using std::max;
using namespace Dali;
-void utc_dali_animation_startup(void)
+void utc_dali_animation_startuP(void)
{
test_return_value = TET_UNDEF;
}
-void utc_dali_animation_cleanup(void)
+void utc_dali_animation_cleanuP(void)
{
test_return_value = TET_PASS;
}
} // anon namespace
-int UtcDaliAnimationNew01(void)
+int UtcDaliAnimationConstructorP(void)
{
TestApplication application;
Animation animation;
- DALI_TEST_CHECK(!animation);
- animation = Animation::New(1.0f);
+ DALI_TEST_CHECK( !animation );
+ END_TEST;
+}
+
+int UtcDaliAnimationNewP(void)
+{
+ TestApplication application;
+
+ Animation animation = Animation::New( 1.0f );
DALI_TEST_CHECK(animation);
END_TEST;
}
-int UtcDaliAnimationNew02(void)
+int UtcDaliAnimationNewN(void)
{
TestApplication application;
- Animation animation;
- DALI_TEST_CHECK(!animation);
- try
- {
- animation = Animation::New(0.0f);
- }
- catch (Dali::DaliException& e)
- {
- // TODO: Determine why catch doesn't.
- //
+ Animation animation = Animation::New( -1.0f );
- // Tests that a negative test of an assertion succeeds
- tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
- DALI_TEST_EQUALS(e.mCondition, "durationSeconds > 0.0f", TEST_LOCATION);
- }
+ DALI_TEST_CHECK(animation);
+ DALI_TEST_EQUALS(animation.GetDuration(), 0.0f, TEST_LOCATION);
END_TEST;
}
-int UtcDaliAnimationDownCast(void)
+int UtcDaliAnimationDownCastP(void)
{
TestApplication application;
+
tet_infoline("Testing Dali::Animation::DownCast()");
float durationSeconds(1.0f);
Animation animation3 = DownCast< Animation >(object);
DALI_TEST_CHECK(animation3);
+ END_TEST;
+}
+
+int UtcDaliAnimationDownCastN(void)
+{
+ TestApplication application;
BaseHandle unInitializedObject;
- Animation animation4 = Animation::DownCast(unInitializedObject);
- DALI_TEST_CHECK(!animation4);
- Animation animation5 = DownCast< Animation >(unInitializedObject);
- DALI_TEST_CHECK(!animation5);
+ Animation animation1 = Animation::DownCast( unInitializedObject );
+ DALI_TEST_CHECK( !animation1 );
+
+ Animation animation2 = DownCast< Animation >( unInitializedObject );
+ DALI_TEST_CHECK( !animation2 );
+ END_TEST;
+}
+
+int UtcDaliAnimationCopyConstructorP(void)
+{
+ TestApplication application;
+
+ // Initialize an object, ref count == 1
+ Animation animation = Animation::New( 1.0f );
+
+ Animation copy( animation );
+ DALI_TEST_CHECK( copy );
+
+ DALI_TEST_CHECK( copy.GetDuration() == animation.GetDuration() );
+ END_TEST;
+}
+
+int UtcDaliAnimationAssignmentOperatorP(void)
+{
+ TestApplication application;
+
+ Animation animation = Animation::New( 1.0f );
+
+ Animation copy = animation;
+ DALI_TEST_CHECK( copy );
+
+ DALI_TEST_CHECK( animation == copy );
+
+ DALI_TEST_CHECK( copy.GetDuration() == animation.GetDuration() );
END_TEST;
}
-int UtcDaliAnimationSetDuration(void)
+int UtcDaliAnimationSetDurationP(void)
{
TestApplication application;
// Start the animation
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
- animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
animation.Play();
bool signalReceived(false);
END_TEST;
}
-int UtcDaliAnimationGetDuration(void)
+int UtcDaliAnimationSetDurationN(void)
+{
+ TestApplication application;
+
+ Animation animation = Animation::New( 1.0f );
+ DALI_TEST_EQUALS( animation.GetDuration(), 1.0f, TEST_LOCATION );
+
+ animation.SetDuration( -1.0f );
+ DALI_TEST_EQUALS( animation.GetDuration(), 0.0f, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationGetDurationP(void)
{
TestApplication application;
END_TEST;
}
-int UtcDaliAnimationSetLooping(void)
+int UtcDaliAnimationSetLoopingP(void)
{
TestApplication application;
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
- animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Start the animation
animation.SetLooping(true);
END_TEST;
}
-int UtcDaliAnimationIsLooping(void)
+int UtcDaliAnimationSetLoopCountP(void)
{
TestApplication application;
- Animation animation = Animation::New(1.0f);
- DALI_TEST_CHECK(!animation.IsLooping());
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
- animation.SetLooping(true);
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ // Start the animation
+ animation.SetLoopCount(3);
DALI_TEST_CHECK(animation.IsLooping());
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+
+ // Loop
+ float intervalSeconds = 3.0f;
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+
+ finishCheck.Reset();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
END_TEST;
}
-int UtcDaliAnimationSetEndAction(void)
+int UtcDaliAnimationSetLoopCountP2(void)
{
TestApplication application;
+ //
+ // switching between forever and loop count
+ //
+
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
-
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
- animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ animation.SetEndAction(Animation::Discard);
// Start the animation
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
+ float intervalSeconds = 3.0f;
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
- // We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
- // Go back to the start
- actor.SetPosition(Vector3::ZERO);
+ finishCheck.Reset();
+
+ // Loop forever
+ animation.SetLooping(true);
+ DALI_TEST_CHECK(animation.IsLooping());
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+ finishCheck.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
- // Test BakeFinal, animate again, for half the duration
finishCheck.Reset();
- animation.SetEndAction(Animation::BakeFinal);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
+
+ // Loop N again
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*1000.0f*0.5f) /*half of the animation duration*/);
-
- // Stop the animation early
- animation.Stop();
-
- // We did NOT expect the animation to finish
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentPosition(), VECTOR4_EPSILON, TEST_LOCATION );
- // Go back to the start
- actor.SetPosition(Vector3::ZERO);
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+ finishCheck.CheckSignalReceived();
- // Test EndAction::Discard, animate again, but don't bake this time
finishCheck.Reset();
- animation.SetEndAction(Animation::Discard);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
- animation.Play();
+ // loop forever
+ animation.SetLooping(true);
+ DALI_TEST_CHECK(animation.IsLooping());
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
+ finishCheck.CheckSignalNotReceived();
- // We did expect the animation to finish
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
- // The position should be discarded in the next frame
- application.Render(0);
- DALI_TEST_EQUALS( Vector3::ZERO/*discarded*/, actor.GetCurrentPosition(), TEST_LOCATION );
+ finishCheck.Reset();
- // Check that nothing has changed after a couple of buffer swaps
- application.Render(0);
- DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
- application.Render(0);
- DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
- END_TEST;
-}
+ // Loop N again
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
-int UtcDaliAnimationGetEndAction(void)
-{
- TestApplication application;
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
- Animation animation = Animation::New(1.0f);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived(); // we never hit play
- animation.SetEndAction(Animation::Discard);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
+ finishCheck.Reset();
- animation.SetEndAction(Animation::BakeFinal);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
END_TEST;
}
-int UtcDaliAnimationSetDisconnectAction(void)
+int UtcDaliAnimationSetLoopCountP3(void)
{
TestApplication application;
- Stage stage( Stage::GetCurrent() );
- // Default: BakeFinal
- {
- Actor actor = Actor::New();
- stage.Add(actor);
+ //
+ // switching between forever and loop count
+ //
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal);
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ animation.SetEndAction(Animation::Discard);
- Vector3 targetPosition(10.0f, 10.0f, 10.0f);
- animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+ float intervalSeconds = 3.0f;
- // Start the animation
- animation.Play();
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+ // loop forever
+ animation.SetLooping(true);
+ DALI_TEST_CHECK(animation.IsLooping());
- actor.Unparent();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
- application.SendNotification();
- application.Render();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
- }
+ finishCheck.Reset();
- // Bake
- {
- Actor actor = Actor::New();
- stage.Add(actor);
+ // Loop N again
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- animation.SetDisconnectAction( Animation::Bake );
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
- Vector3 targetPosition(10.0f, 10.0f, 10.0f);
- animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived(); // we never hit play
- // Start the animation
- animation.Play();
+ finishCheck.Reset();
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
- actor.Unparent();
+ END_TEST;
+}
- application.SendNotification();
- application.Render();
+int UtcDaliAnimationSetLoopCountP4(void)
+{
+ TestApplication application;
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition*0.5f, TEST_LOCATION );
- }
-
- // Discard
- {
- Actor actor = Actor::New();
- stage.Add(actor);
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- animation.SetDisconnectAction( Animation::Discard );
-
- Vector3 targetPosition(10.0f, 10.0f, 10.0f);
- animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
-
- // Start the animation
- animation.Play();
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+ //
+ // ..and play again
+ //
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
- actor.Unparent();
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ animation.SetEndAction(Animation::Bake);
- application.SendNotification();
- application.Render();
+ float intervalSeconds = 3.0f;
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
- }
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
- // Don't play the animation: disconnect action should not be applied
- {
- Actor actor = Actor::New();
- stage.Add(actor);
+ animation.SetLoopCount(1);
+ animation.Play();
+ DALI_TEST_CHECK(!animation.IsLooping());
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
- Vector3 targetPosition(10.0f, 10.0f, 10.0f);
- animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ actor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f) );
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+ finishCheck.Reset();
- actor.Unparent();
+ animation.Play(); // again
+ DALI_TEST_CHECK(!animation.IsLooping());
- application.SendNotification();
- application.Render();
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
- }
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationGetDisconnectAction(void)
+int UtcDaliAnimationGetLoopCountP(void)
{
TestApplication application;
- Animation animation = Animation::New(1.0f);
- DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal); // default!
- animation.SetDisconnectAction(Animation::Discard);
- DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Discard);
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
- animation.SetDisconnectAction(Animation::Bake);
- DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Bake);
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
- END_TEST;
-}
+ DALI_TEST_CHECK(1 == animation.GetLoopCount());
-int UtcDaliAnimationSetDefaultAlphaFunction(void)
-{
- TestApplication application;
+ // Start the animation
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
+ DALI_TEST_CHECK(3 == animation.GetLoopCount());
- Animation animation = Animation::New(1.0f);
- AlphaFunction func = animation.GetDefaultAlphaFunction();
- DALI_TEST_EQUALS(func(0.1f), AlphaFunctions::Linear(0.1f), TEST_LOCATION);
+ animation.Play();
- animation.SetDefaultAlphaFunction(AlphaFunctions::EaseIn);
- AlphaFunction func2 = animation.GetDefaultAlphaFunction();
- DALI_TEST_CHECK(func2(0.1f) < AlphaFunctions::Linear(0.1f)); // less progress when easing-in
- END_TEST;
-}
+ application.Render(0);
+ application.SendNotification();
-int UtcDaliAnimationGetDefaultAlphaFunction(void)
-{
- TestApplication application;
+ // Loop
+ float intervalSeconds = 3.0f;
- Animation animation = Animation::New(1.0f);
- AlphaFunction func = animation.GetDefaultAlphaFunction();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+ application.Render(0);
+ application.SendNotification();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+
+ animation.SetLoopCount(0);
+ DALI_TEST_CHECK(animation.IsLooping());
+ DALI_TEST_CHECK(0 == animation.GetLoopCount());
+
+ animation.SetLoopCount(1);
+ DALI_TEST_CHECK(!animation.IsLooping());
+ DALI_TEST_CHECK(1 == animation.GetLoopCount());
- // Test that the default is linear
- DALI_TEST_EQUALS(func(0.1f), AlphaFunctions::Linear(0.1f), TEST_LOCATION);
END_TEST;
}
-int UtcDaliAnimationPlay(void)
+
+int UtcDaliAnimationGetCurrentLoopP(void)
{
TestApplication application;
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(100.0f, 100.0f, 100.0f);
- animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Start the animation
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
+ DALI_TEST_CHECK(0 == animation.GetCurrentLoop());
animation.Play();
bool signalReceived(false);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+ // Loop
+ float intervalSeconds = 3.0f;
- animation.Play(); // Test that calling play has no effect, when animation is already playing
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
- // We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+ DALI_TEST_CHECK(2 == animation.GetCurrentLoop());
- animation.Play(); // Test that calling play has no effect, when animation is already playing
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
- // We didn't expect the animation to finish yet
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
+ DALI_TEST_CHECK(animation.GetLoopCount() == animation.GetCurrentLoop());
- animation.Play(); // Test that calling play has no effect, when animation is already playing
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+ finishCheck.Reset();
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+ DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
- animation.Play(); // Test that calling play has no effect, when animation is already playing
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ END_TEST;
+}
- // Check that nothing has changed after a couple of buffer swaps
- application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
- application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+int UtcDaliAnimationIsLoopingP(void)
+{
+ TestApplication application;
+
+ Animation animation = Animation::New(1.0f);
+ DALI_TEST_CHECK(!animation.IsLooping());
+
+ animation.SetLooping(true);
+ DALI_TEST_CHECK(animation.IsLooping());
END_TEST;
}
-int UtcDaliAnimationSetSpeedFactor(void)
+int UtcDaliAnimationSetEndActioN(void)
{
TestApplication application;
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
- const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
- const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
-
- KeyFrames keyframes = KeyFrames::New();
- keyframes.Add( 0.0f, initialPosition);
- keyframes.Add( 1.0f, targetPosition );
- animation.AnimateBetween( Property(actor, Actor::POSITION), keyframes, AlphaFunctions::Linear);
-
- //Set speed to be x2
- animation.SetSpeedFactor(2.0f);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Start the animation
animation.Play();
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
-
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
-
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond half the duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
-
- // Check that nothing has changed after a couple of buffer swaps
- application.Render(0);
DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+
+ // Go back to the start
+ actor.SetPosition(Vector3::ZERO);
+ application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+ // Test BakeFinal, animate again, for half the duration
finishCheck.Reset();
-
- //Test -1 speed factor. Animation will play in reverse at normal speed
- animation.SetSpeedFactor( -1.0f );
-
- // Start the animation
+ animation.SetEndAction(Animation::BakeFinal);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*1000.0f*0.5f) /*half of the animation duration*/);
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+ // Stop the animation early
+ animation.Stop();
- // We didn't expect the animation to finish yet
+ // We did NOT expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+ DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentPosition(), VECTOR4_EPSILON, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+ // The position should be same with target position in the next frame
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
- // We didn't expect the animation to finish yet
+ // Go back to the start
+ actor.SetPosition(Vector3::ZERO);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+ // Test EndAction::Discard, animate again, but don't bake this time
+ finishCheck.Reset();
+ animation.SetEndAction(Animation::Discard);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
+ animation.Play();
- // We didn't expect the animation to finish yet
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
-
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+
+ // The position should be discarded in the next frame
+ application.Render(0);
+ DALI_TEST_EQUALS( Vector3::ZERO/*discarded*/, actor.GetCurrentPosition(), TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
-
+ DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+ END_TEST;
+}
- //Test change speed factor on the fly
- finishCheck.Reset();
+int UtcDaliAnimationGetEndActionP(void)
+{
+ TestApplication application;
- //Set speed to be half of normal speed
- animation.SetSpeedFactor( 0.5f );
+ Animation animation = Animation::New(1.0f);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
- // Start the animation
- animation.Play();
+ animation.SetEndAction(Animation::Discard);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+ animation.SetEndAction(Animation::BakeFinal);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+ END_TEST;
+}
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+int UtcDaliAnimationSetDisconnectActionP(void)
+{
+ TestApplication application;
+ Stage stage( Stage::GetCurrent() );
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+ // Default: BakeFinal
+ {
+ Actor actor = Actor::New();
+ stage.Add(actor);
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal);
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION );
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
- //Change speed factor while animation still playing.
- animation.SetSpeedFactor(-1.0f);
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+ // Start the animation
+ animation.Play();
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond the animation duration*/);
+ actor.Unparent();
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ }
+
+ // Bake
+ {
+ Actor actor = Actor::New();
+ stage.Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.SetDisconnectAction( Animation::Bake );
+
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ // Start the animation
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+
+ actor.Unparent();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition*0.5f, TEST_LOCATION );
+ }
+
+ // Discard
+ {
+ Actor actor = Actor::New();
+ stage.Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.SetDisconnectAction( Animation::Discard );
+
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ // Start the animation
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+
+ actor.Unparent();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ }
+
+ // Don't play the animation: disconnect action should not be applied
+ {
+ Actor actor = Actor::New();
+ stage.Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+
+ actor.Unparent();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ }
+
+ END_TEST;
+}
+
+int UtcDaliAnimationGetDisconnectActionP(void)
+{
+ TestApplication application;
+ Animation animation = Animation::New(1.0f);
+ DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal); // default!
+
+ animation.SetDisconnectAction(Animation::Discard);
+ DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Discard);
+
+ animation.SetDisconnectAction(Animation::Bake);
+ DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Bake);
- // Check that nothing has changed after a couple of buffer swaps
- application.Render(0);
- DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
- application.Render(0);
- DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationGetSpeedFactor(void)
+int UtcDaliAnimationSetDefaultAlphaFunctionP(void)
{
TestApplication application;
Animation animation = Animation::New(1.0f);
- animation.SetSpeedFactor(0.5f);
- DALI_TEST_EQUALS(animation.GetSpeedFactor(), 0.5f, TEST_LOCATION);
+ AlphaFunction func = animation.GetDefaultAlphaFunction();
+ DALI_TEST_EQUALS(func.GetBuiltinFunction(), AlphaFunction::DEFAULT, TEST_LOCATION);
- animation.SetSpeedFactor(-2.5f);
- DALI_TEST_EQUALS(animation.GetSpeedFactor(), -2.5f, TEST_LOCATION);
+ animation.SetDefaultAlphaFunction(AlphaFunction::EASE_IN);
+ AlphaFunction func2 = animation.GetDefaultAlphaFunction();
+ DALI_TEST_EQUALS(func2.GetBuiltinFunction(), AlphaFunction::EASE_IN, TEST_LOCATION);
END_TEST;
}
-int UtcDaliAnimationPlayOffStage(void)
+int UtcDaliAnimationGetDefaultAlphaFunctionP(void)
{
- // Test that an animation can be played, when the actor is off-stage.
