}
catch (Dali::DaliException& e)
{
- // TODO: Determine why catch doesn't.
- //
-
// 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_PRINT_ASSERT( e );
+ DALI_TEST_EQUALS(e.condition, "durationSeconds > 0.0f", TEST_LOCATION);
}
END_TEST;
}
KeyFrames keyframes = KeyFrames::New();
keyframes.Add( 0.0f, initialPosition);
keyframes.Add( 1.0f, targetPosition );
- animation.AnimateBetween( Property(actor, Actor::POSITION), keyframes, AlphaFunctions::Linear);
+ animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunctions::Linear);
//Set speed to be x2
animation.SetSpeedFactor(2.0f);
keyframes.Add( 0.0f , Vector3(0.0f,0.0f,0.0f ) );
keyframes.Add( 1.0f , Vector3(100.0f,100.0f,100.0f ) );
- animation.AnimateBetween( Property( actor, Actor::POSITION), keyframes );
+ animation.AnimateBetween( Property( actor, Actor::Property::POSITION), keyframes );
// Set range between 0.4 and 0.8
animation.SetPlayRange( Vector2(0.4f,0.8f) );
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);
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, AlphaFunctions::EaseOut);
Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
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));
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,
TimePeriod(delay, durationSeconds - delay));
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_PRINT_ASSERT( e );
DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
}
END_TEST;
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_PRINT_ASSERT( e );
DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
}
END_TEST;
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_PRINT_ASSERT( e );
DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
}
END_TEST;
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_PRINT_ASSERT( e );
DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
}
END_TEST;
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_PRINT_ASSERT( e );
DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
}
END_TEST;
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_PRINT_ASSERT( e );
DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
}
END_TEST;
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_PRINT_ASSERT( e );
DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
}
END_TEST;
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_PRINT_ASSERT( e );
DALI_TEST_ASSERT(e, "IsPropertyAnimatable(index)", TEST_LOCATION);
}
END_TEST;
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, AlphaFunctions::EaseIn);
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, AlphaFunctions::Linear, TimePeriod(delay, durationSeconds - delay));
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
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 );
+ 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.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;
}
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 );
+ 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.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;
}
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 );
+ 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.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;
}
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(200.0f, 200.0f, 200.0f);
- animation.AnimateTo(Property(actor, Actor::POSITION), targetPosition);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
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 );
+ 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.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;
}
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 );
+ 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.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;
}
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 );
+ 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*/);
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;
}
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, AlphaFunctions::EaseIn);
Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
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 ) );
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,
TimePeriod( delay, durationSeconds - delay ) );
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::ROTATION), AngleAxis(targetRotationRadians, Vector3::YAXIS) );
// Start the animation
animation.Play();
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::ROTATION), targetRotation );
// Start the animation
animation.Play();
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::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunctions::EaseIn);
// Start the animation
animation.Play();
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::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
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::ROTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunctions::EaseIn, TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
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, AlphaFunctions::EaseIn);
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, AlphaFunctions::Linear, TimePeriod(delay, durationSeconds - delay));
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
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;
}
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;
}
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;
}
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, AlphaFunctions::EaseIn);
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, AlphaFunctions::Linear, TimePeriod(animatorDuration));
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
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;
}
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;
}
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;
}
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;
}
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
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 );
// 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.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::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.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::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.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::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 UtcDaliAnimationAnimateBetweenActorColorAlphaCubic(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, 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.GetCurrentColor().a, 0.1f, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
+ application.SendNotification();
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.36f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.36f, 0.01f, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
+ application.SendNotification();
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.21f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.21f, 0.01f, TEST_LOCATION );
+
+ 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), 0.76f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.76f, 0.01f, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
+ application.SendNotification();
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
+
+ // We did expect the animation to finish
+
