/*
- * Copyright (c) 2016 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;
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;
}
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);
// 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;
}
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;
}
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);
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( 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*500.0f) + 1u/*just beyond the animation duration*/);
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( 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;
}
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);
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( 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*500.0f) + 1u/*just beyond the animation duration*/);
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( 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;
}
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);
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( 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*500.0f) + 1u/*just beyond the animation duration*/);
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( 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;
}
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);
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( 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*/);
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 );
+ 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;
}
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);
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), 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*/);
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 );
+ 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;
}
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);
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 ), 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*/);
application.SendNotification();
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 );
+ 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;
}
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);
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 ), 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*/);
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 );
+ 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;
}
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);
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), 0.3f, 0.01f, 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), 0.3f, 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();
- 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( 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 );
application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% 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( 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();
- 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( 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 );
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( 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();
- 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( 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
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);
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( 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 );
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( 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 );
application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% 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( 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();
- 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( 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 );
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), 0.76f, 0.01f, 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();
- 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( 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
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);
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
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);
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
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);
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
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);
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
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);
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 );
+ 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();
- 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 - 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 );
+ 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( 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 - 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 );
+ 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.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);
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 );
+ 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();
- 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 - 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 );
+ 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( 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 - 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 );
+ 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.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);
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 );
+ 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();
- 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 - 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 );
+ 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( 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 - 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 );
+ 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.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);
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 );
+ 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();
- 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 - 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 );
+ 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( 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 - 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 );
+ 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
// 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();
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 initialDurationSeconds(1.0f);
// 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>(extendedDurationSeconds*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;
}
int startValue(0u);
Property::Index index = actor.RegisterProperty("anIndex", startValue);
- 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), 10, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), 10, 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.GetProperty<int>(index), 20, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), 20, TEST_LOCATION );
END_TEST;
}
END_TEST;
}
+
+int UtcDaliAnimationSetAndGetTargetBeforePlayP(void)
+{
+ tet_infoline("Setting up an animation should not effect it's position property until the animation plays");
+
+ TestApplication application;
+
+ 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");
+
+ 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 );
+
+ tet_infoline("Play animation and ensure actor position is now target");
+
+ animation.Play();
+ application.SendNotification();
+ application.Render(1000u);
+
+ tet_infoline("Ensure position of actor is at target value when aninmation half way");
+
+ 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 );
+
+ tet_printf( "x position at half way point(%f)\n", actor.GetCurrentPosition().x );
+
+ 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 );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsPositionP(void)
+{
+ 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();
+ 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");
+
+ for ( unsigned int i = 0; i < targetPositions.size(); i++ )
+ {
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPositions[i], AlphaFunction::LINEAR);
+ }
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline("Ensure position of actor is still at intial value");
+
+ 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 );
+
+ tet_infoline("Play animation and ensure actor position is now target");
+
+ animation.Play();
+ application.SendNotification();
+ application.Render(1000u);
+
+ tet_infoline("Ensure position of actor is at target value when aninmation half way");
+
+ 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 );
+
+ tet_printf( "x position at half way point(%f)\n", actor.GetCurrentPosition().x );
+
+ 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), 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 );
+
+ END_TEST;
+}
+
+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;
+
+ std::vector<Vector3> targetSizes;
+ std::vector<Vector3> targetPositions;
+
+ targetSizes.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
+ targetSizes.push_back( Vector3( 50.0f, 10.0f, 100.0f ) );
+
+ targetPositions.push_back( Vector3( 200.0f, 1.0f, 100.0f ) );
+
+ tet_infoline("Set initial position and set up animation to re-position actor");
+
+ Actor actor = Actor::New();
+ 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(2.0f);
+
+ 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);
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline("Ensure position of actor is still at intial size and position");
+
+ 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.Render(2000u);
+
+ tet_infoline("Ensure position and size of actor is at target value when aninmation 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::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 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;
+
+ std::vector<Vector3> targetSizes;
+ std::vector<float> targetColors;
+
+ targetSizes.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
+ targetSizes.push_back( Vector3( 50.0f, 10.0f, 150.0f ) );
+
+ targetColors.push_back( 1.0f );
+
+ tet_infoline("Set initial position and set up animation to re-position actor");
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ Vector3 initialSize( 10.0f, 5.0f, 10.0f);
+
+ actor.SetProperty( Actor::Property::SIZE, initialSize );
+
+ // Build the animation
+ Animation animation = Animation::New(2.0f);
+
+ 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::COLOR_RED), targetColors[0], AlphaFunction::LINEAR);
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[1], AlphaFunction::LINEAR);
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline("Ensure position of actor is still at intial size and position");
+
+ 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 );
+
+ tet_infoline("Play animation and ensure actor position and size is now matches targets");
+
+ animation.Play();
+ application.SendNotification();
+ application.Render(2000u);
+
+ tet_infoline("Ensure position and size of actor is at target value when aninmation 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 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 );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+ tet_infoline( "With two AnimateTo calls" );
+
+ 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();
+
+ application.SendNotification();
+ application.Render(5000); // After the animation is complete
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+ tet_infoline( "Same animation again but in a different order - should yield the same result" );
+
+ actor.SetX( 0.0f );
+ application.SendNotification();
+ application.Render();
+
+ 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();
+
+ application.SendNotification();
+ application.Render(5000); // After the animation is complete
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+ tet_infoline( "Now with several AnimateTo calls" );
+
+ actor.SetX( 0.0f );
+ application.SendNotification();
+ application.Render();
+
+ 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();
+
+ application.SendNotification();
+ application.Render(14000); // After the animation is complete
+
+ 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();
+
+ 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();
+
+ application.SendNotification();
+ application.Render(14000); // After the animation is complete
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+ END_TEST;
+}