- // When the actor is added to the stage, it should appear at the current position
- // i.e. where it would have been anyway, if on-stage from the beginning.
+ TestApplication application;
+
+ Animation animation = Animation::New(1.0f);
+ AlphaFunction func = animation.GetDefaultAlphaFunction();
+
+ // Test that the default is linear
+ DALI_TEST_EQUALS(func.GetBuiltinFunction(), AlphaFunction::DEFAULT, TEST_LOCATION);
+
+ animation.SetDefaultAlphaFunction(AlphaFunction::EASE_IN);
+ AlphaFunction func2 = animation.GetDefaultAlphaFunction();
+ DALI_TEST_EQUALS(func2.GetBuiltinFunction(), AlphaFunction::EASE_IN, TEST_LOCATION);
+
+ END_TEST;
+}
+int UtcDaliAnimationSetCurrentProgressP(void)
+{
TestApplication application;
Actor actor = Actor::New();
- Vector3 basePosition(Vector3::ZERO);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION );
- // Not added to the stage!
+ Stage::GetCurrent().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- animation.SetDisconnectAction( Animation::Discard );
- Vector3 targetPosition(100.0f, 100.0f, 100.0f);
- animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+ Animation animation = Animation::New(0.0f);
- // Start the animation
- animation.Play();
+ //Set duration
+ float durationSeconds(1.0f);
+ animation.SetDuration(durationSeconds);
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
-
- // We didn't expect the animation to finish yet
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*off-stage*/, TEST_LOCATION );
-
- // Add to the stage
- Stage::GetCurrent().Add(actor);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- Vector3 expectedPosition(basePosition + (targetPosition - basePosition)*0.4f);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition/*on-stage*/, TEST_LOCATION );
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
- // Remove from the stage
- Stage::GetCurrent().Remove(actor);
+ // Start the animation from 40% progress
+ animation.SetCurrentProgress( 0.4f );
+ animation.Play();
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*back to start position*/, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+ DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
- // Add to the stage
- Stage::GetCurrent().Add(actor);
+ animation.Play(); // Test that calling play has no effect, when animation is already playing
+ application.SendNotification();
+ //Set the progress to 70%
+ animation.SetCurrentProgress( 0.7f );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 80% progress */);
+ DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
- // We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- expectedPosition = Vector3(basePosition + (targetPosition - basePosition)*0.8f);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+ DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
- application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
-
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
END_TEST;
}
-int UtcDaliAnimationPlayDiscardHandle(void)
+int UtcDaliAnimationSetCurrentProgressN(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
// Build the animation
+ Animation animation = Animation::New(0.0f);
+
+ //Set duration
float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(100.0f, 100.0f, 100.0f);
- animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+ animation.SetDuration(durationSeconds);
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
- // Start the animation
- animation.Play();
-
- // This is a test of the "Fire and Forget" behaviour
- // Discard the animation handle!
- animation.Reset();
- DALI_TEST_CHECK( !animation );
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ //Trying to set the current cursor outside the range [0..1] is ignored
+ animation.SetCurrentProgress( -1.0f);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+ DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
- // We didn't expect the animation to finish yet
+ animation.SetCurrentProgress( 100.0f);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+ DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+ END_TEST;
+}
+int UtcDaliAnimationGetCurrentProgressP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(0.0f);
+ animation.Play();
+
+ //Test GetCurrentProgress return 0.0 as the duration is 0.0
+ DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ animation.SetCurrentProgress( 0.5f );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+ application.Render(static_cast<unsigned int>(100.0f));
- // We didn't expect the animation to finish yet
+ //Progress should still be 0.0
+ DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+ //Set duration
+ float durationSeconds(1.0f);
+ animation.SetDuration(durationSeconds);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ // Start the animation from 40% progress
+ animation.SetCurrentProgress( 0.4f );
+ animation.Play();
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+ DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
+ animation.Play(); // Test that calling play has no effect, when animation is already playing
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
- // We didn't expect the animation to finish yet
+ //Set the progress to 70%
+ animation.SetCurrentProgress( 0.7f );
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 80% progress */);
+ DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
-
- // Check that nothing has changed after a couple of buffer swaps
- application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
- application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationPlayStopDiscardHandle(void)
+int UtcDaliAnimationSetSpeedFactorP(void)
{
TestApplication application;
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(100.0f, 100.0f, 100.0f);
- animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+
+ const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+ const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( 0.0f, initialPosition);
+ keyframes.Add( 1.0f, targetPosition );
+ animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+
+ //Set speed to be x2
+ animation.SetSpeedFactor(2.0f);
// Start the animation
animation.Play();
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
- // This is a test of the "Fire and Forget" behaviour
- // Stop the animation, and Discard the animation handle!
- animation.Stop();
- animation.Reset();
- DALI_TEST_CHECK( !animation );
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+ // We didn't expect the animation to finish yet
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
- // We expect the animation to finish at 20% progress
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond half the duration*/);
+
+ // We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+
finishCheck.Reset();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+ //Test -1 speed factor. Animation will play in reverse at normal speed
+ animation.SetSpeedFactor( -1.0f );
+
+ // Start the animation
+ animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
- // Check that nothing has changed
+ // We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
- // Check that nothing has changed
+ // We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+ // We didn't expect the animation to finish yet
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
- // Check that nothing has changed
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+
+ // We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
- END_TEST;
-}
-int UtcDaliAnimationPlayFrom(void)
-{
- TestApplication application;
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
- Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(100.0f, 100.0f, 100.0f);
- animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
- //PlayFrom with an argument outside the range [0..1] will be ignored
- animation.PlayFrom(-1.0f);
- application.SendNotification();
- DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+ //Test change speed factor on the fly
+ finishCheck.Reset();
+
+ //Set speed to be half of normal speed
+ animation.SetSpeedFactor( 0.5f );
+
+ // Start the animation
+ animation.Play();
- animation.PlayFrom(100.0f);
application.SendNotification();
- DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
- // Start the animation from 40% progress
- animation.PlayFrom( 0.4f );
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+ // We didn't expect the animation to finish yet
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION );
- animation.Play(); // Test that calling play has no effect, when animation is already playing
+ //Change speed factor while animation still playing.
+ animation.SetSpeedFactor(-1.0f);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond the animation duration*/);
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationSetCurrentProgress(void)
+int UtcDaliAnimationGetSpeedFactorP(void)
{
TestApplication application;
- Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
-
- // Build the animation
- Animation animation = Animation::New(0.0f);
- animation.Play();
+ Animation animation = Animation::New(1.0f);
+ animation.SetSpeedFactor(0.5f);
+ DALI_TEST_EQUALS(animation.GetSpeedFactor(), 0.5f, TEST_LOCATION);
- //Test GetCurrentProgress return 0.0 as the duration is 0.0
- DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+ animation.SetSpeedFactor(-2.5f);
+ DALI_TEST_EQUALS(animation.GetSpeedFactor(), -2.5f, TEST_LOCATION);
+ END_TEST;
+}
- animation.SetCurrentProgress( 0.5f );
- application.SendNotification();
- application.Render(static_cast<unsigned int>(100.0f));
+int UtcDaliAnimationSetPlayRangeP(void)
+{
+ TestApplication application;
- //Progress should still be 0.0
- DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add( actor );
- //Set duration
- float durationSeconds(1.0f);
- animation.SetDuration(durationSeconds);
- application.SendNotification();
+ // Build the animation
+ float durationSeconds( 1.0f );
+ Animation animation = Animation::New( durationSeconds );
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
+ bool signalReceived( false );
+ AnimationFinishCheck finishCheck( signalReceived );
+ animation.FinishedSignal().Connect( &application, finishCheck );
application.SendNotification();
- Vector3 targetPosition(100.0f, 100.0f, 100.0f);
- animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
-
- //Trying to set the current cursor outside the range [0..1] is ignored
- animation.SetCurrentProgress( -1.0f);
+ // Set range between 0.4 and 0.8
+ animation.SetPlayRange( Vector2( 0.4f, 0.9f ) );
application.SendNotification();
- DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+ DALI_TEST_EQUALS( Vector2( 0.4f, 0.9f ), animation.GetPlayRange(), TEST_LOCATION );
- animation.SetCurrentProgress( 100.0f);
- application.SendNotification();
- DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+ Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
+ animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR );
// Start the animation from 40% progress
- animation.SetCurrentProgress( 0.4f );
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+ application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 60% progress */ );
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
- DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
-
- animation.Play(); // Test that calling play has no effect, when animation is already playing
- application.SendNotification();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.6f ), TEST_LOCATION );
- //Set the progress to 70%
- animation.SetCurrentProgress( 0.7f );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 80% progress */);
- DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
-
+ application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 80% progress */ );
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
- DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.8f ), TEST_LOCATION );
- //
+ application.SendNotification();
+ application.Render( static_cast< unsigned int >( durationSeconds*100.0f ) + 1u/*just beyond the animation duration*/ );
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.9f ), TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationSetPlayRangeN(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(0);
+ application.SendNotification();
+
+ //PlayRange out of bounds
+ animation.SetPlayRange( Vector2(-1.0f,1.0f) );
+ application.SendNotification();
+ DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
+ animation.SetPlayRange( Vector2(0.0f,2.0f) );
+ application.SendNotification();
+ DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
+
+ //If playRange is not in the correct order it has to be ordered
+ animation.SetPlayRange( Vector2(0.8f,0.2f) );
+ application.SendNotification();
+ DALI_TEST_EQUALS( Vector2(0.2f,0.8f), animation.GetPlayRange(), TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationGetPlayRangeP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add( actor );
+
+ // Build the animation
+ Animation animation = Animation::New( 1.0f );
+ application.SendNotification();
+
+ //If PlayRange not specified it should be 0.0-1.0 by default
+ DALI_TEST_EQUALS( Vector2( 0.0f,1.0f ), animation.GetPlayRange(), TEST_LOCATION );
+
+ // Set range between 0.4 and 0.8
+ animation.SetPlayRange( Vector2( 0.4f, 0.8f ) );
+ application.SendNotification();
+ DALI_TEST_EQUALS( Vector2( 0.4f, 0.8f ), animation.GetPlayRange(), TEST_LOCATION );
- // Check that nothing has changed after a couple of buffer swaps
- application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
- application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationPlayRange(void)
+int UtcDaliAnimationPlayP(void)
{
TestApplication application;
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(100.0f, 100.0f, 100.0f);
- KeyFrames keyframes = KeyFrames::New();
- keyframes.Add( 0.0f , Vector3(0.0f,0.0f,0.0f ) );
- keyframes.Add( 1.0f , Vector3(100.0f,100.0f,100.0f ) );
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
- animation.AnimateBetween( Property( actor, Actor::POSITION), keyframes );
-
- // Set range between 0.4 and 0.8
- animation.SetPlayRange( Vector2(0.4f,0.8f) );
+ // Start the animation
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
- //Test that setting progress outside the range doesn't work
- animation.SetCurrentProgress( 0.9f );
application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION );
- animation.SetCurrentProgress( 0.2f );
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+
+ // We didn't expect the animation to finish yet
application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION );
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+ animation.Play(); // Test that calling play has no effect, when animation is already playing
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+ animation.Play(); // Test that calling play has no effect, when animation is already playing
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
animation.Play(); // Test that calling play has no effect, when animation is already playing
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/* 80% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+
+ animation.Play(); // Test that calling play has no effect, when animation is already playing
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayOffStageP(void)
+{
+ // Test that an animation can be played, when the actor is off-stage.
+ // When the actor is added to the stage, it should appear at the current position
+ // i.e. where it would have been anyway, if on-stage from the beginning.
+ TestApplication application;
- //Loop inside the range
- finishCheck.Reset();
- animation.SetLooping( true );
+ Actor actor = Actor::New();
+ Vector3 basePosition(Vector3::ZERO);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION );
+ // Not added to the stage!
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.SetDisconnectAction( Animation::Discard );
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ // Start the animation
animation.Play();
- application.SendNotification();
- float intervalSeconds = 0.1f;
- float progress = 0.4f;
- for (int iterations = 0; iterations < 10; ++iterations )
- {
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
- progress += intervalSeconds;
- if (progress > 0.8f)
- {
- progress = progress - 0.4f;
- }
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
- DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
- }
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*off-stage*/, TEST_LOCATION );
+ // Add to the stage
+ Stage::GetCurrent().Add(actor);
- //Test change range on the fly
- animation.SetPlayRange( Vector2( 0.2f, 0.9f ) );
application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
- for (int iterations = 0; iterations < 10; ++iterations )
- {
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
-
- progress += intervalSeconds;
- if (progress > 0.9f)
- {
- progress = progress - 0.7f;
- }
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ Vector3 expectedPosition(basePosition + (targetPosition - basePosition)*0.4f);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition/*on-stage*/, TEST_LOCATION );
- DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
- }
+ // Remove from the stage
+ Stage::GetCurrent().Remove(actor);
- END_TEST;
-}
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
-int UtcDaliAnimationSetPlayRange(void)
-{
- TestApplication application;
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*back to start position*/, TEST_LOCATION );
- Actor actor = Actor::New();
+ // Add to the stage
Stage::GetCurrent().Add(actor);
- // Build the animation
- Animation animation = Animation::New(0);
application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
- //If PlayRange not specified it should be 0.0-1.0 by default
- DALI_TEST_EQUALS( Vector2(0.0,1.0), animation.GetPlayRange(), TEST_LOCATION );
-
- //PlayRange out of bounds
- animation.SetPlayRange( Vector2(-1.0f,1.0f) );
- application.SendNotification();
- DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
- animation.SetPlayRange( Vector2(0.0f,2.0f) );
+ // We didn't expect the animation to finish yet
application.SendNotification();
- DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
+ finishCheck.CheckSignalNotReceived();
+ expectedPosition = Vector3(basePosition + (targetPosition - basePosition)*0.8f);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition, TEST_LOCATION );
- //If playRange is not in the correct order it has to be ordered
- animation.SetPlayRange( Vector2(0.8f,0.2f) );
application.SendNotification();
- DALI_TEST_EQUALS( Vector2(0.2f,0.8f), animation.GetPlayRange(), TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
- // Set range between 0.4 and 0.8
- animation.SetPlayRange( Vector2(0.4f,0.8f) );
+ // We did expect the animation to finish
application.SendNotification();
- DALI_TEST_EQUALS( Vector2(0.4f,0.8f), animation.GetPlayRange(), TEST_LOCATION );
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationPause(void)
+int UtcDaliAnimationPlayDiscardHandleP(void)
{
TestApplication application;
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(100.0f, 100.0f, 100.0f);
- animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
- Vector3 fiftyPercentProgress(targetPosition * 0.5f);
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
// Start the animation
animation.Play();
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
+ // This is a test of the "Fire and Forget" behaviour
+ // Discard the animation handle!
+ animation.Reset();
+ DALI_TEST_CHECK( !animation );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
- // Pause the animation
- animation.Pause();
application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
- // Loop 5 times
- for (int i=0; i<5; ++i)
- {
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
- }
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
- // Keep going
- animation.Play();
+ // We didn't expect the animation to finish yet
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
END_TEST;
}
-int UtcDaliAnimationStop(void)
+int UtcDaliAnimationPlayStopDiscardHandleP(void)
{
TestApplication application;
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(100.0f, 100.0f, 100.0f);
- animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
-
- Vector3 fiftyPercentProgress(targetPosition * 0.5f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Start the animation
animation.Play();
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
- // Stop the animation
+ // This is a test of the "Fire and Forget" behaviour
+ // Stop the animation, and Discard the animation handle!
animation.Stop();
- application.SendNotification();
+ animation.Reset();
+ DALI_TEST_CHECK( !animation );
- // Loop 5 times
- for (int i=0; i<5; ++i)
- {
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION );
- }
+ // We expect the animation to finish at 20% progress
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ finishCheck.Reset();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+
+ // Check that nothing has changed
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+
+ // Check that nothing has changed
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
+
+ // Check that nothing has changed
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationStopSetPosition(void)
+int UtcDaliAnimationPlayRangeP(void)
{
- // Test that Animation::Stop & Actor::SetPosition can be used in conjunction
- // i.e. to check that the animation does not interfere with the position set.