+ finishCheck.CheckSignalReceived();
+ END_TEST;
+}
int UtcDaliAnimationAnimateBetweenActorColor(void)
{
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 );
// 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), 0.5f, 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::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), 0.95f, 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::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 UtcDaliAnimationAnimateBetweenActorColorCubic(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, 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();
+ 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::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), 0.99375f, 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::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();
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenActorVisible(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ AngleAxis aa(Degree(90), Vector3::XAXIS);
+ actor.SetRotation(aa.angle, aa.axis);
+ Stage::GetCurrent().Add(actor);
+
+ application.SendNotification();
+ application.Render(0);
+
+ 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, 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::Property::VISIBLE), keyFrames );
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+ application.SendNotification();
+
+ DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
+ finishCheck.CheckSignalReceived();
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenActorVisibleCubic(void)
{
TestApplication application;
keyFrames.Add(0.8f, false);
keyFrames.Add(1.0f, true);
- animation.AnimateBetween( Property(actor, Actor::VISIBLE), keyFrames );
+ //Cubic interpolation for boolean values should be ignored
+ animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames, Animation::Cubic );
// Start the animation
animation.Play();
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
- animation.AnimateBetween( Property(actor, Actor::ROTATION), keyFrames );
+ animation.AnimateBetween( Property(actor, Actor::Property::ROTATION), keyFrames );
// Start the animation
animation.Play();
keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS));
keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
- animation.AnimateBetween( Property(actor, Actor::ROTATION), keyFrames );
+ animation.AnimateBetween( Property(actor, Actor::Property::ROTATION), keyFrames );
// Start the animation
animation.Play();
END_TEST;
}
+int UtcDaliAnimationAnimateBetweenActorRotation01Cubic(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ AngleAxis aa(Degree(90), Vector3::XAXIS);
+ actor.SetRotation(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 );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
+
+ //Cubic interpolation should be ignored for quaternions
+ animation.AnimateBetween( Property(actor, Actor::Property::ROTATION), keyFrames, Animation::Cubic );
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+ application.SendNotification();
+
+ Quaternion check = Quaternion::FromAxisAngle(Vector4::ZAXIS, Radian(Degree(60)));
+
+ DALI_TEST_EQUALS( actor.GetCurrentRotation(), check, 0.001f, TEST_LOCATION );
+ finishCheck.CheckSignalReceived();
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenActorRotation02Cubic(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ AngleAxis aa(Degree(90), Vector3::XAXIS);
+ actor.SetRotation(aa.angle, aa.axis);
+ application.SendNotification();
+ application.Render(0);
+ Stage::GetCurrent().Add(actor);
+
+ Quaternion start(Radian(aa.angle), aa.axis);
+ DALI_TEST_EQUALS( actor.GetCurrentRotation(), 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));
+
+ //Cubic interpolation should be ignored for quaternions
+ animation.AnimateBetween( Property(actor, Actor::Property::ROTATION), 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.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
+
+ finishCheck.CheckSignalReceived();
+ END_TEST;
+}
+
+
int UtcDaliAnimationMoveByFloat3(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, TimePeriod( 1.0f) );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( 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 );
+ 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), 0.5f, 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::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), 0.95f, 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::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
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, AlphaFunctions::Linear );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunctions::Linear );
// 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), 0.5f, 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::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), 0.95f, 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::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
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, AlphaFunctions::Linear, TimePeriod( 1.0f) );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunctions::Linear, TimePeriod( 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 );
+ 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), 0.5f, 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::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), 0.95f, 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::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
actor.ApplyConstraint( constraint );
// 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 ), AlphaFunctions::Linear );
animation.Play();
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 ), AlphaFunctions::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 ), AlphaFunctions::Linear );
animation2.Play();
DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
END_TEST;
}
+int UtcDaliAnimationPath(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ //Build the path
+ Vector3 position0( 30.0, 80.0, 0.0);
+ Vector3 position1( 70.0, 120.0, 0.0);
+ Vector3 position2( 100.0, 100.0, 0.0);
+
+ Dali::Path path = Dali::Path::New();
+ path.AddPoint(position0);
+ path.AddPoint(position1);
+ path.AddPoint(position2);
+
+ //Control points for first segment
+ path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) );
+ path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
+
+ //Control points for second segment
+ path.AddControlPoint(Vector3( 78.0, 120.0, 0.0));
+ path.AddControlPoint(Vector3( 93.0, 104.0, 0.0));
+
+ // Build the animation
+ float durationSeconds( 1.0f );
+ Animation animation = Animation::New(durationSeconds);
+ animation.Animate(actor, path, Vector3::XAXIS, AlphaFunctions::Linear, 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(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*250.0f)/* 50% progress */);
+ application.SendNotification();
+ path.Sample( 0.5f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.SendNotification();
+ path.Sample( 0.75f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+ application.SendNotification();
+ path.Sample( 1.0f, position, tangent );
+ rotation = Quaternion( Vector3::XAXIS, tangent );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentRotation(), rotation, TEST_LOCATION );
+
+ finishCheck.CheckSignalReceived();
+ END_TEST;
+}