[dali_1.0.17] Merge branch 'tizen'
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Animation.cpp
index ad84012..8304b60 100644 (file)
@@ -88,132 +88,6 @@ struct AnimationFinishCheck
   bool& mSignalReceived; // owned by individual tests
 };
 
-static bool ReturnFalseAfterProgressOne( float alpha, const bool& current )
-{
-  return alpha < 1.0f;
-}
-
-struct AnimateFloatTestFunctor
-{
-  AnimateFloatTestFunctor( float start, float end )
-  : mStart( start ),
-    mEnd( end )
-  {
-  }
-
-  float operator()( float alpha, const float& current )
-  {
-    return mStart + ((mEnd - mStart) * alpha );
-  }
-
-  float mStart;
-  float mEnd;
-};
-
-struct AnimateIntegerTestFunctor
-{
-  AnimateIntegerTestFunctor( int start, int end )
-  : mStart( start ),
-    mEnd( end )
-  {
-  }
-
-  int operator()( float alpha, const int& current )
-  {
-    return static_cast<int>( mStart + ((mEnd - mStart) * alpha ) + 0.5f );
-  }
-
-  int mStart;
-  int mEnd;
-};
-
-struct AnimateVector2TestFunctor
-{
-  AnimateVector2TestFunctor( Vector2 start, Vector2 end )
-  : mStart( start ),
-    mEnd( end )
-  {
-  }
-
-  Vector2 operator()( float alpha, const Vector2& current )
-  {
-    return mStart + ((mEnd - mStart) * alpha );
-  }
-
-  Vector2 mStart;
-  Vector2 mEnd;
-};
-
-struct AnimateVector4TestFunctor
-{
-  AnimateVector4TestFunctor( Vector4 start, Vector4 end )
-  : mStart( start ),
-    mEnd( end )
-  {
-  }
-
-  Vector4 operator()( float alpha, const Vector4& current )
-  {
-    return mStart + ((mEnd - mStart) * alpha );
-  }
-
-  Vector4 mStart;
-  Vector4 mEnd;
-};
-
-struct AnimateQuaternionTestFunctor
-{
-  AnimateQuaternionTestFunctor( Quaternion start, Quaternion end )
-  : mStart( start ),
-    mEnd( end )
-  {
-  }
-
-  Quaternion operator()( float alpha, const Quaternion& current )
-  {
-    return Quaternion::Slerp(mStart, mEnd, alpha);
-  }
-
-  Quaternion mStart;
-  Quaternion mEnd;
-};
-
-struct BounceFunc
-{
-  BounceFunc(float x, float y, float z)
-  : mDistance(Vector3(x, y, z))
-  {
-  }
-  Vector3 operator()(float alpha, const Vector3& current)
-  {
-    if (alpha>0.001f && alpha<1.0f)
-    {
-      const float flip = 0.5f - cosf(alpha * Math::PI * 2.0f) * 0.5f;
-      Vector3 newTranslation(current);
-      newTranslation += mDistance * flip;
-      return newTranslation;
-    }
-    return current;
-  }
-  Vector3 mDistance;
-};
-
-
-struct TumbleFunc
-{
-  TumbleFunc(Vector3 axis) : tumbleAxis(axis){}
-  Quaternion operator()(float alpha, const Quaternion& current)
-  {
-    if (alpha>0.001f && alpha<1.0f)
-    {
-      Quaternion tumbleRotation(alpha * Math::PI * 2.0f, tumbleAxis);
-      return tumbleRotation * current;
-    }
-    return current;
-  }
-  Vector3 tumbleAxis;
-};
-
 } // anon namespace
 
 int UtcDaliAnimationNew01(void)
@@ -7228,63 +7102,6 @@ int UtcDaliAnimationMoveToVector3AlphaFloat2(void)
   END_TEST;
 }
 
-int UtcDaliAnimationMove(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  Vector3 initialPosition(Vector3::ZERO);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
-  Stage::GetCurrent().Add(actor);
-
-  // Build the animation
-  float durationSeconds(10.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  BounceFunc func(0.0f, 0.0f, -100.0f);
-  animation.Move(actor, func, AlphaFunctions::Linear, 0.0f, durationSeconds);
-
-  // 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.GetCurrentPosition(), func(0.25f, initialPosition), 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.GetCurrentPosition(), func(0.5f, initialPosition), 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.GetCurrentPosition(), func(0.75f, initialPosition), TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
-  END_TEST;
-}
-
 int UtcDaliAnimationRotateByDegreeVector3(void)
 {
   TestApplication application;
@@ -8164,63 +7981,6 @@ int UtcDaliAnimationRotateToQuaternionAlphaFloat2(void)
   END_TEST;
 }
 