-
TestApplication application;
Actor actor = Actor::New();
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(100.0f, 100.0f, 100.0f);
- animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( 0.0f , Vector3(0.0f,0.0f,0.0f ) );
+ keyframes.Add( 1.0f , Vector3(100.0f,100.0f,100.0f ) );
- Vector3 fiftyPercentProgress(targetPosition * 0.5f);
+ animation.AnimateBetween( Property( actor, Actor::Property::POSITION), keyframes );
- // Start the animation
+ // Set range between 0.4 and 0.8
+ animation.SetPlayRange( Vector2(0.4f,0.8f) );
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
+ //Test that setting progress outside the range doesn't work
+ animation.SetCurrentProgress( 0.9f );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(0);
+ DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION );
+ animation.SetCurrentProgress( 0.2f );
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
- // Stop the animation
- animation.Stop();
- Vector3 positionSet(2.0f, 3.0f, 4.0f);
- actor.SetPosition(positionSet);
+ animation.Play(); // Test that calling play has no effect, when animation is already playing
application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/* 80% progress */);
- // Loop 5 times
- for (int i=0; i<5; ++i)
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
+
+
+ //Loop inside the range
+ finishCheck.Reset();
+ animation.SetLooping( true );
+ animation.Play();
+ application.SendNotification();
+ float intervalSeconds = 0.1f;
+ float progress = 0.4f;
+ for (int iterations = 0; iterations < 10; ++iterations )
{
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), positionSet/*Animation should not interfere with this*/, TEST_LOCATION );
+ progress += intervalSeconds;
+ if (progress > 0.8f)
+ {
+ progress = progress - 0.4f;
+ }
+
+ DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
+ }
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+
+ //Test change range on the fly
+ animation.SetPlayRange( Vector2( 0.2f, 0.9f ) );
+ application.SendNotification();
+
+ for (int iterations = 0; iterations < 10; ++iterations )
+ {
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+ progress += intervalSeconds;
+ if (progress > 0.9f)
+ {
+ progress = progress - 0.7f;
+ }
+
+ DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
}
+
END_TEST;
}
-int UtcDaliAnimationClear(void)
+int UtcDaliAnimationPlayFromP(void)
{
TestApplication application;
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(100.0f, 100.0f, 100.0f);
- animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
- Vector3 fiftyPercentProgress(targetPosition * 0.5f);
-
- // Start the animation
- animation.Play();
+ // Start the animation from 40% progress
+ animation.PlayFrom( 0.4f );
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
-
- // Clear the animation
- animation.Clear();
- application.SendNotification();
-
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
-
- // We don't expect the animation to finish now
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress since the animator was destroyed */, TEST_LOCATION );
-
- // Restart as a scale animation; this should not move the actor's position
- finishCheck.Reset();
- actor.SetPosition(Vector3::ZERO);
- Vector3 targetScale(3.0f, 3.0f, 3.0f);
- animation.ScaleTo(actor, targetScale, AlphaFunctions::Linear);
- animation.Play();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+ animation.Play(); // Test that calling play has no effect, when animation is already playing
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION );
-
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationSignalFinish(void)
+int UtcDaliAnimationPlayFromN(void)
{
TestApplication application;
- // Start the empty animation
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ //PlayFrom with an argument outside the range [0..1] will be ignored
+ animation.PlayFrom(-1.0f);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*beyond the animation duration*/);
+ DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
- // We did expect the animation to finish
+ animation.PlayFrom(100.0f);
application.SendNotification();
- finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateByBoolean(void)
+int UtcDaliAnimationPauseP(void)
{
TestApplication application;
Actor actor = Actor::New();
-
- // Register a boolean property
- bool startValue(false);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
Stage::GetCurrent().Add(actor);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
// Build the animation
- float durationSeconds(2.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- const bool relativeValue(true);
- const bool finalValue( false || relativeValue );
- animation.AnimateBy(Property(actor, index), relativeValue);
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ Vector3 fiftyPercentProgress(targetPosition * 0.5f);
// Start the animation
animation.Play();
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
- // We did expect the animation to finish
+ // Pause the animation
+ animation.Pause();
application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
- // Check that nothing has changed after a couple of buffer swaps
- application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
- application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ // Loop 5 times
+ for (int i=0; i<5; ++i)
+ {
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
- // Repeat with relative value "false" - this should be an NOOP
- animation = Animation::New(durationSeconds);
- bool noOpValue(false);
- animation.AnimateBy(Property(actor, index), noOpValue);
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
+ }
- // Start the animation
+ // Keep going
animation.Play();
-
- finishCheck.Reset();
- animation.FinishedSignal().Connect(&application, finishCheck);
-
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateByBooleanAlphaFunction(void)
+
+int UtcDaliAnimationGetStateP(void)
{
TestApplication application;
Actor actor = Actor::New();
-
- // Register a boolean property
- bool startValue(false);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
Stage::GetCurrent().Add(actor);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
// Build the animation
- float durationSeconds(2.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- bool relativeValue(true);
- bool finalValue( false || relativeValue );
- animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunctions::EaseIn);
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
+
+ Vector3 fiftyPercentProgress(targetPosition * 0.5f);
// Start the animation
animation.Play();
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+ // Pause the animation
+ animation.Pause();
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(0.f);
+
+ // Loop 5 times
+ for (int i=0; i<5; ++i)
+ {
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION );
+ }
+
+ // Keep going
+ finishCheck.Reset();
+ animation.Play();
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
- // Repeat with relative value "false" - this should be an NOOP
- animation = Animation::New(durationSeconds);
- bool noOpValue(false);
- animation.AnimateBy(Property(actor, index), noOpValue, AlphaFunctions::EaseIn);
+ // re-play
+ finishCheck.Reset();
+ animation.Play();
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+
+
+ END_TEST;
+}
+
+int UtcDaliAnimationStopP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ Vector3 fiftyPercentProgress(targetPosition * 0.5f);
// Start the animation
animation.Play();
- finishCheck.Reset();
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+ // Stop the animation
+ animation.Stop();
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 );
+ // Loop 5 times
+ for (int i=0; i<5; ++i)
+ {
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION );
+ }
END_TEST;
}
-int UtcDaliAnimationAnimateByBooleanTimePeriod(void)
+int UtcDaliAnimationStopSetPositionP(void)
{
+ // Test that Animation::Stop & Actor::SetPosition can be used in conjunction
+ // i.e. to check that the animation does not interfere with the position set.
+
TestApplication application;
Actor actor = Actor::New();
-
- // Register a boolean property
- bool startValue(false);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
Stage::GetCurrent().Add(actor);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
// Build the animation
- float durationSeconds(2.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- bool relativeValue(true);
- bool finalValue( false || relativeValue );
- float animatorDurationSeconds(durationSeconds * 0.5f);
- animation.AnimateBy( Property(actor, index),
- relativeValue,
- TimePeriod( animatorDurationSeconds ) );
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ Vector3 fiftyPercentProgress(targetPosition * 0.5f);
// Start the animation
animation.Play();
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
-
- // We didn't expect the animation to finish yet...
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
-
- // ...however we should have reached the final value
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+ // Stop the animation
+ animation.Stop();
+ Vector3 positionSet(2.0f, 3.0f, 4.0f);
+ actor.SetPosition(positionSet);
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 );
+ // Loop 5 times
+ for (int i=0; i<5; ++i)
+ {
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
- // Check that nothing has changed after a couple of buffer swaps
- application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
- application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), positionSet/*Animation should not interfere with this*/, TEST_LOCATION );
+ }
END_TEST;
}
-int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationClearP(void)
{
TestApplication application;
Actor actor = Actor::New();
-
- // Register a boolean property
- bool startValue(false);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
Stage::GetCurrent().Add(actor);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
// Build the animation
- float durationSeconds(2.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- bool relativeValue(true);
- bool finalValue( false || relativeValue );
- float animatorDurationSeconds(durationSeconds * 0.5f);
- animation.AnimateBy( Property(actor, index),
- relativeValue,
- AlphaFunctions::EaseInOut,
- TimePeriod( animatorDurationSeconds ) );
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ Vector3 fiftyPercentProgress(targetPosition * 0.5f);
// Start the animation
animation.Play();
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+ // Clear the animation
+ animation.Clear();
application.SendNotification();
- application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
- // We didn't expect the animation to finish yet...
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+
+ // We don't expect the animation to finish now
application.SendNotification();
finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress since the animator was destroyed */, TEST_LOCATION );
- // ...however we should have reached the final value
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ // Restart as a scale animation; this should not move the actor's position
+ finishCheck.Reset();
+ actor.SetPosition(Vector3::ZERO);
+ Vector3 targetScale(3.0f, 3.0f, 3.0f);
+ animation.AnimateTo( Property( actor, Actor::Property::SCALE ), targetScale, AlphaFunction::LINEAR );
+ animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
-
- // Check that nothing has changed after a couple of buffer swaps
- application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
- application.Render(0);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateByFloat(void)
+int UtcDaliAnimationFinishedSignalP(void)
{
TestApplication application;
- Actor actor = Actor::New();
-
- // Register a float property
- float startValue(10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(2.0f);
+ // Start the empty animation
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetValue(50.0f);
- float relativeValue(targetValue - startValue);
- animation.AnimateBy(Property(actor, index), relativeValue);
-
- float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
-
- // Start the animation
animation.Play();
bool signalReceived(false);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), ninetyFivePercentProgress, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*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 );
-
- // Check that nothing has changed after a couple of buffer swaps
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateByFloatAlphaFunction(void)
+int UtcDaliAnimationAnimateByBooleanP(void)
{
TestApplication application;
Actor actor = Actor::New();
- // Register a float property
- float startValue(10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ // Register a boolean property
+ bool startValue(false);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+ DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- float targetValue(90.0f);
- float relativeValue(targetValue - startValue);
- animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunctions::EaseOut);
-
- float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ const bool relativeValue(true);
+ const bool finalValue( false || relativeValue );
+ animation.AnimateBy(Property(actor, index), relativeValue);
// Start the animation
animation.Play();
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
+ DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
- // The position should have moved more, than with a linear alpha function
- float current(actor.GetProperty<float>(index));
- DALI_TEST_CHECK( current > ninetyFivePercentProgress );
+ 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 );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ application.Render(0);
+ DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+
+ // Repeat with relative value "false" - this should be an NOOP
+ animation = Animation::New(durationSeconds);
+ bool noOpValue(false);
+ animation.AnimateBy(Property(actor, index), noOpValue);
+
+ // Start the animation
+ animation.Play();
+
+ finishCheck.Reset();
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_CHECK( actor.GetProperty<bool>(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_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
// 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_CHECK( actor.GetProperty<bool>(index) == finalValue );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
END_TEST;
}
-int UtcDaliAnimationAnimateByFloatTimePeriod(void)
+int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void)
{
TestApplication application;
Actor actor = Actor::New();
- // Register a float property
- float startValue(10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ // Register a boolean property
+ bool startValue(false);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+ DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- float targetValue(30.0f);
- float relativeValue(targetValue - startValue);
- float delay = 0.5f;
- animation.AnimateBy(Property(actor, index),
- relativeValue,
- TimePeriod(delay, durationSeconds - delay));
+ bool relativeValue(true);
+ bool finalValue( false || relativeValue );
+ animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_IN);
// Start the animation
animation.Play();
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
// 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_CHECK( actor.GetProperty<bool>(index) == startValue );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ 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 );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+ application.Render(0);
+ DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
+
+ // Repeat with relative value "false" - this should be an NOOP
+ animation = Animation::New(durationSeconds);
+ bool noOpValue(false);
+ animation.AnimateBy(Property(actor, index), noOpValue, AlphaFunction::EASE_IN);
+
+ // Start the animation
+ animation.Play();
+
+ finishCheck.Reset();
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% 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_CHECK( actor.GetProperty<bool>(index) == finalValue );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ 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 );
-
- // Check that nothing has changed after a couple of buffer swaps
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
END_TEST;
}
-int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateByBooleanTimePeriodP(void)
{
TestApplication application;
Actor actor = Actor::New();
- // Register a float property
- float startValue(10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ // Register a boolean property
+ bool startValue(false);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+ DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- float targetValue(30.0f);
- float relativeValue(targetValue - startValue);
- float delay = 0.5f;
- animation.AnimateBy(Property(actor, index),
- relativeValue,
- AlphaFunctions::Linear,
- TimePeriod(delay, durationSeconds - delay));
+ bool relativeValue(true);
+ bool finalValue( false || relativeValue );
+ float animatorDurationSeconds(durationSeconds * 0.5f);
+ animation.AnimateBy( Property(actor, index),
+ relativeValue,
+ TimePeriod( animatorDurationSeconds ) );
// Start the animation
animation.Play();
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
// 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_CHECK( actor.GetProperty<bool>(index) == startValue );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
- // We didn't expect the animation to finish yet
+ // 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 );
+
+ // ...however we should have reached the final value
+ DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ 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_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
// 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_CHECK( actor.GetProperty<bool>(index) == finalValue );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
END_TEST;
}
-int UtcDaliAnimationAnimateByInteger(void)
+int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void)
{
TestApplication application;
Actor actor = Actor::New();
- // Register an integer property
- int startValue(1);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ // Register a boolean property
+ bool startValue(false);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+ DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
// Build the animation
float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- int targetValue(50);
- int relativeValue(targetValue - startValue);
- animation.AnimateBy(Property(actor, index), relativeValue);
-
- int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+ bool relativeValue(true);
+ bool finalValue( false || relativeValue );
+ float animatorDurationSeconds(durationSeconds * 0.5f);
+ animation.AnimateBy( Property(actor, index),
+ relativeValue,
+ AlphaFunction::EASE_IN_OUT,
+ TimePeriod( animatorDurationSeconds ) );
// Start the animation
animation.Play();
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
// 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_CHECK( actor.GetProperty<bool>(index) == startValue );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
+
+ // We didn't expect the animation to finish yet...
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ // ...however we should have reached the final value
+ DALI_TEST_CHECK( actor.GetProperty<bool>(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_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
// 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_CHECK( actor.GetProperty<bool>(index) == finalValue );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_CHECK( actor.GetProperty<bool>(index) == finalValue );
END_TEST;
}
-int UtcDaliAnimationAnimateByIntegerAlphaFunction(void)
+int UtcDaliAnimationAnimateByFloatP(void)
{
TestApplication application;
Actor actor = Actor::New();
- // Register an integer property
- int startValue(1);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ // Register a float property
+ float startValue(10.0f);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- int targetValue(90);
- int relativeValue(targetValue - startValue);
- animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunctions::EaseOut);
+ float targetValue(50.0f);
+ float relativeValue(targetValue - startValue);
+ animation.AnimateBy(Property(actor, index), relativeValue);
- int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+ float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
// Start the animation
animation.Play();
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
-
- // The position should have moved more, than with a linear alpha function
- int current(actor.GetProperty<int>(index));
- DALI_TEST_CHECK( current > ninetyFivePercentProgress );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(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( actor.GetProperty<float>(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( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateByIntegerTimePeriod(void)
+int UtcDaliAnimationAnimateByFloatAlphaFunctionP(void)
{
TestApplication application;
Actor actor = Actor::New();
- // Register an integer property
- int startValue(10);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ // Register a float property
+ float startValue(10.0f);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- int targetValue(30);
- int relativeValue(targetValue - startValue);
- float delay = 0.5f;
- animation.AnimateBy(Property(actor, index),
- relativeValue,
- TimePeriod(delay, durationSeconds - delay));
+ float targetValue(90.0f);
+ float relativeValue(targetValue - startValue);
+ animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
+
+ float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
// Start the animation
animation.Play();
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<int>(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 );
+ // The position should have moved more, than with a linear alpha function
+ float current(actor.GetProperty<float>(index));
+ DALI_TEST_CHECK( current > ninetyFivePercentProgress );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ 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( actor.GetProperty<float>(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( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateByFloatTimePeriodP(void)
{
TestApplication application;
Actor actor = Actor::New();
- // Register an integer property
- int startValue(10);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ // Register a float property
+ float startValue(10.0f);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- int targetValue(30);
- int relativeValue(targetValue - startValue);
+ float targetValue(30.0f);
+ float relativeValue(targetValue - startValue);
float delay = 0.5f;
animation.AnimateBy(Property(actor, index),
relativeValue,
- AlphaFunctions::Linear,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
// 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( actor.GetProperty<float>(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( actor.GetProperty<float>(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<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(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( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateByVector2(void)
+int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void)
{
TestApplication application;
Actor actor = Actor::New();
- // Register a Vector2 property
- Vector2 startValue(10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ // Register a float property
+ float startValue(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<float>(index), startValue, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ float targetValue(30.0f);
+ float relativeValue(targetValue - startValue);
+ float delay = 0.5f;
+ animation.AnimateBy(Property(actor, index),
+ relativeValue,
+ AlphaFunction::LINEAR,
+ TimePeriod(delay, durationSeconds - delay));
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetProperty<float>(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 );
+
+ 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 );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetProperty<float>(index), targetValue, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByIntegerP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ // Register an integer property
