck.CheckSignalNotReceived();
+ Vector3 position, tangent;
+ Quaternion rotation;
+ path.Sample( 0.0f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+ path.Sample( 0.25f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
+ path.Sample( 0.5f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
- Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.SendNotification();
+ path.Sample( 0.75f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+ application.SendNotification();
+ path.Sample( 1.0f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
finishCheck.CheckSignalReceived();
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void)
+int UtcDaliAnimationAnimateAlphaFunctionP(void)
{
TestApplication application;
Actor actor = Actor::New();
- AngleAxis aa(Degree(90), Vector3::XAXIS);
- actor.SetOrientation(aa.angle, aa.axis);
- application.SendNotification();
- application.Render(0);
Stage::GetCurrent().Add(actor);
- Quaternion start(Radian(aa.angle), aa.axis);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+ //Build the path
+ Vector3 position0( 30.0, 80.0, 0.0);
+ Vector3 position1( 70.0, 120.0, 0.0);
+ Vector3 position2( 100.0, 100.0, 0.0);
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
+ Dali::Path path = Dali::Path::New();
+ path.AddPoint(position0);
+ path.AddPoint(position1);
+ path.AddPoint(position2);
- KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::XAXIS));
- keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS));
- keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
+ //Control points for first segment
+ path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) );
+ path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
- //Cubic interpolation should be ignored for quaternions
- animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic );
+ //Control points for second segment
+ path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
+ path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+
+ // Build the animation
+ float durationSeconds( 1.0f );
+ Animation animation = Animation::New(durationSeconds);
+ animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR);
// Start the animation
animation.Play();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
-
- Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ Vector3 position, tangent;
+ Quaternion rotation;
+ path.Sample( 0.0f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ path.Sample( 0.25f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ path.Sample( 0.5f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
- check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f ) );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ path.Sample( 0.75f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
-
- // We did expect the animation to finish
+ path.Sample( 1.0f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
finishCheck.CheckSignalReceived();
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(void)
+int UtcDaliAnimationAnimateTimePeriodP(void)
{
TestApplication application;
- float startValue(1.0f);
Actor actor = Actor::New();
- actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ //Build the path
+ Vector3 position0( 30.0, 80.0, 0.0);
+ Vector3 position1( 70.0, 120.0, 0.0);
+ Vector3 position2( 100.0, 100.0, 0.0);
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
+ Dali::Path path = Dali::Path::New();
+ path.AddPoint(position0);
+ path.AddPoint(position1);
+ path.AddPoint(position2);
- KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
- keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
- keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+ //Control points for first segment
+ path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) );
+ path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR );
+ //Control points for second segment
+ path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
+ path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+
+ // Build the animation
+ float durationSeconds( 1.0f );
+ Animation animation = Animation::New(durationSeconds);
+ animation.Animate(actor, path, Vector3::XAXIS, TimePeriod(0.0f, 1.0f));
// Start the animation
animation.Play();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+ Vector3 position, tangent;
+ Quaternion rotation;
+ path.Sample( 0.0f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+ path.Sample( 0.25f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+ path.Sample( 0.5f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+ path.Sample( 0.75f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
-
- // We did expect the animation to finish
+ path.Sample( 1.0f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
finishCheck.CheckSignalReceived();
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void)
+int UtcDaliAnimationAnimateAlphaFunctionTimePeriodP(void)
{
TestApplication application;
- float startValue(1.0f);
Actor actor = Actor::New();
- actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ //Build the path
+ Vector3 position0( 30.0, 80.0, 0.0);
+ Vector3 position1( 70.0, 120.0, 0.0);
+ Vector3 position2( 100.0, 100.0, 0.0);
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
+ Dali::Path path = Dali::Path::New();
+ path.AddPoint(position0);
+ path.AddPoint(position1);
+ path.AddPoint(position2);
- KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
- keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
- keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+ //Control points for first segment
+ path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) );
+ path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, Animation::Cubic );
+ //Control points for second segment