-int UtcDaliAnimationRotate(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  Quaternion initialRotation(0.0f, Vector3::YAXIS);
-  actor.SetRotation(initialRotation);
-  Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentRotation(), initialRotation, ROTATION_EPSILON, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(1.0f);
-  Animation animation = Animation::New(durationSeconds);
-  TumbleFunc func(Vector3::YAXIS);
-  animation.Rotate(actor, func, AlphaFunctions::Linear, 0.0f, durationSeconds);
-
-  // 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(), func(0.25f, initialRotation), 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(), func(0.5f, initialRotation), 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(), func(0.75f, initialRotation), 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(), func(1.0f, initialRotation), ROTATION_EPSILON, TEST_LOCATION );
-  END_TEST;
-}
-
 int UtcDaliAnimationScaleBy(void)
 {
   TestApplication application;
@@ -9138,74 +8898,54 @@ int UtcDaliAnimationResize(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateBool(void)
+int UtcDaliKeyFramesCreateDestroy(void)
 {
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
-  Stage::GetCurrent().Add(actor);
-
-  // Build the animation
-  float durationSeconds(10.0f);
-  Animation animation = Animation::New(durationSeconds);
-  animation.Animate<bool>( Property(actor, Actor::VISIBLE), ReturnFalseAfterProgressOne, TimePeriod(durationSeconds*0.25f/*delay*/, durationSeconds*0.1f) );
-
-  // 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 */);
+  tet_infoline("Testing Dali::Animation::UtcDaliKeyFramesCreateDestroy()");
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
+  KeyFrames* keyFrames = new KeyFrames;
+  delete keyFrames;
+  DALI_TEST_CHECK( true );
+  END_TEST;
+}
 
-  // Should still be visible
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+int UtcDaliKeyFramesDownCast(void)
+{
+  TestApplication application;
+  tet_infoline("Testing Dali::Animation::KeyFramesDownCast()");
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  KeyFrames keyFrames = KeyFrames::New();
+  BaseHandle object(keyFrames);
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
+  KeyFrames keyFrames2 = KeyFrames::DownCast(object);
+  DALI_TEST_CHECK(keyFrames2);
 
-  // Now animate functor should have hidden the actor
-  DALI_TEST_EQUALS( actor.IsVisible(), false, TEST_LOCATION );
+  KeyFrames keyFrames3 = DownCast< KeyFrames >(object);
+  DALI_TEST_CHECK(keyFrames3);
 
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+  BaseHandle unInitializedObject;
+  KeyFrames keyFrames4 = KeyFrames::DownCast(unInitializedObject);
+  DALI_TEST_CHECK(!keyFrames4);
 
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.IsVisible(), false, TEST_LOCATION );
+  KeyFrames keyFrames5 = DownCast< KeyFrames >(unInitializedObject);
+  DALI_TEST_CHECK(!keyFrames5);
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateFloat(void)
+int UtcDaliAnimationResizeByXY(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-
-  // Register a float property
-  float startValue(10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
-  float durationSeconds(10.0f);
+  float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
-  float targetPosition(0.0f);
-  AnimateFloatTestFunctor func( 100, targetPosition );
-  animation.Animate<float>( Property(actor, index), func );
+  Vector3 targetSize(100.0f, 100.0f, 100.0f);
+  animation.Resize(actor, targetSize);
+
+  Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
 
   // Start the animation
   animation.Play();
@@ -9215,425 +8955,33 @@ int UtcDaliAnimationAnimateFloat(void)
   animation.FinishedSignal().Connect(&application, finishCheck);
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), 75.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
 
-  // We didn't expect the animation to finish yet
+  // We did expect the animation to finish
   application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), 50.0f, TEST_LOCATION );
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
 
+  // Reset everything
+  finishCheck.Reset();
+  actor.SetSize(Vector3::ZERO);
   application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
 