+ int startValue(1);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- Vector2 targetValue(60.0f, 60.0f);
- Vector2 relativeValue(targetValue - startValue);
+ int targetValue(50);
+ int relativeValue(targetValue - startValue);
animation.AnimateBy(Property(actor, index), relativeValue);
- Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
// Start the animation
animation.Play();
// 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( actor.GetProperty<int>(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( actor.GetProperty<int>(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( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateByVector2AlphaFunction(void)
+int UtcDaliAnimationAnimateByIntegerAlphaFunctionP(void)
{
TestApplication application;
Actor actor = Actor::New();
- // Register a Vector2 property
- Vector2 startValue(100.0f, 100.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ // Register an integer property
+ int startValue(1);
+ 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<int>(index), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector2 targetValue(20.0f, 20.0f);
- Vector2 relativeValue(targetValue - startValue);
- animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunctions::EaseOut);
+ int targetValue(90);
+ int relativeValue(targetValue - startValue);
+ animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
- Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
// Start the animation
animation.Play();
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector2 current(actor.GetProperty<Vector2>(index));
- DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
- DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
+ int current(actor.GetProperty<int>(index));
+ DALI_TEST_CHECK( current > ninetyFivePercentProgress );
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( actor.GetProperty<int>(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( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateByVector2TimePeriod(void)
+int UtcDaliAnimationAnimateByIntegerTimePeriodP(void)
{
TestApplication application;
Actor actor = Actor::New();
- // Register a Vector2 property
- Vector2 startValue(10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ // Register an integer property
+ int startValue(10);
+ 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<int>(index), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector2 targetValue(30.0f, 30.0f);
- Vector2 relativeValue(targetValue - startValue);
+ int targetValue(30);
+ int relativeValue(targetValue - startValue);
float delay = 0.5f;
animation.AnimateBy(Property(actor, index),
relativeValue,
// 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( actor.GetProperty<int>(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( actor.GetProperty<int>(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<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<int>(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( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void)
{
TestApplication application;
Actor actor = Actor::New();
- // Register a Vector2 property
- Vector2 startValue(5.0f, 5.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ // Register an integer property
+ int startValue(10);
+ 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<int>(index), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector2 targetValue(10.0f, 10.0f);
- Vector2 relativeValue(targetValue - startValue);
+ int targetValue(30);
+ int relativeValue(targetValue - startValue);
float delay = 0.5f;
animation.AnimateBy(Property(actor, index),
relativeValue,
- AlphaFunctions::Linear,
+ AlphaFunction::LINEAR,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
// 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( actor.GetProperty<int>(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( actor.GetProperty<int>(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<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<int>(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( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<int>(index), targetValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateByVector3(void)
+int UtcDaliAnimationAnimateByVector2P(void)
{
TestApplication application;
Actor actor = Actor::New();
- // Register a Vector3 property
- Vector3 startValue(10.0f, 10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ // Register a Vector2 property
+ Vector2 startValue(10.0f, 10.0f);
+ 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<Vector2>(index), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetValue(60.0f, 60.0f, 60.0f);
- Vector3 relativeValue(targetValue - startValue);
+ Vector2 targetValue(60.0f, 60.0f);
+ Vector2 relativeValue(targetValue - startValue);
animation.AnimateBy(Property(actor, index), relativeValue);
- Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
// Start the animation
animation.Play();
// 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( actor.GetProperty<Vector2>(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( actor.GetProperty<Vector2>(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( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateByVector3AlphaFunction(void)
+int UtcDaliAnimationAnimateByVector2AlphaFunctionP(void)
{
TestApplication application;
Actor actor = Actor::New();
- // Register a Vector3 property
- Vector3 startValue(100.0f, 100.0f, 100.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ // Register a Vector2 property
+ Vector2 startValue(100.0f, 100.0f);
+ 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<Vector2>(index), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetValue(20.0f, 20.0f, 20.0f);
- Vector3 relativeValue(targetValue - startValue);
- animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunctions::EaseOut);
+ Vector2 targetValue(20.0f, 20.0f);
+ Vector2 relativeValue(targetValue - startValue);
+ animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
- Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
// Start the animation
animation.Play();
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector3 current(actor.GetProperty<Vector3>(index));
+ Vector2 current(actor.GetProperty<Vector2>(index));
DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
- DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z );
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( actor.GetProperty<Vector2>(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( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateByVector3TimePeriod(void)
+int UtcDaliAnimationAnimateByVector2TimePeriodP(void)
{
TestApplication application;
Actor actor = Actor::New();
- // Register a Vector3 property
- Vector3 startValue(10.0f, 10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ // Register a Vector2 property
+ Vector2 startValue(10.0f, 10.0f);
+ 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<Vector2>(index), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetValue(30.0f, 30.0f, 30.0f);
- Vector3 relativeValue(targetValue - startValue);
+ Vector2 targetValue(30.0f, 30.0f);
+ Vector2 relativeValue(targetValue - startValue);
float delay = 0.5f;
animation.AnimateBy(Property(actor, index),
relativeValue,
// 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( actor.GetProperty<Vector2>(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( actor.GetProperty<Vector2>(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( actor.GetProperty<Vector2>(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( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void)
{
TestApplication application;
Actor actor = Actor::New();
- // Register a Vector3 property
- Vector3 startValue(5.0f, 5.0f, 5.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ // Register a Vector2 property
+ Vector2 startValue(5.0f, 5.0f);
+ 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<Vector2>(index), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetValue(10.0f, 10.0f, 10.0f);
- Vector3 relativeValue(targetValue - startValue);
+ Vector2 targetValue(10.0f, 10.0f);
+ Vector2 relativeValue(targetValue - startValue);
float delay = 0.5f;
animation.AnimateBy(Property(actor, index),
relativeValue,
- AlphaFunctions::Linear,
+ AlphaFunction::LINEAR,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
// 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( actor.GetProperty<Vector2>(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( actor.GetProperty<Vector2>(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( actor.GetProperty<Vector2>(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( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateByVector4(void)
+int UtcDaliAnimationAnimateByVector3P(void)
{
TestApplication application;
Actor actor = Actor::New();
- // Register a Vector4 property
- Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ // Register a Vector3 property
+ Vector3 startValue(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, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- Vector4 targetValue(60.0f, 60.0f, 60.0f, 60.0f);
- Vector4 relativeValue(targetValue - startValue);
+ Vector3 targetValue(60.0f, 60.0f, 60.0f);
+ Vector3 relativeValue(targetValue - startValue);
animation.AnimateBy(Property(actor, index), relativeValue);
- Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
// Start the animation
animation.Play();
// 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( actor.GetProperty<Vector3>(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( actor.GetProperty<Vector3>(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( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
application.Render(0);
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateByVector4AlphaFunction(void)
+int UtcDaliAnimationAnimateByVector3AlphaFunctionP(void)
{
TestApplication application;
Actor actor = Actor::New();
- // Register a Vector4 property
- Vector4 startValue(100.0f, 100.0f, 100.0f, 100.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ // Register a Vector3 property
+ Vector3 startValue(100.0f, 100.0f, 100.0f);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector4 targetValue(20.0f, 20.0f, 20.0f, 20.0f);
- Vector4 relativeValue(targetValue - startValue);
- animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunctions::EaseOut);
+ Vector3 targetValue(20.0f, 20.0f, 20.0f);
+ Vector3 relativeValue(targetValue - startValue);
+ animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
- Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ // The position should have moved more, than with a linear alpha function
+ Vector3 current(actor.GetProperty<Vector3>(index));
+ DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
+ DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
+ DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z );
+
+ 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 );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByVector3TimePeriodP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ // Register a Vector3 property
+ Vector3 startValue(10.0f, 10.0f, 10.0f);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetValue(30.0f, 30.0f, 30.0f);
+ Vector3 relativeValue(targetValue - startValue);
+ float delay = 0.5f;
+ animation.AnimateBy(Property(actor, index),
+ relativeValue,
+ TimePeriod(delay, durationSeconds - delay));
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>(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 );
+
+ 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 );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ // Register a Vector3 property
+ Vector3 startValue(5.0f, 5.0f, 5.0f);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetValue(10.0f, 10.0f, 10.0f);
+ Vector3 relativeValue(targetValue - startValue);
+ float delay = 0.5f;
+ animation.AnimateBy(Property(actor, index),
+ relativeValue,
+ AlphaFunction::LINEAR,
+ TimePeriod(delay, durationSeconds - delay));
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>(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 );
+
+ 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 );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByVector4P(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ // Register a Vector4 property
+ 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, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(2.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector4 targetValue(60.0f, 60.0f, 60.0f, 60.0f);
+ Vector4 relativeValue(targetValue - startValue);
+ animation.AnimateBy(Property(actor, index), relativeValue);
+
+ Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetProperty<Vector4>(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 );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByVector4AlphaFunctionP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ // Register a Vector4 property
+ Vector4 startValue(100.0f, 100.0f, 100.0f, 100.0f);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector4 targetValue(20.0f, 20.0f, 20.0f, 20.0f);
+ Vector4 relativeValue(targetValue - startValue);
+ animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
+
+ Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
// Start the animation
animation.Play();
END_TEST;
}
-int UtcDaliAnimationAnimateByVector4TimePeriod(void)
+int UtcDaliAnimationAnimateByVector4TimePeriodP(void)
{
TestApplication application;
// Register a Vector4 property
Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void)
{
TestApplication application;
// Register a Vector4 property
Vector4 startValue(5.0f, 5.0f, 5.0f, 5.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
float delay = 0.5f;
animation.AnimateBy(Property(actor, index),
relativeValue,
- AlphaFunctions::Linear,
+ AlphaFunction::LINEAR,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
END_TEST;
}
-int UtcDaliAnimationAnimateByActorPosition(void)
+int UtcDaliAnimationAnimateByActorPositionP(void)
{
TestApplication application;
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(20.0f, 20.0f, 20.0f);
Vector3 relativePosition(targetPosition - startPosition);
- animation.AnimateBy(Property(actor, Actor::POSITION), relativePosition);
+ animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition);
Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
END_TEST;
}
-int UtcDaliAnimationAnimateByActorPositionAlphaFunction(void)
+int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void)
{
TestApplication application;
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(20.0f, 20.0f, 20.0f);
Vector3 relativePosition(targetPosition - startPosition);
- animation.AnimateBy(Property(actor, Actor::POSITION), relativePosition, AlphaFunctions::EaseOut);
+ animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition, AlphaFunction::EASE_OUT);
Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
END_TEST;
}
-int UtcDaliAnimationAnimateByActorPositionTimePeriod(void)
+int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void)
{
TestApplication application;
Vector3 targetPosition(20.0f, 20.0f, 20.0f);
Vector3 relativePosition(targetPosition - startPosition);
float delay = 0.5f;
- animation.AnimateBy(Property(actor, Actor::POSITION),
+ animation.AnimateBy(Property(actor, Actor::Property::POSITION),
relativePosition,
TimePeriod(delay, durationSeconds - delay));
END_TEST;
}
-int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void)
{
TestApplication application;
Vector3 targetPosition(20.0f, 20.0f, 20.0f);
Vector3 relativePosition(targetPosition - startPosition);
float delay = 0.5f;
- animation.AnimateBy(Property(actor, Actor::POSITION),
+ animation.AnimateBy(Property(actor, Actor::Property::POSITION),
relativePosition,
- AlphaFunctions::Linear,
+ AlphaFunction::LINEAR,
TimePeriod(delay, durationSeconds - delay));
Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
END_TEST;
}
-int UtcDaliAnimationAnimateToBoolean(void)
+int UtcDaliAnimationAnimateByActorOrientationP(void)
{
TestApplication application;
Actor actor = Actor::New();
-
- // Register a boolean property
- const bool startValue(false);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
Stage::GetCurrent().Add(actor);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
// Build the animation
- float durationSeconds(2.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- const bool targetValue( !startValue );
- animation.AnimateTo(Property(actor, index), targetValue);
+ Degree relativeRotationDegrees(360.0f);
+ Radian relativeRotationRadians(relativeRotationDegrees);
+ animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ) );
// Start the animation
animation.Play();
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ END_TEST;
+}
- // Check that nothing has changed after a couple of buffer swaps
+int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Degree relativeRotationDegrees(360.0f);
+ Radian relativeRotationRadians(relativeRotationDegrees);
+ animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ), AlphaFunction::EASE_IN );
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Degree relativeRotationDegrees(360.0f);
+ Radian relativeRotationRadians(relativeRotationDegrees);
+ float delay = 0.3f;
+ animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ),
+ AlphaFunction::EASE_IN, TimePeriod( delay, durationSeconds - delay ) );
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorScaleP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetScale(2.0f, 2.0f, 2.0f);
+ Vector3 relativeScale(targetScale - Vector3::ONE);
+ animation.AnimateBy( Property( actor, Actor::Property::SCALE ), Vector3( relativeScale.x, relativeScale.y, relativeScale.z ) );
+
+ Vector3 ninetyNinePercentProgress(Vector3::ONE + relativeScale*0.99f);
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+
+ // Reset everything
+ finishCheck.Reset();
+ actor.SetScale(Vector3::ONE);
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+
+ // Repeat with a different (ease-in) alpha function
+ animation = Animation::New(durationSeconds);
+ animation.AnimateBy( Property( actor, Actor::Property::SCALE ), relativeScale, AlphaFunction::EASE_IN );
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ // The scale should have grown less, than with a linear alpha function
+ Vector3 current(actor.GetCurrentScale());
+ DALI_TEST_CHECK( current.x > 1.0f );
+ DALI_TEST_CHECK( current.y > 1.0f );
+ DALI_TEST_CHECK( current.z > 1.0f );
+ DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
+ DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
+ DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+
+ // Reset everything
+ finishCheck.Reset();
+ actor.SetScale(Vector3::ONE);
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+
+ // Repeat with a delay
+ float delay = 0.5f;
+ animation = Animation::New(durationSeconds);
+ animation.AnimateBy( Property( actor, Actor::Property::SCALE ), relativeScale, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateToBooleanP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ // Register a boolean property
+ const bool startValue(false);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
+
+ // Build the animation
+ float durationSeconds(2.0f);
+ Animation animation = Animation::New(durationSeconds);
+ const bool targetValue( !startValue );
+ animation.AnimateTo(Property(actor, index), targetValue);
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_CHECK( actor.GetProperty<bool>(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 );
+
+ // Check that nothing has changed after a couple of buffer swaps
application.Render(0);
DALI_TEST_CHECK( actor.GetProperty<bool>(index) == targetValue );
application.Render(0);
END_TEST;
}
-int UtcDaliAnimationAnimateToBooleanAlphaFunction(void)
+int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void)
{
TestApplication application;
// Register a boolean property
const bool startValue(false);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
const bool targetValue( !startValue );
- animation.AnimateTo(Property(actor, "test-property"), targetValue, AlphaFunctions::EaseOut);
+ animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT);
// Start the animation
animation.Play();
// Repeat with target value "false"
animation = Animation::New(durationSeconds);
const bool finalValue( !targetValue );
- animation.AnimateTo(Property(actor, index), finalValue, AlphaFunctions::EaseOut);
+ animation.AnimateTo(Property(actor, index), finalValue, AlphaFunction::EASE_OUT);
// Start the animation
animation.Play();
END_TEST;
}
-int UtcDaliAnimationAnimateToBooleanTimePeriod(void)
+int UtcDaliAnimationAnimateToBooleanTimePeriodP(void)
{
TestApplication application;
// Register a boolean property
bool startValue(false);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
END_TEST;
}
-int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void)
{
TestApplication application;
// Register a boolean property
bool startValue(false);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
float animatorDurationSeconds(durationSeconds * 0.5f);
animation.AnimateTo( Property(actor, index),
finalValue,
- AlphaFunctions::Linear,
+ AlphaFunction::LINEAR,
TimePeriod( animatorDurationSeconds ) );
// Start the animation
END_TEST;
}
-int UtcDaliAnimationAnimateToFloat(void)
+int UtcDaliAnimationAnimateToFloatP(void)
{
TestApplication application;
// Register a float property
float startValue(10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
Animation animation = Animation::New(durationSeconds);
float targetValue(50.0f);
float relativeValue(targetValue - startValue);
- animation.AnimateTo(Property(actor, "test-property"), targetValue);
+ animation.AnimateTo(Property(actor, "testProperty"), targetValue);
float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
END_TEST;
}
-int UtcDaliAnimationAnimateToFloatAlphaFunction(void)
+int UtcDaliAnimationAnimateToFloatAlphaFunctionP(void)
{
TestApplication application;
// Register a float property
float startValue(10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
Animation animation = Animation::New(durationSeconds);
float targetValue(90.0f);
float relativeValue(targetValue - startValue);
- animation.AnimateTo(Property(actor, index), targetValue, AlphaFunctions::EaseOut);
+ animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
END_TEST;
}
-int UtcDaliAnimationAnimateToFloatTimePeriod(void)
+int UtcDaliAnimationAnimateToFloatTimePeriodP(void)
{
TestApplication application;
// Register a float property
float startValue(10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void)
{
TestApplication application;
// Register a float property
float startValue(10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
float delay = 0.5f;
animation.AnimateTo(Property(actor, index),
targetValue,
- AlphaFunctions::Linear,
+ AlphaFunction::LINEAR,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
END_TEST;
}
-int UtcDaliAnimationAnimateToInteger(void)
+int UtcDaliAnimationAnimateToIntegerP(void)
{
TestApplication application;
// Register an integer property
int startValue(10);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
Animation animation = Animation::New(durationSeconds);
int targetValue(50);
int relativeValue(targetValue - startValue);
- animation.AnimateTo(Property(actor, "test-property"), targetValue);
+ animation.AnimateTo(Property(actor, "testProperty"), targetValue);
int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
END_TEST;
}
-int UtcDaliAnimationAnimateToIntegerAlphaFunction(void)
+int UtcDaliAnimationAnimateToIntegerAlphaFunctionP(void)
{
TestApplication application;
// Register an integer property
int startValue(10);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
Animation animation = Animation::New(durationSeconds);
int targetValue(90);
int relativeValue(targetValue - startValue);
- animation.AnimateTo(Property(actor, index), targetValue, AlphaFunctions::EaseOut);
+ animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
END_TEST;
}
-int UtcDaliAnimationAnimateToIntegerTimePeriod(void)
+int UtcDaliAnimationAnimateToIntegerTimePeriodP(void)
{
TestApplication application;
// Register an integer property
int startValue(10);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void)
{
TestApplication application;
// Register an integer property
int startValue(10);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