+ path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
+ path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+
+ // Build the animation
+ float durationSeconds( 1.0f );
+ Animation animation = Animation::New(durationSeconds);
+ animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR, TimePeriod(0.0f, 1.0f));
// Start the animation
animation.Play();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+ Vector3 position, tangent;
+ Quaternion rotation;
+ path.Sample( 0.0f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION );
+ path.Sample( 0.25f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+ path.Sample( 0.5f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION );
+ path.Sample( 0.75f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
-
- // We did expect the animation to finish
+ path.Sample( 1.0f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
finishCheck.CheckSignalReceived();
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void)
+int UtcDaliAnimationShowP(void)
{
TestApplication application;
- float startValue(1.0f);
Actor actor = Actor::New();
- actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+ actor.SetVisible(false);
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_CHECK( !actor.IsVisible() );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
- float delay = 0.5f;
- Animation animation = Animation::New(durationSeconds);
-
- KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
- keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
- keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
-
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ) );
-
// Start the animation
+ float durationSeconds(10.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.Show(actor, durationSeconds*0.5f);
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
- application.SendNotification();
- application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
+ // We didn't expect the animation to finish yet
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_CHECK( !actor.IsVisible() );
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be shown now*/);
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
+ // We didn't expect the animation to finish yet
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_CHECK( actor.IsVisible() );
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
-
+ application.SendNotification();
finishCheck.CheckSignalReceived();
+ DALI_TEST_CHECK( actor.IsVisible() );
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void)
+int UtcDaliAnimationHideP(void)
{
TestApplication application;
- float startValue(1.0f);
Actor actor = Actor::New();
- actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+ DALI_TEST_CHECK( actor.IsVisible() );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
- float delay = 0.5f;
- Animation animation = Animation::New(durationSeconds);
-
- KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
- keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
- keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
-
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic );
-
// Start the animation
+ float durationSeconds(10.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.Hide(actor, durationSeconds*0.5f);
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
- application.SendNotification();
- application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
+ // We didn't expect the animation to finish yet
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION );
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_CHECK( actor.IsVisible() );
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be hidden now*/);
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
+ // We didn't expect the animation to finish yet
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION );
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_CHECK( !actor.IsVisible() );
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
-
+ application.SendNotification();
finishCheck.CheckSignalReceived();
+ DALI_TEST_CHECK( !actor.IsVisible() );
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationShowHideAtEndP(void)
{
+ // Test that show/hide delay can be the same as animation duration
+ // i.e. to show/hide at the end of the animation
+
TestApplication application;
- float startValue(1.0f);
- float delay = 0.5f;
Actor actor = Actor::New();
- actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+ DALI_TEST_CHECK( actor.IsVisible() );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
+ // Start Hide animation
+ float durationSeconds(10.0f);
Animation animation = Animation::New(durationSeconds);
-
- KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
- keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
- keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
-
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
-
- // Start the animation
+ animation.Hide(actor, durationSeconds/*Hide at end*/);
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
- application.SendNotification();
- application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
+ // We did expect the animation to finish
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_CHECK( !actor.IsVisible() );
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
- application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+ // Start Show animation
+ animation = Animation::New(durationSeconds);
+ animation.Show(actor, durationSeconds/*Show at end*/);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ animation.Play();
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
+ // We did expect the animation to finish
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_CHECK( actor.IsVisible() );
