END_TEST;
}
+int UtcDaliAnimationSetLoopCountP(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(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 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);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ 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.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ finishCheck.Reset();
+
+ // Loop forever
+ animation.SetLooping(true);
+ DALI_TEST_CHECK(animation.IsLooping());
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ 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();
+
+ finishCheck.Reset();
+
+ // Loop N again
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ finishCheck.Reset();
+
+ // loop forever
+ animation.SetLooping(true);
+ DALI_TEST_CHECK(animation.IsLooping());
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ 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();
+
+ finishCheck.Reset();
+
+ // Loop N again
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived(); // we never hit play
+
+ finishCheck.Reset();
+
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetLoopCountP3(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);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ animation.SetEndAction(Animation::Discard);
+
+ float intervalSeconds = 3.0f;
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ // loop forever
+ animation.SetLooping(true);
+ DALI_TEST_CHECK(animation.IsLooping());
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ 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();
+
+ finishCheck.Reset();
+
+ // Loop N again
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived(); // we never hit play
+
+ finishCheck.Reset();
+
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetLoopCountP4(void)
+{
+ TestApplication application;
+
+ //
+ // ..and play again
+ //
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ animation.SetEndAction(Animation::Bake);
+
+ float intervalSeconds = 3.0f;
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ animation.SetLoopCount(1);
+ animation.Play();
+ DALI_TEST_CHECK(!animation.IsLooping());
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ actor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f) );
+
+ finishCheck.Reset();
+
+ animation.Play(); // again
+ DALI_TEST_CHECK(!animation.IsLooping());
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationGetLoopCountP(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(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ DALI_TEST_CHECK(1 == animation.GetLoopCount());
+
+ // Start the animation
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
+ DALI_TEST_CHECK(3 == animation.GetLoopCount());
+
+ animation.Play();
+
+ application.Render(0);
+ application.SendNotification();
+
+ // 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(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());
+
+ END_TEST;
+}
+
+
+int UtcDaliAnimationGetCurrentLoopP(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(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ // Start the animation
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
+ DALI_TEST_CHECK(0 == animation.GetCurrentLoop());
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+
+ // 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.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_CHECK(2 == animation.GetCurrentLoop());
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
+ DALI_TEST_CHECK(animation.GetLoopCount() == animation.GetCurrentLoop());
+
+ finishCheck.Reset();
+
+ application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
+
+ 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();
+ DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
+
+ END_TEST;
+}
+
int UtcDaliAnimationIsLoopingP(void)
{
TestApplication application;
END_TEST;
}
-int UtcDaliAnimationStoP(void)
+
+int UtcDaliAnimationGetStateP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
+
+ Vector3 fiftyPercentProgress(targetPosition * 0.5f);
+
+ // Start the animation
+ animation.Play();
+
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+
+ // Pause the animation
+ animation.Pause();
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION );
+ application.SendNotification();
+ application.Render(0.f);
+
+ // Loop 5 times
+ for (int i=0; i<5; ++i)
+ {
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION );
+ }
+
+ // Keep going
+ finishCheck.Reset();
+ animation.Play();
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
+
+ // re-play
+ finishCheck.Reset();
+ animation.Play();
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+
+
+ END_TEST;
+}
+
+int UtcDaliAnimationStopP(void)
{
TestApplication application;
// 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 );
// 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 );
// 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 );
// 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 );
// 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 );
// 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 );
// 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 );
// 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 );
// Register an integer property
int startValue(1);
- 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 );
// Register an integer property
int startValue(1);
- 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 );
// 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 );
// 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 );
// 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 );
// Register a Vector2 property
Vector2 startValue(100.0f, 100.0f);
- 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 );
// 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 );
// Register a Vector2 property
Vector2 startValue(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<Vector2>(index), startValue, TEST_LOCATION );
// 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 );
// Register a Vector3 property
Vector3 startValue(100.0f, 100.0f, 100.0f);
- 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 );
// 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 );
// Register a Vector3 property
Vector3 startValue(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<Vector3>(index), startValue, TEST_LOCATION );
// 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 );
// Register a Vector4 property
Vector4 startValue(100.0f, 100.0f, 100.0f, 100.0f);
- 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 );
// 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 );
// 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 );
// 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 );
// 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, AlphaFunction::EASE_OUT);
+ animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT);
// Start the animation
animation.Play();
// 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 );
// 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 );
// 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);
// 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 );
// 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 );
// 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 );
// 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));
// 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 );
// 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 );
// 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 );
// 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 );
// 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, AlphaFunction::EASE_OUT);
+ animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT);
Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
// 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 );
// 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 );
// 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 );
// 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 );
// 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 );
// 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,
AlphaFunction::LINEAR,
TimePeriod(delay, durationSeconds - delay));
// 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,
AlphaFunction::LINEAR,
TimePeriod(delay, durationSeconds - delay));
// 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 );
// 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 );
// 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 );
// 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 );
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentSize().width, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::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.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentSize().height, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::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.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentSize().depth, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::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.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentPosition().x, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), fiftyPercentProgress, 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 );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentPosition().y, fiftyPercentProgress, 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), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::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.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentPosition().z, fiftyPercentProgress, 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), fiftyPercentProgress, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
END_TEST;
}
-int P(void)
+int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void)
{
TestApplication application;
animation.FinishedSignal().Connect( &application, finishCheck );
Vector3 startValue(1.0f, 1.0f, 1.0f);
- Property::Index index = actor.RegisterProperty( "test-property", startValue );
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
Constraint constraint = Constraint::New<Vector3>( actor, index, UpdateManagerTestConstraint( application ) );
constraint.Apply();
// 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 UtcDaliAnimationCustomUnsignedIntProperty(void)
+int UtcDaliAnimationCustomIntProperty(void)
{
TestApplication application;
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
- unsigned int startValue(0u);
+ int startValue(0u);
- Property::Index index = actor.RegisterProperty("an-index", startValue);
- DALI_TEST_EQUALS( actor.GetProperty<unsigned int>(index), startValue, TEST_LOCATION );
+ Property::Index index = actor.RegisterProperty("anIndex", startValue);
+ DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, index), 20u );
+ animation.AnimateTo( Property(actor, index), 20 );
// Start the animation
animation.Play();
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<unsigned int>(index), 10u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<int>(index), 10, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetProperty<unsigned int>(index), 20u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<int>(index), 20, TEST_LOCATION );
END_TEST;
}
-