float delay = 0.5f;
animation.AnimateTo(Property(actor, index),
targetValue,
- AlphaFunctions::Linear,
+ AlphaFunction::LINEAR,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
END_TEST;
}
-int UtcDaliAnimationAnimateToVector2(void)
+int UtcDaliAnimationAnimateToVector2P(void)
{
TestApplication application;
// Register a Vector2 property
Vector2 startValue(-50.0f, -50.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToVector2AlphaFunction(void)
+int UtcDaliAnimationAnimateToVector2AlphaFunctionP(void)
{
TestApplication application;
// Register a Vector2 property
Vector2 startValue(1000.0f, 1000.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
Animation animation = Animation::New(durationSeconds);
Vector2 targetValue(9000.0f, 9000.0f);
Vector2 relativeValue(targetValue - startValue);
- animation.AnimateTo(Property(actor, "test-property"), targetValue, AlphaFunctions::EaseOut);
+ animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT);
Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
END_TEST;
}
-int UtcDaliAnimationAnimateToVector2TimePeriod(void)
+int UtcDaliAnimationAnimateToVector2TimePeriodP(void)
{
TestApplication application;
// Register a Vector2 property
Vector2 startValue(10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void)
{
TestApplication application;
// Register a Vector2 property
Vector2 startValue(10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
float delay = 0.5f;
animation.AnimateTo(Property(actor, index),
targetValue,
- AlphaFunctions::Linear,
+ AlphaFunction::LINEAR,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
END_TEST;
}
-int UtcDaliAnimationAnimateToVector3(void)
+int UtcDaliAnimationAnimateToVector3P(void)
{
TestApplication application;
// Register a Vector3 property
Vector3 startValue(-50.0f, -50.0f, -50.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToVector3AlphaFunction(void)
+int UtcDaliAnimationAnimateToVector3AlphaFunctionP(void)
{
TestApplication application;
// Register a Vector3 property
Vector3 startValue(1000.0f, 1000.0f, 1000.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
Animation animation = Animation::New(durationSeconds);
Vector3 targetValue(9000.0f, 9000.0f, 9000.0f);
Vector3 relativeValue(targetValue - startValue);
- animation.AnimateTo(Property(actor, index), targetValue, AlphaFunctions::EaseOut);
+ animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
END_TEST;
}
-int UtcDaliAnimationAnimateToVector3TimePeriod(void)
+int UtcDaliAnimationAnimateToVector3TimePeriodP(void)
{
TestApplication application;
// Register a Vector3 property
Vector3 startValue(10.0f, 10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void)
{
TestApplication application;
// Register a Vector3 property
Vector3 startValue(10.0f, 10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
Vector3 targetValue(30.0f, 30.0f, 30.0f);
Vector3 relativeValue(targetValue - startValue);
float delay = 0.5f;
- animation.AnimateTo(Property(actor, "test-property"),
+ animation.AnimateTo(Property(actor, "testProperty"),
targetValue,
- AlphaFunctions::Linear,
+ AlphaFunction::LINEAR,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
END_TEST;
}
-int UtcDaliAnimationAnimateToVector3Component(void)
+int UtcDaliAnimationAnimateToVector3ComponentP(void)
{
TestApplication application;
// Register a Vector3 property
Vector3 startValue(10.0f, 10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
Vector3 targetValue(30.0f, 30.0f, 10.0f);
Vector3 relativeValue(targetValue - startValue);
float delay = 0.5f;
- animation.AnimateTo(Property(actor, "test-property", 0),
+ animation.AnimateTo(Property(actor, "testProperty", 0),
30.0f,
- AlphaFunctions::Linear,
+ AlphaFunction::LINEAR,
TimePeriod(delay, durationSeconds - delay));
animation.AnimateTo(Property(actor, index, 1),
30.0f,
- AlphaFunctions::Linear,
+ AlphaFunction::LINEAR,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
END_TEST;
}
-int UtcDaliAnimationAnimateToVector4(void)
+int UtcDaliAnimationAnimateToVector4P(void)
{
TestApplication application;
// Register a Vector4 property
Vector4 startValue(-50.0f, -40.0f, -30.0f, -20.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToVector4AlphaFunction(void)
+int UtcDaliAnimationAnimateToVector4AlphaFunctionP(void)
{
TestApplication application;
// Register a Vector4 property
Vector4 startValue(1000.0f, 1000.0f, 1000.0f, 1000.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
Animation animation = Animation::New(durationSeconds);
Vector4 targetValue(9000.0f, 9000.0f, 9000.0f, 9000.0f);
Vector4 relativeValue(targetValue - startValue);
- animation.AnimateTo(Property(actor, index), targetValue, AlphaFunctions::EaseOut);
+ animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
END_TEST;
}
-int UtcDaliAnimationAnimateToVector4TimePeriod(void)
+int UtcDaliAnimationAnimateToVector4TimePeriodP(void)
{
TestApplication application;
// Register a Vector4 property
Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, VECTOR4_EPSILON, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void)
{
TestApplication application;
// Register a Vector4 property
Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
float delay = 0.5f;
animation.AnimateTo(Property(actor, index),
targetValue,
- AlphaFunctions::Linear,
+ AlphaFunction::LINEAR,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
END_TEST;
}
-int UtcDaliAnimationAnimateToActorParentOrigin(void)
+int UtcDaliAnimationAnimateToActorParentOriginP(void)
{
TestApplication application;
try
{
- animation.AnimateTo( Property(actor, Actor::PARENT_ORIGIN), targetParentOrigin );
+ animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN), targetParentOrigin );
}
catch (Dali::DaliException& e)
{
- tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
- DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
+ DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
}
END_TEST;
}
-int UtcDaliAnimationAnimateToActorParentOriginX(void)
+int UtcDaliAnimationAnimateToActorParentOriginXP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
float startValue(0.0f);
DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().x, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::PARENT_ORIGIN_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_X), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
try
{
- animation.AnimateTo( Property(actor, Actor::PARENT_ORIGIN_X), targetX );
+ animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_X), targetX );
}
catch (Dali::DaliException& e)
{
- tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
- DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
+ DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
}
END_TEST;
}
-int UtcDaliAnimationAnimateToActorParentOriginY(void)
+int UtcDaliAnimationAnimateToActorParentOriginYP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
float startValue(0.0f);
DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().y, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::PARENT_ORIGIN_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Y), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
try
{
- animation.AnimateTo( Property(actor, Actor::PARENT_ORIGIN_Y), targetY );
+ animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Y), targetY );
}
catch (Dali::DaliException& e)
{
- tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
- DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
+ DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
}
END_TEST;
}
-int UtcDaliAnimationAnimateToActorParentOriginZ(void)
+int UtcDaliAnimationAnimateToActorParentOriginZP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
float startValue(0.5f);
DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().z, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::PARENT_ORIGIN_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Z), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
try
{
- animation.AnimateTo( Property(actor, Actor::PARENT_ORIGIN_Z), targetZ );
+ animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Z), targetZ );
}
catch (Dali::DaliException& e)
{
- tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
- DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
+ DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
}
END_TEST;
}
-int UtcDaliAnimationAnimateToActorAnchorPoint(void)
+int UtcDaliAnimationAnimateToActorAnchorPointP(void)
{
TestApplication application;
try
{
- animation.AnimateTo( Property(actor, Actor::ANCHOR_POINT), targetAnchorPoint);
+ animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT), targetAnchorPoint);
}
catch (Dali::DaliException& e)
{
- tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
- DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
+ DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
}
END_TEST;
}
-int UtcDaliAnimationAnimateToActorAnchorPointX(void)
+int UtcDaliAnimationAnimateToActorAnchorPointXP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
float startValue(0.5f);
DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().x, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::ANCHOR_POINT_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_X), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
try
{
- animation.AnimateTo( Property(actor, Actor::ANCHOR_POINT_X), targetX );
+ animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_X), targetX );
}
catch (Dali::DaliException& e)
{
- tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
- DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
+ DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
}
END_TEST;
}
-int UtcDaliAnimationAnimateToActorAnchorPointY(void)
+int UtcDaliAnimationAnimateToActorAnchorPointYP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
float startValue(0.5f);
DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().y, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::ANCHOR_POINT_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Y), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
try
{
- animation.AnimateTo( Property(actor, Actor::ANCHOR_POINT_Y), targetY );
+ animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Y), targetY );
}
catch (Dali::DaliException& e)
{
- tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
- DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
+ DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
}
END_TEST;
}
-int UtcDaliAnimationAnimateToActorAnchorPointZ(void)
+int UtcDaliAnimationAnimateToActorAnchorPointZP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
float startValue(0.5f);
DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().z, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::ANCHOR_POINT_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Z), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
try
{
- animation.AnimateTo( Property(actor, Actor::ANCHOR_POINT_Z), targetZ );
+ animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Z), targetZ );
}
catch (Dali::DaliException& e)
{
- tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
- DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
+ DALI_TEST_PRINT_ASSERT( e );
+ DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
}
END_TEST;
}
-int UtcDaliAnimationAnimateToActorSize(void)
+int UtcDaliAnimationAnimateToActorSizeP(void)
{
TestApplication application;
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
Vector3 targetSize(100.0f, 100.0f, 100.0f);
- animation.AnimateTo( Property(actor, Actor::SIZE), targetSize );
+ animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize );
Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
// Repeat with a different (ease-in) alpha function
animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::SIZE), targetSize, AlphaFunctions::EaseIn);
+ animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::EASE_IN);
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
// Repeat with a delay
float delay = 0.5f;
animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::SIZE), targetSize, AlphaFunctions::Linear, TimePeriod(delay, durationSeconds - delay));
+ animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
END_TEST;
}
-int UtcDaliAnimationAnimateToActorSizeWidth(void)
+int UtcDaliAnimationAnimateToActorSizeWidthP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
float startValue(0.0f);
DALI_TEST_EQUALS( actor.GetCurrentSize().width, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SIZE_WIDTH), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetWidth(10.0f);
- animation.AnimateTo( Property(actor, Actor::SIZE_WIDTH), targetWidth );
+ animation.AnimateTo( Property(actor, Actor::Property::SIZE_WIDTH), targetWidth );
float fiftyPercentProgress(startValue + (targetWidth - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentSize().width, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SIZE_WIDTH), 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.GetCurrentSize().width, targetWidth, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SIZE_WIDTH), targetWidth, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetWidth, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorSizeHeight(void)
+int UtcDaliAnimationAnimateToActorSizeHeightP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
float startValue(0.0f);
DALI_TEST_EQUALS( actor.GetCurrentSize().height, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SIZE_HEIGHT), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetHeight(-10.0f);
- animation.AnimateTo( Property(actor, Actor::SIZE_HEIGHT), targetHeight );
+ animation.AnimateTo( Property(actor, Actor::Property::SIZE_HEIGHT), targetHeight );
float fiftyPercentProgress(startValue + (targetHeight - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentSize().height, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SIZE_HEIGHT), 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.GetCurrentSize().height, targetHeight, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SIZE_HEIGHT), targetHeight, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetHeight, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorSizeDepth(void)
+int UtcDaliAnimationAnimateToActorSizeDepthP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
float startValue(0.0f);
DALI_TEST_EQUALS( actor.GetCurrentSize().depth, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SIZE_DEPTH), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetDepth(-10.0f);
- animation.AnimateTo( Property(actor, Actor::SIZE_DEPTH), targetDepth );
+ animation.AnimateTo( Property(actor, Actor::Property::SIZE_DEPTH), targetDepth );
float fiftyPercentProgress(startValue + (targetDepth - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentSize().depth, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SIZE_DEPTH), 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.GetCurrentSize().depth, targetDepth, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SIZE_DEPTH), targetDepth, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetDepth, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorPosition(void)
+int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
{
TestApplication application;
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(200.0f, 200.0f, 200.0f);
- animation.AnimateTo(Property(actor, Actor::POSITION), targetPosition);
+ Vector3 targetSize(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetSize );
- Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+ Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
// Start the animation
animation.Play();
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+
+ // Reset everything
+ finishCheck.Reset();
+ actor.SetSize(Vector3::ZERO);
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+
+ // Repeat with a different (ease-in) alpha function
+ animation = Animation::New(durationSeconds);
+ animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), targetSize.x, AlphaFunction::EASE_IN );
+ animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), targetSize.y, AlphaFunction::EASE_IN );
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ // The size should have travelled less, than with a linear alpha function
+ Vector3 current(actor.GetCurrentSize());
+ DALI_TEST_CHECK( current.x > 0.0f );
+ DALI_TEST_CHECK( current.y > 0.0f );
+ DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
+ DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentSize().x, targetSize.x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentSize().y, targetSize.y, TEST_LOCATION );
+
+ // Reset everything
+ finishCheck.Reset();
+ actor.SetSize(Vector3::ZERO);
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+
+ // Repeat with a delay
+ float delay = 0.5f;
+ animation = Animation::New(durationSeconds);
+ animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), targetSize.x, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
+ animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), targetSize.y, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, 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.GetCurrentSize().x, targetSize.x, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentSize().y, targetSize.y, TEST_LOCATION );
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateToActorPositionP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetPosition(200.0f, 200.0f, 200.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
+
+ Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
END_TEST;
}
-int UtcDaliAnimationAnimateToActorPositionX(void)
+int UtcDaliAnimationAnimateToActorPositionXP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
float startValue(0.0f);
DALI_TEST_EQUALS( actor.GetCurrentPosition().x, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetX(1.0f);
- animation.AnimateTo( Property(actor, Actor::POSITION_X), targetX );
+ animation.AnimateTo( Property(actor, Actor::Property::POSITION_X), targetX );
float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentPosition().x, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_X), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_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.GetCurrentPosition().x, targetX, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_X), targetX, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetX, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorPositionY(void)
+int UtcDaliAnimationAnimateToActorPositionYP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
float startValue(0.0f);
DALI_TEST_EQUALS( actor.GetCurrentPosition().y, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetY(10.0f);
- animation.AnimateTo( Property(actor, Actor::POSITION_Y), targetY );
+ animation.AnimateTo( Property(actor, Actor::Property::POSITION_Y), targetY );
float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentPosition().y, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_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.GetCurrentPosition().y, targetY, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), targetY, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetY, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorPositionZ(void)
+int UtcDaliAnimationAnimateToActorPositionZP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
float startValue(0.0f);
DALI_TEST_EQUALS( actor.GetCurrentPosition().z, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetZ(-5.0f);
- animation.AnimateTo( Property(actor, Actor::POSITION_Z), targetZ );
+ animation.AnimateTo( Property(actor, Actor::Property::POSITION_Z), targetZ );
float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentPosition().z, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_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.GetCurrentPosition().z, targetZ, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::POSITION_Z), targetZ, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetZ, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorPositionAlphaFunction(void)
+int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void)
{
TestApplication application;
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(200.0f, 200.0f, 200.0f);
- animation.AnimateTo(Property(actor, Actor::POSITION), targetPosition, AlphaFunctions::EaseIn);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::EASE_IN);
Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
END_TEST;
}
-int UtcDaliAnimationAnimateToActorPositionTimePeriod(void)
+int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
{
TestApplication application;
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(200.0f, 200.0f, 200.0f);
float delay = 0.5f;
- animation.AnimateTo( Property(actor, Actor::POSITION),
+ animation.AnimateTo( Property(actor, Actor::Property::POSITION),
targetPosition,
TimePeriod( delay, durationSeconds - delay ) );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
{
TestApplication application;
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(200.0f, 200.0f, 200.0f);
float delay = 0.5f;
- animation.AnimateTo( Property(actor, Actor::POSITION),
+ animation.AnimateTo( Property(actor, Actor::Property::POSITION),
targetPosition,
- AlphaFunctions::Linear,
+ AlphaFunction::LINEAR,
TimePeriod( delay, durationSeconds - delay ) );
Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
END_TEST;
}
-int UtcDaliAnimationAnimateToActorRotationAngleAxis(void)
+int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+ actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
Degree targetRotationDegrees(90.0f);
Radian targetRotationRadians(targetRotationDegrees);
- animation.AnimateTo( Property(actor, Actor::ROTATION), AngleAxis(targetRotationRadians, Vector3::YAXIS) );
+ animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationRadians, Vector3::YAXIS) );
// Start the animation
animation.Play();
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorRotationQuaternion(void)
+int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+ actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Degree targetRotationDegrees(90.0f);
Radian targetRotationRadians(targetRotationDegrees);
Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
- animation.AnimateTo( Property(actor, Actor::ROTATION), targetRotation );
+ animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), targetRotation );
// Start the animation
animation.Play();
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorRotationAlphaFunction(void)
+int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+ actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(Radian(0.0f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
Degree targetRotationDegrees(90.0f);
Radian targetRotationRadians(targetRotationDegrees);
- animation.AnimateTo( Property(actor, Actor::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunctions::EaseIn);
+ animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN);
// Start the animation
animation.Play();
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorRotationTimePeriod(void)
+int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+ actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Degree targetRotationDegrees(90.0f);
Radian targetRotationRadians(targetRotationDegrees);
float delay(0.1f);
- animation.AnimateTo( Property(actor, Actor::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay));
+ animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
application.SendNotification();
finishCheck.CheckSignalNotReceived();
float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorRotationAlphaFunctionTimePeriod(void)
+int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+ actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Degree targetRotationDegrees(90.0f);
Radian targetRotationRadians(targetRotationDegrees);
float delay(0.1f);
- animation.AnimateTo( Property(actor, Actor::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunctions::EaseIn, TimePeriod(delay, durationSeconds - delay));
+ animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN, TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
application.SendNotification();
finishCheck.CheckSignalNotReceived();
float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorScale(void)
+int UtcDaliAnimationAnimateToActorScaleP(void)
{
TestApplication application;
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
Vector3 targetScale(2.0f, 2.0f, 2.0f);
- animation.AnimateTo( Property(actor, Actor::SCALE), targetScale );
+ animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale );
Vector3 ninetyNinePercentProgress(Vector3::ONE + (targetScale - Vector3::ONE)*0.99f);
// Repeat with a different (ease-in) alpha function
animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::SCALE), targetScale, AlphaFunctions::EaseIn);
+ animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::EASE_IN);
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
// Repeat with a delay
float delay = 0.5f;
animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::SCALE), targetScale, AlphaFunctions::Linear, TimePeriod(delay, durationSeconds - delay));
+ animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
END_TEST;
}
-int UtcDaliAnimationAnimateToActorScaleX(void)
+int UtcDaliAnimationAnimateToActorScaleXP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
float startValue(1.0f);
DALI_TEST_EQUALS( actor.GetCurrentScale().x, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetX(10.0f);
- animation.AnimateTo( Property(actor, Actor::SCALE_X), targetX );
+ animation.AnimateTo( Property(actor, Actor::Property::SCALE_X), targetX );
float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentScale().x, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_X), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Z), startValue, 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 );
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::SCALE_X), targetX, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Z), startValue, 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 );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorScaleY(void)
+int UtcDaliAnimationAnimateToActorScaleYP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
float startValue(1.0f);
DALI_TEST_EQUALS( actor.GetCurrentScale().y, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetY(1000.0f);
- animation.AnimateTo( Property(actor, Actor::SCALE_Y), targetY );
+ animation.AnimateTo( Property(actor, Actor::Property::SCALE_Y), targetY );
float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentScale().y, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(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::SCALE_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), targetY, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), targetY, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorScaleZ(void)
+int UtcDaliAnimationAnimateToActorScaleZP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
float startValue(1.0f);
DALI_TEST_EQUALS( actor.GetCurrentScale().z, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetZ(-1000.0f);
- animation.AnimateTo( Property(actor, Actor::SCALE_Z), targetZ );
+ animation.AnimateTo( Property(actor, Actor::Property::SCALE_Z), targetZ );
float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentScale().z, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_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 );
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::SCALE_X), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_Y), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::SCALE_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 );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorColor(void)
+int UtcDaliAnimationAnimateToActorColorP(void)
{
TestApplication application;
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
Vector4 targetColor(Color::RED);
- animation.AnimateTo( Property(actor, Actor::COLOR), targetColor );
+ animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor );
Vector4 tenPercentProgress(Vector4(1.0f, 0.9f, 0.9f, 1.0f));
Vector4 twentyPercentProgress(Vector4(1.0f, 0.8f, 0.8f, 1.0f));
// Repeat with a different (ease-in) alpha function
animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::COLOR), targetColor, AlphaFunctions::EaseIn);
+ animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::EASE_IN);
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
// Repeat with a shorter animator duration
float animatorDuration = 0.5f;
animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::COLOR), targetColor, AlphaFunctions::Linear, TimePeriod(animatorDuration));
+ animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::LINEAR, TimePeriod(animatorDuration));
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
END_TEST;
}
-int UtcDaliAnimationAnimateToActorColorRed(void)
+int UtcDaliAnimationAnimateToActorColorRedP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
float startValue(1.0f);
DALI_TEST_EQUALS( actor.GetCurrentColor().r, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetRed(0.5f);
- animation.AnimateTo( Property(actor, Actor::COLOR_RED), targetRed );
+ animation.AnimateTo( Property(actor, Actor::Property::COLOR_RED), targetRed );
float fiftyPercentProgress(startValue + (targetRed - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentColor().r, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, 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 );
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::COLOR_RED), targetRed, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), targetRed, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorColorGreen(void)
+int UtcDaliAnimationAnimateToActorColorGreenP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
float startValue(1.0f);
DALI_TEST_EQUALS( actor.GetCurrentColor().g, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetGreen(0.5f);
- animation.AnimateTo( Property(actor, Actor::COLOR_GREEN), targetGreen );
+ animation.AnimateTo( Property(actor, Actor::Property::COLOR_GREEN), targetGreen );
float fiftyPercentProgress(startValue + (targetGreen - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentColor().g, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 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 );
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::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), targetGreen, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorColorBlue(void)
+int UtcDaliAnimationAnimateToActorColorBlueP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
float startValue(1.0f);
DALI_TEST_EQUALS( actor.GetCurrentColor().b, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetBlue(0.5f);
- animation.AnimateTo( Property(actor, Actor::COLOR_BLUE), targetBlue );
+ animation.AnimateTo( Property(actor, Actor::Property::COLOR_BLUE), targetBlue );
float fiftyPercentProgress(startValue + (targetBlue - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentColor().b, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(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::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), targetBlue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), targetBlue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationAnimateToActorColorAlpha(void)
+int UtcDaliAnimationAnimateToActorColorAlphaP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
float startValue(1.0f);
DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
float targetAlpha(0.5f);
- animation.AnimateTo( Property(actor, Actor::COLOR_ALPHA), targetAlpha );
+ animation.AnimateTo( Property(actor, Actor::Property::COLOR_ALPHA), targetAlpha );
float fiftyPercentProgress(startValue + (targetAlpha - startValue)*0.5f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentColor().a, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 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 );
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::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), targetAlpha, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), targetAlpha, TEST_LOCATION );
END_TEST;
}
+int UtcDaliAnimationKeyFrames01P(void)
+{
+ TestApplication application;
+
+ KeyFrames keyFrames = KeyFrames::New();
+ DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
+
+ keyFrames.Add(0.0f, 0.1f);
+
+ DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION);
+
+ KeyFrames keyFrames2( keyFrames);
+ DALI_TEST_CHECK( keyFrames2 );
+ DALI_TEST_EQUALS(keyFrames2.GetType(), Property::FLOAT, TEST_LOCATION);
+
+ KeyFrames keyFrames3 = KeyFrames::New();
+ keyFrames3.Add(0.6f, true);
+ DALI_TEST_CHECK( keyFrames3 );
+ DALI_TEST_EQUALS(keyFrames3.GetType(), Property::BOOLEAN, TEST_LOCATION);
+ keyFrames3 = keyFrames;
+ DALI_TEST_CHECK( keyFrames3 );
+ DALI_TEST_EQUALS(keyFrames3.GetType(), Property::FLOAT, TEST_LOCATION);
-int UtcDaliAnimationKeyFrames01(void)
+ END_TEST;
+}
+
+int UtcDaliAnimationKeyFrames02P(void)
{
TestApplication application;
}
catch (Dali::DaliException& e)
{
- tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+ DALI_TEST_PRINT_ASSERT( e );
DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
}
END_TEST;
}
-int UtcDaliAnimationKeyFrames02(void)
+int UtcDaliAnimationKeyFrames03P(void)
{
TestApplication application;
}
catch (Dali::DaliException& e)
{
- tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+ DALI_TEST_PRINT_ASSERT( e );
DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
}
END_TEST;
}
-
-int UtcDaliAnimationKeyFrames03(void)
+int UtcDaliAnimationKeyFrames04P(void)
{
TestApplication application;
}
catch (Dali::DaliException& e)
{
- tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+ DALI_TEST_PRINT_ASSERT( e );
DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
}
END_TEST;
}
-
-int UtcDaliAnimationKeyFrames04(void)
+int UtcDaliAnimationKeyFrames05P(void)
{
TestApplication application;
}
catch (Dali::DaliException& e)
{
- tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+ DALI_TEST_PRINT_ASSERT( e );
DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
}
END_TEST;
}
-int UtcDaliAnimationKeyFrames05(void)
+int UtcDaliAnimationKeyFrames06P(void)
{
TestApplication application;
try
{
- keyFrames.Add(0.7f, Quaternion(1.717f, Vector3::XAXIS));
+ keyFrames.Add(0.7f, Quaternion(Radian(1.717f), Vector3::XAXIS));
}
catch (Dali::DaliException& e)
{
- tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+ DALI_TEST_PRINT_ASSERT( e );
DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
}
END_TEST;
}
-
-int UtcDaliAnimationKeyFrames06(void)
+int UtcDaliAnimationKeyFrames07P(void)
{
TestApplication application;
KeyFrames keyFrames = KeyFrames::New();
DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION);
- keyFrames.Add(0.0f, Quaternion(1.717f, Vector3::XAXIS));
- keyFrames.Add(0.2f, Quaternion(2.0f, Vector3::XAXIS));
- keyFrames.Add(0.4f, Quaternion(3.0f, Vector3::ZAXIS));
- keyFrames.Add(0.6f, Quaternion(4.0f, Vector3(1.0f, 1.0f, 1.0f)));
+ keyFrames.Add(0.0f, Quaternion(Radian(1.717f), Vector3::XAXIS));
+ keyFrames.Add(0.2f, Quaternion(Radian(2.0f), Vector3::XAXIS));
+ keyFrames.Add(0.4f, Quaternion(Radian(3.0f), Vector3::ZAXIS));
+ keyFrames.Add(0.6f, Quaternion(Radian(4.0f), Vector3(1.0f, 1.0f, 1.0f)));
keyFrames.Add(0.8f, AngleAxis(Degree(90), Vector3::XAXIS));
- keyFrames.Add(1.0f, Quaternion(3.0f, Vector3::YAXIS));
+ keyFrames.Add(1.0f, Quaternion(Radian(3.0f), Vector3::YAXIS));
DALI_TEST_EQUALS(keyFrames.GetType(), Property::ROTATION, TEST_LOCATION);
}
catch (Dali::DaliException& e)
{
- tet_printf("Assertion %s failed at %s\n", e.mCondition.c_str(), e.mLocation.c_str());
+ DALI_TEST_PRINT_ASSERT( e );
DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
}
END_TEST;
}
+int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
+{
+ TestApplication application;
+
+ float startValue(1.0f);
+ Actor actor = Actor::New();
+ actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+ Stage::GetCurrent().Add(actor);
+
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, 0.1f);
+ keyFrames.Add(0.2f, 0.5f);
+ keyFrames.Add(0.4f, 0.0f);
+ keyFrames.Add(0.6f, 1.0f);
+ keyFrames.Add(0.8f, 0.7f);
+ keyFrames.Add(1.0f, 0.9f);
+
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR_ALPHA), keyFrames );
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.1f, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
+ application.SendNotification();
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.3f, 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( 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( 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( 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( 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( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
+ // We did expect the animation to finish
+ finishCheck.CheckSignalReceived();
+ END_TEST;
+}
-int UtcDaliAnimationAnimateBetweenActorColorAlpha(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
keyFrames.Add(0.8f, 0.7f);
keyFrames.Add(1.0f, 0.9f);
- animation.AnimateBetween( Property(actor, Actor::COLOR_ALPHA), keyFrames );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR_ALPHA), keyFrames, Animation::Cubic );
// Start the animation
animation.Play();
application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.3f, 0.01f, 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), 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::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.25f, 0.01f, 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), 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::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.0f, 0.01f, 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), 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::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.7f, 0.01f, 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), 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::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.8f, 0.01f, 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), 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::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.9f, 0.01f, 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), 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
END_TEST;
}
+int UtcDaliAnimationAnimateBetweenActorColorP(void)
+{
+ TestApplication application;
+
+ float startValue(1.0f);
+ Actor actor = Actor::New();
+ actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+ Stage::GetCurrent().Add(actor);
+
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+ keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+ keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames );
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*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 );
+
+ 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 );
+
+ 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 );
+
+ 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 );
-int UtcDaliAnimationAnimateBetweenActorColor(void)
+ // We did expect the animation to finish
+
+ finishCheck.CheckSignalReceived();
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenActorColorCubicP(void)
{
TestApplication application;
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::COLOR), keyFrames );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, Animation::Cubic );
// Start the animation
animation.Play();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+ 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 );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+ 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 );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
// We did expect the animation to finish
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorVisible01(void)
+int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
{
TestApplication application;
Actor actor = Actor::New();
AngleAxis aa(Degree(90), Vector3::XAXIS);
- actor.SetRotation(aa.angle, aa.axis);
+ actor.SetOrientation(aa.angle, aa.axis);
Stage::GetCurrent().Add(actor);
application.SendNotification();
keyFrames.Add(0.8f, false);
keyFrames.Add(1.0f, true);
- animation.AnimateBetween( Property(actor, Actor::VISIBLE), keyFrames );
+ animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames );
// Start the animation
animation.Play();
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorRotation01(void)
+int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void)
{
TestApplication application;
Actor actor = Actor::New();
AngleAxis aa(Degree(90), Vector3::XAXIS);
- actor.SetRotation(aa.angle, aa.axis);
+ actor.SetOrientation(aa.angle, aa.axis);
Stage::GetCurrent().Add(actor);
application.SendNotification();
application.Render(0);
- Quaternion start(Radian(aa.angle), aa.axis);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), start, 0.001f, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
+ keyFrames.Add(0.0f, false);
+ keyFrames.Add(0.2f, true);
+ keyFrames.Add(0.4f, true);
+ keyFrames.Add(0.8f, false);
+ keyFrames.Add(1.0f, true);
- animation.AnimateBetween( Property(actor, Actor::ROTATION), keyFrames );
+ //Cubic interpolation for boolean values should be ignored
+ animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames, Animation::Cubic );
// Start the animation
animation.Play();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
application.SendNotification();
- Quaternion check = Quaternion::FromAxisAngle(Vector4::ZAXIS, Radian(Degree(60)));
-
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
finishCheck.CheckSignalReceived();
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorRotation02(void)
+int UtcDaliAnimationAnimateBetweenActorOrientation01P(void)
{
TestApplication application;
Actor actor = Actor::New();
AngleAxis aa(Degree(90), Vector3::XAXIS);
- actor.SetRotation(aa.angle, aa.axis);
- application.SendNotification();
- application.Render(0);
+ actor.SetOrientation(aa.angle, aa.axis);
Stage::GetCurrent().Add(actor);
+ application.SendNotification();
+ application.Render(0);
Quaternion start(Radian(aa.angle), aa.axis);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), start, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::XAXIS));
- keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS));
- keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
+ keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
- animation.AnimateBetween( Property(actor, Actor::ROTATION), keyFrames );
+ animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames );
// Start the animation
animation.Play();
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(0);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+ application.SendNotification();
- Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
-
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
- application.SendNotification();
- check = Quaternion::FromAxisAngle(Vector4::XAXIS, Radian(Degree(90)));
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
-
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
- application.SendNotification();
- check = Quaternion::FromAxisAngle(Vector4::XAXIS, Radian(Degree(120)));
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
-
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
- application.SendNotification();
- check = Quaternion::FromAxisAngle(Vector4(0.5f, 0.5f, 0.0f, 0.0f), Radian(Degree(101.5)));
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
-
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
- application.SendNotification();
- check = Quaternion::FromAxisAngle(Vector4::YAXIS, Radian(Degree(120)));
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
-
- // We did expect the animation to finish
+ Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
finishCheck.CheckSignalReceived();
END_TEST;
}
-int UtcDaliAnimationMoveByFloat3(void)
+int UtcDaliAnimationAnimateBetweenActorOrientation02P(void)
{
TestApplication application;
Actor actor = Actor::New();
- Vector3 startPosition(10.0f, 10.0f, 10.0f);
- actor.SetPosition(startPosition);
- Stage::GetCurrent().Add(actor);
+ AngleAxis aa(Degree(90), Vector3::XAXIS);
+ actor.SetOrientation(aa.angle, aa.axis);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+ Stage::GetCurrent().Add(actor);
+
+ Quaternion start(Radian(aa.angle), aa.axis);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(20.0f, 20.0f, 20.0f);
- Vector3 relativePosition(targetPosition - startPosition);
- animation.MoveBy(actor, relativePosition.x, relativePosition.y, relativePosition.z);
- Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::XAXIS));
+ keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS));
+ keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
+
+ animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames );
// Start the animation
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), ninetyFivePercentProgress, TEST_LOCATION );
+ check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f) );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
- // We did expect the animation to finish
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
+ check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+
+ // We did expect the animation to finish
+
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationMoveByVector3Alpha(void)
+int UtcDaliAnimationAnimateBetweenActorOrientation01CubicP(void)
{
TestApplication application;
Actor actor = Actor::New();
- Vector3 startPosition(10.0f, 10.0f, 10.0f);
- actor.SetPosition(startPosition);
+ AngleAxis aa(Degree(90), Vector3::XAXIS);
+ actor.SetOrientation(aa.angle, aa.axis);
Stage::GetCurrent().Add(actor);
+
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+ Quaternion start(Radian(aa.angle), aa.axis);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(20.0f, 20.0f, 20.0f);
- Vector3 relativePosition(targetPosition - startPosition);
- animation.MoveBy(actor, relativePosition, AlphaFunctions::EaseOut);
- Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
+
+ //Cubic interpolation should be ignored for quaternions
+ animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic );
// Start the animation
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
-
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
-
- // We didn't expect the animation to finish yet
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
-
- // The position should have moved more, than with a linear alpha function
- Vector3 current(actor.GetCurrentPosition());
- DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
- DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
- DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
-
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
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.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
application.SendNotification();
+
+ Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
+
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationMoveByVector3AlphaFloat2(void)
+int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void)
{
TestApplication application;
Actor actor = Actor::New();
- Vector3 startPosition(10.0f, 10.0f, 10.0f);
- actor.SetPosition(startPosition);
- Stage::GetCurrent().Add(actor);
+ AngleAxis aa(Degree(90), Vector3::XAXIS);
+ actor.SetOrientation(aa.angle, aa.axis);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+ Stage::GetCurrent().Add(actor);
+
+ Quaternion start(Radian(aa.angle), aa.axis);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(20.0f, 20.0f, 20.0f);
- Vector3 relativePosition(targetPosition - startPosition);
- float delay = 0.5f;
- animation.MoveBy(actor, relativePosition, AlphaFunctions::Linear, delay, durationSeconds - delay);
- Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::XAXIS));
+ keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS));
+ keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
+
+ //Cubic interpolation should be ignored for quaternions
+ animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic );
// Start the animation
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+ check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.SendNotification();
+ check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f ) );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
// We did expect the animation to finish
- application.SendNotification();
+
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationMoveToFloat3(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(void)
{
TestApplication application;
+ float startValue(1.0f);
Actor actor = Actor::New();
+ actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(200.0f, 200.0f, 200.0f);
- animation.MoveTo(actor, targetPosition.x, targetPosition.y, targetPosition.z);
- Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+ keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+ keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR );
// Start the animation
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
+ 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 );
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ 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 );
- // We did expect the animation to finish
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+
+ // We did expect the animation to finish
+
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationMoveToVector3Alpha(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void)
{
TestApplication application;
+ float startValue(1.0f);
Actor actor = Actor::New();
+ actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(200.0f, 200.0f, 200.0f);
- animation.MoveTo(actor, targetPosition, AlphaFunctions::EaseIn);
- Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+ keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+ keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, Animation::Cubic );
// Start the animation
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
+ 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 );
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.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 );
- // The position should have moved less, than with a linear alpha function
- Vector3 current(actor.GetCurrentPosition());
- DALI_TEST_CHECK( current.x > Vector3::ZERO.x );
- DALI_TEST_CHECK( current.y > Vector3::ZERO.y );
- DALI_TEST_CHECK( current.z > Vector3::ZERO.z );
- DALI_TEST_CHECK( current.x < seventyFivePercentProgress.x );
- DALI_TEST_CHECK( current.y < seventyFivePercentProgress.y );
- DALI_TEST_CHECK( current.z < seventyFivePercentProgress.z );
+ application.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 );
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
// We did expect the animation to finish
- application.SendNotification();
+
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationMoveToVector3AlphaFloat2(void)
+int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void)
{
TestApplication application;
+ float startValue(1.0f);
Actor actor = Actor::New();
+ actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(200.0f, 200.0f, 200.0f);
float delay = 0.5f;
- animation.MoveTo(actor, targetPosition, AlphaFunctions::Linear, delay, durationSeconds - delay);
+ Animation animation = Animation::New(durationSeconds);
- Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+ keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+ keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ) );
// Start the animation
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
-
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
+ 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 );
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
+ 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 );
- // We did expect the animation to finish
+ 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 );
+
+ // We did expect the animation to finish
+
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationRotateByDegreeVector3(void)
+int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void)
{
TestApplication application;
+ float startValue(1.0f);
Actor actor = Actor::New();
- actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+ actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
+ float delay = 0.5f;
Animation animation = Animation::New(durationSeconds);
- Degree relativeRotationDegrees(360.0f);
- Radian relativeRotationRadians(relativeRotationDegrees);
- animation.RotateBy(actor, relativeRotationDegrees/*Degree version*/, Vector3::YAXIS);
+
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+ keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+ keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic );
// Start the animation
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
-
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ 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 );
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ 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 );
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ 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 );
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ 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 );
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
// We did expect the animation to finish
- application.SendNotification();
+
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationRotateByRadianVector3(void)
+int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void)
{
TestApplication application;
+ float startValue(1.0f);
+ float delay = 0.5f;
Actor actor = Actor::New();
- actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+ actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Degree relativeRotationDegrees(360.0f);
- Radian relativeRotationRadians(relativeRotationDegrees);
- animation.RotateBy(actor, relativeRotationRadians/*Radian version*/, Vector3::YAXIS);
+
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+ keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+ keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
// Start the animation
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
-
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ 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 );
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ 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 );
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
// We did expect the animation to finish
- application.SendNotification();
+
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationRotateByDegreeVector3Alpha(void)
+int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void)
{
TestApplication application;
+ float startValue(1.0f);
Actor actor = Actor::New();
- actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
+ actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
+ float delay = 0.5f;
Animation animation = Animation::New(durationSeconds);
- Degree relativeRotationDegrees(360.0f);
- Radian relativeRotationRadians(relativeRotationDegrees);
- animation.RotateBy(actor, relativeRotationDegrees/*Degree version*/, Vector3::YAXIS, AlphaFunctions::EaseIn);
+
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
+ keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
+ keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic );
// Start the animation
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
-
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ 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 );
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ 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 );
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ 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 );
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ 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 );
+ application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
// We did expect the animation to finish
- application.SendNotification();
+
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationRotateByRadianVector3Alpha(void)
+int UtcDaliAnimationAnimateP(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- Degree relativeRotationDegrees(360.0f);
- Radian relativeRotationRadians(relativeRotationDegrees);
- animation.RotateBy(actor, relativeRotationRadians/*Radian version*/, Vector3::YAXIS, AlphaFunctions::EaseIn);
-
- // Start the animation
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ //Build the path
+ Vector3 position0( 30.0, 80.0, 0.0);
+ Vector3 position1( 70.0, 120.0, 0.0);
+ Vector3 position2( 100.0, 100.0, 0.0);
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
- END_TEST;
-}
+ Dali::Path path = Dali::Path::New();
+ path.AddPoint(position0);
+ path.AddPoint(position1);
+ path.AddPoint(position2);
-int UtcDaliAnimationRotateByDegreeVector3AlphaFloat2(void)
-{
- TestApplication application;
+ //Control points for first segment
+ path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) );
+ path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
- Actor actor = Actor::New();
- actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ //Control points for second segment
+ path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
+ path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds( 1.0f );
Animation animation = Animation::New(durationSeconds);
- Degree relativeRotationDegrees(360.0f);
- Radian relativeRotationRadians(relativeRotationDegrees);
- float delay = 0.3f;
- animation.RotateBy(actor, relativeRotationDegrees/*Degree version*/, Vector3::YAXIS, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
+ animation.Animate(actor, path, Vector3::XAXIS);
// Start the animation
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
-
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
- // We didn't expect the animation to finish yet
+ application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ Vector3 position, tangent;
+ Quaternion rotation;
+ path.Sample( 0.0f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ path.Sample( 0.25f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ path.Sample( 0.5f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
- application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
- // We didn't expect the animation to finish yet
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ path.Sample( 0.75f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ path.Sample( 1.0f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
- // We did expect the animation to finish
- application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
END_TEST;
}
-
-int UtcDaliAnimationRotateByRadianVector3AlphaFloat2(void)
+int UtcDaliAnimationAnimateAlphaFunctionP(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ //Build the path
+ Vector3 position0( 30.0, 80.0, 0.0);
+ Vector3 position1( 70.0, 120.0, 0.0);
+ Vector3 position2( 100.0, 100.0, 0.0);
+
+ Dali::Path path = Dali::Path::New();
+ path.AddPoint(position0);
+ path.AddPoint(position1);
+ path.AddPoint(position2);
+
+ //Control points for first segment
+ path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) );
+ path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
+
+ //Control points for second segment
+ path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
+ path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds( 1.0f );
Animation animation = Animation::New(durationSeconds);
- Degree relativeRotationDegrees(360.0f);
- Radian relativeRotationRadians(relativeRotationDegrees);
- float delay = 0.3f;
- animation.RotateBy(actor, relativeRotationRadians/*Radian version*/, Vector3::YAXIS, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
+ animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR);
// Start the animation
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
-
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
- // We didn't expect the animation to finish yet
+ application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ Vector3 position, tangent;
+ Quaternion rotation;
+ path.Sample( 0.0f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ path.Sample( 0.25f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ path.Sample( 0.5f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
- application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
- // We didn't expect the animation to finish yet
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ path.Sample( 0.75f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ path.Sample( 1.0f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
- // We did expect the animation to finish
- application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationRotateToDegreeVector3(void)
+int UtcDaliAnimationAnimateTimePeriodP(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+
+ //Build the path
+ Vector3 position0( 30.0, 80.0, 0.0);
+ Vector3 position1( 70.0, 120.0, 0.0);
+ Vector3 position2( 100.0, 100.0, 0.0);
+
+ Dali::Path path = Dali::Path::New();
+ path.AddPoint(position0);
+ path.AddPoint(position1);
+ path.AddPoint(position2);
+
+ //Control points for first segment
+ path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) );
+ path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
+
+ //Control points for second segment
+ path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
+ path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds( 1.0f );
Animation animation = Animation::New(durationSeconds);
- Degree targetRotationDegrees(90.0f);
- Radian targetRotationRadians(targetRotationDegrees);
- animation.RotateTo(actor, targetRotationDegrees/*Degree version*/, Vector3::YAXIS);
+ animation.Animate(actor, path, Vector3::XAXIS, TimePeriod(0.0f, 1.0f));
// Start the animation
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
-
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
- // We didn't expect the animation to finish yet
+ application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ Vector3 position, tangent;
+ Quaternion rotation;
+ path.Sample( 0.0f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ path.Sample( 0.25f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
- // We didn't expect the animation to finish yet
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ path.Sample( 0.5f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
- application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
- // We didn't expect the animation to finish yet
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
- END_TEST;
-}
-
-int UtcDaliAnimationRotateToRadianVector3(void)
-{
- TestApplication application;
-
- Actor actor = Actor::New();
- actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- Degree targetRotationDegrees(90.0f);
- Radian targetRotationRadians(targetRotationDegrees);
- animation.RotateTo(actor, targetRotationRadians/*Radian version*/, Vector3::YAXIS);
-
- // Start the animation
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
- END_TEST;
-}
-
-int UtcDaliAnimationRotateToQuaternion(void)
-{
- TestApplication application;
-
- Actor actor = Actor::New();
- actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- Degree targetRotationDegrees(90.0f);
- Radian targetRotationRadians(targetRotationDegrees);
- Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
- animation.RotateTo(actor, targetRotation/*Quaternion version*/);
-
- // Start the animation
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
- END_TEST;
-}
-
-int UtcDaliAnimationRotateToDegreeVector3Alpha(void)
-{
- TestApplication application;
-
- Actor actor = Actor::New();
- actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- Degree targetRotationDegrees(90.0f);
- Radian targetRotationRadians(targetRotationDegrees);
- animation.RotateTo(actor, targetRotationDegrees/*Degree version*/, Vector3::YAXIS, AlphaFunctions::EaseIn);
-
- // Start the animation
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
- END_TEST;
-}
-
-int UtcDaliAnimationRotateToRadianVector3Alpha(void)
-{
- TestApplication application;
-
- Actor actor = Actor::New();
- actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- Degree targetRotationDegrees(90.0f);
- Radian targetRotationRadians(targetRotationDegrees);
- animation.RotateTo(actor, targetRotationRadians/*Radian version*/, Vector3::YAXIS, AlphaFunctions::EaseIn);
-
- // Start the animation
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
- END_TEST;
-}
-
-int UtcDaliAnimationRotateToQuaternionAlpha(void)
-{
- TestApplication application;
-
- Actor actor = Actor::New();
- actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- Degree targetRotationDegrees(90.0f);
- Radian targetRotationRadians(targetRotationDegrees);
- Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
- animation.RotateTo(actor, targetRotation/*Quaternion version*/, AlphaFunctions::EaseIn);
-
- // Start the animation
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.25f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.5f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(0.75f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
- END_TEST;
-}
-
-int UtcDaliAnimationRotateToDegreeVector3AlphaFloat2(void)
-{
- TestApplication application;
-
- Actor actor = Actor::New();
- actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- Degree targetRotationDegrees(90.0f);
- Radian targetRotationRadians(targetRotationDegrees);
- float delay(0.1f);
- animation.RotateTo(actor, targetRotationDegrees/*Degree version*/, Vector3::YAXIS, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
-
- // Start the animation
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
- END_TEST;
-}
-
-int UtcDaliAnimationRotateToRadianVector3AlphaFloat2(void)
-{
- TestApplication application;
-
- Actor actor = Actor::New();
- actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- Degree targetRotationDegrees(90.0f);
- Radian targetRotationRadians(targetRotationDegrees);
- float delay(0.1f);
- animation.RotateTo(actor, targetRotationRadians/*Radian version*/, Vector3::YAXIS, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
-
- // Start the animation
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
- END_TEST;
-}
-
-int UtcDaliAnimationRotateToQuaternionAlphaFloat2(void)
-{
- TestApplication application;
-
- Actor actor = Actor::New();
- actor.SetRotation(Quaternion(0.0f, Vector3::YAXIS));
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(0.0f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- Degree targetRotationDegrees(90.0f);
- Radian targetRotationRadians(targetRotationDegrees);
- float delay(0.1f);
- Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
- animation.RotateTo(actor, targetRotation/*Quaternion version*/, AlphaFunctions::EaseIn, delay, durationSeconds - delay);
-
- // Start the animation
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians * AlphaFunctions::EaseIn(progress), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
- END_TEST;
-}
-
-int UtcDaliAnimationScaleBy(void)
-{
- TestApplication application;
-
- Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- Vector3 targetScale(2.0f, 2.0f, 2.0f);
- Vector3 relativeScale(targetScale - Vector3::ONE);
- animation.ScaleBy(actor, relativeScale.x, relativeScale.y, relativeScale.z);
-
- Vector3 ninetyNinePercentProgress(Vector3::ONE + relativeScale*0.99f);
-
- // Start the animation
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
-
- // Reset everything
- finishCheck.Reset();
- actor.SetScale(Vector3::ONE);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
- // Repeat with a different (ease-in) alpha function
- animation = Animation::New(durationSeconds);
- animation.ScaleBy(actor, relativeScale, AlphaFunctions::EaseIn);
- animation.FinishedSignal().Connect(&application, finishCheck);
- animation.Play();
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
-
- // The scale should have grown less, than with a linear alpha function
- Vector3 current(actor.GetCurrentScale());
- DALI_TEST_CHECK( current.x > 1.0f );
- DALI_TEST_CHECK( current.y > 1.0f );
- DALI_TEST_CHECK( current.z > 1.0f );
- DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
- DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
- DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
-
- // Reset everything
- finishCheck.Reset();
- actor.SetScale(Vector3::ONE);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
- // Repeat with a delay
- float delay = 0.5f;
- animation = Animation::New(durationSeconds);
- animation.ScaleBy(actor, relativeScale, AlphaFunctions::Linear, delay, durationSeconds - delay);
- animation.FinishedSignal().Connect(&application, finishCheck);
- animation.Play();
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
- END_TEST;
-}
-
-int UtcDaliAnimationScaleTo(void)
-{
- TestApplication application;
-
- Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- Vector3 targetScale(2.0f, 2.0f, 2.0f);
- animation.ScaleTo(actor, targetScale.x, targetScale.y, targetScale.z);
-
- Vector3 ninetyNinePercentProgress(Vector3::ONE + (targetScale - Vector3::ONE)*0.99f);
-
- // Start the animation
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
-
- // Reset everything
- finishCheck.Reset();
- actor.SetScale(Vector3::ONE);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
- // Repeat with a different (ease-in) alpha function
- animation = Animation::New(durationSeconds);
- animation.ScaleTo(actor, targetScale, AlphaFunctions::EaseIn);
- animation.FinishedSignal().Connect(&application, finishCheck);
- animation.Play();
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
-
- // The scale should have grown less, than with a linear alpha function
- Vector3 current(actor.GetCurrentScale());
- DALI_TEST_CHECK( current.x > 1.0f );
- DALI_TEST_CHECK( current.y > 1.0f );
- DALI_TEST_CHECK( current.z > 1.0f );
- DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
- DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
- DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
-
- // Reset everything
- finishCheck.Reset();
- actor.SetScale(Vector3::ONE);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
- // Repeat with a delay
- float delay = 0.5f;
- animation = Animation::New(durationSeconds);
- animation.ScaleTo(actor, targetScale, AlphaFunctions::Linear, delay, durationSeconds - delay);
- animation.FinishedSignal().Connect(&application, finishCheck);
- animation.Play();
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
- END_TEST;
-}
-
-int UtcDaliAnimationShow(void)
-{
- TestApplication application;
-
- Actor actor = Actor::New();
- actor.SetVisible(false);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_CHECK( !actor.IsVisible() );
- Stage::GetCurrent().Add(actor);
-
- // Start the animation
- float durationSeconds(10.0f);
- Animation animation = Animation::New(durationSeconds);
- animation.Show(actor, durationSeconds*0.5f);
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( !actor.IsVisible() );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be shown now*/);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.IsVisible() );
-
- 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_CHECK( actor.IsVisible() );
- END_TEST;
-}
-
-int UtcDaliAnimationHide(void)
-{
- TestApplication application;
-
- Actor actor = Actor::New();
- DALI_TEST_CHECK( actor.IsVisible() );
- Stage::GetCurrent().Add(actor);
-
- // Start the animation
- float durationSeconds(10.0f);
- Animation animation = Animation::New(durationSeconds);
- animation.Hide(actor, durationSeconds*0.5f);
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.IsVisible() );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be hidden now*/);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( !actor.IsVisible() );
-
- 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_CHECK( !actor.IsVisible() );
- END_TEST;
-}
-
-int UtcDaliAnimationShowHideAtEnd(void)
-{
- // Test that show/hide delay can be the same as animation duration
- // i.e. to show/hide at the end of the animation
-
- TestApplication application;
-
- Actor actor = Actor::New();
- DALI_TEST_CHECK( actor.IsVisible() );
- Stage::GetCurrent().Add(actor);
-
- // Start Hide animation
- float durationSeconds(10.0f);
- Animation animation = Animation::New(durationSeconds);
- animation.Hide(actor, durationSeconds/*Hide at end*/);
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( !actor.IsVisible() );
-
- // Start Show animation
- animation = Animation::New(durationSeconds);
- animation.Show(actor, durationSeconds/*Show at end*/);
- animation.FinishedSignal().Connect(&application, finishCheck);
- animation.Play();
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.IsVisible() );
- END_TEST;
-}
-
-int UtcDaliAnimationOpacityBy(void)
-{
- TestApplication application;
- Actor actor = Actor::New();
- float startingOpacity(0.5f);
- actor.SetOpacity(startingOpacity);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity, TEST_LOCATION );
- Stage::GetCurrent().Add(actor);
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- float relativeOpacity(-0.5f); // target of zero
- animation.OpacityBy(actor, relativeOpacity);
-
- float seventyFivePercentProgress((1.0f - 0.75f) * startingOpacity);
-
- // Start the animation