+ END_TEST;
+}
- // We did expect the animation to finish
+int UtcDaliKeyFramesCreateDestroyP(void)
+{
+ tet_infoline("Testing Dali::Animation::UtcDaliKeyFramesCreateDestroy()");
- finishCheck.CheckSignalReceived();
+ KeyFrames* keyFrames = new KeyFrames;
+ delete keyFrames;
+ DALI_TEST_CHECK( true );
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void)
+int UtcDaliKeyFramesDownCastP(void)
{
TestApplication application;
+ tet_infoline("Testing Dali::Animation::KeyFramesDownCast()");
- float startValue(1.0f);
- Actor actor = Actor::New();
- actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
- Stage::GetCurrent().Add(actor);
+ KeyFrames keyFrames = KeyFrames::New();
+ BaseHandle object(keyFrames);
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ KeyFrames keyFrames2 = KeyFrames::DownCast(object);
+ DALI_TEST_CHECK(keyFrames2);
- // Build the animation
- float durationSeconds(1.0f);
- float delay = 0.5f;
- Animation animation = Animation::New(durationSeconds);
+ KeyFrames keyFrames3 = DownCast< KeyFrames >(object);
+ DALI_TEST_CHECK(keyFrames3);
- KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
- keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
- keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+ BaseHandle unInitializedObject;
+ KeyFrames keyFrames4 = KeyFrames::DownCast(unInitializedObject);
+ DALI_TEST_CHECK(!keyFrames4);
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic );
+ KeyFrames keyFrames5 = DownCast< KeyFrames >(unInitializedObject);
+ DALI_TEST_CHECK(!keyFrames5);
+ END_TEST;
+}
- // Start the animation
- animation.Play();
+int UtcDaliAnimationCreateDestroyP(void)
+{
+ TestApplication application;
+ Animation* animation = new Animation;
+ DALI_TEST_CHECK( animation );
+ delete animation;
+ END_TEST;
+}
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
- application.SendNotification();
+struct UpdateManagerTestConstraint
+{
+ UpdateManagerTestConstraint(TestApplication& application)
+ : mApplication(application)
+ {
+ }
- application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+ void operator()( Vector3& current, const PropertyInputContainer& /* inputs */)
+ {
+ mApplication.SendNotification(); // Process events
+ }
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
- application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION );
+ TestApplication& mApplication;
+};
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
- application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+int UtcDaliAnimationUpdateManagerP(void)
+{
+ TestApplication application;
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
- application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION );
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add( actor );
+
+ // Build the animation
+ Animation animation = Animation::New( 0.0f );
+
+ bool signalReceived = false;
+ AnimationFinishCheck finishCheck( signalReceived );
+ animation.FinishedSignal().Connect( &application, finishCheck );
+
+ Vector3 startValue(1.0f, 1.0f, 1.0f);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
+ Constraint constraint = Constraint::New<Vector3>( actor, index, UpdateManagerTestConstraint( application ) );
+ constraint.Apply();
+
+ // Apply animation to actor
+ animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 100.f, 90.f, 80.f ), AlphaFunction::LINEAR );
+ animation.AnimateTo( Property(actor, DevelActor::Property::OPACITY), 0.3f, AlphaFunction::LINEAR );
+
+ animation.Play();
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+ application.UpdateOnly( 16 );
- // We did expect the animation to finish
+ finishCheck.CheckSignalNotReceived();
+
+ application.SendNotification(); // Process events
finishCheck.CheckSignalReceived();
+
END_TEST;
}
-int UtcDaliAnimationAnimateP(void)
+int UtcDaliAnimationSignalOrderP(void)
{
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
-
- //Build the path
- Vector3 position0( 30.0, 80.0, 0.0);
- Vector3 position1( 70.0, 120.0, 0.0);
- Vector3 position2( 100.0, 100.0, 0.0);
+ Stage::GetCurrent().Add( actor );
- Dali::Path path = Dali::Path::New();
- path.AddPoint(position0);
- path.AddPoint(position1);
- path.AddPoint(position2);
+ // Build the animations
+ Animation animation1 = Animation::New( 0.0f ); // finishes first frame
+ Animation animation2 = Animation::New( 0.02f ); // finishes in 20 ms
- //Control points for first segment
- path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) );
- path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
+ bool signal1Received = false;
+ animation1.FinishedSignal().Connect( &application, AnimationFinishCheck( signal1Received ) );
- //Control points for second segment
- path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
- path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+ bool signal2Received = false;
+ animation2.FinishedSignal().Connect( &application, AnimationFinishCheck( signal2Received ) );
- // Build the animation
- float durationSeconds( 1.0f );
- Animation animation = Animation::New(durationSeconds);
- animation.Animate(actor, path, Vector3::XAXIS);
+ // Apply animations to actor
+ animation1.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 3.0f, 2.0f, 1.0f ), AlphaFunction::LINEAR );
+ animation1.Play();
+ animation2.AnimateTo( Property(actor, Actor::Property::SIZE ), Vector3( 10.0f, 20.0f, 30.0f ), AlphaFunction::LINEAR );
+ animation2.Play();
- // Start the animation
- animation.Play();
+ DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
- application.SendNotification();
- application.Render(0);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- Vector3 position, tangent;
- Quaternion rotation;