-  // We didn't expect the animation to finish yet
-  application.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<float>(index), 25.0f, 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), targetPosition, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateInteger(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-
-  // Register an integer property
-  int startValue(10);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
-  DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(10.0f);
-  Animation animation = Animation::New(durationSeconds);
-  int targetPosition(0);
-  AnimateIntegerTestFunctor func( 100, targetPosition );
-  animation.Animate<int>( Property(actor, index), func );
-
-  // 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.GetProperty<int>(index), 75, 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.GetProperty<int>(index), 50, 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.GetProperty<int>(index), 25, 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), targetPosition, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateVector2(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-
-  // Register a Vector2 property
-  Vector2 startValue(10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
-  DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(10.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector2 targetPosition(0.0f, 0.0f);
-  AnimateVector2TestFunctor func( Vector2(100,100), targetPosition );
-  animation.Animate<Vector2>( Property(actor, index), func );
-
-  // 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.GetProperty<Vector2>(index), Vector2(75,75), 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.GetProperty<Vector2>(index), Vector2(50,50), 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.GetProperty<Vector2>(index), Vector2(25,25), 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), targetPosition, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateVector3(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  Vector3 initialPosition(Vector3::ZERO);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
-  Stage::GetCurrent().Add(actor);
-
-  // Build the animation
-  float durationSeconds(10.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  BounceFunc func(0.0f, 0.0f, -100.0f);
-  animation.Animate<Vector3>( Property(actor, Actor::POSITION), func, AlphaFunctions::Linear, durationSeconds );
-
-  // 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.GetCurrentPosition(), func(0.25f, initialPosition), 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.GetCurrentPosition(), func(0.5f, initialPosition), 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.GetCurrentPosition(), func(0.75f, initialPosition), TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateVector4(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  Stage::GetCurrent().Add(actor);
-
-  // Register a Vector4 property
-  Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
-  Property::Index index = actor.RegisterProperty( "test-property", startValue );
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
-
-  // Build the animation
-  float durationSeconds(10.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector4 targetPosition(200,400,0,-1000);
-  AnimateVector4TestFunctor func( Vector4(1000,1000,1000,1000), targetPosition );
-  animation.Animate<Vector4>( Property(actor, index), func );
-
-  // 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.GetProperty<Vector4>(index), Vector4(800,850,750,500), 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.GetProperty<Vector4>(index), Vector4(600,700,500,0), 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.GetProperty<Vector4>(index), Vector4(400,550,250,-500), TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), targetPosition, TEST_LOCATION );
-  END_TEST;
-}
-
-int UtcDaliAnimationAnimateQuaternion(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 sourceRotationDegrees(90.0f);
-  Radian sourceRotationRadians(sourceRotationDegrees);
-  Quaternion sourceRotation(sourceRotationRadians, Vector3::YAXIS);
-
-  Degree targetRotationDegrees(150.0f);
-  Radian targetRotationRadians(targetRotationDegrees);
-  Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
-
-  AnimateQuaternionTestFunctor func( sourceRotation, targetRotation );
-  animation.Animate<Quaternion>( Property(actor, Actor::ROTATION), func );
-
-  // 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(Radian(Degree(105)), 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(Radian(Degree(120)), 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(Radian(Degree(135)), 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(), targetRotation, ROTATION_EPSILON, 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();
+  // 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 */);
@@ -9917,63 +9265,6 @@ int UtcDaliAnimationAnimateBetweenActorColorFunctionTimePeriod(void)
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateVector3Func(void)
-{
-  TestApplication application;
-
-  Actor actor = Actor::New();
-  Vector3 initialPosition(Vector3::ZERO);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
-  Stage::GetCurrent().Add(actor);
-
-  // Build the animation
-  float durationSeconds(10.0f);
-  Animation animation = Animation::New(durationSeconds);
-  Vector3 targetPosition(200.0f, 200.0f, 200.0f);
-  BounceFunc func(0.0f, 0.0f, -100.0f);
-  animation.Animate<Vector3>( Property(actor, Actor::POSITION), func, AlphaFunctions::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.SendNotification();
-  finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), func(0.25f, initialPosition), 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.GetCurrentPosition(), func(0.5f, initialPosition), 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.GetCurrentPosition(), func(0.75f, initialPosition), TEST_LOCATION );
-
-  application.SendNotification();
-  application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
-
-  // We did expect the animation to finish
-  application.SendNotification();
-  finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
-  END_TEST;
-}
-
 int UtcDaliAnimationCreateDestroy(void)
 {
   TestApplication application;
@@ -10019,8 +9310,7 @@ int UtcDaliAnimationUpdateManager(void)
   actor.ApplyConstraint( constraint );
 
   // Apply animation to actor
-  BounceFunc func(0.0f, 0.0f, -100.0f);
-  animation.Animate<Vector3>( Property(actor, Actor::POSITION), func, AlphaFunctions::Linear );
+  animation.AnimateTo( Property(actor, Actor::POSITION), Vector3( 100.f, 90.f, 80.f ), AlphaFunctions::Linear );
 
   animation.Play();