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOpacity(), seventyFivePercentProgress, 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.GetCurrentOpacity(), startingOpacity+relativeOpacity, TEST_LOCATION );
-
- // Reset everything
- finishCheck.Reset();
- actor.SetOpacity(startingOpacity);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity, TEST_LOCATION );
-
- // Repeat with a different (ease-in) alpha function
- animation = Animation::New(durationSeconds);
- animation.OpacityBy(actor, relativeOpacity, AlphaFunctions::EaseIn);
- animation.FinishedSignal().Connect(&application, finishCheck);
- animation.Play();
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
-
- // The opacity should reduce less, than with a linear alpha function
- float current(actor.GetCurrentOpacity());
- DALI_TEST_CHECK( current < 1.0f );
- DALI_TEST_CHECK( current > seventyFivePercentProgress );
-
- 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.GetCurrentOpacity(), startingOpacity+relativeOpacity, TEST_LOCATION );
-
- // Reset everything
- finishCheck.Reset();
- actor.SetOpacity(startingOpacity);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity, TEST_LOCATION );
-
- // Repeat with a delay
- float delay = 0.5f;
- animation = Animation::New(durationSeconds);
- animation.OpacityBy(actor, relativeOpacity, AlphaFunctions::Linear, delay, durationSeconds - delay);
- animation.FinishedSignal().Connect(&application, finishCheck);
- animation.Play();
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOpacity(), seventyFivePercentProgress, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOpacity(), startingOpacity+relativeOpacity, TEST_LOCATION );
- END_TEST;
-}
-
-int UtcDaliAnimationOpacityTo(void)
-{
- TestApplication application;
-
- Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentOpacity(), 1.0f, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- float targetOpacity(0.0f);
- animation.OpacityTo(actor, targetOpacity);
-
- float ninetyNinePercentProgress(0.01f);
-
- // Start the animation
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOpacity(), ninetyNinePercentProgress, 0.001f, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOpacity(), targetOpacity, TEST_LOCATION );
-
- // Reset everything
- finishCheck.Reset();
- actor.SetOpacity(1.0f);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentOpacity(), 1.0f, TEST_LOCATION );
-
- // Repeat with a different (ease-in) alpha function
- animation = Animation::New(durationSeconds);
- animation.OpacityTo(actor, targetOpacity, AlphaFunctions::EaseIn);
- animation.FinishedSignal().Connect(&application, finishCheck);
- animation.Play();
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
-
- // The opacity should reduce less, than with a linear alpha function
- float current(actor.GetCurrentOpacity());
- DALI_TEST_CHECK( current < 1.0f );
- DALI_TEST_CHECK( current > ninetyNinePercentProgress );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOpacity(), targetOpacity, TEST_LOCATION );
-
- // Reset everything
- finishCheck.Reset();
- actor.SetOpacity(1.0f);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentOpacity(), 1.0f, TEST_LOCATION );
-
- // Repeat with a delay
- float delay = 0.5f;
- animation = Animation::New(durationSeconds);
- animation.OpacityTo(actor, targetOpacity, AlphaFunctions::Linear, delay, durationSeconds - delay);
- animation.FinishedSignal().Connect(&application, finishCheck);
- animation.Play();
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOpacity(), 1.0f, 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.GetCurrentOpacity(), targetOpacity, TEST_LOCATION );
- END_TEST;
-}
-
-int UtcDaliAnimationColorBy(void)
-{
- TestApplication application;
-
- Actor actor = Actor::New();
- actor.SetColor(Color::BLACK);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::BLACK, TEST_LOCATION );
- Stage::GetCurrent().Add(actor);
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- Vector4 targetColor(Color::GREEN);
- Vector4 relativeColor(Color::GREEN); // Note the alpha is automatically clamped <= 1.0f in world color
- animation.ColorBy(actor, relativeColor);
-
- Vector4 tenPercentProgress(Vector4(0.0f, 0.1f, 0.0f, 1.0f));
- Vector4 twentyPercentProgress(Vector4(0.0f, 0.2f, 0.0f, 1.0f));
-
- // Start the animation
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), tenPercentProgress, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), targetColor, TEST_LOCATION );
-
- // Reset everything
- finishCheck.Reset();
- actor.SetColor(Color::BLACK);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), Color::BLACK, TEST_LOCATION );
-
- // Repeat with a different (ease-in) alpha function
- animation = Animation::New(durationSeconds);
- animation.ColorBy(actor, relativeColor, AlphaFunctions::EaseIn);
- animation.FinishedSignal().Connect(&application, finishCheck);
- animation.Play();
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
-
- // The color should have changed less, than with a linear alpha function
- Vector4 current(actor.GetCurrentWorldColor());
- DALI_TEST_CHECK( current.x == 0.0f ); // doesn't change
- DALI_TEST_CHECK( current.y > 0.0f );
- DALI_TEST_CHECK( current.y < tenPercentProgress.y );
- DALI_TEST_CHECK( current.z == 0.0f ); // doesn't change
- DALI_TEST_CHECK( current.w == 1.0f ); // doesn't change
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), targetColor, TEST_LOCATION );
-
- // Reset everything
- finishCheck.Reset();
- actor.SetColor(Color::BLACK);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), Color::BLACK, TEST_LOCATION );
-
- // Repeat with a shorter animator duration
- float animatorDuration = 0.5f;
- animation = Animation::New(durationSeconds);
- animation.ColorBy(actor, relativeColor, AlphaFunctions::Linear, 0, animatorDuration);
- animation.FinishedSignal().Connect(&application, finishCheck);
- animation.Play();
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% animation progress, 20% animator progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), twentyPercentProgress, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 50% animation progress, 100% animator progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), targetColor, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentWorldColor(), targetColor, TEST_LOCATION );
- END_TEST;
-}
-
-int UtcDaliAnimationColorTo(void)
-{
- TestApplication application;
-
- Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- Vector4 targetColor(Color::RED);
- animation.ColorTo(actor, targetColor);
-
- Vector4 tenPercentProgress(Vector4(1.0f, 0.9f, 0.9f, 1.0f));
- Vector4 twentyPercentProgress(Vector4(1.0f, 0.8f, 0.8f, 1.0f));
-
- // Start the animation
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor(), tenPercentProgress, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
-
- // Reset everything
- finishCheck.Reset();
- actor.SetColor(Color::WHITE);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
-
- // Repeat with a different (ease-in) alpha function
- animation = Animation::New(durationSeconds);
- animation.ColorTo(actor, targetColor, AlphaFunctions::EaseIn);
- animation.FinishedSignal().Connect(&application, finishCheck);
- animation.Play();
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
-
- // The color should have changed less, than with a linear alpha function
- Vector4 current(actor.GetCurrentColor());
- DALI_TEST_CHECK( current.x == 1.0f ); // doesn't change
- DALI_TEST_CHECK( current.y < 1.0f );
- DALI_TEST_CHECK( current.y > tenPercentProgress.y );
- DALI_TEST_CHECK( current.z < 1.0f );
- DALI_TEST_CHECK( current.z > tenPercentProgress.z );
- DALI_TEST_CHECK( current.w == 1.0f ); // doesn't change
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
-
- // Reset everything
- finishCheck.Reset();
- actor.SetColor(Color::WHITE);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
-
- // Repeat with a shorter animator duration
- float animatorDuration = 0.5f;
- animation = Animation::New(durationSeconds);
- animation.ColorTo(actor, targetColor, AlphaFunctions::Linear, 0, animatorDuration);
- animation.FinishedSignal().Connect(&application, finishCheck);
- animation.Play();
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% animation progress, 20% animator progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor(), twentyPercentProgress, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 50% animation progress, 100% animator progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
- END_TEST;
-}
-
-int UtcDaliAnimationResize(void)
-{
- TestApplication application;
-
- Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- Vector3 targetSize(100.0f, 100.0f, 100.0f);
- animation.Resize(actor, targetSize);
-
- Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
-
- // Start the animation
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
-
- // Reset everything
- finishCheck.Reset();
- actor.SetSize(Vector3::ZERO);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
-
- // Repeat with a different (ease-in) alpha function
- animation = Animation::New(durationSeconds);
- animation.Resize(actor, targetSize, AlphaFunctions::EaseIn);
- animation.FinishedSignal().Connect(&application, finishCheck);
- animation.Play();
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
-
- // The size should have travelled less, than with a linear alpha function
- Vector3 current(actor.GetCurrentSize());
- DALI_TEST_CHECK( current.x > 0.0f );
- DALI_TEST_CHECK( current.y > 0.0f );
- DALI_TEST_CHECK( current.z > 0.0f );
- DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
- DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
- DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
-
- // Reset everything
- finishCheck.Reset();
- actor.SetSize(Vector3::ZERO);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
-
- // Repeat with a delay
- float delay = 0.5f;
- animation = Animation::New(durationSeconds);
- animation.Resize(actor, targetSize, AlphaFunctions::Linear, delay, durationSeconds - delay);
- animation.FinishedSignal().Connect(&application, finishCheck);
- animation.Play();
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, 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.GetCurrentSize(), targetSize, TEST_LOCATION );
- END_TEST;
-}
-
-int UtcDaliKeyFramesCreateDestroy(void)
-{
- tet_infoline("Testing Dali::Animation::UtcDaliKeyFramesCreateDestroy()");
-
- KeyFrames* keyFrames = new KeyFrames;
- delete keyFrames;
- DALI_TEST_CHECK( true );
- END_TEST;
-}
-
-int UtcDaliKeyFramesDownCast(void)
-{
- TestApplication application;
- tet_infoline("Testing Dali::Animation::KeyFramesDownCast()");
-
- KeyFrames keyFrames = KeyFrames::New();
- BaseHandle object(keyFrames);
-
- KeyFrames keyFrames2 = KeyFrames::DownCast(object);
- DALI_TEST_CHECK(keyFrames2);
-
- KeyFrames keyFrames3 = DownCast< KeyFrames >(object);
- DALI_TEST_CHECK(keyFrames3);
-
- BaseHandle unInitializedObject;
- KeyFrames keyFrames4 = KeyFrames::DownCast(unInitializedObject);
- DALI_TEST_CHECK(!keyFrames4);
-
- KeyFrames keyFrames5 = DownCast< KeyFrames >(unInitializedObject);
- DALI_TEST_CHECK(!keyFrames5);
- END_TEST;
-}
-
-int UtcDaliAnimationResizeByXY(void)
-{
- TestApplication application;
-
- Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- Vector3 targetSize(100.0f, 100.0f, 100.0f);
- animation.Resize(actor, targetSize);
-
- Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
-
- // Start the animation
- animation.Play();
-
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
-
- // Reset everything
- finishCheck.Reset();
- actor.SetSize(Vector3::ZERO);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
-
- // Repeat with a different (ease-in) alpha function
- animation = Animation::New(durationSeconds);
- animation.Resize(actor, targetSize.x, targetSize.y, AlphaFunctions::EaseIn);
- animation.FinishedSignal().Connect(&application, finishCheck);
- animation.Play();
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
-
- // The size should have travelled less, than with a linear alpha function
- Vector3 current(actor.GetCurrentSize());
- DALI_TEST_CHECK( current.x > 0.0f );
- DALI_TEST_CHECK( current.y > 0.0f );
- DALI_TEST_CHECK( current.z > 0.0f );
- DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
- DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
- DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
-
- // We did expect the animation to finish
- application.SendNotification();
- finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
-
- // Reset everything
- finishCheck.Reset();
- actor.SetSize(Vector3::ZERO);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
-
- // Repeat with a delay
- float delay = 0.5f;
- animation = Animation::New(durationSeconds);
- animation.Resize(actor, targetSize.x, targetSize.y, AlphaFunctions::Linear, delay, durationSeconds - delay);
- animation.FinishedSignal().Connect(&application, finishCheck);
- animation.Play();
-
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
-
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+ path.Sample( 0.75f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ path.Sample( 1.0f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
- // We did expect the animation to finish
- application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
END_TEST;
}
-
-int UtcDaliAnimationAnimateBetweenActorColorTimePeriod(void)
+int UtcDaliAnimationAnimateAlphaFunctionTimePeriodP(void)
{
TestApplication application;
- float startValue(1.0f);
Actor actor = Actor::New();
- actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
+ //Build the path
+ Vector3 position0( 30.0, 80.0, 0.0);
+ Vector3 position1( 70.0, 120.0, 0.0);
+ Vector3 position2( 100.0, 100.0, 0.0);
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
+ Dali::Path path = Dali::Path::New();
+ path.AddPoint(position0);
+ path.AddPoint(position1);
+ path.AddPoint(position2);
- KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
- keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
- keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
+ //Control points for first segment
+ path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) );
+ path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
+
+ //Control points for second segment
+ path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
+ path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
- animation.AnimateBetween( Property(actor, Actor::COLOR), keyFrames, TimePeriod( 1.0f) );
+ // Build the animation
+ float durationSeconds( 1.0f );
+ Animation animation = Animation::New(durationSeconds);
+ animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR, TimePeriod(0.0f, 1.0f));
// Start the animation
animation.Play();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+ Vector3 position, tangent;
+ Quaternion rotation;
+ path.Sample( 0.0f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+ path.Sample( 0.25f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+ path.Sample( 0.5f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+ path.Sample( 0.75f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
-
- // We did expect the animation to finish
+ path.Sample( 1.0f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
finishCheck.CheckSignalReceived();
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorColorFunction(void)
+int UtcDaliAnimationShowP(void)
{
TestApplication application;
- float startValue(1.0f);
Actor actor = Actor::New();
- actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+ actor.SetVisible(false);
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_CHECK( !actor.IsVisible() );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
-
- KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
- keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
- keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
-
- animation.AnimateBetween( Property(actor, Actor::COLOR), keyFrames, AlphaFunctions::Linear );
-
// Start the animation
+ float durationSeconds(10.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.Show(actor, durationSeconds*0.5f);
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
+
application.SendNotification();
- application.Render(0);
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ // We didn't expect the animation to finish yet
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_CHECK( !actor.IsVisible() );
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be shown now*/);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ // We didn't expect the animation to finish yet
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_CHECK( actor.IsVisible() );
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
-
+ application.SendNotification();
finishCheck.CheckSignalReceived();
+ DALI_TEST_CHECK( actor.IsVisible() );
END_TEST;
}
-int UtcDaliAnimationAnimateBetweenActorColorFunctionTimePeriod(void)
+int UtcDaliAnimationHideP(void)
{
TestApplication application;
- float startValue(1.0f);
Actor actor = Actor::New();
- actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+ DALI_TEST_CHECK( actor.IsVisible() );
Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), startValue, TEST_LOCATION );
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
-
- KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f));
- keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
- keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
-
- animation.AnimateBetween( Property(actor, Actor::COLOR), keyFrames, AlphaFunctions::Linear, TimePeriod( 1.0f) );
-
// Start the animation
+ float durationSeconds(10.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.Hide(actor, durationSeconds*0.5f);
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
+
application.SendNotification();
- application.Render(0);
+ application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
+
+ // We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION );
+ DALI_TEST_CHECK( actor.IsVisible() );
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be hidden now*/);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_CHECK( !actor.IsVisible() );
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ // We did expect the animation to finish
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION );
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_CHECK( !actor.IsVisible() );
+ END_TEST;
+}
+
+int UtcDaliAnimationShowHideAtEndP(void)
+{
+ // Test that show/hide delay can be the same as animation duration
+ // i.e. to show/hide at the end of the animation
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ DALI_TEST_CHECK( actor.IsVisible() );
+ Stage::GetCurrent().Add(actor);
+
+ // Start Hide animation
+ float durationSeconds(10.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.Hide(actor, durationSeconds/*Hide at end*/);
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_CHECK( !actor.IsVisible() );
+
+ // Start Show animation
+ animation = Animation::New(durationSeconds);
+ animation.Show(actor, durationSeconds/*Show at end*/);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ animation.Play();
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
finishCheck.CheckSignalReceived();
+ DALI_TEST_CHECK( actor.IsVisible() );
+ END_TEST;
+}
+
+int UtcDaliKeyFramesCreateDestroyP(void)
+{
+ tet_infoline("Testing Dali::Animation::UtcDaliKeyFramesCreateDestroy()");
+
+ KeyFrames* keyFrames = new KeyFrames;
+ delete keyFrames;
+ DALI_TEST_CHECK( true );
+ END_TEST;
+}
+
+int UtcDaliKeyFramesDownCastP(void)
+{
+ TestApplication application;
+ tet_infoline("Testing Dali::Animation::KeyFramesDownCast()");
+
+ KeyFrames keyFrames = KeyFrames::New();
+ BaseHandle object(keyFrames);
+
+ KeyFrames keyFrames2 = KeyFrames::DownCast(object);
+ DALI_TEST_CHECK(keyFrames2);
+
+ KeyFrames keyFrames3 = DownCast< KeyFrames >(object);
+ DALI_TEST_CHECK(keyFrames3);
+
+ BaseHandle unInitializedObject;
+ KeyFrames keyFrames4 = KeyFrames::DownCast(unInitializedObject);
+ DALI_TEST_CHECK(!keyFrames4);
+
+ KeyFrames keyFrames5 = DownCast< KeyFrames >(unInitializedObject);
+ DALI_TEST_CHECK(!keyFrames5);
END_TEST;
}
-int UtcDaliAnimationCreateDestroy(void)
+int UtcDaliAnimationCreateDestroyP(void)
{
TestApplication application;
Animation* animation = new Animation;
{
}
- Vector3 operator()(const Vector3& current)
+ void operator()( Vector3& current, const PropertyInputContainer& /* inputs */)
{
mApplication.SendNotification(); // Process events
- return current;
}
TestApplication& mApplication;
};
-int UtcDaliAnimationUpdateManager(void)
+int UtcDaliAnimationUpdateManagerP(void)
{
TestApplication application;
animation.FinishedSignal().Connect( &application, finishCheck );
Vector3 startValue(1.0f, 1.0f, 1.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
- Constraint constraint = Constraint::New<Vector3>( index, UpdateManagerTestConstraint( application ) );
- actor.ApplyConstraint( constraint );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
+ Constraint constraint = Constraint::New<Vector3>( actor, index, UpdateManagerTestConstraint( application ) );
+ constraint.Apply();
// Apply animation to actor
- animation.AnimateTo( Property(actor, Actor::POSITION), Vector3( 100.f, 90.f, 80.f ), AlphaFunctions::Linear );
+ animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 100.f, 90.f, 80.f ), AlphaFunction::LINEAR );
animation.Play();
END_TEST;
}
-int UtcDaliAnimationSignalOrder(void)
+int UtcDaliAnimationSignalOrderP(void)
{
TestApplication application;
animation2.FinishedSignal().Connect( &application, AnimationFinishCheck( signal2Received ) );
// Apply animations to actor
- animation1.AnimateTo( Property(actor, Actor::POSITION), Vector3( 3.0f, 2.0f, 1.0f ), AlphaFunctions::Linear );
+ animation1.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 3.0f, 2.0f, 1.0f ), AlphaFunction::LINEAR );
animation1.Play();
- animation2.AnimateTo( Property(actor, Actor::SIZE ), Vector3( 10.0f, 20.0f, 30.0f ), AlphaFunctions::Linear );
+ animation2.AnimateTo( Property(actor, Actor::Property::SIZE ), Vector3( 10.0f, 20.0f, 30.0f ), AlphaFunction::LINEAR );
animation2.Play();
DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationExtendDuration(void)
+int UtcDaliAnimationExtendDurationP(void)
{
TestApplication application;
// Register a float property
float startValue(10.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
END_TEST;
}
-int UtcDaliAnimationPath(void)
+int UtcDaliAnimationCustomIntProperty(void)
{
TestApplication application;
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
+ int startValue(0u);
- //Build the path
- Vector3 position0( 30.0, 80.0, 0.0);
- Vector3 position1( 70.0, 120.0, 0.0);
- Vector3 position2( 100.0, 100.0, 0.0);
-
- Dali::Path path = Dali::Path::New();
- path.AddPoint(position0);
- path.AddPoint(position1);
- path.AddPoint(position2);
-
- //Control points for first segment
- path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) );
- path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
-
- //Control points for second segment
- path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
- path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+ Property::Index index = actor.RegisterProperty("anIndex", startValue);
+ DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
// Build the animation
- float durationSeconds( 1.0f );
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- animation.Animate(actor, path, Vector3::XAXIS, AlphaFunctions::Linear, TimePeriod(0.0f, 1.0f ));
+ animation.AnimateTo( Property(actor, index), 20 );
// Start the animation
animation.Play();
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
- application.SendNotification();
- application.Render(0);
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- Vector3 position, tangent;
- Quaternion rotation;
- path.Sample( 0.0f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
application.SendNotification();
- path.Sample( 0.25f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ // We didn't expect the animation to finish yet
application.SendNotification();
- path.Sample( 0.5f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetProperty<int>(index), 10, TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
application.SendNotification();
- path.Sample( 0.75f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+ // We did expect the animation to finish
application.SendNotification();
- path.Sample( 1.0f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
-
finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetProperty<int>(index), 20, TEST_LOCATION );
END_TEST;
}