- path.Sample( 0.0f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ application.UpdateOnly( 10 ); // 10ms progress
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
- application.SendNotification();
- path.Sample( 0.25f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ // no notifications yet
+ DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- path.Sample( 0.5f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
- application.SendNotification();
- path.Sample( 0.75f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ // first completed
+ DALI_TEST_EQUALS( signal1Received, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
+ signal1Received = false;
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+ // 1st animation is complete now, do another update with no ProcessEvents in between
+ application.UpdateOnly( 20 ); // 20ms progress
+
+ // ProcessEvents
application.SendNotification();
- path.Sample( 1.0f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
- finishCheck.CheckSignalReceived();
+ // 2nd should complete now
+ DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( signal2Received, true, TEST_LOCATION );
+
END_TEST;
}
-int UtcDaliAnimationAnimateAlphaFunctionP(void)
+int UtcDaliAnimationExtendDurationP(void)
{
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
-
- //Build the path
- Vector3 position0( 30.0, 80.0, 0.0);
- Vector3 position1( 70.0, 120.0, 0.0);
- Vector3 position2( 100.0, 100.0, 0.0);
-
- Dali::Path path = Dali::Path::New();
- path.AddPoint(position0);
- path.AddPoint(position1);
- path.AddPoint(position2);
- //Control points for first segment
- path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) );
- path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
-
- //Control points for second segment
- path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
- path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+ // Register a float property
+ float startValue(10.0f);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
- float durationSeconds( 1.0f );
- Animation animation = Animation::New(durationSeconds);
- animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR);
+ float initialDurationSeconds(1.0f);
+ float animatorDelay = 5.0f;
+ float animatorDurationSeconds(5.0f);
+ float extendedDurationSeconds(animatorDelay+animatorDurationSeconds);
+ Animation animation = Animation::New(initialDurationSeconds);
+ float targetValue(30.0f);
+ float relativeValue(targetValue - startValue);
+
+ animation.AnimateTo(Property(actor, index),
+ targetValue,
+ TimePeriod(animatorDelay, animatorDurationSeconds));
+
+ // The duration should have been extended
+ DALI_TEST_EQUALS( animation.GetDuration(), extendedDurationSeconds, TEST_LOCATION );
// Start the animation
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
+
application.SendNotification();
- application.Render(0);
+ application.Render(static_cast<unsigned int>(extendedDurationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+
+ // We didn't expect the animation to finish yet, but cached value should be the final one
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- Vector3 position, tangent;
- Quaternion rotation;
- path.Sample( 0.0f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- path.Sample( 0.25f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ // We didn't expect the animation to finish yet
application.SendNotification();
- path.Sample( 0.5f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
- path.Sample( 0.75f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+ // We did expect the animation to finish
application.SendNotification();
- path.Sample( 1.0f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
-
finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateTimePeriodP(void)
+int UtcDaliAnimationCustomIntProperty(void)
{
TestApplication application;
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
+ int startValue(0u);
- //Build the path
- Vector3 position0( 30.0, 80.0, 0.0);
- Vector3 position1( 70.0, 120.0, 0.0);
- Vector3 position2( 100.0, 100.0, 0.0);
-
- Dali::Path path = Dali::Path::New();
- path.AddPoint(position0);
- path.AddPoint(position1);
- path.AddPoint(position2);
-
- //Control points for first segment
- path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) );
- path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
-
- //Control points for second segment
- path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
- path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+ Property::Index index = actor.RegisterProperty("anIndex", startValue);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
// Build the animation
- float durationSeconds( 1.0f );
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- animation.Animate(actor, path, Vector3::XAXIS, TimePeriod(0.0f, 1.0f));
+ animation.AnimateTo( Property(actor, index), 20 );
// Start the animation
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
- application.SendNotification();
- application.Render(0);
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- Vector3 position, tangent;
- Quaternion rotation;
- path.Sample( 0.0f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- path.Sample( 0.25f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ // We didn't expect the animation to finish yet
application.SendNotification();
- path.Sample( 0.5f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), 10, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
- path.Sample( 0.75f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+ // We did expect the animation to finish
application.SendNotification();
- path.Sample( 1.0f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
-
finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), 20, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateAlphaFunctionTimePeriodP(void)
+int UtcDaliAnimationDuration(void)
{
TestApplication application;
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
- //Build the path
- Vector3 position0( 30.0, 80.0, 0.0);
- Vector3 position1( 70.0, 120.0, 0.0);
- Vector3 position2( 100.0, 100.0, 0.0);
-
- Dali::Path path = Dali::Path::New();
- path.AddPoint(position0);
- path.AddPoint(position1);
- path.AddPoint(position2);
+ Animation animation = Animation::New( 0.0f );
+ DALI_TEST_EQUALS( 0.0f, animation.GetDuration(), TEST_LOCATION );
- //Control points for first segment
- path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) );
- path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
+ // The animation duration should automatically increase depending on the animator time period
- //Control points for second segment
- path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
- path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 0.0f, 1.0f ) );
+ DALI_TEST_EQUALS( 1.0f, animation.GetDuration(), TEST_LOCATION );
- // Build the animation
- float durationSeconds( 1.0f );
- Animation animation = Animation::New(durationSeconds);
- animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR, TimePeriod(0.0f, 1.0f));
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_Y ), 200.0f, TimePeriod( 10.0f, 1.0f ) );
+ DALI_TEST_EQUALS( 11.0f, animation.GetDuration(), TEST_LOCATION );
- // Start the animation
- animation.Play();
+ END_TEST;
+}
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
- application.SendNotification();
- application.Render(0);
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- Vector3 position, tangent;
- Quaternion rotation;
- path.Sample( 0.0f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+int UtcDaliAnimationAnimateByNonAnimateableTypeN(void)
+{
+ TestApplication application;
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
- application.SendNotification();
- path.Sample( 0.25f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ Actor actor = Actor::New();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
- application.SendNotification();
- path.Sample( 0.5f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ // Register an integer property
+ int startValue(1);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
- application.SendNotification();
- path.Sample( 0.75f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ try
+ {
+ // Build the animation
+ Animation animation = Animation::New( 2.0f );
+ std::string relativeValue = "relative string";
+ animation.AnimateBy( Property(actor, index), relativeValue );
+ tet_result(TET_FAIL);
+ }
+ catch ( Dali::DaliException& e )
+ {
+ DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION );
+ }
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
- application.SendNotification();
- path.Sample( 1.0f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
- finishCheck.CheckSignalReceived();
END_TEST;
}
-int UtcDaliAnimationShowP(void)
+
+int UtcDaliAnimationAnimateToNonAnimateableTypeN(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetVisible(false);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_CHECK( !actor.IsVisible() );
+
+ // Register an integer property
+ int startValue(1);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
- // Start the animation
- float durationSeconds(10.0f);
- Animation animation = Animation::New(durationSeconds);
- animation.Show(actor, durationSeconds*0.5f);
- animation.Play();
+ try
+ {
+ // Build the animation
+ Animation animation = Animation::New( 2.0f );
+ std::string relativeValue = "relative string";
+ animation.AnimateTo( Property(actor, index), relativeValue );
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
+ tet_result(TET_FAIL);
+ }
+ catch ( Dali::DaliException& e )
+ {
+ DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION );
+ }
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
+ END_TEST;
+}
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( !actor.IsVisible() );
+int UtcDaliAnimationAnimateBetweenNonAnimateableTypeN(void)
+{
+ TestApplication application;
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be shown now*/);
+ Actor actor = Actor::New();
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.IsVisible() );
+ // Register an integer property
+ int startValue(1);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ try
+ {
+ // Build the animation
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add( 0.0f, std::string("relative string1") );
+ keyFrames.Add( 1.0f, std::string("relative string2") );
+ // no need to really create the animation as keyframes do the check
+
+ tet_result(TET_FAIL);
+ }
+ catch ( Dali::DaliException& e )
+ {
+ DALI_TEST_ASSERT( e, "Type not animateable", TEST_LOCATION );
+ }
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.IsVisible() );
END_TEST;
}
-int UtcDaliAnimationHideP(void)
+int UtcDaliAnimationSetAndGetTargetBeforePlayP(void)
{
+ tet_infoline("Setting up an animation should not effect it's position property until the animation plays");
+
TestApplication application;
- Actor actor = Actor::New();
- DALI_TEST_CHECK( actor.IsVisible() );
- Stage::GetCurrent().Add(actor);
+ tet_infoline("Set initial position and set up animation to re-position actor");
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+ actor.SetProperty( Actor::Property::POSITION, initialPosition );
+
+ // Build the animation
+ Animation animation = Animation::New(2.0f);
+
+ //Test GetCurrentProgress return 0.0 as the duration is 0.0
+ DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+ DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentPosition(), TEST_LOCATION );
+
+ tet_infoline("Set target position in animation without intiating play");
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline("Ensure position of actor is still at intial value");
- // Start the animation
- float durationSeconds(10.0f);
- Animation animation = Animation::New(durationSeconds);
- animation.Hide(actor, durationSeconds*0.5f);
- animation.Play();
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION );
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
+ tet_infoline("Play animation and ensure actor position is now target");
+ animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
+ application.Render(1000u);
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.IsVisible() );
+ tet_infoline("Ensure position of actor is at target value when aninmation half way");
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be hidden now*/);
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION );
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( !actor.IsVisible() );
+ tet_printf( "x position at half way point(%f)\n", actor.GetCurrentPosition().x );
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(2000u);
+
+ tet_infoline("Ensure position of actor is still at target value when aninmation complete");
+
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION );
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( !actor.IsVisible() );
END_TEST;
}
-int UtcDaliAnimationShowHideAtEndP(void)
+int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsPositionP(void)
{
- // Test that show/hide delay can be the same as animation duration
- // i.e. to show/hide at the end of the animation
+ tet_infoline("Setting up an animation should not effect it's position property until the animation plays even with mulitple animators");
TestApplication application;
+ std::vector<Vector3> targetPositions;
+
+ targetPositions.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
+ targetPositions.push_back( Vector3( 200.0f, 1.0f, 100.0f ) );
+ targetPositions.push_back( Vector3( 50.0f, 10.0f, 100.0f ) );
+
+ tet_infoline("Set initial position and set up animation to re-position actor");
+
Actor actor = Actor::New();
- DALI_TEST_CHECK( actor.IsVisible() );
Stage::GetCurrent().Add(actor);
+ Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+ actor.SetProperty( Actor::Property::POSITION, initialPosition );
- // Start Hide animation
- float durationSeconds(10.0f);
- Animation animation = Animation::New(durationSeconds);
- animation.Hide(actor, durationSeconds/*Hide at end*/);
- animation.Play();
+ // Build the animation
+ Animation animation = Animation::New(2.0f);
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
+ //Test GetCurrentProgress return 0.0 as the duration is 0.0
+ DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+ DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentPosition(), TEST_LOCATION );
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
+ tet_infoline("Set target position in animation without intiating play");
+
+ for ( unsigned int i = 0; i < targetPositions.size(); i++ )
+ {
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPositions[i], AlphaFunction::LINEAR);
+ }
- // We did expect the animation to finish
application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( !actor.IsVisible() );
+ application.Render();
- // Start Show animation
- animation = Animation::New(durationSeconds);
- animation.Show(actor, durationSeconds/*Show at end*/);
- animation.FinishedSignal().Connect(&application, finishCheck);
- animation.Play();
+ tet_infoline("Ensure position of actor is still at intial value");
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION );
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.IsVisible() );
- END_TEST;
-}
+ tet_infoline("Play animation and ensure actor position is now target");
-int UtcDaliKeyFramesCreateDestroyP(void)
-{
- tet_infoline("Testing Dali::Animation::UtcDaliKeyFramesCreateDestroy()");
+ animation.Play();
+ application.SendNotification();
+ application.Render(1000u);
- KeyFrames* keyFrames = new KeyFrames;
- delete keyFrames;
- DALI_TEST_CHECK( true );
- END_TEST;
-}
+ tet_infoline("Ensure position of actor is at target value when aninmation half way");
-int UtcDaliKeyFramesDownCastP(void)
-{
- TestApplication application;
- tet_infoline("Testing Dali::Animation::KeyFramesDownCast()");
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[2].x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION );
- KeyFrames keyFrames = KeyFrames::New();
- BaseHandle object(keyFrames);
+ tet_printf( "x position at half way point(%f)\n", actor.GetCurrentPosition().x );
- KeyFrames keyFrames2 = KeyFrames::DownCast(object);
- DALI_TEST_CHECK(keyFrames2);
+ application.Render(2000u);
- KeyFrames keyFrames3 = DownCast< KeyFrames >(object);
- DALI_TEST_CHECK(keyFrames3);
+ tet_infoline("Ensure position of actor is still at target value when aninmation complete");
- BaseHandle unInitializedObject;
- KeyFrames keyFrames4 = KeyFrames::DownCast(unInitializedObject);
- DALI_TEST_CHECK(!keyFrames4);
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[2].x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION );
- KeyFrames keyFrames5 = DownCast< KeyFrames >(unInitializedObject);
- DALI_TEST_CHECK(!keyFrames5);
END_TEST;
}
-int UtcDaliAnimationCreateDestroyP(void)
+int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionP(void)
{
+ tet_infoline("Setting up an animation should not effect it's size property until the animation plays even with mulitple animators of different Property Indexes");
+
TestApplication application;
- Animation* animation = new Animation;
- DALI_TEST_CHECK( animation );
- delete animation;
- END_TEST;
-}
-struct UpdateManagerTestConstraint
-{
- UpdateManagerTestConstraint(TestApplication& application)
- : mApplication(application)
- {
- }
+ std::vector<Vector3> targetSizes;
+ std::vector<Vector3> targetPositions;
- void operator()( Vector3& current, const PropertyInputContainer& /* inputs */)
- {
- mApplication.SendNotification(); // Process events
- }
+ targetSizes.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
+ targetSizes.push_back( Vector3( 50.0f, 10.0f, 100.0f ) );
- TestApplication& mApplication;
-};
+ targetPositions.push_back( Vector3( 200.0f, 1.0f, 100.0f ) );
-int UtcDaliAnimationUpdateManagerP(void)
-{
- TestApplication application;
+ tet_infoline("Set initial position and set up animation to re-position actor");
Actor actor = Actor::New();
- Stage::GetCurrent().Add( actor );
+ Stage::GetCurrent().Add(actor);
+ Vector3 initialSize( 10.0f, 10.0f, 10.0f);
+ Vector3 initialPosition(10.0f, 10.0f, 10.0f);
+
+ actor.SetProperty( Actor::Property::SIZE, initialSize );
+ actor.SetProperty( Actor::Property::POSITION, initialPosition );
// Build the animation
- Animation animation = Animation::New( 0.0f );
+ Animation animation = Animation::New(2.0f);
- bool signalReceived = false;
- AnimationFinishCheck finishCheck( signalReceived );
- animation.FinishedSignal().Connect( &application, finishCheck );
+ tet_infoline("Set target size in animation without intiating play");
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[0], AlphaFunction::LINEAR);
+ tet_infoline("Set target position in animation without intiating play");
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPositions[0], AlphaFunction::LINEAR);
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[1], AlphaFunction::LINEAR);
- Vector3 startValue(1.0f, 1.0f, 1.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Constraint constraint = Constraint::New<Vector3>( actor, index, UpdateManagerTestConstraint( application ) );
- constraint.Apply();
+ application.SendNotification();
+ application.Render();
- // Apply animation to actor
- animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 100.f, 90.f, 80.f ), AlphaFunction::LINEAR );
+ tet_infoline("Ensure position of actor is still at intial size and position");
- animation.Play();
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialSize.z, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialPosition.x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialPosition.y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialPosition.z, TEST_LOCATION );
+
+ tet_infoline("Play animation and ensure actor position and size is now matches targets");
+
+ animation.Play();
application.SendNotification();
- application.UpdateOnly( 16 );
+ application.Render(2000u);
- finishCheck.CheckSignalNotReceived();
+ tet_infoline("Ensure position and size of actor is at target value when aninmation playing");
- application.SendNotification(); // Process events
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSizes[1].z, TEST_LOCATION );
- finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[0].x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[0].y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[0].z, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationSignalOrderP(void)
+int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionColourP(void)
{
+ tet_infoline("Setting up an animation should not effect it's size property until the animation plays even if other Properties animated");
+
TestApplication application;
- Actor actor = Actor::New();
- Stage::GetCurrent().Add( actor );
+ std::vector<Vector3> targetSizes;
+ std::vector<float> targetColors;
- // Build the animations
- Animation animation1 = Animation::New( 0.0f ); // finishes first frame
- Animation animation2 = Animation::New( 0.02f ); // finishes in 20 ms
+ targetSizes.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
+ targetSizes.push_back( Vector3( 50.0f, 10.0f, 150.0f ) );
- bool signal1Received = false;
- animation1.FinishedSignal().Connect( &application, AnimationFinishCheck( signal1Received ) );
+ targetColors.push_back( 1.0f );
- bool signal2Received = false;
- animation2.FinishedSignal().Connect( &application, AnimationFinishCheck( signal2Received ) );
+ tet_infoline("Set initial position and set up animation to re-position actor");
- // Apply animations to actor
- animation1.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 3.0f, 2.0f, 1.0f ), AlphaFunction::LINEAR );
- animation1.Play();
- animation2.AnimateTo( Property(actor, Actor::Property::SIZE ), Vector3( 10.0f, 20.0f, 30.0f ), AlphaFunction::LINEAR );
- animation2.Play();
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ Vector3 initialSize( 10.0f, 5.0f, 10.0f);
- DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
- DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
+ actor.SetProperty( Actor::Property::SIZE, initialSize );
- application.SendNotification();
- application.UpdateOnly( 10 ); // 10ms progress
+ // Build the animation
+ Animation animation = Animation::New(2.0f);
- // no notifications yet
- DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
- DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
+ tet_infoline("Set target size in animation without initiating play");
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[0], AlphaFunction::LINEAR);
+ tet_infoline("Set target position in animation without intiating play");
+ animation.AnimateTo(Property(actor, Actor::Property::COLOR_RED), targetColors[0], AlphaFunction::LINEAR);
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[1], AlphaFunction::LINEAR);
application.SendNotification();
+ application.Render();
- // first completed
- DALI_TEST_EQUALS( signal1Received, true, TEST_LOCATION );
- DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
- signal1Received = false;
+ tet_infoline("Ensure position of actor is still at initial size and position");
- // 1st animation is complete now, do another update with no ProcessEvents in between
- application.UpdateOnly( 20 ); // 20ms progress
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialSize.z, TEST_LOCATION );
- // ProcessEvents
+ tet_infoline("Play animation and ensure actor position and size is now matches targets");
+
+ animation.Play();
application.SendNotification();
+ application.Render(2000u);
- // 2nd should complete now
- DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
- DALI_TEST_EQUALS( signal2Received, true, TEST_LOCATION );
+ tet_infoline("Ensure position and size of actor is at target value when animation playing");
+
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSizes[1].z, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), targetColors[0], TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationExtendDurationP(void)
+int UtcDaliAnimationTimePeriodOrder(void)
{
+ tet_infoline("Animate the same property with different time periods and ensure it runs correctly and ends up in the right place" );
+
TestApplication application;
Actor actor = Actor::New();
+ Stage::GetCurrent().Add( actor );
- // Register a float property
- float startValue(10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-
- // Build the animation
- float initialDurationSeconds(1.0f);
- float animatorDelay = 5.0f;
- float animatorDurationSeconds(5.0f);
- float extendedDurationSeconds(animatorDelay+animatorDurationSeconds);
- Animation animation = Animation::New(initialDurationSeconds);
- float targetValue(30.0f);
- float relativeValue(targetValue - startValue);
+ application.SendNotification();
+ application.Render();
- animation.AnimateTo(Property(actor, index),
- targetValue,
- TimePeriod(animatorDelay, animatorDurationSeconds));
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
- // The duration should have been extended
- DALI_TEST_EQUALS( animation.GetDuration(), extendedDurationSeconds, TEST_LOCATION );
+ tet_infoline( "With two AnimateTo calls" );
- // Start the animation
+ Animation animation = Animation::New( 0.0f );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 3.0f, 1.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 1.0f, 1.0f ) );
animation.Play();
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
application.SendNotification();
- application.Render(static_cast<unsigned int>(extendedDurationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(5000); // After the animation is complete
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
- application.SendNotification();
- application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ tet_infoline( "Same animation again but in a different order - should yield the same result" );
- // We didn't expect the animation to finish yet
+ actor.SetX( 0.0f );
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ application.Render();
- application.SendNotification();
- application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ animation = Animation::New( 0.0f );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 1.0f, 1.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 3.0f, 1.0f ) );
+ animation.Play();
- // We did expect the animation to finish
application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
- END_TEST;
-}
-
-int UtcDaliAnimationCustomIntProperty(void)
-{
- TestApplication application;
+ application.Render(5000); // After the animation is complete
- Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- int startValue(0u);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
- Property::Index index = actor.RegisterProperty("anIndex", startValue);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+ tet_infoline( "Now with several AnimateTo calls" );
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, index), 20 );
+ actor.SetX( 0.0f );
+ application.SendNotification();
+ application.Render();
- // Start the animation
+ animation = Animation::New( 0.0f );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1000.0f, TimePeriod( 4.0f, 2.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 145.0f, TimePeriod( 3.0f, 10.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 109.0f, TimePeriod( 1.0f, 1.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1.0f, TimePeriod( 3.0f, 4.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 200.0f, TimePeriod( 2.0f, 5.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 10.0f, 2.0f ) );
animation.Play();
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(14000); // After the animation is complete
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), 10, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+ tet_infoline( "Same animation again but in a different order - should end up at the same point" );
+
+ actor.SetX( 0.0f );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ application.Render();
+
+ animation = Animation::New( 0.0f );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 200.0f, TimePeriod( 2.0f, 5.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 10.0f, 2.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 145.0f, TimePeriod( 3.0f, 10.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1000.0f, TimePeriod( 4.0f, 2.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1.0f, TimePeriod( 3.0f, 4.0f ) );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 109.0f, TimePeriod( 1.0f, 1.0f ) );
+ animation.Play();
- // We did expect the animation to finish
application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), 20, TEST_LOCATION );
+ application.Render(14000); // After the animation is complete
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
END_TEST;
}